THE RED ALERT TRIGGERS AND TEAMTYPES GUIDE

Release v1.04

Last Updated: 16th February 1997

(c) 1997 Gavin Pugh
(email - rascenedit@geocities.com)

(WWW - http://www.geocities.com/TimesSquare/Arcade/5553)

ALL legal details described in accompanying SCNGUIDE.HTM file apply to this document also, you MUST abide by them.

This document MUST only be distributed as a file in a ZIP along with the other scenario creation files created by Gavin Pugh. I had decided to include this information in a seperate file as these sections were too long in the older versions of my guide. I will also eventually create a sepearate guide for packed sections of scenario files, and maybe even a step-by-step guide to making a fully functional mission.


[TeamTypes]

The teamtypes section allows you to create teams of units which can be used when triggers are activated
[TeamTypes]
sneak=2,1,15,0,1,-1,-1,2,E1:2,E2:1,7,16:11,16:2,16:14,16:16,1:8,1:4,1:1
  ^   ^ ^  ^ ^ ^  ^  ^ ^  \_____/  ^  \______________________________/
  1   2 3  4 5 6  7  8 9     |     11                  |
                             10                        12
1 Team name, can be anything within reason (keep it 3-5 chars and letters only) This is referred to later in the Trigs section
2 Team's Country Side ** THANKS TO GEOFF **
1-Greece
2-USSR
....
(email me if you know full list)
3 ??
4 ??
5 ??
6 ??
7 Waypoint team starts from ** THANKS TO GEOFF **
8 ??
9 Number of different types of units in team (In this case 2 riflemen and 1 grenadier = 2 different types)
10 Units in team, (See infantry, units, and ships for Codenames) (In this case E1:2 means 2 E1's or 2 riflemen, and E2:1 means 1 E2 or 1 grenadier) (Another example 4TNK:9 means 9 Mammoth tanks)
11 Number of actions to perform when team is invoked
12 Actions to perform, first I'll explain the example above
   16:11 - Patrol to waypoint .. 11 
   16:2  - Patrol to waypoint .. 2
   16:14 - Patrol to waypoint .. 14
   16:16 - Patrol to waypoint .. 16
   1:8   - Attack Waypoint .. 8
   1:4   - Attack Waypoint .. 4
   1:1   - Attack Waypoint .. 1
   ^ ^   
   1 2
1The Action number to perform:
0Attack
1Attack Waypoint
2Change Formation to
3Move to waypoint
4Move to Cell
5Guard area (1/10th min)
6Jump to line #
7Attack Tarcom
8Unload
9Deploy
10Follow friendlies
11Do this
12Set global
13Invulnerable
14Load onto Transport
15Spy on bldg @ waypt
16Patrol to waypoint
2Waypoint related to action, or other number related to it.
(WHAT ONE REPRESENTS THE SIDE?)

[Trigs]

Ha, ha, ha. This one is a toughie:
[Trigs]
air6=0,0,0,1,0,-1,0,0,-1,0,29,-1,-1,4,7,10,-1,-1
lch5=0,2,0,0,27,-1,2,0,-1,0,36,-1,-1,-1,0,-1,-1,-1
win1=0,1,1,1,11,-1,2,11,-1,9,22,-1,26,-255,24,-1,-1,-1
los1=0,1,0,0,11,-1,1,0,-1,0,2,-1,-1,-255,0,-1,-1,-1
sea1=0,1,0,1,14,-1,0,0,-1,0,7,4,-1,-1,7,15,-1,-1
  ^  \_____________________________________________/ 
  1                         |
                            2 
1 Trigger name, as referred to in [UNITS], [STRUCTURES], and others (keep 3-6 chars)
2 See Next Bit

Each trigger can be divided up as follows:

[Trigs]
air6=0,0,0,1|0, -1,0|0, -1,0|29,-1,-1,4   |7, 10,-1,-1
lch5=0,2,0,0|27,-1,2|0, -1,0|36,-1,-1,-1  |0, -1,-1,-1
win1=0,1,1,1|11,-1,2|11,-1,9|22,-1,26,-255|24,-1,-1,-1
los1=0,1,0,0|11,-1,1|0, -1,0|2, -1,-1,-255|0, -1,-1,-1
sea1=0,1,0,1|14,-1,0|0, -1,0|7, 4 ,-1,-1  |7, 15,-1,-1
  ^  ^ ^ ^ ^ \_____/ \_____/ \___________/ \_________/
Name | | | |    |       |          |            |
     1 2 3 4    5       6          7            8

10 - No Loop, 1 - ??, 2 - Loop Trigger ** THANKS TO AL **
2Side Related To ** THANKS TO AL **
1=Greece
2=BadGuy

7=Turkey

9=USSR
3?? May determine AND/OR between events
4?? Or other trigger logic??
5Event
6Event
7Action
8Action
Typical event 27,-1,2       No Event 0,-1,0
               ^  ^ ^ 
            1st 2nd 3rd

Typical action 22,-1,26,-255   No Action 0,-1,-1,-1
               ^  ^   ^    ^
             1st 2nd 3rd  4th

From now on I'll refer to action and event settings like this:

ACTION EXAMPLE 1
----------------
1  Winner is (4=Side Number)
^                ^
1st No.=1      4th No.=Side Number    All Other=-1   So...1,-1,-1,Side

ACTION EXAMPLE 2
----------------
24 Timer Stop (X)
^              ^
1st No.=24     ALL Others -1    So...24,-1,-1,-1

EVENT EXAMPLE
-------------
0  -No Event- (3=0)
^             ^
1st No.=0     3rd No.=0   So...0,-1,0

Note that there are two of each in a trigger, just slot the 3 or 4
sequence of numbers into the correct place.
Events:
-------

0  -No Event-                (3=0)
1  Entered by                (3=Side No.)
2  Spied by                  (??)
3  Thieved by                (??)
4  Discovered by player      (??)
5  House Discovered          (??)
6  Attacked by anybody       (3=0)
7  Destroyed by anybody      (3=0)
8  Any Event                 (??)
9  Destroyed, Units, All     (??)
10 Destroyed, Buildings, All (??) 
11 Destroyed, All            (3=Side No.)
12 Credits exceed (x100)     (??)
13 Elapsed Time (1/10th min) (3=Time)
14 Mission Timer Expired     (3=0)
15 Destroyed, Buildings, #   (3=Num. Buildings)
16 Destroyed, Units, #       (??)
17 No Factories left         (??)
18 Civilians Evacuated       (??)
19 Build Building Type       (3=??)
20 Build Unit Type           (??)
21 Build Infantry Type       (??)
22 Build Aircraft Type       (??)
23 Leaves map (team)         (??)
24 Zone Entry by             (3=??)
25 Crosses Horizontal Line   (??)
26 Crosses Vertical Line     (??)
27 Global is set             (3=Global No.)
28 Global is clear           (3=Global No.)
29 Destroyed, Fakes, All     (??)
30 Low Power                 (3=Side No.)
31 All bridges destroyed     (3=0)
32 Building exists

Side No.'s under Events are as follows:
?? Unknown


Actions
-------

0  -No Action-                  (X)
1  Winner is                    (4=Side No.)
2  Loser is                     (4=Side No.)
3  Production Begins            (4=Side No.)
4  Create Team                  (2=Team No.)
5  Destroy All Teams            (2=Team No.)
6  All to Hunt                  (4=Side No.)
7  Reinforcement (team)         (2=Team No.)
8  Drop Zone Flare (waypoint)   (4=Waypoint)
9  Fire Sale                    (4=Side No.)
10 Play Movie                   (4=Movie No.)
11 Text Trigger (ID num)        (4=Text ID)
12 Destroy Trigger              (3=Trig No.)
13 Autocreate Begins            (4=Side No.)
14 ~don't use~                  (??)
15 Allow Win                    (4=Side No.) (Seen one as 4=-1??)
16 Reveal all map               (X)
17 Reveal around waypoint       (4=Waypoint)
18 Reveal zone of waypoint      (4=Waypoint)
19 Play sound effect            (4=SFX No.)
20 Play music theme             (?? 4=Theme No.)
21 Play speech                  (4=Speech No.)
22 Force Trigger                (3=Trig No.) (Seen a 4=?? as well)
23 Timer Start                  (X)
24 Timer Stop                   (X)
25 Timer Extend (1/10th min)    (?? 4=Time)
26 Timer Shorten (1/10th min)   (4=Time)
27 Timer Set (1/10th min)       (4=Time)
28 Global Set                   (4=Global No.)
29 Global Clear                 (4=Global No.)
30 Auto Base Building           (??)
31 Grow shroud one 'step'       (??)
32 Destroy attached building    (X)
33 Add 1-time special weapon    (4=Side No.)
34 Add repeating special weapon (4=Side No.)
35 Preferred target             (4=Side No.)
36 Launch Nukes                 (X)

When Trig No. and Team No.'s are referred to by these
actions, 0 represents the 1st one in the list, 1 the
2nd and so on...
So when referring to team #34, you're referring to
the 33rd team you come to in the Teamtypes list.

Side No's under actions are different to events:
-255 Greece
-254 USSR
(+more) (Mail me if you know)

Some Examples

When all USSR destroyed, Greece Wins


Text I.D. Numbers

1=Objective 1 Complete
2=Objective 2 Complete
3=Objective 3 Complete
4=Defend Command Center
5=Destroy all Allied units and structures
6=Destroy all Soviet units and structures
7=Build your base
8=Find Einstein.
9=Get Einstein to the helicopter
10=Clear the way for the convoy
11=Time is running out!
12=Convoy approaching
13=Destroy all bridges
14=Get Spy into War Factory
15=Destroy all SAM sites
16=Get Tanya to the helicopter
17=Capture Radar Dome
18=Destroy Sub Pens
19=Keep the Chronosphere on-line
20=Restore full power
21=Get a spy into Command Center
22=Bring Kosygin back to your base
23=INCOMING TRANSMISSION
24=Capture the Command center!
25=Get engineers to control computers
26=Clear the naval channel
27=Capture all Tech centers
28=Destroy the Iron Curtain
29=Use engineers to operate computers
30=Re-program all generator computers
31=Hangar turret powering up. Standby
32=Turret deactivated
33=Acquire money to build your base
34=Destroy civilian forces and town
35=Secure the middle island
36=Get the convoy across the map
37=Run for it!
38=Capture the other tech centers
39=Don't approach the Chronosphere!
40=Kill the enemy spy
41=Disrupt Allied communications
42=Get trucks to other shore
43=Get engineers to coolant stations!
44=Use main terminal to shut down core
45=Meltdown Imminent!
46=Destroy convoy truck
47=Destroy Allied naval base
48=Destroy Radar domes
49=Capture the Chronosphere!
50=Get spy into enemy tech center
51=Einstein was killed
52=Tanya was killed
53=Radar Dome was destroyed
54=Command Center destroyed
55=Chronosphere self-destructed
56=All Engineers killed
57=Spy escaped
58=Time ran out
59=Convoy destroyed
60=Spy killed
61=Kosygin killed
62=Einstein was in tech center
63=Not enough available power
64=Charge placed on Generator
65=Find and Rescue captured Engineers
   
Try using [Tutorial] to have custom texts
Add a section to your INI as follows:

..
..
[Tutorial]
60=Test Message1   < This would replace one, does it work?
66=Test Message2   < This would create a new one, ??

If this doesn't work, try putting a TUTORIAL.INI file in the
redalert directory. Do the same, putting [TUTORIAL] at the top,
this should definately work.

Example: Triggers from ALLIED10

set0=0,0,0,1|13,-1,0|0,-1,0|7,0,-1,-1|7,1,-1,-1
                ^      ^        ^           ^
  0/10 min elapsed   None  Create Team 0  Create Team 1    
     
(send out teams 0 and 1 after 0 seconds)



for1=0,2,1,0|6,-1,0|28,-1,1|28,-1,-1,1|0,-1,-1,-1
             ^      ^              ^           ^
 for1 attacked  Global 1 clear  Set Global 1  None   

(building with 'for1' attacked and Global 1 is clear,
then set Global 1)



lch1=0,2,0,1|27,-1,1|0,-1,0|21,-1,-1,-203|22,-1,12,19
              ^        ^        ^               ^
      Global 1 Set   None  Play Speech -203  Force Trigger 12

(Global 1 set then play Speech -203 and force trigger 12)



hrss=0,2,0,0|1,-1,1|0,-1,0|7,3,-1,-1|0,-1,-1,-1
             ^                    ^          
 Celltrigger hrss entered by ?    Reinforce team 3 

(when celltrigger 'hrss' is entered by ?, team 3 is made)


bdt1=0,2,0,0,6,-1,1,0,-1,0,4,6,-1,-1,0,-1,-1,-1
bdtr=0,2,1,0,7,-1,2,13,-1,2,22,-1,6,-1,0,-1,-1,-1
bdt2=0,2,0,1,0,-1,0,0,-1,0,32,-1,-1,-1,32,-1,-1,-1
pek2=0,1,0,0,1,-1,1,0,-1,0,4,8,-1,-1,0,-1,-1,-1
pek1=0,1,0,0,1,-1,1,0,-1,0,4,7,-1,-1,0,-1,-1,-1
hrv1=0,2,2,0,1,-1,1,13,-1,35,3,-1,-1,-254,0,-1,-1,-1
alrt=0,9,0,1,1,-1,1,0,-1,0,13,-1,-1,-247,3,-1,-1,-247
narf=1,1,0,0,7,-1,0,0,-1,0,28,-1,-1,3,0,-1,-1,-1
lch2=0,2,0,1,0,-1,0,0,-1,0,17,-1,-1,19,28,-1,13,2
lch3=0,2,1,1,13,-1,2,27,-1,2,10,-1,-1,-170,22,-1,14,-1
lch4=0,2,0,1,0,-1,0,0,-1,0,27,-1,-1,596,11,-1,-1,24
los1=0,2,0,0,11,-1,1,0,-1,0,2,-1,-1,-255,0,-1,-1,-1
los2=0,1,0,0,14,-1,0,0,-1,0,2,-1,-1,-255,0,-1,-1,-1
win1=0,1,3,0,1,-1,1,7,-1,0,1,-1,-1,-255,2,-1,-1,-255
auto=0,2,2,1,1,-1,1,13,-1,200,13,-1,-1,-254,28,-1,-1,5
pdrp=0,2,0,1,1,-1,2,0,-1,0,7,18,-1,-1,7,19,-1,-1
tree=0,2,0,0,27,-1,5,0,-1,0,4,2,-1,-1,4,-1,-1,-1
tm3=0,2,0,0,13,-1,30,0,-1,0,4,23,-1,-1,0,-1,-1,-1
tm9=0,9,0,0,13,-1,90,0,-1,0,7,24,-1,-1,0,-1,-1,-1
tm15=0,2,0,0,13,-1,150,0,-1,0,4,25,-1,-1,0,-1,-1,-1
glb4=0,2,0,0,1,-1,1,0,-1,0,28,-1,-1,3,0,-1,-1,-1
mig1=2,9,1,0,28,-1,3,13,-1,400,7,26,-1,-1,0,-1,-1,-1
mig2=0,9,1,0,27,-1,4,13,-1,20,7,27,-1,-1,0,-1,-1,-1
yak1=2,9,1,0,28,-1,3,13,-1,270,7,10,-1,-1,0,-1,-1,-1
mig3=2,9,1,0,28,-1,3,13,-1,340,7,9,-1,-1,0,-1,-1,-1
yak2=2,9,1,0,27,-1,5,13,-1,70,7,28,-1,-1,0,-1,-1,-1
tm22=0,2,0,0,13,-1,220,0,-1,0,4,29,-1,-1,0,-1,-1,-1
lch5=0,2,0,0,27,-1,2,0,-1,0,36,-1,-1,-1,0,-1,-1,-1
for2=0,2,1,0,15,-1,15,28,-1,1,28,-1,-1,1,0,-1,-1,-1
for3=0,2,1,0,1,-1,1,28,-1,1,28,-1,-1,1,0,-1,-1,-1
for4=0,2,1,0,7,-1,0,28,-1,1,28,-1,-1,1,0,-1,-1,-1
for5=0,2,1,0,13,-1,900,28,-1,1,28,-1,-1,1,0,-1,-1,-1
lch6=0,1,1,1,13,-1,1,27,-1,2,11,-1,-1,23,19,-1,-1,-65463
txt1=2,2,1,0,13,-1,50,27,-1,2,11,-1,-1,24,0,-1,-1,-1
txt0=2,1,1,0,13,-1,50,28,-1,2,11,-1,-1,6,0,-1,-1,-1
txt2=0,1,0,1,13,-1,0,28,-1,0,11,-1,-1,6,4,31,-1,-1
txt3=0,0,1,0,13,-1,450,27,-1,2,11,-1,-1,11,0,-1,-1,-1


See SCNGUIDE.HTM for the credits...
You'll find the latest version of this text here:

http://www.geocities.com/TimesSquare/Arcade/5553
(c)Gavin Pugh 1997 rascenedit@geocities.com