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The complete and definitive mapping index
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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Sun Aug 25, 2019 12:28 am    Post subject:  The complete and definitive mapping index
Subject description: trigger events, trigger actions, script actions, teams, AI triggers, and more.
Reply with quote  Mark this post and the followings unread

this mapping index is meant to both help novice mappers step up their game, and to serve as a single reference point for
advanced mappers with all of the relevant appended internal lists and known bugs. i did not create most of the lists here myself, and
dont mean to take credit for them by referencing them here. have fun mapping.

with that said i first of all strongly suggest that you get the "Ra2 Sp" patch for FA2 if you arent using it yet. here is where you can find it:
https://ppmforums.com/topic-47342-page-2/final-alert-2-yr-v102-patches/?postorder=asc
many noted fa2 bugs here have since been patched

anyways, im going to cover everything here:


MAP

firstly the tab that says map: adjusting the parameters "left, top, width, height" will shift a set of blue lines which represent the players
visible area on the map, not overly complex, but if you intend to make a map with multiple map expand triggers, you are going to need
to write this down.

on the subject of that, trigger action 40: Resize Player View... lists this as "bottom, left, right, top" for whatever reason, and you need to input
the numbers in a different order than the "map" entry shows


BASIC

for most intents and purposes, the "next scenario, Alt. scenario, New INI format, CarryOverCap ?, End of game, Skip score stats, One time only,
Skip map selection, Official, Percent(money?), Only Multiplayer, Initial time, and Addon needed entries arent worth mentioning.

Crates for destroyed trucks does work in ra2, in this case it registers units with the ini tag "CarriesCrate=yes" as eligible, which
by default is only [TRUCKB]
Growing Ore ( i am unsure if this does anything at all, or if it is used in conjunction with the entries under "special flags" )
Free radar also works, but is typically used only for debugging or mission maps.
Ignore global AI Triggers does work, in the case it is "yes" the map will ignore normal AI triggers, even if they are individually set to "enabled"
Spoiler (click here to read it):
turning this on will make the AI build nothing but its miners in terms of units until you write its AI. if this is a campaign map that you want
to have an AI, this should always be on, as the default AI is not made for campaign maps and will break your map's AI. if this is a skirmish map and
you only want to add a few teams to the existing skirmish AI, then this can be left off.


Special Flags

Ore grows, and Ore spreads work in ra2, typically NOT used because they are OP. obvious remnants of TS logic.
Initial veteran works in ra2, but it typically NOT used because it is OP

i am unsure about Destroyable bridges, MCV deploy, Fixed alliance, Shroud, Inert, and Weather Storms. in some cases these would be obsolete
leftovers of tiberian sun, in other cases they would seem to conflict with ingame GUI options and are probably redundant

Lighting Settings

not a lot to say about lighting except it is the big invisible lightpost in the sky. both general and individual lighting can be viewed and
tested via the map renderer, so i encourage people to try playing with this setting in conjunction with that utility. it even registers ini edited lights.

Singleplayer settings

if you are looking at this screen it means you are the developer of a full blown mod, so i will skip this part.

Houses

houses should only be modified in single player
IQ: this gives control over a set of hardcoded AI behaviors, giving a high iq to the player controlled house has adverse effects. the behaviors associated
with IQ are found in Rules.ini, and are as follows.
Spoiler (click here to read it):
Code:
[IQ]
MaxIQLevels=5    ; the maximum number of discrete IQ levels
SuperWeapons=4 ; super weapons are automatically fired by computer
Production=5       ; building/unit production is automatically controlled by computer
GuardArea=2       ; newly produced units start in guard area mode
RepairSell=1        ; allowed to choose repair or sell of damaged buildings
AutoCrush=2       ; automatically try to crush antogonists if possible
Scatter=2            ; will scatter from incoming threats [grenades and such]
ContentScan=3    ; will consider contents of transport when picking good target
Aircraft=3            ; automatically replace aircraft
Harvester=2        ; automatically replace lost harvesters
SellBack=2          ; allowed to sell buildings

Map edge: this is supposedly affiliated with the map edge from which reinforcements arrive
Side: this is the replacement to TS's "Acts like" entry, and associates a "parent house" to the baby house. if not, its redudnant.
Color: this is the color of the house
Allies: these are houses allied to the house, houses arent mutually allied by default, so dont forget
Money: its the amount of money the house has on map start, in multiples of 100 credits
Node count: this is automatically generated on the creation of base nodes. dont mess with this
Technology level: this sets the max tech level of the house (not sure if this is obsolete)
Build activity (%): i dont know what this does honestly. if it does anything at all, its fairly redundant.
Player control: can the player control the houses units?

a final note on houses: a map specific house can be appended to a map specific ini file; that is to say you could make any new house the singular Owner= (etc)
of units/buildings in the .ini, and it would be respected ingame.

Local Variables

local variables are a beautiful thing which can associate scripts and triggers. a local variable can be set to "clear" or "set" via either a trigger
action, or a script action. local variables being clear or set can be assigned to the event of a trigger, and can facilitate for example, the execution of a script action
by a unit causing the firing of a trigger, or setting up a trigger so multiple specific conditions have to be set before trigger firing.
local variables are also useful for making triggers that repeat and fire once for every time an event is triggered by making a trigger with 'local set' be the event and
'local clear' be one of the actions. the local prevents the repeating trigger from infinity trigger fire catastrophes

Triggers

Trigger options

Name: the name of the trigger (ordered alphabetically in the trigger list)
House: the house of the trigger, referenced in certain trigger actions
Type: 0 means the triggers only fires once, on the meeting of a triggers events.
Type: 2 means the trigger fires repeatedly on the meeting of a triggers events. in cases where the event is constantly met, a trigger constantly fires every frame (which is ugly)
Attached trigger: this is used to facilitate the firing of multiple trigger actions through one trigger tag (which is attached to units/objects) further explained in "tags"
Disabled: if yes, this trigger is not active until enabled again by another trigger using action 53: enable trigger.
Easy, Medium, Hard: associated with campaign difficulty levels.

Events

trigger events consist of one or more events which have parameters which vary from event to event

1) entered by...   fires when the cell, or object which the triggers tag is attached to is entered by a unit of the listed house. (-1 means ANY HOUSE and works in skirmish)
2) Spied upon... when tested the flag does nothing.
3) Thieved by...  this is a relic of unused tiberian sun logic. does nothing
4)Discovered by player    fires when the object is not shrouded from the player
5)House Discovered   fires when anything of the given house is not shrouded from the player
6)Attacked by any house   fires when the object attached takes damage from something attacking it
7)Destroyed by any house    fires when the object is destroyed from something attacking it
8 ) Any event    A dummy event that fires the trigger immediately on trigger enable
9) Destroyed units All... fires when all units of a set house are rekt
10) Destroyed buildings All... fires when all buildings of a set house are rekt
11) Destroyed All... fires when everything of a set house is rekt
12)Credits exceed... fires when the house of the trigger exceeds the set amount of credits owned
13) Elapsed time... fires after a set amount of time, measured in units of ingame time
14) Mission Timer Expired    fires when the mission timer which was set reaches 0
15) Destroyed Buildings #   fires when a set amount of buildings owned by the house of the trigger are rekt
16) Destroyed Units #    fires when a set amount of units owned by the house of the trigger are rekt
17) No Factories left   fires when the house of the trigger has no factories
18 ) Civilians Evacuated   does nothing (TS relic)
19) Build Building type  Fires when the house of the trigger builds the building listed
20) Build unit type    fires when the house of the trigger builds the type of  vehicle listed
21) Build infantry type    fires when the house of the trigger builds the type of infantry
22) Build Aircraft type    fires when the house of the trigger builds the type of aircraft
23) Leaves map (team)  apparently fires when the team leaves the map and is deleted. unsure if this is redundant
24) Zone Entry by.... triggers when the house listed enters the general proximity of the celltag the trigger is in
25) Crosses horizontal line... triggers when the house specified crosses a line going (bottom)left to (top)right isometrically, of the attached cell
26)Crosses Vertical line... triggers when the house specified crosses a line going (top)left to (bottom) right isometrically, of the attached cell
27) Global is set... used for mission maps regarding a set of variables which are carried over between maps
28 ) Global is clear... used for mission maps regarding a set of variables which are carried over between maps
29)Destroyed by anything[not infiltrate] fires when the object is rekt, but not if that object infiltrates a building and is therefore deleted
30)Low Power... triggers when the house of the trigger becomes low on power
31)Bridge destroyed apparently attached to a bridge registering when bridge is destroyed (maby redundant)
32)Building exists... fires when the building type is owned by the house of the trigger
33) Selected by player  fires when the attached object is literally selected by a player
34)Comes near waypoint  triggers when the attached object approaches the vicinity of listed waypoint
35) Enemy in Spotlight... redundant event (TS relic)
36) Local is set... when the local is "set" this event is registered as met
37) Local is clear... when the local is "clear" this event is registered as met
38 ) First damaged (combat only) fires when the attached object is attacked or damaged in combat
39) Half health (combat only) triggers when the attached object is damaged to 1/2 health from combat
40) Quarter health (combat only) triggers when the attached object is damaged to 1/4 health from combat
41) First damaged (any sources) triggers when the attached object takes any damage
42) Half health (any source) triggers when the attached object is at half health
43) Quarter health (any source) triggers when the attached object is at 1/4 health
44) Attacked by (house) triggers when the attached object is attacked by the listed house
45) Ambient light <= triggers when ambient light falls to a certain level
46) Ambient light >= triggers when ambient light rises to a certain level
47) Elapsed Scenario Time... Triggers when the time has elapsed, starting at the "start of a scenario" (possibly redundant)
48 ) Destroyed by anything   triggers when the attached object has been rekted
49) Pickup Crate    fires when the attached object picks up a crate
50) Pickup Crate (any) fires when a crate has been picked up
51) Random delay...   fires between 50 and 150% of set time
52) Credits below... fires when the house of the trigger has less than a set amount of credits
53) Spy entering as house... triggers when a spy disguised as the set house enters a cell (not an attached building)
54) Spy entering as Infantry... triggers when a spy disguised as the set infantrytype enters a cell (not an attached building)
55) Destroyed Units Naval... triggers when all Naval=yes units of the set house are destroyed
56) Destroyed Units Land... triggers when all land units (presumably Naval=no) of a set house are destroyed
57) Building does not exist  triggers when no buildings of the set type are owned by the house of the trigger
58 ) Power Full... triggers when the house listed has full power
59) Entered of Overflown by... triggers when the set house moves over a cell, including aircraft units
60) TechType exists... triggers if there are a certain amount of the infantry, unit, or buildingtype listed, on the whole map
Spoiler (click here to read it):
the number entry on this does work, but if it is a unit, the techtype counts as 'existing' not the moment that it
enters the map, but rather the moment that the unit's cameo is clicked

61)Techtype Does not exist... triggers when there are not a certain amount of infantry, units, or buildingtypes listed on the whole map


Actions

trigger actions take place when the condition(s) of the trigger are met. multiple actions fire in order on consecutive frames.
1) Winner is... causes the house specified to be considered the winner, followed by game end
2)Loser is... causes the house specified to be considered the loser, followed by game end
3)Production begins... production is considered on for the specified house, the AI has a green light to consider making units
4) Create team... creates (tries to recruit) specified teamtype, by the house of the TEAM, NOT THE TRIGGER. (works in skirmish)
5) Destroy team... kicks units out of the specified teamtype, making those units recruitable
6) All to hunt... forces all units of the house specified, including garrisoned units, to execute the hunt script
7) Reinforcement (team) creates a reinforcement team (typically cargoplane=yes teams with designated team waypoints)
8 ) Drop Zone Flare (waypoint)... as far as i know this is redundant since before TS
9) Fire sale... causes the house specified to sell all buildings
10) Play movie... presumably obsolete from TS, plays a full screen movie. the movie is listed manually as a number from an internal table  (index needed)
11) Text Trigger.... displays a pre-set text  from ra2's CSF file
12) Destroy trigger... wipes the trigger from any units or buildings from which it is attached
13) Autocreate begins... as far as i know, autocreate is redundant since TS
14) Change house... causes the attached object to change house to that specified
15) Allow win  likely redundant. if not redundant, obsolete to local variables
16) Reveal all map   reveals the whole map to the player. in multiplayer games this is known to cause disconnect errors
17) Reveal around waypoint... causes a section of map around waypoint to be unshrouded. as per rules.ini
Spoiler (click here to read it):
Code:
[General]
RevealTriggerRadius=9   ; the sight range of a "reveal around waypoint" trigger, 10 is maximum

18 ) Reveal zone of waypoint.... a redundant trigger
19) Play sound effect... plays the sound effect specified from the internal [SoundList] of sound(md).ini
20) Play music theme... plays the song specified from the theme(md).ini list
21) Play speech... plays a speech from the eva(md).ini [DialogList] index
22) Force trigger... forces the specified trigger to fire, ignoring its events
23) Timer start   starts the countdown on the map's timer
24) Timer stop   stops the countdown on the maps timer
25) Timer extend  extends the countdown on the maps timer by an amount specified
26) Timer shorten  shortens the countdown on the maps timer by an amount specified
27) Timer set...   sets the maps countdown timers initial time
28 ) Global set...  sets a defined global variable, a local variable that carries over between maps
29) Global clear... clears a defined global variable, a local variable that carries over betwen maps
30) Auto base building...  redundant since before TS
31) Grow shroud one step  supposedly causes the shroud to creep in one cell, unsure if this is redundant
32) Destroy attached building   this simply blows up anything the trigger is attached to, including bridges
33) Add 1-time special weapon...  adds a single use of the superweapon from rules.ini's [SuperWeaponTypes] table
34) Add repeating special weapon.. adds a superweapon from rules.ini's [SuperWeaponTypes] table
35) Preferred target...  supposedly sets the 'preferred superweapon target' unsure if this is redundant in ra2, or obsolete to action 135. (or what list it reads from)
36) All change house... all objects of the triggers' house will change to the house specified
37) Make ally...  the house of the trigger will consider the house specified as an ally
38 ) Make enemy... the house of the trigger will consider the house specified as an enemy, overriding AIHateDelays= under [General] in rules.ini
39) Change zoom level... zooms in the camera. this works in ra2 and ts, but causes problems with the GUI
40) Resize player view... changes the players visible area to the 4 values specified, see "Map" above
41) Plays the specified animation from the [Animations] index in rules.ini
Spoiler (click here to read it):
the appended anims list for yr accorting to modenc
Code:
[Animations]
0=TWLT100
1=ELECTRO
2=H2O_EXP1
3=H2O_EXP2
4=H2O_EXP3
5=PARACH
6=PARABOMB
7=RING
8=OLD_001
9=PIFF
10=PIFFPIFF
11=GUNFIRE
12=MONEY
13=MLTIMISL
14=HEALONE
15=HEALALL
16=ARMOR
17=CHEMISLE
18=CLOAK
19=FIREPOWR
20=MGUN-N
21=MGUN-N
22=MGUN-E
23=MGUN-SE
24=MGUN-S
25=MGUN-SW
26=MGUN-W
27=MGUN-NW
28=VETERAN
29=REVEAL
30=SHROUDX
31=GAPOWR_A
32=GAPOWR_AD
33=NARADR_A
34=NARADR_AD
35=GAWEAP_1
36=GAWEAP_2
37=GAWEAP_A
38=GAWEAP_B
39=OLD_002
40=OLD_003
41=GAPILE_A
42=OLD_004
43=NAPULS_A
44=GACTWR_A
45=GACTWR_B
46=GACTWR_C
47=GACTWR_D
48=OLD_005
49=GAWEAP_BD
50=NASTLH_A
51=NASTLH_AD
52=OLD_006
53=GACNST_A
54=GACNST_AD
55=GACNST_B
56=OLD_007
57=OLD_008
58=OLD_009
59=OLD_010
60=OLD_011
61=OLD_012
62=OLD_013
63=NATMPL_A
64=OLD_014
65=OLD_015
66=OLD_016
67=OLD_017
68=GAHPAD_A
69=GAHPAD_AD
70=GAPOWR_B
71=GADEPT_A
72=GADEPT_AD
73=GADEPT_B
74=GATECH_A
75=GATECH_AD
76=OLD_018
77=OLD_019
78=OLD_020
79=OLD_021
80=OLD_022
81=OLD_023
82=OLD_024
83=OLD_025
84=OLD_026
85=OLD_027
86=OLD_028
87=OLD_029
88=OLD_030
89=OLD_031
90=NAPOST_A
91=NAPOST_AD
92=NAPOST_B
93=WA01X
94=WA02X
95=WA03X
96=WA04X
97=WB01X
98=WB02X
99=WB03X
100=WB04X
101=WC01X
102=WC02X
103=WC03X
104=WC04X
105=WD01X
106=WD02X
107=WD03X
108=WD04X
109=OLD_032
110=GADEPT_D
111=GADEPT_DD
112=GASILO_A
113=GASILO_AD
114=GASILO_B
115=GASILO_BD
116=NAPOWR_A
117=NAPOWR_AD
118=CAHOSP_A
119=NAAPWR_A
120=NAAPWR_AD
121=GASPOT_A
122=GASPOT_AD
123=CTDAM_A
124=CTDAM_AD
125=TUNTOP01
126=TUNTOP02
127=TUNTOP03   
128=TUNTOP04
129=NTPYRA_A
130=NTPYRA_AD
131=OLD_033
132=PULSBALL
133=GAFSDF_A
134=OLD_034
135=GADPSA_A
136=OLD_035
137=OLD_036
138=CAARAY_A
139=CAARAY_B
140=CAARAY_C
141=CAARAY_CD
142=CAARAY_D
143=CAARAY_DD
144=GAICBM_A
145=OLD_037
146=NAHPAD_A
147=NAHPAD_AD
148=CARYLAND
149=DROPLAND
150=TWLT026
151=TWLT036
152=TWLT050
153=TWLT070
154=TWLT070T
155=TWLT100I
156=S_BANG16
157=S_BANG24
158=S_BANG34
159=S_BANG48
160=S_BRNL20
161=S_BRNL30
162=S_BRNL40
163=S_BRNL58
164=S_CLSN16
165=S_CLSN22
166=S_CLSN30
167=S_CLSN42
168=S_CLSN58
169=S_TUMU22
170=S_TUMU30
171=S_TUMU42
172=S_TUMU60
173=RING1
174=IONBEAM
175=SQDG_N
176=SQDG_NE
177=SQDG_E
178=SQDG_SE
179=SQDG_S
180=SQDG_SW
181=SQDG_W
182=SQDG_NW
183=SQDG
184=FIRE01
185=FIRE02
186=FIRE03
187=GARADR_A
188=GARADR_AD
189=NASAM_A
190=EMP_FX01
191=SMKPUFF
192=V3TRAIL
193=V3TAKOFF
194=NUKEANIM
195=NUKEBALL
196=HTRKPUFF
197=IRONFX
198=IRONBLST
199=WARPIN
200=WARPOUT
201=WARPAWAY
202=GAREFNBB   
203=GAREFNL1
204=GAREFNL2
205=GAREFNL3
206=GAREFNOR
207=CAGRD1_A   
208=GAREFNL4
209=YAPOWR_A   ;-1 <- GS messed up here
210=YAPOWR_AD
211=GAROBO_A
212=YACNST_C
213=INFDIE
214=DBRIS1LG   
215=DBRIS1SM   
216=DBRIS2LG   
217=DBRIS2SM   
218=DBRIS3LG   
219=DBRIS3SM   
220=DBRIS4LG   
221=DBRIS4SM   
222=DBRIS5LG   
223=DBRIS5SM   
224=DBRIS6LG   
225=DBRIS6SM   
226=DBRIS7LG   
227=DBRIS7SM   
228=DBRIS8LG   
229=DBRIS8SM   
230=DBRIS9LG   
231=DBRIS9SM   
232=DBRS10LG   
233=DBRS10SM
234=DEATH_A
235=DEATH_B   
236=DEATH_C
237=DEATH_D
238=DEATH_E
239=DEATH_F
240=DROPPOD
241=DROPPOD2
242=FLAMEGUY
243=YURIDIE
244=NUKEDIE
245=EXPLOSML
246=EXPLOMED
247=EXPLOLRG
248=XGRYMED1
249=XGRYMED2
250=XGRYSML1
251=XGRYSML2
252=OLD_038
253=WAKE1
254=WAKE2
255=BEACON
256=CHRONOFD
257=CHRONOTG
258=NUKETO
259=NUKEPUFF
260=CRYSTAL1
261=CRYSTAL2
262=CRYSTAL3
263=CRYSTAL4
264=BIGBLUE
265=SGRYSMK1
266=INVISO
267=NAPSIS_A
268=NAPSIS_AD
269=PSIWARN
270=GACNST_BD
271=GAYARD_A
272=OLD_039
273=OLD_040
274=UCFLASH
275=UCELEC
276=UCBLOOD
277=OLD_041
278=GAWEAP_3
279=GAWEAP_4
280=NAWEAP_3
281=NAWEAP_4
282=OLD_042
283=CAOILD_A
284=NAREFNL1
285=NAREFNL2
286=NAREFNL3
287=NAREFNL4
288=NACNST_A
289=NACNST_B
290=NACNST_C
291=NAREFNOR
292=NACLON_A
293=NANRCT_A
294=NATSLA_A
295=CHRONOBM
296=CHRONOAR
297=OLD_043
298=GACSPH_E
299=GACSPH_F
300=GACSPH_FD
301=GACSPH_G
302=GACSPH_H
303=GACSPH_HD
304=CAWSH12A
305=CAWSH12D
306=OLD_044
307=DBRI-WM1
308=DBRI-WM2
309=DBRI-WM3
310=NAMISL_E
311=NAMISL_F
312=NAMISL_G
313=NAMISL_H
314=CAAIRP_A
315=WCCLOUD1
316=WCCLOUD2
317=WCCLOUD3
318=WCLBOLT1
319=WCLBOLT3
320=OLD_045
321=EXPLOLB
322=CAUSFGL_A
323=DBRI-WM4
324=DBRI-WM5
325=DBRI-WM6
326=GAWETH_E
327=GAWETH_F
328=GAWETH_FD
329=GAWETH_G
330=GAWETH_H
331=GAWETH_HD
332=NAIRON_A
333=TWNK1
334=NAYARD_A
335=NAYARD_B
336=NAYARD_C
337=NAYARD_D
338=CAWS01DM
339=NATSLA_B
340=NATSLA_BD
341=GAPRIS_A
342=GAPRIS_AD
343=CHRONOSK
344=CAWA14DM
345=OLD_046
346=NACNST_BD
347=GAWEAP_AD
348=GAWEAP_1D
349=GAWEAP_2D
350=GAWEAP_3D
351=GAWEAP_4D
352=GACSPH_GD
353=GAAIRC_A   
354=GAAIRC_AD
355=GAAIRC_B   
356=GAAIRC_BD
357=GAAIRC_C
358=GAAIRC_CD
359=NAYARD_AD
360=NAYARD_BD
361=NAYARD_CD
362=NAYARD_DD
363=NATSLA_AD
364=CARUS01D
365=GACSPH_ED
366=NAREFNL1D
367=NAREFNL2D
368=NAREFNL3D
369=NAREFNL4D
370=NAWEAP_1
371=NAWEAP_2
372=NAWEAP_1D
373=NAWEAP_2D
374=NAWEAP_3D
375=NAWEAP_4D
376=NAWEAP_A
377=OLD_047
378=GAOREP_A
379=GAOREP_AD
380=CAPARS12D
381=CACHIG04D
382=OLD_048
383=NANRCT_AD
384=GASPST_A
385=GASPST_AD
386=NACLON_AD
387=CAWSH18A
388=NAIRON_AD
389=GAPILE_AD
390=GAYARD_C
391=GAYARD_CD
392=GAYARD_D
393=GAYARD_DD
394=GAYARD_AD
395=NAPSYA_A
396=NAPSYA_AD
397=NAPSYB_A
398=NAPSYB_AD
399=GADEPT_BD
400=GADEPT_C
401=GADEPT_CD
402=CAOUTP_A
403=CAOUTP_AD
404=CAOUTP_B
405=CAOUTP_BD
406=CAOUTP_C
407=CAOUTP_CD
408=CAOUTP_D
409=CAOUTP_DD
410=NADEPT_B
411=NADEPT_BD
412=NADEPT_C1
413=NADEPTBB
414=NADEPT_C2
415=NADEPT_C3
416=NADEPT_C4
417=NADEPT_C5
418=NADEPT_C6
419=CAMSC06A
420=CARUFGL_A
421=CAFRFGL_A
422=CAIRFGL_A
423=CACUFGL_A
424=CASKFGL_A
425=CALBFGL_A
426=CAWA19_A
427=CAWA19_AD
428=CASTL04DM
429=CAHOSP_AD
430=NACNST_CD
431=GAPRIS_B
432=GAPRIS_BD
433=GAGAP_A
434=GAGAP_AD
435=OLD_049
436=BEHIND
437=NACNST_AD
438=CAGEFGL_A
439=CAUKFGL_A
440=CAPOFGL_A
441=NAIRON_F
442=NAIRON_FD
443=NAIRON_H
444=NAIRON_HD
445=NAIRON_G
446=NAIRON_GD
447=NAIRON_E
448=NAIRON_ED
449=CANY04DM
450=KTSTLEXP
451=DEMTEXP
452=GCMUZZLE
453=VTEXPLOD
454=VTMUZZLE
455=CRIVEXP
456=CRIVEXP2
457=TSTIMPCT
458=BRRLEXP1
459=BRRLEXP2
460=GAYARD_S1
461=GAYARD_S2
462=GAYARD_S3
463=MININUKE
464=CAPR01DM
465=NAYARD_S1
466=NAYARD_S2
467=NAYARD_S3
468=NAMISL_ED
469=NAMISL_FD
470=NAMISL_GD
471=NAMISL_HD
472=GAAIRCBB
473=CAWA19_AG
474=CAPR11DM
475=ARRWDEST
476=ARRWN
477=ARRWS
478=ARRWE
479=ARRWW
480=ARRWNW
481=ARRWNE
482=ARRWSW
483=ARRWSE
484=CAMOV01_A
485=CAMOV01_AD
486=CAMOV02_A
487=CAMOV02_AD
488=CAOILD_F
489=CAOILD_AD
490=CAOUTP_F
491=CAHOSP_F
492=CAAIRP_F
493=SPEED
494=NAYARD_S1D
495=NAYARD_S2D
496=NAYARD_S3D
497=GAYARD_S1D
498=GAYARD_S2D
499=GAYARD_S3D
500=CAEAST01DM
501=YAPPET_E
502=YAPPET_ED
503=YAPPET_F
504=YAPPET_FD
505=YAPPET_G
506=YAPPET_GD
507=YAPPET_H
508=YAPPET_HD
509=OLD_050
510=VIRUSD
511=NAINDP_A
512=NAINDP_AD
513=OLD_051
514=OLD_052
515=YAGRND_A
516=YAGRND_AD
517=YAGRND_B
518=YAGRND_BD
519=YAGRND_C
520=YAGRND_CD
521=YAWEAP_1
522=YAWEAP_2
523=YAWEAP_3
524=YAWEAP_4
525=YAWEAP_A
526=YAWEAP_AD
527=NATBNK_A
528=NATBNK_B
529=NATBNK_A2
530=NATBNK_B2
531=NATBNK_AD
532=NATBNK_BD
533=NATBNK_A2D
534=NATBNK_B2D
535=GENDEATH
536=YAROCK_A
537=YABRCK_A
538=YAYARD_C
539=YAYARD_CD
540=YAYARD_A
541=YAYARD_AD
542=YAYARD_D
543=YAYARD_DD
544=YAYARD_S
545=YAYARD_SD
546=YAYARD_S2
547=YAYARD_S2D
548=YAYARD_S3
549=YAYARD_S3D
550=YAPSYT_A
551=YAPSYT_AD
552=YATECH_A
553=YATECH_AD
554=YAREFN_A
555=SCHPDEPL
556=YAGNTC_E
557=YAGNTC_ED
558=YAGNTC_F
559=YAGNTC_FD
560=YAGNTC_G
561=YAGNTC_GD
562=YAGNTC_H
563=YAGNTC_HD
564=YACNST_A
565=YACNST_AD
566=YACNST_B
567=YACNST_BD
568=CALND6_A
569=CALND6_AD
570=CATR03DM
571=UCCONS
572=UCINIT
573=CASEAT02_A
574=CASEAT02_AD
575=MINDANIM
576=DISKRAY
577=PDFXCLD
578=PDFXLOC
579=OLD_053
580=OLD_054
581=CAPOWR_A
582=CAPOWR_AD
583=CALA10_A
584=CALA10_AD
585=CAMACH_F
586=OLD_055
587=YAGRND_D
588=YAGRND_DD
589=YACNST_CD
590=FORCSHLD
591=CATIME_A
592=INITFIRE
593=CDGAS
594=CASLAB_A
595=YAPOWR_B
596=YAPOWR_C
597=CASLAB_F
598=YAPPET_A
599=YAPPET_AD
600=BRUTDIE
601=YAGNTC_P
602=YAGNTC_PD
603=NANRCT_P
604=NANRCT_PD
605=YAPOWR_BD
606=YAPOWR_CD

42) Do explosion at... creates an explosion from the warhead of the specified weapon, which is input as a number, ignoring all projectile stuff. weapontype index below
Spoiler (click here to read it):
Code:
[WeaponTypes]
0=Vulcan2
1=NukeCarrier
2=NukePayload
3=Vulcan
4=RedEye2
5=CoilBolt
6=OPCoilBolt
7=PrismShot
8=PrismSupport
9=BarrelExplosion
10=GrandCannonWeapon
11=FlakWeapon
12=HoverMissile
13=OilExplosion
14=EiffelBolt
15=MayanPrism
16=AGGattling
17=AGGattlingE
18=AAGattCann
19=AAGattlingE
20=AGGattling2
21=AGGattling2E
22=AAGattCann2
23=AAGattling2E
24=AGGattling3
25=AGGattling3E
26=AAGattCann3
27=AAGattling3E
28=MultipleMindControlTower
29=BlimpBombEffect
30=20mmRapid
31=20mmRapidE
32=Maverick
33=MaverickE
34=HornetBomb
35=HornetCollision
36=HornetBombE
37=ASWBomb
38=ASWCollision
39=ParaDropWeapon
40=Maverick2
41=Maverick2E
42=BlimpBomb
43=Maverick3
44=Maverick3E
45=SpyCameraWeapon
46=120mmx
47=MammothTusk
48=120mmxE
49=120mm
50=120mmE
51=105mm
52=105mmE
53=HornetLauncher
54=V3Launcher
55=BlimpBombE
56=DroneJump
57=VirtualScanner
58=FlakTrackGun
59=FlakTrackAAGun
60=FlakTrackGunE
61=FlakTrackAAGunE
62=155mm
63=ASWLauncher
64=155mmE
65=SubTorpedo
66=SubTorpedoE
67=Medusa
68=MedusaE
69=DredLauncher
70=BlackHawkCannon
71=BlackHawkCannonE
72=SquidGrab
73=SquidPunch
74=SquidGrabE
75=SquidPunchE
76=SonicZap
77=SonicZapE
78=SABOT
79=SABOTE
80=HowitzerGun
81=TankBolt
82=TankBoltE
83=ATGUN
84=ATGUNE
85=Comet
86=SuperComet
87=CometFragment
88=TeslaFragment
89=SuperCometFragment
90=FlakWeaponE
91=MirageGun
92=MirageGunE
93=CRNuke
94=HoverMissileE
95=RepairBullet
96=CRM60
97=CRFlakGuyGun
98=CRMP5
99=AWPE
100=CRElectricBolt
101=CRMindControl
102=CRRadBeamWeapon
103=CRNeutronRifle
104=CRTerrorBomb
105=CowShot
106=CRPsychicJab
107=CRVirusGun
108=CRSuperMindBlast
109=CRMissileLauncher
110=DefaultDeathWeapon
111=Demobomb
112=AAGattling
113=AAGattling2
114=AAGattling3
115=MagneticBeam
116=MagneShake
117=MagneticBeamE
118=ChaosAttack
119=BoomerTorpedo
120=CruiseLauncher
121=BoomerTorpedoE
122=160mm
123=160mmE
124=MultipleMindControlTank
125=DiskLaser
126=DiskDrain
127=DiskLaserE
128=Robogun
129=M60
130=Para
131=M60E
132=ParaE
133=UCPara
134=UCElitePara
135=M1Carbine
136=M1CarbineE
137=UCM1Carbine
138=UCEliteM1Carbine
139=ElectricBolt
140=AssaultBolt
141=ElectricBoltE
142=DefuseKit
143=20mm
144=20mmE
145=MP5
146=Sapper
147=MP5E
148=MindControl
149=PsiWave
150=IvanBomber
151=IvanBomberE
152=RadBeamWeapon
153=RadEruptionWeapon
154=RadBeamWeaponE
155=BadTeeth
156=Pistola
157=V3Cluster
158=NeutronRifle
159=NeutronRifleE
160=MakeupKit
161=ChronoMP5
162=FakeC4
163=ChronoMP5E
164=MindControlE
165=SuperMindControl
166=SuperPsiWave
167=AWP
168=AlligatorBite
169=DoublePistols
170=DoublePistolsE
171=FlakGuyGun
172=FlakGuyAAGun
173=FlakGuyGunE
174=FlakGuyAAGunE
175=TerrorBomb
176=GoodTeeth
177=BearBite
178=ChimpBite
179=MissileLauncher
180=MissileLauncherE
181=PsychicJab
182=PsychicJabE
183=UCPsychicJab
184=UCElitePsychicJab
185=AKM
186=Flare
187=AKME
188=Punch
189=Smash
190=PunchE
191=SmashE
192=Virusgun
193=VirusgunE
194=CLINTGUN
195=TERMIGUN
196=STALGUN
197=STALGREN
198=Mummypunch
199=Mummysmash
200=Lunarlaser
201=TRexInfBite
202=TRexBite
203=SHOVEL

43) creates a voxel anim at a specified waypoint. the trigger action works but needs to be set with .ini editing as the action is hidden in vanilla fa2
Spoiler (click here to read it):
Code:
[VoxelAnims]
1=PIECE
2=TIRE
3=GASTANK
4=SONICTURRET
5=4TNKTURRET
6=CRYSTAL01
7=CRYSTAL02
8=METEOR01
9=METEOR02
10=PEBBLE

44) was used in ts to play ion storms for set durations and is redundant, if not, would need to be configured via INI editing
45) was the stop action for ion storms in tiberian sun
46) Lock input   locks the player input completely
47) Unlock input  undoes action 46 and unlocks the input
48 ) moves the camera to the specified waypoint at the specified speed (lower is faster (?) )
49) Zoom in  zooms the tactical minimap in, likely used in conjunction with action 40
50) Zoom out   undoes action 49 and zooms the player minimap back out
51) Reshroud map   reshrouds the entire map, this is reported to cause disconnects in multiplayer
52) redundant trigger action (was related to spotlights in tiberian sun)
53) Enable trigger... enables triggers which have been disabled via either action 54, or marked as disabled in "trigger options"
54) Disable trigger... disables a trigger so that it may not fire even if its conditions are met, except if enabled again
55) Create radar event   this creates a radar event at specified waypoint. the event index is found in rulesmd and is input as a number
Spoiler (click here to read it):
Code:
; Controls for radar events
; The events, in order, are:
; (1) Generic Combat Event,
; (2) Generic Noncombat Event,
; (3) Dropzone Event,
; (4) Base Under Attack Event,
; (5) Harvester Under Attack Event,
; (6) Enemy Object Sensed Event

56) Local set....  marks the defined local variable as "Set", to be read as a trigger action
57) Local clear... marks the defined local variable as "Clear" to be read as a trigger action
58 ) Meteor Shower at... supposedly fires a meteor of a certain type at a defined waypoint, is obsolete since ts to action 41
59) Reduce tiberium (ore)  does nothing more than reduce the "tiberium" at a set waypoint by one step. if not redundant, needs to be input via INI editing
60) Sell building   sells any buildings attached to this trigger
61) Turn off building  a function from ts that works in RA2, this powers down any attached buildings taking them from the power grid
62) Turn on building  a function from ts that works in RA2, this powers up any powered down buildings adding them to the power grid
63) Apply 100 damage at... this trigger simply causes 100 [HE] warhead damage at the waypoint specified
64) Light flash (small) at... redundant trigger
65) Light flash (medium) at... redundant trigger
66) Light flash (large) at... redundant trigger
67) Announce win  tells the player he is victorious
68 ) Announce lose  tells the player he sucks
69)  Force end  forces the end of scenario, typically after Announce win or lose
70) Destroy tag... deletes the specified tag and by extension triggers, presumably this reads the number entries under [Tags] in the map INI
71) Set ambient step...   sets the amount of steps that the fading will take place in
72) Set ambient rate...  sets the rate at which ambient light will fade
73) Set ambient light...  sets the target ambient light value to a certain level
Spoiler (click here to read it):
ambient step and ambient rate have an archaic calculation for proper input numbers, and doesnt take normal numbers.
consult this post for more about the ambient lighting system.

74) AI triggers begin... AI triggers for the house specified are now eligible to be fired (this is automatic in skirmish)
75) AI Triggers stop... AI triggers for the house specified are now all unable to be fired
76) Ratio of AI trigger teams...  supposedly sets the ratio of teams which are made for AI triggers, since all teams are trigger teams, im convinced this is obsolete / redundant
77) Ratio of team aircraft...  supposedly sets ratio of teams made for AI triggers, regarding aircraft only
78 ) Ratio of team infantry.. supposedly sets the ratio of teams made for AI triggers, regarding infantry only
79) Ratio of team units...   supposedly sets the ratio of teams made for AI triggers, regarding vehicles only
80) Reinforcement (team) [at waypoint] the team specified will be magically spawned at the waypoint specified, ignoring the teams waypoint
81) Wakeup self   any units attached to this trigger will leave sleep or harmless mode and enter guard mode
82) Wakeup all sleepers    all units on the map set to sleep mode will enter guard mode
83) Wakeup all harmless   all units on the map set to harmless mode will enter guard mode
84) Wakeup group   all units with the specified group number will leave sleep or harmless mode and enter guard mode
85) Vein growth...  redundant even in tiberian sun
86) Tiberium growth... controls whether tiberium growth is on or off
87) Ice growth...  redundant trigger action
88 ) Particle anim at... plays the specified particle anim at the specified waypoint. not that this action mistakenly reads the [Particles] list and not [ParticleSystems] list
Spoiler (click here to read it):
Code:
[ParticleSystems]
1=GasCloudSys
2=FireStreamSys
3=BigGreySmokeSys
4=SmallGreySSys
5=DebrisSmokeSys
6=SparkSys
7=FirestormSparkSys
8=TestSmokeSys
9=SmallRailgunSys
10=LargeRailgunSys
11=WeldingSys
12=LGSparkSys
13=PsychCloudSys

89) Remove particle anim at... removes particle anim at specified waypoint.
Spoiler (click here to read it):
Code:
this action CAN be made to work, but is bugged by default. in FA2 the trigger action reads "waypoint" as "particlesystem#" an easy
trick to make this work is to put the particle system and waypoint you want removed into action 88, then switch to action 89 in the editor

90) Lightning strike at... does a single lightning strike at specified waypoint.
Spoiler (click here to read it):
in tiberian sun, lightning strike at waypoint 0 was the "turn off eva" map hack
in red alert 2, waypoints above 100 need to be manually entered as the two-letter representation of waypoints on the final
entry of the 'actions' section in the ini editor, otherwise waypoints above 100 will fire at waypoint 0

91) Go berzerk  Redundant trigger action
92) Activate firestorm... used in TS to activate the specified houses firestorm, redundant in RA2
93) Deactivate firestorm... used in TS to deactivate the specified houses firestorm
94) Ion cannon strike... used in TS to fire an ion cannon at the specified waypoint, DOES works in RA2, but the ion cannon beam palette is wrong
95) Nuke strike...  fires a nuclear missile at the waypoint specified
96) Chem missile strike...  Redundant. using this action causes an internal error
97) Toggle train cargo   suposedly changes the "Crate for destroyed trucks" on and off
98 ) Play sound effect (Random)  plays a selected sound effect at a random waypoint on the map
99) Play sound effect at...    plays a selected sound effect at a selected waypoint
100) Play ingame movie...  plays an ingame movie over the radar (index needed)
101) Reshroud map at...   shrouds an area around the set waypoint
102) Lightning storm strike...  causes a lightning storm credited to the owner of the trigger to be played at a set waypoint
103) Timer text... plays a text string from the string table along with the map timer
104) Flash team...   makes the team specified flash for a set number of frames.  this action needs to be input into INI manually to work
Spoiler (click here to read it):
Code:
[Actions]
01000000=1,104,5,(the teams internal ID),0,0,0,0,(the number of frames)

105) Talk bubble... a redundant feature from TS
106) Set tech level (Techno) [Level]...  sets a specified technology to a specified TechLevel= value
107) Reinforcement by chrono...  causes the set teamtype to chrono spawn to a set waypoint
108 ) Create crate... creates the specified crate type at the specified waypoint
Spoiler (click here to read it):
The crate type index is as follows:
Code:
0: money  (SoloCrateMoney=5000 by default)
1: vehicle crate
2: health crate
3: cloak
4: explodes
5: napalm
6: money
7: map shroud
8: map reveal
9: armour
10: speed
11: firepower
12: nuke
14: veterancy
16: gas  (but the gas is not configured right and appears as off-palate weather storm clouds)
17: tiberium
19: random

109) Iron curtain at... fires an iron curtain at the set waypoint
110) Pause game for (seconds)...    pauses the game for a specified time
111) Evict occupiers   kicks infantry out of the attached garrisonable structures
112) Center (Jump) camera to waypoint.... moves the camera to the set waypoint instantly
113) Make side cheer    makes the specified house's infantry cheer
114) Set tab to (0-3) forces the sidebar tab to display a certain set
115) Flash Cameo   flashes a set techtypes cameo for a set amount of frames (techtype entry takes techtypes techtypes INI key)
116) Stop sounds at...   stops sounds playing at a set waypoint (via action 99)
117) Play ingame movie (pause game) pauses game, locks input, and plays a specified ingame movie (index needed)
118 ) Clear all smudges   deletes all smudges from the map
119) Destroy all of...   destroys all objects owned by the house specified
120) Destroy all buildings of...  destroys all structures owned by the house specified
121) Destroy all land units of... destroys all land units owned by the house specified
122) Destroy all naval units of... destroys all naval units owned by the house specified
123) Mind control base of...   all buildings owned by the house specified will change house to the owner of the trigger
124) Restore mind controlled base to... undoes trigger action 123 and restores "mind controlled" buildings
125) Create building at... the owner of the trigger gains the building specified at the waypoint specified (the building is specified by the ini tag)
126) Restore starting technos of... spawns a copy of all units and buildings the house specified had at map start, reguardless of if they still exist or not
127) Crono screen effect for... does the chrono screen effect for the specified amount of time
128 ) Teleport all to... teleports all of the owning triggers house's units to the waypoint specified  
129) Set superweapon charge   sets the house of the triggers specified super weapons charge to the percent specified
130) Restore starting buildings of... restores all the buildings specified house had at map start, or repairs them
131) Flash buildings of type... all buildings of the specified type belonging to the triggers house will flash for a specified time
132) Superweapon set recharge time  sets the charge time of a superweapon
133) Superweapon reset charge time  undoes the superweapon set recharge time action
134) Superweapon reset    resets the specified superweapons charge percent
135) Preffered target cell set   sets a specific waypoint for the AI to consider for super weapon targeting
136) Preffered target cell clear  undoes action 135 and sets super weapon targeting to default
137) Center base cell set    the trigger owner will consider its base to be the specified waypoint
138 ) Center base cell clear   undoes action 137 and the ai calculates its own base center (typically happens when an mcv deploys)
139) Blackout radar    the trigger owners radar will be disable for the specified amount of time
140) Defensive target cell set    the owner of this triggers AI will consider the specified waypoint for force shield targeting
141) Defensive target cell clear   the owner of this triggers AI will go back to targeting force shields normally
142) Retint red    like a lightpost, applies a positive or negative integer "tint" of red to the whole maps lighting
143) Retint green   like a lightpost, applies a positive or negative integer "tint" of green to the whole maps lighting
144) Reting blue    like a lightpost, applies a positive or negative integer "tint" of blue ot the whole maps lighting  
Spoiler (click here to read it):
A note on trigger action 142, 143, and 144: if the "tint" is applied, and the map is then restarted, the
map will start with the tint pre-applied, and the effect will stack next time the tint is applied

145) Jump camera home   will jump the camera to what it considers "home" (typically conyard or mcv, base)

Tags  

for every trigger a tag is created, the tag is what is attached to buildings or cells.

Name: tags automatically take the name of their corresponding triggers
Repeat: tags automatically take the repeat status of their corresponding triggers
Trigger: lists the corresponding trigger

in the event that you want two triggers to fire on one object through one tag, the second trigger is input into the "Trigger options" Attached trigger entry, and
the tag corresponding to the second trigger should be deleted. be sure the trigger/tag "type" is set accordingly, if you want both triggers to fire through one tag

Scripts

scripts are a set of directions which are followed by teams

0) Attack...  the team will pick a target
Spoiler (click here to read it):
0 null
1 not specified (anything)
2 buildings
3 harvesters
4 infantry
5 vehicles
6 factories
7 base defenses
8 base threats (possibly obsolete)
9 power plants
10 occupiable structures
11 buildings with NeedsEngineer=yes

1) Attack waypoint...  will blindly attack waypoint.  infiltrators, c4, spy, and engineer will attempt to engage buildings at set waypoint
2) Go berzerk... a redundant script action from TS
3) Move to waypoint... will move straight to the specified waypoint, without scanning for enemies
4) Move to cell... apparently this was supposed to make units move to celltags associated with certain triggers. i couldnt replicate it
5) Guard area (timer ticks)... will do a simple 'guard' action, for specified amount of time
6) Jump to line #... will jump to the script line number (minus 1)
7) Player wins... triggers victory for the player
8 ) Unload... the team unloads, and splits teams
Spoiler (click here to read it):
0 keep transports and units
1 keep transports, yeet units
2 yeet transports, keep units
3 yeet both transports and units

9) Deploy... causes the team to attempt to deploy
10) Follow friendlies... causes the team to follow the nearest friendly unit
11) Do this... makes the team do an indefinate specified action
Spoiler (click here to read it):
0 enter sleep mode
1 attack nearest enemy
4 run off the map
5 enter guard mode
6 enter sticky mode
11 area guard
13 stop
15 hunt (blindly attack whatever)
23 enter harmless

12) Set global... sets the global variable specified
13) Idle anim... causes infantry to play their idle anim
14) Load onto transport... all units will attempt to load onto "the" transport in the team
15) Spy on structure at waypoint... spies will attempt to enter the building at the specified waypoint. fairly redundant
16) Patrol to waypoint... the team will move to the specified waypoint, actively angaging any threats on the way
17) Change script... team changes to the specified script (uses the number index in the [ScriptTypes] map ini section)
18  Change team... team changes teams. (uses the number index in the [TeamTypes] mapside ini section)
19) Panic... causes civilian units to panic for a time, non panickers will go to prone
20) Change house... the team will change to the house specified
21) Scatter... the team will do a scatter
22) Move to shroud... as far as i know, this script action is redundant.
23) Force player loss...  triggers a loss condition for the owner of the team
24) Play speech...   plays a specified speech entry from EVA.ini's [DialogList] table
25) Play sound...  plays a specified sound from sounds.ini's [SoundList] table
26) Play movie... plays a specified movie from art.ini's [Movies] list
27) Play theme...  plays a specified theme from Theme.ini's [Themes] list
28 )Reduce ore...  reduces ore that is on the same cell as the team (related to ore miners)
29) Begin production...  triggers the teams owning house to "begin production" like trigger action 3
30) Force sale...   causes the teams house to to the "Fire sale" trigger action
31) Suicide...   causes the teamtype to self destruct
32) Start storm in...  this action will make a brief weather storm manifest at a random spot on the map. it is a remnant of TS ion storm logic
33) End storm...  theoretically ends initiated ion storms, but is rather redundant
34) Center map on team...  centers the player view on the specified team. 0 in the speed parameter is instant centering
35) Shroud map for time interval...  simply reshrouds the map, the time interval part is ignored
36) Reveal map for time interval...  reveals the whole map, the time interval part is ignored
37) Delete team members... all members of the team are deleted then this action executes
38 )Clear global variable...  clears the specified global variable
39) Set local variable...  sets the specified local variable, (to be read as a trigger event)
40) Clear local variable... clears the specified local variable (to be read as a trigger event)
41) Unpanic... causes the team memeber to stop panicking
42) Force facing... causes the team units to face a specified direction.
Spoiler (click here to read it):
the facing options are as follows
0 northeast
1 east
2 southeast
3 south
4 southwest
5 west
6 northwest
7 north

43) Wait until fully loaded...  i am convinced this action is redundant
44) Unload truck... makes any [TRUCKB] in the team change image to [TRUCKA]'s Image= entry
45) Load truck... makes and [TRUCKA] in the team change image to [TRUCKB]'s Image= entry
46) Attack enemy building... makes the team attempt to attack the specified building from rules.ini's [BuildingTypes] list
Spoiler (click here to read it):
the appended yr buildingtypes list according to modenc
Code:

[BuildingTypes]
0=GAPOWR
1=GAREFN
2=GACNST
3=GAPILE
4=GASAND
5=GADEPT
6=GATECH
7=GAWEAP
8=CALAB
9=NAPOWR
10=NATECH
11=NAHAND
12=GAWALL
13=NARADR
14=NAWEAP
15=NAREFN
16=NAWALL
17=CAHSE07
18=NAPSIS
19=CASYDN01
20=NALASR
21=NASAM
22=CASYDN02
23=GAYARD
24=NAIRON
25=NACNST
26=NADEPT
27=GACSPH
28=GADUMY
29=GAWEAT
30=CABHUT
31=GALITE
32=REDLAMP
33=GRENLAMP
34=BLUELAMP
35=YELWLAMP
36=PURPLAMP
37=INORANLAMP
38=INGRNLMP
39=INREDLMP
40=INBLULMP
41=CITY01
42=CITY02
43=CITY03
44=CITY04
45=CITY05
46=CITY06
47=CAHOSP
48=INGALITE
49=INYELWLAMP
50=INPURPLAMP
51=NEGLAMP
52=NEGRED
53=TESLA
54=NAMISL
55=ATESLA
56=CAMACH
57=TSTLAMP
58=CASYDN03
59=AMMOCRAT
60=GAGREEN
61=NAYARD
62=GASPYSAT
63=GAGAP
64=GTGCAN
65=NANRCT
66=GAPILL
67=NAFLAK
68=CAOUTP
69=CATHOSP
70=CAAIRP
71=CAOILD
72=NACLON
73=GAOREP
74=CACITY01
75=CACITY02
76=CACITY03
77=CACITY04
78=CANEWY01
79=CANEWY04
80=CANEWY05
81=CASWST01
82=CATECH01
83=CATEXS01
84=CATEXS02
85=CAWASH01
86=CAFARM01
87=CAFARM02
88=CALIT01E
89=CALIT01N
90=CALIT01S
91=CALIT01W
92=CAMISC01
93=CAMISC02
94=CAMISC03
95=CAMISC04
96=CAPOL01E
97=CAPOL01N
98=CAPOL01S
99=CAPOL01W
100=CASIN01E
101=CASIN01N
102=CASIN01S
103=CASIN01W
104=CAPARS01
105=GAAIRC
106=CAFRMA
107=CAFRMB
108=CAWASH05
109=CAWASH04
110=CAWASH03
111=CAWASH07
112=CAWASH11
113=CAWSH12
114=CAWASH14
115=CAWASH09
116=CAWASH10
117=CAWASH13
118=CAARMY01
119=CAUSFGL
120=CAWASH08
121=CALIT03E
122=CALIT03N
123=CALIT03S
124=CALIT03W
125=CALIT02L
126=CALIT02R
127=CAHSE01
128=CAWT01
129=CATS01
130=CABARN02
131=CAWA2A
132=CAWA2B
133=CAWA2C
134=CAWA2D
135=AMRADR
136=CAPRS03
137=CAGARD01
138=CARUS01
139=CAMIAM01
140=CATRAN01
141=CAMIAM02
142=CANWY05
143=MAYAN
144=CAEUR1
145=CAEUR2
146=CAEUR04
147=CAMEX01
148=CARUS02A
149=CARUS02B
150=CARUS02C
151=CARUS02D
152=CARUS02E
153=CARUS02F
154=CANEWY06
155=CANEWY07
156=CANEWY08
157=CAPARS02
158=CAPARS08
159=CAPARS09
160=CARUS03
161=CANEWY10
162=CANEWY11
163=CANEWY12
164=CANEWY13
165=CANEWY14
166=CANEWY15
167=CANEWY16
168=CANEWY17
169=CANEWY18
170=CAPARS04
171=CAPARS05
172=CAPARS06
173=CAPARS07
174=CAWASH15
175=CAPARS10
176=CAPARS13
177=CAPARS14
178=CAGAS01
179=CAPARS11
180=CAPARS12
181=CAFARM06
182=CAMIAM04
183=NAPSYB
184=NAPSYA
185=CAIND01
186=CACOLO01
187=CANWY09
188=CANWY22
189=CANWY23
190=CANWY24
191=CANWY25
192=CANWY26
193=CATEXS03
194=CATEXS04
195=CATEXS05
196=CARUS02G
197=CACHIG04
198=CAMIAM03
199=CARUS07
200=CATEXS06
201=CATEXS07
202=CATEXS08
203=CACHIG01
204=CACHIG02
205=CACHIG03
206=CAWASH16
207=CAWASH17
208=CACHIG05
209=CAWASH19
210=CARUS08
211=CARUS09
212=CARUS10
213=CARUS11
214=CANEWY20
215=CANEWY21
216=CARUS04
217=CARUS05
218=CARUS06
219=CAMSC01
220=CAMSC02
221=CAMSC03
222=CAMSC04
223=CAMSC05
224=CAMSC06
225=CAMSC07
226=CAWASH18
227=CAEURO05
228=CAPARK01
229=CAPARK02
230=CAPARK03
231=CAHSE02
232=CAHSE03
233=CAHSE04
234=CASTRT01
235=CASTRT02
236=CASTL01
237=CASTL02
238=CASTL03
239=CASTL04
240=CAHSE05
241=CAHSE06
242=CAMIAM05
243=CAMIAM06
244=CAMIAM07
245=CAFNCB
246=CAFNCW
247=CAMEX02
248=CAMEX03
249=CAMEX04
250=CAMEX05
251=CACHIG06
252=CAMSC08
253=CAMSC09
254=CAARMY02
255=CAARMY03
256=CAARMY04
257=TEMMORLAMP
258=TEMDAYLAMP
259=TEMDUSLAMP
260=TEMNITLAMP
261=SNOMORLAMP
262=SNODAYLAMP
263=SNODUSLAMP
264=SNONITLAMP
265=CAKRMW
266=CARUFGL
267=CAFRFGL
268=CATRAN02
269=CACUFGL
270=CASKFGL
271=CALBFGL
272=CAMIAM08
273=CAMISC05
274=CAMISC06
275=CASTL05A
276=CASTL05B
277=CASTL05C
278=CASTL05D
279=CASTL05E
280=CASTL05F
281=CASTL05G
282=CASTL05H
283=CAMSC10
284=CAGEFGL
285=CAUKFGL
286=CAWASH06
287=CAMSC11
288=CAMSC12
289=CAMSC13
290=CAPOFGL
291=CAMSC12A
292=CAMOV01
293=CAMOV02
294=CABUNK01
295=CABUNK02
296=CAFNCP
297=CASTRT03
298=CASTRT04
299=CASTRT05
300=YACNST
301=YAPOWR
302=YABRCK
303=YAWEAP
304=YAYARD
305=YADEPT
306=YATECH
307=GAFWLL
308=YAGGUN
309=YAPSYT
310=NAINDP
311=YAGRND
312=YAGNTC
313=CASLAB
314=CATIME
315=YAPPET
316=CALOND04
317=CALOND05
318=CALOND06
319=CAMOON01
320=CATRAN03
321=CAEAST01
322=CAEGYP01
323=CAEGYP02
324=CAEGYP03
325=CALA01
326=CALA02
327=CALA03
328=CALA04
329=CALA05
330=CALOND01
331=CALOND02
332=CALOND03
333=CAMORR01
334=CAMORR02
335=CAMORR03
336=CASANF01
337=CASANF02
338=CASANF03
339=CASANF04
340=CASANF05
341=CASEAT01
342=NATBNK
343=GAGATE_A
344=CASANF09
345=CASANF10
346=CASANF11
347=CASANF12
348=CASANF13
349=CASANF14
350=CASANF06
351=CASANF07
352=CASANF08
353=CASEAT02
354=YACOMD
355=YAPPPT
356=GAROBO
357=YAREFN
358=YAROCK
359=NABNKR
360=CASANF15
361=CASANF16
362=CASANF17
363=CASANF18
364=CASIN03E
365=CASIN03S
366=CAURB01
367=CAURB02
368=CAURB03
369=CAPOWR
370=CALA07
371=CAEGYP06
372=CALA08
373=CAEAST02
374=CABARR01
375=CABARR02
376=CAMORR04
377=CAMORR05
378=CALA09
379=CAEGYP04
380=CAEGYP05
381=CALA06
382=CAMORR06
383=CAMORR07
384=CAMORR08
385=CAMORR09
386=CAMORR10
387=CATIME01
388=CATIME02
389=CALA10
390=CALA11
391=CALA12
392=CALA13
393=CAPARK04
394=CAPARK05
395=CAPARK06
396=CALA14
397=CALA15
398=CABUNK03
399=CABUNK04
400=CALUNR01
401=CALUNR02

47) Moveto enemy building... makes the team attempt to move to the specified building from rules.ini's [BuildingTypes] list
48 )Scout... this action makes the team attempt to visit any base structure owned by each house on the map.
49) Success... makes the team persist with the previous action until completion. also affects AI trigger weighting
50) Flash...  causes the team to flash for the specified amount of time
51) Play anim...  causes the team to play the specified anim from rules.ini's [Animations] list
52) Display talk bubble... plays the talk bubble anim over one unit in the team. this still works in RA2
Spoiler (click here to read it):
0 (nothing)
1 (*)
2 (?)
3 (!)

53) Gather at enemy... causes the team to move to a safe distance outside of an enemy base
Spoiler (click here to read it):
the amount of distance the ai considers safe can be adjusted in the .ini
Code:
[General]
AISafeDistance=20 ;gs cell distance the AI will consider in Gathering outside enemy base (from center of enemy base)

54) Gather at base... causes the team to gather at its own base
55) Iron curtain me... causes the AI to consider iron curtaining this taskforce
56) Chrono prep for ABwP...  causes the AI to teleport the team to buildingtype listed from the [BuildingTypes] number index in rules.ini
57) Crono prep for AQ... causes the AI to teleport the team to target based off of the number index from "Attack..."
58 ) Move to own building...  causes the teamtype to move to the building type listed from the [BuildingTypes] number index in rules.ini

Spoiler (click here to read it):
there are 6 more YR-only scripts that can be used, but to use them you have to go into the fa2 .ini editor and put the data in manually.
switching to the script viewer and looking at manually written scripts will reset them to something else and they wont work; on the line that represents
the script action in the ini editor use the following code for effect:
Code:
59,(waypoint number) ~ attack structure at waypoint irrelevant of owner
60,0 ~ enter the nearest allied building with 'Grinding=yes'
61,0 ~ enter the nearest allied building with 'Bunker=yes' (tank bunker)
62,0 ~ enter the nearest allied building with 'InfantryAbsorb=yes' (bio reactor)
63,0 ~ enter the nearest owned building with 'CanOccupyFire=yes'
64,0 ~ enter the nearest neutral building with 'CanOccupyFire=yes'


Taskforces  
 
taskforces are simply a specified number of a specified type(s) of units, for use in teamtypes.  
Name: the name of the taskforce, indicated in teamtypes  
Group:  as far as i know, this is redundant  
Number of units:  the specified number of the specified unit type  
Unit type:   the kind of unit, by ini key.   needs to be typed in backwards for some reason.

Teams

teams are the combination of scripts and taskforces with additional parameters, for use in various trigger actions, and also in AI Triggers. depending on what the team
was made for, some entries will be ignored.

Name: the name of the team, listed in triggers and ai triggers
Veteran level: the veteran level the team will spawn with. (ignored in AI trigger teams)
House: the specified house the team shall spawn with  (ignored in AI trigger teams)
Techlevel: what techlevel the team will be considered as
Mind control decision:  what the team will do if mind controlled
Waypoint: this is used ONLY in conjunction with "cargo plane" teams  (cargoplane teams only)
Script: the script the team will carry out, upon being made or recruited
Taskforce: the units which compose the team.
Tag: this attaches a trigger tag to the unit, just like preplaced units.
Transport waypoint: used ONLY to set the spawn point of a cargo plane, if any (cargoplane teams only)
Group: the group number, which can be used for specific recruiting  
Max: the max amount of this team that the AI will build at once  (used only in AI trigger teams)
Spoiler (click here to read it):
very important part of AI scripting.
in campaign map AI's, all houses on the map will have a COMBINED max= for the team, but for skirmish
maps, max= applies to each computer seperately

Priority: used in recruiting, teams with higher priorities can recruit teams of lower priorities and not vice verca
Spoiler (click here to read it):
also very important for AI scripting, this lets you create dynamic recruitment heirarchies for your AI. for example, a basedefence=yes pool team with reinforce=yes will constantly
replenish its units, giving it low priority= and areteammembersrecruitable=yes and having other teams take units from it makes a clever AI.
i also want to mention the INI tags:
Code:
[General]
SuspendDelay=2          ; minutes that suspended teams will remain suspended
SuspendPriority=1       ; teams with less than this priority will suspend during base defense ops

changing suspend priority to 2 and giving your pool teams priority=1 will add an extra layer of sophistication to your AI's defensive teams

Loadable: causes players to be able to load units in this (for example, a civ transport)
Full: the unit will spawn as full, if it is a harvester or has ammo  (often used with 'ontransonly)
Annoyance: supposedly, this makes the AI reinforce the unit until it runs out of money and cant anymore
Guard slower: literally makes the team respond just a little bit slower to being attacked
Recruiter: this team attempts to steal units from other teams that are both lower Priority=, and have AreTeamMembersRecruitable=yes, to compose its own taskforce  
Cargo plane: this is used only in conjunction to "Waypoint" and trigger action 7 "reinforce (team)." the result is a cargo plane dropping the taskforce at the set waypoint.  
Whiner: i am convinced this does nothing  
Loose recruit: i am convinced this does nothing
Agressive: causes the team to be more aggressive, pausing the script to attack enemies in range.  
Spoiler (click here to read it):
Aggressive=yes logic has been documented in greater detail here:
https://www.modenc.renegadeprojects.com/Aggressive

Suicide: causes the team to execute orders blindly or die trying, without retaliating  
Autocreate: this function is obsolete since TS, some very specific effects on recruiting which i wont cover are a side-effect of it.
Prebuild: this is completely unused in ai.ini and is likely redundant
Reinforce: causes the AI to constantly try and refill this teams units
Spoiler (click here to read it):
reinforce has an ambiguous name. this action is best used only on basedefense teams when you want to use them as pool teams. adding this
to, for example a spawned team of 10 conscipts, will make the AI try and re-fill that team with new conscripts if some die. even if the AI is not soviet.

OnTransOnly: if the team is spawned, all units will be spawned inside the teams transport  
AvoidThreats: causes the team to try and go around threats, just like the harvesters   
AreTeamMembersRecruitable: marks the team as being recruitable; other teams with higher Priority= and Recruiter=yes will rob units from this team to fill its own team
TransportsReturnOnUnload: if the script action "unload" is used to yeet transports and keep units, the transport will move to the previous waypoint automatically upon unload  
IsBaseDefense: used in conjunction with AItriggers to register the team as a basedefense
Spoiler (click here to read it):
the game DEMANDS that basedefense teams exist. the AI will always build these teams before any other team, and if there are none, then the
AI will do nothing at all. it is ABSOLUTELY CRITICAL to write several basedefense teams to have a working AI. all teams marked as basedefense should  
also have their AI triggers marked as basedefense.  
the code dictating this is in rules.ini. look at it now so you know how many you need to make.
Code:
[General]
MinimumAIDefensiveTeams=1,1,1    ; (by difficulty level, from hardest to easiest)
MaximumAIDefensiveTeams=2,2,2      ; "                                            "
UseMinDefenseRule=yes

OnlyTargetHouseEnemy: this is used in specific cases if units attacking neutral house becomes a problem.

AI triggers

AI triggers are the way the AI builds teams, an AI trigger is similar to trigger action 4 and can both create and recruit teams. AI triggers are my favorite

Enabled: this enables/disables the trigger, and the results of ticking this box can be seen in "AI Trigger Enabling"
Type: sets the trigger's condition's type. it is used with the parameters at the bottom of the trigger. "-1 none" will make the AI simply build these whenever able
Name: it just names the AI trigger
House: this sets the houses that can use the trigger. should be left at <all> unless its a special case
Teamtype#1 sets the main teamtype that the trigger will cause to be built
Teamtype#2 sets an optional auxilary team. idk if this works only if max= for the main team is met, or what.
Multi-Side: this sets the side that can build the team, else the AI will build the wrong faction's units. '0 None' means all sides can build this  
Base defense: considers this a basedefense team for building purposes. all basedefence teams should have basedefence AI triggers
Available in Skirmish: does what it says and is pretty useless  
Easy/Medium/Hard: this is how you make easy, normal, and brutal AI's build appropriate teams  

The AI has a cool weighting system that works like a lottery to determine the probability of a team getting built.
Weight: sets the weight of the team at the start of the map. should always be between max and min weight
MinWeight: the lowest amount of weight a team can have  
MaxWeight:the most weight a team can have

Last edited by McPwny on Tue Oct 17, 2023 5:03 pm; edited 15 times in total

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Aug 25, 2019 5:20 am    Post subject: Reply with quote  Mark this post and the followings unread

- OreGrows (default no) dictates whether pre-placed ore gains density over time, without an ore mine present.
- OreSpreads (default yes) dictates whether ore spreads to adjacent cells after maximum density reached.
- DestroyableBridges I believe only affects whether Tanya can C4 the whole thing, it has no effect on whether bridges can be damaged by conventional weapons

It's also worth noting FA2YR incorrectly sets the Weather Storm (Ion*) lighting in the map, or at least it is not the normal Westwood map value. Both this and the general map lighting default values can be fixed by editing StdMapRA2.ini

Also as I brought up in the Map Renderer thread, there is something to be explained about changing the map view when making new maps with FA2YR:



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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Aug 26, 2019 9:39 am    Post subject: Reply with quote  Mark this post and the followings unread


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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Sep 20, 2019 4:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
18 ) Reveal zone of waypoint.... a redundant trigger  

No it isn't, "zone" applies a reveal to an entire island surrounded by water, up to the water for example. Unlike a reveal for a waypoint which just exposes a 10-wide circle.

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