Enable speedcontrol slider in red alert 2 yuris revenge
The game assumes the Actions and Events with the same ID belong to this Trigger automatically. ID1=HOUSE,LINKED_TRIGGER,NAME,DISABLED,EASY,NORMAL,HARD,REPEATING ID=HOUSE,LINKED_TRIGGER,NAME,DISABLED,EASY,NORMAL,HARD,REPEATING Tiberian Sun, Firestorm, Red Alert 2, Yuri's Revenge (Event 1 or Event 2) fire Actions 1 and 2Ĭomplex ()Įvent 1 fires Action 1 Event 2 independently fires Action 2 (Event 1 and Event 2) fire Actions 1 and 2 These two flags define which event fires which action:Īnd(]) This house is used as a parameter by some Events and Actions.Ī ctivate can be set to 0 or 1, and essentially says whether this trigger has or doesn't have a second action defined. The index of the house associated with this trigger. Repeating (fire when any attached object has fired) Semi-constant (all linked events => switch, destroy) Single-shot b 1 (fire when all attached objects have fired) Temporary (any linked event => switch 1, destroy) Specifies whether this trigger is repeating (see The Repeating puzzle for more info). The section is called and again is a list of comma-separated strings that looks like this: Repeating b (fire when any attached object has fired) Repeating a (fire when all attached objects have fired) Specifies whether this trigger is repeating. This house is used as a parameter by some Events and Actions. The name of the house associated with this trigger, or None. ID1=EVENT,ACTION,EVENT_PARAMETER,HOUSE,ASSOCIATED_TEAMTYPE,REPEATING ID=EVENT,ACTION,EVENT_PARAMETER,HOUSE,ASSOCIATED_TEAMTYPE,REPEATING The section in a map is a list of comma-separated strings that looks like this: 1.3 Tiberian Sun, Firestorm, Red Alert 2, Yuri's Revenge.1.2 Red Alert, Counterstrike, Aftermath.These are things like "Give the AI three nuclear silos", "Reveal the aforealludedto silos to the player" or "Paradrop these desolators as a reinforcement for the player". An Action lists the actions that should be performed by the game when this trigger fires.
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An Event lists the condition(s) that invoke this trigger, e.g.A Trigger points to an Event and an Action, and tells the game "If my Events happen, execute my Actions".A CellTag points to a Tag, and tells the game to consider its Trigger when processing events.Without map triggers, scripting maps would be impossible. For example, the singleplayer campaign maps have triggers to do things like "if unit x is destroyed, declare player the winner" or "if building y is still standing after twenty minutes, declare the player the loser". Map triggers are responsible for the special events happening in the map. Basic stuff Terrain features Preplaced Scripting AI programming