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@FS-21 FS-21 commented Oct 24, 2025

Like in PR#1901 related to ScriptType actions I created new events that are in reality masks of the original map events that used the index as parameter but here we'll use the ID so if we'll modify the main lists in rulesmd.ini these indexes won't be necessary to be recalculated again.

Internally this just finds the index of the specified ID and then the event number is replaced with the original and the indez is passed as parameter.

I used as reference the list here:
https://modenc.renegadeprojects.com/Events/RA2YR

19001 Entered By ... by ID

  • Similar to map event 1, but uses a string ID from the [Countries] list instead of an index.

In mycampaign.map:

[Events]
...
ID=EventCount,...,19001,2,0,[ID],...
...

19002 Spied By ... by ID

  • Similar to map event 2, but uses a string ID from the [Countries] list instead of an index.

In mycampaign.map:

[Events]
...
ID=EventCount,...,19002,2,0,[ID],...
...

19005 House Discovered ... by ID

  • Similar to map event 5, but uses a string ID from the [Countries] list instead of an index.

In mycampaign.map:

[Events]
...
ID=EventCount,...,19005,2,0,[ID],...
...

19009 Destroyed, Units, All ... by ID

  • Similar to map event 9, but uses a string ID from the [Countries] list instead of an index.

In mycampaign.map:

[Events]
...
ID=EventCount,...,19009,2,0,[ID],...
...

19010 Destroyed, Buildings, All ... by ID

  • Similar to map event 10, but uses a string ID from the [Countries] list instead of an index.

In mycampaign.map:

[Events]
...
ID=EventCount,...,19010,2,0,[ID],...
...

19011 Destroyed, All ... by ID

  • Similar to map event 11, but uses a string ID from the [Countries] list instead of an index.

In mycampaign.map:

[Events]
...
ID=EventCount,...,19011,2,0,[ID],...
...

19019 Build building type ... by ID

  • Similar to map event 19, but uses a string ID from the [BuildingTypes] list instead of an index.

In mycampaign.map:

[Events]
...
ID=EventCount,...,19019,2,0,[ID],...
...

19020 Build unit type ... by ID

  • Similar to map event 20, but uses a string ID from the [VehicleTypes] list instead of an index.

In mycampaign.map:

[Events]
...
ID=EventCount,...,19020,2,0,[ID],...
...

19021 Build infantry type ... by ID

  • Similar to map event 21, but uses a string ID from the [InfantryTypes] list instead of an index.

In mycampaign.map:

[Events]
...
ID=EventCount,...,19021,2,0,[ID],...
...

19022 Build aircraft type ... by ID

  • Similar to map event 22, but uses a string ID from the [AircraftTypes] list instead of an index.

In mycampaign.map:

[Events]
...
ID=EventCount,...,19022,2,0,[ID],...
...

19024 Zone entry by ... by ID

  • Similar to map event 24, but uses a string ID from the [Countries] list instead of an index.

In mycampaign.map:

[Events]
...
ID=EventCount,...,19024,2,0,[ID],...
...

19025 Crosses horizontal line ... by ID

  • Similar to map event 25, but uses a string ID from the [Countries] list instead of an index.

In mycampaign.map:

[Events]
...
ID=EventCount,...,19025,2,0,[ID],...
...

19026 Crosses vertical line ... by ID

  • Similar to map event 26, but uses a string ID from the [Countries] list instead of an index.

In mycampaign.map:

[Events]
...
ID=EventCount,...,19026,2,0,[ID],...
...

19030 Low power ... by ID

  • Similar to map event 30, but uses a string ID from the [Countries] list instead of an index.

In mycampaign.map:

[Events]
...
ID=EventCount,...,19030,2,0,[ID],...
...

19032 Building exists ... by ID

  • Similar to map event 32, but uses a string ID from the [BuildingTypes] list instead of an index.

In mycampaign.map:

[Events]
...
ID=EventCount,...,19032,2,0,[ID],...
...

19044 Attacked by (house) ... by ID

  • Similar to map event 44, but uses a string ID from the [Countries] list instead of an index.

In mycampaign.map:

[Events]
...
ID=EventCount,...,19044,2,0,[ID],...
...

19053 Spy entering as House ... by ID

  • Similar to map event 53, but uses a string ID from the [Countries] list instead of an index.

In mycampaign.map:

[Events]
...
ID=EventCount,...,19053,2,0,[ID],...
...

19054 Spy entering as Infantry ... by ID

  • Similar to map event 54, but uses a string ID from the [InfantryTypes] list instead of an index.

In mycampaign.map:

[Events]
...
ID=EventCount,...,19054,2,0,[ID],...
...

19055 Destroyed Units, Naval ... by ID

  • Similar to map event 55, but uses a string ID from the [Countries] list instead of an index.

In mycampaign.map:

[Events]
...
ID=EventCount,...,19055,2,0,[ID],...
...

19056 Destroyed Units, Land ... by ID

  • Similar to map event 56, but uses a string ID from the [Countries] list instead of an index.

In mycampaign.map:

[Events]
...
ID=EventCount,...,19056,2,0,[ID],...
...

19057Building does not exist ... by ID

  • Similar to map event 57, but uses a string ID from the [BuildingTypes] list instead of an index.

In mycampaign.map:

[Events]
...
ID=EventCount,...,19057,2,0,[ID],...
...

19058 Power Full ... by ID

  • Similar to map event 58, but uses a string ID from the [Countries] list instead of an index.

In mycampaign.map:

[Events]
...
ID=EventCount,...,19058,2,0,[ID],...
...

19059 Entered or Overflown By ... by ID

  • Similar to map event 59, but uses a string ID from the [Countries] list instead of an index.

In mycampaign.map:

[Events]
...
ID=EventCount,...,19059,2,0,[ID],...
...

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@FS-21
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FS-21 commented Oct 25, 2025

For a faster testing, if you are using WAE add these entries in Events.ini

[EnteredByByID]
IDOverride=19001
Name=Entered By... by ID [Phobos]
Description=Triggers when any infantry or vehicle of given house enters an attached building or celltag.
P1Type=-2
P3Name=ID entry
P3Type=String

[SpiedUponByID]
IDOverride=19002
Name=Spied Upon... by ID [Phobos]
Description=Triggers when a spy has entered an attached building.
P1Type=-2
P3Name=ID entry
P3Type=String

[HouseDiscoveredByID]
IDOverride=19005
Name=House Discovered... by ID [Phobos]
Description=Triggers when the specified house has any of its units or buildings discovered by the player. Discovered means revealed from under the shroud. Do not use this in multiplayer maps as the shroud is not synchronized between players.
P1Type=-2
P3Name=ID entry
P3Type=String

[DestroyedUnitsAllByID]
IDOverride=19009
Name=Destroyed, Units, #... by ID [Phobos]
Description=Triggers when the number of units, owned by the trigger's specified house, have been destroyed.
P1Type=-2
P3Name=ID entry
P3Type=String

[DestroyedBuildingsAllByID]
IDOverride=19010
Name=Destroyed, Buildings, #... by ID [Phobos]
Description=Triggers when the number of buildings, owned by the trigger's specified house, have been destroyed.
P1Type=-2
P3Name=ID entry
P3Type=String

[AllDestroyedByID]
IDOverride=19011
Name=All Objects Destroyed... by ID [Phobos]
Description=Triggers when all objects owned by the specified house have been destroyed. Typically used for end of game conditions.
P1Type=-2
P3Name=ID entry
P3Type=String

[BuiltBuildingTypeByID]
IDOverride=19019
Name=Built Building Type... by ID [Phobos]
Description=When the trigger's house builds the building type specified, then this event will spring.
P1Type=-2
P3Name=ID entry
P3Type=String

[BuiltUnitTypeByID]
IDOverride=19020
Name=Built Unit Type... by ID [Phobos]
Description=When the trigger's house builds the unit type specified, then this event will spring.
P1Type=-2
P3Name=ID entry
P3Type=String

[BuiltInfantryTypeByID]
IDOverride=19021
Name=Built Infantry Type... by ID [Phobos]
Description=When the trigger's house builds the infantry type specified, then this event will spring.
P1Type=-2
P3Name=ID entry
P3Type=String

[BuiltAircraftTypeByID]
IDOverride=19022
Name=Built Aircraft Type... by ID [Phobos]
Description=When the trigger's house builds the aircraft type specified, then this event will spring.
P1Type=-2
P3Name=ID entry
P3Type=String

[ZoneEntryByByID]
IDOverride=19024
Name=Zone Entry By... by ID [Phobos]
Description=Triggers when a unit of the specified house enters the same CellTag zone that this trigger is attached to.
P1Type=-2
P3Name=ID entry
P3Type=String

[CrossesHorizontalLineByID]
IDOverride=19025
Name=Crosses Horizontal Line... by ID [Phobos]
Description=Triggers when a unit of the specified house crosses the horizontal line as indicated by the location of this trigger. This trigger must be placed in a cell.
P1Type=-2
P3Name=ID entry
P3Type=String

[CrossesVerticalLineByID]
IDOverride=19026
Name=Crosses Vertical Line... by ID [Phobos]
Description=Triggers when a unit of the specified house crosses the vertical line as indicated by the location of this trigger. This trigger must be placed in a cell.
P1Type=-2
P3Name=ID entry
P3Type=String

[LowPowerByID]
IDOverride=19030
Name=Low Power... by ID [Phobos]
Description=Triggers when the specified house's power falls below 100% level.
P1Type=-2
P3Name=ID entry
P3Type=String

[BuildingExistsByID]
IDOverride=19032
Name=Building Exists... by ID [Phobos]
Description=Triggers when the building specified (owned by the house of this trigger) exists on the map. Buildings considered are preplaced or deployed or ordered (icon clicked on in sidebar).
P1Type=-2
P3Name=ID entry
P3Type=String

[AttackedByByID]
IDOverride=19044
Name=Attacked By... by ID [Phobos]
Description=When attacked by some unit of specified house.
P1Type=-2
P3Name=ID entry
P3Type=String

[SpyEntersAsHouseByID]
IDOverride=19053
Name=Spy Enters As House... by ID [Phobos]
Description=Triggers if a spy disguised as the house (of this trigger) specified enters this.
P1Type=-2
P3Name=ID entry
P3Type=String

[SpyEntersAsInfantryByID]
IDOverride=19054
Name=Spy Enters As Infantry... by ID [Phobos]
Description=A spy disguised as the specified infantry enters the attached object.
P1Type=-2
P3Name=ID entry
P3Type=String

[DestroyedUnitsNavalByID]
IDOverride=19055
Name=Destroyed Units, Naval... by ID [Phobos]
Description=Triggers when all naval units of the specified house have been destroyed.
P1Type=-2
P3Name=ID entry
P3Type=String

[DestroyedUnitsLandByID]
IDOverride=19056
Name=Destroyed Units, Land... by ID [Phobos]
Description=Triggers when all land units of the specified house have been destroyed.
P1Type=-2
P3Name=ID entry
P3Type=String

[BuildingDoesNotExistByID]
IDOverride=19057
Name=Building Does Not Exist... by ID [Phobos]
Description=No buildings of the specified type (owned by the house of this trigger) exist on the map.
P1Type=-2
P3Name=ID entry
P3Type=String

[PowerFullByID]
IDOverride=19058
Name=Power Full... by ID [Phobos]
Description=Triggers when the house (of this trigger) has 100% power.
P1Type=-2
P3Name=ID entry
P3Type=String

[EnteredOrOverflownByByID]
IDOverride=19059
Name=Entered Or Overflown By... by ID [Phobos]
Description=Triggers when objects owned by the house (of this trigger) move over the attached cell.
P1Type=-2
P3Name=ID entry
P3Type=String

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