||"side" allies with "side"
For allying one side with another
Note: A allies to B. Use twice (A to B, B to A) to get reciprocal allies.
Allies can not be targeted/attacked. Allies don't share sight. Don't use virtual sides (i.e. Allies/Enemies)
||Center view over "area"
||To center a view for a player on a certain area. Note:Use "Wait 0" to force display refresh after using this |
||Use this to comment your actions. It has no in-game effect. |
|Create Random Unit Group
||Create a random Unit Group
Use this when you cannot decide which unit group to create.
Note: Create from unit group list with "Random" box checked.
|Create Unit At Area
||"Build/Spawn" "unit type" for "sideNeutral" with "quantity" percent health
||Builds or spawns a unit/structure at area. Built units follow some game rules (building takes time and requires credits). Spawned units appear immediately and are free. Structures are built at the upper-left of the area and the space they require must be unoccupied.|
|Create Unit Group
||Create Unit Group "unit group"
||To create a unit group. Specify unit groups in the settings. |
||Cut scene "text"
||Use to display a cut scene. Valid tag: <img image.rbm> |
||Defog area over "area"
||To make a place visible to a player, as opposed to foggy black.|
Note: this only affects the local/human player
||Ecom ("SmallOrLarge" w/ "MoreOrCloseButton") From "character" to "character": "text"
||Single player missions only. To display a message from someone to someone else. Use blanks to make it look like they are talking to nobody in particular or to themselves. |
Note: Use "More" if you use multiple Ecoms.
"SmallOrLarge" refers to the window the ecom is shown in
Small Bottom, Large, Small Top
"Character" Large screen shows a picture.
Andy, Jana, Olstrom, Fox, ACME_Security, OMNI_Security, Anonymous, Blank
||End Mission: "WinOrLose"
||Halt whatever's going on and end the mission as a victory or defeat |
||"unit types" of "side" hunt "unit types" of "side"
||To make specified units of one player hunt certain units of any other side which will then attack and continue to do so until it is dead or there are no more enemies.|
|Jump to Mission
||Jump to mission "text"
||Ends the current mission and goes to another one. |
Note: Immediately jumps to level indicated. Use format "mission.lvl"
|Modify Countdown Timer
||"Stop/Resume/Show/Hide" the Countdown Timer
||Use this to stop (or pause), resume, show or hide the dountdown. To resume a countdown you must create another "modify" action with "resume". Showing/hiding will not affect the countdown. Stopping will not automatically hide the timer - you must create another action to hide it.|
||Counter "Counter": "Set/Add/Subtract" "quantity"
||Use this to modify the value of a Counter. |
||"sides" Credits: "Set/Add/Subtract" "quantity"
||To change the amount of credits a player has. |
Note: Use Side Properties to set starting amounts.
|Modify Persistent Variables
||Modify Persistent Variables "text" "Set/Add/Subtract" "quantity"
||Use this to set, add to, or subtract from the value of a persistent variable |
|Move Units In Area
||Move "sides" "unit type" from "area" to "area"
||Very useful! Used to warp some units from on place to another. |
||Note: Triggers are all one-shots! To repeat a triggered action next time its conditions are met, use this. Can cause loops.|
Very, very useful. Without this, a trigger will only fire ONE time.
||Set repairing for "side" "OnOrOff"
||Enable or disable repairing for a player.|
||Turn "sides" Replicator "OnOrOff"
||Used to turn a replicator on or off. |
|Set Allowed Units
||Set "side" allowed units to "unit type"
||Use this to specify which Units the player is allowed to build. Only these units will show in the build panels.|
|Set Allowed Upgrade
||Set "side" allowed upgrade to "upgrade types"
||Use this to specify which upgrades the side is allowed to research. Only these Upgrades will show in the R&D panel. |
Note: All upgrades are allowed by default.
|Set Formal Objective Info
||Set formal objective info to "text"
|This is the summary below the objectives on the Objectives screen.|
Used to set the summary.
|Set Formal Objective Status
||Set formal objective "quantity" status to "text"
||Quantity is the number of the objective (i.e. 1,2,3). To set an objective status to a string (like "completed", "incomplete", or anything you want.) Make up whatever wording you want for this.|
|Set Formal Objective Text
||Set formal objective "quantity" text to "text"
|Quantity is the number of the objective (i.e. 1,2,3) This is the actual Objective text. You can use whatever wording you want for the objective.|
These are Objectives that a person needs to accomplish. These don't affect the outcome, they are just for the player's information.
|Set Next Mission
||Set next mission to "text"
||Used to set the next mission in a campaign. Occurs after an "End Mission" action. The mission naming convention is "mission.lvl".|
||Set "side's" mission objective to "text"
||Displayed upper-left of screen.|
Use this to display the main objective in the top of the screen. It stays there the whole time.
|Set Persistent Variable
||Set persistent variable "text" to "text"
|Used to set a text string to a persistent variable. |
||Set "switch" "OnOrOff"
||Used to set a switch to on or off. Switch names can be anything (including spaces, etc) but ARE case sensitive.|
||Set "side" upgrades to "upgrade types"
||Note: This must be performed with a Mission Loaded Trigger Condition|
To set a player to already have the upgrade when a level starts.
||Show alert "text"
||Displayed lower-left of screen|
To display a small message in the bottom of the screen for some time.
|Show Formal Objectives
||Show formal objectives
|Use this to invoke the Objectives screen, like at the beginning of a mission. Make sure you've set all the appropriate formal objective parameters (text, status, info) first. |
|Start Countdown Timer
||Start countdown timer with "quantity" seconds and show this string: "text"
||Used to start a clock ticking. |
Note: Use "%s" in string for time. Displays in upper-right of screen in mm:ss format.
You must use a "ModifyCountdownTrigger" to Show the timer. The timer will stop at 00:00 but you must call "ModifyCountdownTrigger" with "hide" to make it disappear.
||Wait "quantity" seconds
||Waits specified time before executing next action|