|Area contains units
||Area "area" contains "quantity" "unit types" owned by "side"
||Most commonly used condition. Use this condition when a unit goes into a named area, and then something should happen.|
||The text does not affect the gameplay and does not show up in the mission at all. Use this feature to make "progamming comments" that explain the intent of the preceeding code.|
||Countdown Timer is "quantity"
||To set, show, modify, and hide the countdown timer. |
||"side" has "quantity" credits
||Use this condition to make something happen when Credits go above or below a particular value. WARNING: it is not a good idea to use the "Exactly" comparison against any value other than 0 because Credits typically change at increments greater than one.|
||"side" discovers "side"
||When players first see the others' unit(s), use this condition to make something happen.|
||Elapsed mission time is "quantity" seconds
||Use this condition when you want something to happen at a certain time in the game. |
|Every NN Seconds
||Every "quantity" seconds
||This condition is satisfied repeatedly at the specified rate. It is used when you want something to happen repeatedly. This is the same as this trigger:|
Condition 1: Always
Action 1: (Do whatever you want here)
Action 2: Wait (However many seconds until it goes again)
Action 3: Preserve trigger.
|Galaxite Capacity Reached
"side's" Galaxite capacity is reached
Only used in the tutorial.
This condition is met when all the side's Processors and Warehouses are full.
|GalaxMiner Can't Find Galaxite
||GalaxMiner owned by "side" can't find Galaxite
||Only used in the tutorial.|
When bullpups can't find/see any more galaxite, use this to make something happen.
||"side" has "upgrade types" upgrade(s)
||Use this to determine if the specified side possesses the specified upgrades.|
||Use this trigger to set up initial level conditions, such as switches, limits, allies, etc.|
Condition that makes the trigger fire at the very beginning.
||"side" owns "quantity" "unit types"
||If a player commands some units, use this condition to make something happen.|
|Place Structure Mode Active
||Place structure mode is active.
Only used in the tutorial. For when the player is trying to place a building.
||Switch "switch" is "OnOrOff"
||Named switch is either On or Off. Switch names can be anything, but ARE case sensitive.|
|Test Persistent Variable
||Persistent variable "text" is "quantity"
||Use this condition to test whether a persistent variable is above, below, or equal to a particular value. |