Trigger Events

Ares adds the following Trigger Events to Yuri’s Revenge.

In this section, the following terms are used:

Events that are persistent need to be satisfied only once and the game will remember that they occured. Events that are not persistent thus have to be satisfied the very instant for the event to fire.

An event is incidental if the event is actually satisfied by triggering that very event. Incidental events occur at a specific point in time and are tied to some specific action taking place. An example would be Spied By (2), which is triggered the moment a Spy enters a building.

An event is situational if it depends on the circumstances of the match and thus is satisfied at any point in time the condition is currently true. That is, the condition is usually satisfied over a period of time and can potentially change over time. Examples are No Factories Left (17) and Low Power (30).

This means that a trigger with two non-persistent incidental events will never fire, because they are raised one after another, not simultaneously, and thus can never be satisfied at the same time.

It also means that if a trigger contains a chain of events, and it includes one non-persistent incidental event, it will have to be the last event satisfied to fire the trigger and execute the actions.

See Editor Support on how to use the new Trigger Events from map editors.

Electromagnetic Pulse (62-65)

62,0,0 Under EMP: Triggers when the attached object is disabled by EMP (works like Trigger Event 53 in Tiberian Sun).

63,0,<house> Under EMP By House: Triggers when the specified house disables the attached object by EMP.

64,0,0 Removed EMP: Triggers when the attached object is reactivated by a “healing” EMP.

65,0,<house> Removed EMP By House: Triggers when the specified house reactivates the attached object by a “healing” EMP.

These are all incidental and non-persistent.

When deactivating an object, event 63 is triggered before 62 and when reactivating, 65 is triggered before 64. This is to allow a specific house to take precedence over the general case.

New in version 3.0.

Enemy In Spotlight Now (66)

66,0,0 Enemy In Spotlight Now: Triggers when the attached building’s searching spotlight found an enemy. This works like event 54 in Firestorm.

This works like event Enemy In Spotlight (35) with the minor difference that the game will not remember if this event occurred.

This event is incidental and non-persistent.

New in version 3.0.

Kill Driver (67+68)

67,0,0 Driver Killed: Triggers when the driver of the attached object has been killed.

68,0,<house> Driver Killed By House: Triggers when the specified house kills the driver of the attached object.

Both events are incidental and persistent.

When killing a driver, event 68 is triggered before 67. This is to allow a specific house to take precedence over the general case.

New in version 3.0.

Vehicle Taken (69+70)

69,0,0 Vehicle Taken: Triggers when a driver or Vehicle Thief enters the attached object.

70,0,<house> Vehicle Taken By House: Triggers when a driver or Vehicle Thief of the specified house enters the attached object.

Both events are incidental and persistent.

When taking a vehicle, event 70 is triggered before 69. This is to allow a specific house to take precedence over the general case. Both trigger before the Entered By event.

New in version 3.0.

Abduction (71-74)

71,0,0 Abducted: Triggers when the attached object is abducted.

72,0,<house> Abducted By House: Triggers when the specified house abducts the attached object.

73,0,0 Abducts Something: Triggers when the attached object abducts something.

74,0,<house> Abducts Something Of House: Triggers when an attached object abducts something of the specified house.

These events are all incidental and non-persistent.

When an object is abducted, event 72 is triggered before 71 and when abducting an object, 74 is triggered before 73. This is to allow a specific house to take precedence over the general case.

New in version 3.0.

Super Weapon Activation (75+76)

75,0,<super weapon> Super Weapon Activated: Triggers when the owning house fires the super weapon.

76,0,<super weapon> Super Weapon Deactivated: Triggers when the owning house deactivates the super weapon. Only Charge-Drain super weapon types deactivate.

Both events are incidental and persistent.

New in version 3.0.

Super Weapon Near Waypoint (77)

77,2,<waypoint>,<super weapon ID> Super Weapon Activated Near Waypoint: Triggers when the named super weapon is used near the waypoint.

This event is incidental and persistent.

The definition of near is the same as for Comes Near Waypoint.

New in version 3.0.

Reverse Engineered (78)

78,2,0,<techno type id> Reverse Engineered: Triggers while the owning house has access to reverse engineered techno type.

This event is situational and non-persistent.

This event will trigger for the type a unit has been reversed as when put into a reverse engineering structure, that is, respecting ReversedAs=.

New in version 3.0.

Reverse Engineering (79+80)

79,0,0 Reverse Engineers Anything: Triggers when the attached building successfully reverse engineers any type.

80,2,0,<techno type id> Reverse Engineers Type: Triggers when the attached building successfully reverse engineers the specific type.

Both events are incidental and persistent.

This event will trigger for the original type that is put into a reverse engineering structure, not respecting ReversedAs=. It will however only trigger if a unit has been reversed successfully, that is, only once per reversed type, respecting ReversedAs=.

When reverse engineering, event 80 is triggered before 79. This is to allow a specific house to take precedence over the general case.

New in version 3.0.

House Owns Techno Type (81+82)

81,2,<count>,<techno type id> House Owns Techno Type: Triggers while the owning house has at least count instances of the specified techno type.

82,2,<count>,<techno type id> House Doesn’t Own Techno Type: Triggers while the owning house has fewer than count instances of the specified techno type.

Both events are situational and non-persistent.

These mirror the Tech Type Exists (60) and Tech Type Doesn’t Exist (61), but they only check the owning house instead of all houses.

New in version 3.0.

Attacked Or Destroyed By (83+84)

83,0,0 Attacked Or Destroyed By Anybody: Triggers when the attached object is attacked or destroyed by any attack (even ones without source).

84,0,<house> Attacked Or Destroyed By House: Triggers when the attached object is attacked or destroyed by an attack where the source is owned by a specific house.

Both events are incidental and non-persistent.

These mirror the Attacked By Anybody (6) and Attacked By House (44) trigger events, but they will fire even if the object just has been destroyed with the first strike, that is, also for fatal hits.

Unlike the original game, the house-specific event will fire first to allow the more specific event to take precedence over the less specific one.

New in version 3.0.

Destroyed By House (85)

85,0,<house> Destroyed By House: Triggers when the attached object is destroyed by any attack where the source is owned by a specific house.

This event is incidental and persistent.

The house-specific event 85 will fire before the generic event Destroyed By Anybody (7) to allow the more specific event to take precedence over the less specific one.

New in version 3.0.

Techno Type Doesn’t Exist More Than (86)

86,2,<count>,<techno type id> Techno Type Doesn’t Exist More Than: Triggers while there are no more than count instances of the specified techno type.

This event is situational and non-persistent.

New in version 3.0.

All KeepAlives Destroyed (87+88)

87,0,<house> All KeepAlives Destroyed: Triggers when the specified house has no more KeepAlive=yes objects.

88,0,<house> All KeepAlive Buildings Destroyed: Triggers when the specified house has no more buildings with KeepAlive=yes.

Both events are situational and persistent.

New in version 3.0.