To get really retro. You can call me anything you want, just don't call me late to dinner.
OBJECT
Create - makes new objects. Used with; in area, in los/in range/near, and can be used with attribute to give unit attributes when created.
Freeze - freezes an object so it can't be killed, targeted, or controlled by player.
Unfreeze - unfreezes a unit that is already frozen.
Kill - destroys an object. Initiates death animation.
Remove - removes an object from existence.
Task-Object - moves an object to another object, at the same time assigning it to attack an enemy, gather a resource for cits, or casting a calamity to it.
Task-Area - moves an object to an area. Can be used to take an object off map, previous location is only used to put a unit tasked off map back to where it left map, and to cast a calamity.
Stance - used to change a stance of an object from say scout to aggressive, making a unit escort/guard a unit, open close a gate, pack or unpack a unit(change it's mobile or immobile use).
Unit-Attribute -gives object(s) a particular attribute such as changing stats(max attack/hp's/max speed to affect it's fighting ability). Or changes it's size, stamina, gives it a unit variable so it can be identified for a specific purpose by triggers, or can change the amount of gold/wood/rec pts.. This is used for specified objects and is different from class attribute which gives attributes to entire types of units. Here is a list:--Max Attack - Max attack is the maximum amount of attack points a unit has originally. Give a unit that starts with 50 attack points, 25 attack points and it will have 75, but the max attack is still 50 for that unit. When using unit attribute to give 25 attack to a 50 max attack unit, unit will have 75. Use the same effect again on the same unit, and the unit will still have 75 attack because the attack is only added to the unit's 50 attack(max) and not the new 75 total. So this is not an additive effect. Best use Class attribute +attack to be additive. Drawback is a single unit of a type can't be affected, the whole type of unit is.
-Max Hitpoints - same principal as max attack. Effect is not additive, and if u want to increase a unit a second time, max hp's have to be added to the original amount of a unit's max hp's
--Max Speed - Again same principal as max attack. increasing speed is only added to the original unit's speed, and not to the amended speed
--Hit Points - Adds/subtracts/or sets to an exact amount, to the hitpoints of an object or objects.
--Recruitment Points - changes the amount of rec points. Used on an outpost, changes the amount of rec points earned for it's capture. Used on an object other than an outpost, that object(with at least 1 rec point) will capture instead of die(but can be deleted by player, unless the unit was an outpost before and after it's capture, or was replaced from a hero).
--Wood - gives wood to objects, used primarily for changing the wood amount for a tree, or can give a cit extra wood while it's chopping so it gatherers quicker, removing wood from a woodchopping cit so it never stops chopping. Another well known trick, is giving units wood(or gold) so that when it dies, it does not rot, staying on map as dead body till the wood is removed.
--Gold - gives gold to objects, used primarily to change the amount of gold a goldmine has for mining. Can be added or removed from cits while mining to affect their mining rate. Also add to units allows dead units not to rot till gold is removed.
--Unused Resource - unknown.
--Glory - as far as I know, no object has any glory, even glory statues. Adding glory to anything does not actually add any glory at all
--Unused timer - unknown
--Cargo Count - This item was originally in EE & Edmw, and is supposed to set the # amount of a building or cargo carrying unit to a different amount. It had no use in EE & Edmw, and in RaF cannot be used even as a condition attribute, since nothing in RaF is garrison-able(correct me if i'm wrong), not even sea vessels.
--Garrison Level - This was supposed to change the maximum amount of units a building or cargo carrying unit could garrison at a time in EE & EDMW. It never worked for either game, and it especially doesn't for RaF(no garrison-able objects in RaF).
--Ammunition Remaining - This was used primarily in Empires, for units like machine guns or multiple projectile firing units, to increase/decrease the amount of multiple shots a unit fires before having to wait to reload. Does anyone know of such a type of units in Raf? If you find one let me know so I can test it.
--Animation Paused - I was able to use this in Empires on a limited basis, to partially reliably freeze an animation, or freeze an animation in a set position. It most likely will work in RaF.
--Reload Time Remaining - This is the amount in milliseconds, a unit has remaining before it can fire it's weapon or swing it's sword again. This effect can only be used during the time unit is waiting to reload.
--Graphic Scale - Changes the visual size of objects(does not change the affective size). This effect should be used with "%" percentage button checkmarked, as just using regular numbers multiplies the amount scaled(i.e. 1 makes it 1x size, 2 makes it 2x size, etc). Most all if not all world resource objects are not resizable.
--Power - This is another word for stamina. Used for heroes and healers.
--Rotting Time Remaining - This is the amount of time in milliseconds an object has to rot, or dissapear completely from the map. Adding rot time allows a body to stay on the map longer or permanently if effect is looped or given an extremely high amount. Or if decreased will speed rotting time of an object. This effect work primarily for units and buildings are usually not effected by this. However some buildings do stay on the map if give extra rotting time.
--Construction Complete - This feature had an interesting use in Empires to make a building instantly completed when it was a foundation, or when it was newly constructed. It has no use whatsoever in RaF. Buildings are all recognized(completed or just started to be constructed) as being construction complete; has attribute min 1 max 1, or they are not identified at all if just a newly laid foundation.
--Unit Variable 1 - gives an object a sort of "tag" number to be identified by a condition or effect, used with the object specification; "has attribute" unit variable 1, min x max y. This will identify to triggers condition; object player x in area y with has attribute unit variable 1, min z max z "exists" as specifically tagged object in an area, will fire an effect. And for an effect, fire the effect only on objects that have; has attribute; unit variable 1 min z max z.
--Unit Variable 2 - same as unit variable 1, but a different variable for expanded uses.
-Unit Variable 3 - same as unit variable 1 & 2, but a different variable for expanded uses.
--Panicked - unknown
--Run - unknown - this does not appear to change the running speed of a unit
--Formation Size - haven't got this feature to work. Supposedly this is to change the size of a formation of troops to increase or decrease the number of troops that either can form in a group or are in a group.
--Vetran Status - As far as I know, there is no object that obtains any veteran status. You might think Greek formations trained by pedagogues do. But they don't. neither do heroes. This function seems to be useless. Correct me if I'm wrong.
--Mount Population - Does not seem to work. In concept, this might increase or decrease the amount of units a mountable unit, such as an Egyptian Chariot, could have, but it does not appear to work.
--Kill Count - kill count is the total amount of kills a unit or maybe a building(i.e. tower) has made. This effect however does not work for heroes.Owner - changes ownership of an objects to another player. Note; if multiple effects are used in a trigger after using change owner effect a delay of 0.04 seconds should be used, otherwise an effect on the same object won't work.
Class-Name - changes the name of an entire type of unit. This can be used on a unit that doesn't even exist on the map at the time the effect is fired, opposed to unit name where the unit has to exist when fired.
Face Object - Faces an object on the map to the corresponding number of degrees in a circle(0 to 360). With 0 degrees as facing due north. Check mark the snap box and units face instantly. can't be used on buildings(there was a building in Empire Earth that was facible, check to see if some can be).
Class-Attribute - Unlike unit attributes, changes stats for entire types of units.
Unit-Name- changes name of particular units. Used to place a banner on units for easy viewing. Can add or remove advanced help for an object.
Replace - Replaces an object with another object from premade list of objects. Most world player resource objects such as trees cannot be replaced.
Animate-Object - This is a very tricky feature in which objects can be animated without actually doing what they look like they are doing. Units are frozen while in animation.
Medal - this feature was originally used in Empires, and scale cliffs is the only remaining medal still usable. This gives class attribute to an entire unit type, to be able to pass through cliff tiles.
Mount Object - don't know yet
Make Formation - don't know yet.
Break Formation - don't know yet
Create Unit Spawner - I have only started to use this feature. It assigns an object to spawn other objects, at a set rate/type/#/exit location/quantity of units before stopping/set time before it stops spawning/and so on. Spawned units can't be set to rally point(better to use research effect for this).
Delete Unit Spawner - Ceases a unit spawner from spawning, however if a unit spawner is replaced, changed owner, or in the case of being a hero changing modes, the spawning stops anyways.
Research Technology - used primarily to train a unit at a building, as well as research a technolgy at buildings. Tech must be available to player at the time of researching, or it won't work. Works for boats too. This feature has many unknown uses, it can be used in place of the replace effect in some ways. Much more exploration must be done on this effect.
Add Unit to Physics - used only on computer players, adds units to be ignored by comp ai, and really only should be used on objects not visible to human players because of the unusual things that happen to them.
Remove Unit from Physics - removes comp units from ai ignored list.PLAYER
Victory - declares immediate victory for a player or group of players.
Script-Camera - let somebody else answer this.
Defeat - immediately defeats a player or group of players.
Diplomacy - sets/resets diplomatic stance of players during a game. Can be used even if game is set to teams locked.
Set-Attribute Level - This sets/resets player amounts such as gold, wood, glory, rec points, player variables that are used to track running # totals, & can be used to set dynamic trigger number totals to do some interesting things.
Modify-Tech-Tree - adds/removes techs for players, such as making hero levels enabled/disabled, and can make units/upgrades available or unavailable to be trained at buildings. And restrict certain powers for player units/objects, as well as buildings that can't be built and then enabled later.
No Build Zone - stops players from building in certain locations. Can also restrict certain types of buildings too.
Fade-In - Used only in cinematic mode, fades screen from black screen to full lighted veiw. Duration sets the length of time it takes to go from black to full view in seconds and tenths of seconds. Must be used as part of cinematic. Which is the checkmarked button underneath the trigger description.
Fade-Out - Used only in cinematic mode, fades screen from full lighted veiw to black screen. Duration sets the length of time it takes to go from full view black to full view in seconds and tenths of seconds. Must be used as part of cinematic. Which is the checkmarked button underneath the trigger description.
Visibility - Can set a map to be revealed or unrevealed at the start of a game, or only revealed in certain areas. It can give player entire map view, or blacken areas that have already been explored. It also can reset shared los for players, so that even if a player is allied, that player can't see what allied player sees, and visa versa.
Mini-Map Flare - flares a player on the minimap, on an object or in an area to let player know to look at that area.
Objective - controls displayed objective boxes
Rename Civ - renames the civ of a player from greece, etc. When used in multiplayer does not work on computer players that are not outpost players, and have active ai.
Set3PMode- - initiates hero mode(or ends hero mode) without the ability of players to exit hero mode, unless the hero is out of stamina w/ damage. Note; if a player is set in 3pmode and hero is not in, or loses hero mode, that player will not be able to reenter 3p mode manually unless triggers take player out of 3pmode.
3P Units Turn with Mount - don't know.
Activate Hero Bot AI - don't know.MEDIA
Play-Sound - plays a sound from a premade list or a custom sound added to the sounds folder. All sounds are heard by all players. Sounds can be set to loop, stop looping, set to play in a specific area, and the volume of the sound can be changed(well I tried to change the volume, but it does not seem to work).
Change-Text - don't know.
Send-Dialog - displays a message box at top of screen that scrolls down the message. There are other features with this.
Send-Chat Message - sends a chat message in the format, just like players sending a message to a player, or set of players in a set duration of time displayed. Also check mark the "tutorial text" box and chat message will be displayed at upper right corner in a box. Duration setting does not work for this, it has to be overwritten to remove it once it has been displayed.
Questions Dialog - makes a box in the player's foreground that can ask a question and display one of 4 choices for a player to choose from. Each choice chosen can activate an effect, and box closes when choice is made. This also can be made with no choices as a way to get players attention when something important happens. Making player deal with it by having to hit OK and close the box. If one or more of the choices has to activate more than 1 effect, designer should make a trigger with all the effects for that choice, and make the effect; turn trigger on effect(the trigger with all the effects for that choice).
Play-Music - initiates one of the 36 background music sequences, that are available in the game, and in the campaigns. Note; if you want to play a custom sound, use play sound for an imported music track that is available when it is placed in the game's sound folder, in the data folder(or if it is bundled in a campaign file).
Stop-Music - Stops all background music. Best used with custom background music to stop the regular music that would conflict with the custom one.
Set-Music-Action - I don't think this feature works.
Set-Music-Mood - again, don't think it works.GAME
Daylight Hour - Don't think this feature works.
Day/Night Cycle Time - originally made for Empire Earth, and disabled in Empires DMW, this feature does not work.
Calamity - Casts calamities and powers cast by specialty units. This feature does not always work. Task object/task area with "action" set as a calamity from an object that casts the calamity is a good workaround this.
Graphic Effect - creates graphic effects in area or object that are normally in a game, or just in editor. There are many, many of these. Use the previewer to test them, and always remember to test them in the game, because they don't always work, even if they do in the previewer. And they depend on the graphic quality settings you have it set on. I always set my graphic settings on the very lowest setting to make sure that no matter what, players will always see them. Also graphic effects that show up on lowest settings, don't always have the same effect on higher settings. Graphic effects also behave differently. Some are temporary, and some stay indefinitely. Some form only on land or water, and some follow an object if put on it, and some stay in area and don't move. And some graphic effects form on an object that is elevated off the ground and some only form on the ground. Most importantly; you don't want to use an effect that is only seen if the player has it on his screen when it forms. Some effects created won't be seen if it is created at the time the player can't see it.
Start-Cinematic Mode - Starts the cinematic mode. This starts it for all players if in multiplayer.
End-Cinematic Mode - This ends cinematic mode
In-Game-Counter - displays text and a countdown timer at the top of the screen. When counter box is unchecked it will display only text, and has to be turned off by trigger when done displaying. The count down feature is used in conjunction with trigger condition; Game Counter, for a trigger to fire when countdown is completed or at a certain elapsed time. I use the dynamic trigger number feature (i.e /#PA00001) a lot to display stats that change during a game.
Environment - used to change the environment during a game usually to make it night, day, or change the background mountains.
Load Next Scenario - used in campaigns to initiate the next scenario in the campaign, and has no use in singleplayer scenarios. Used in the editor, immediately sends the editor test, back into editor mode.
Slow Death Percentage - haven't used it.
Set Game Speed - resets game speed during a game. Never used it, so I don't know if it works.
Set Is Hero Swimming Enabled- toggles heroes ability to swim/not swim. Haven't used this.AI
Modify-AI-Military-Target - Sets a primary target for comp players.
Create-AI-Military-Group - don't know.
AI-Build Object - orders a comp player to build or train an object, if that player has the ability to make it. This feature works more reliably on training units than constructing buildings.
AI-Maintain Object - don't know. Probably means to repair a damaged building or heal a hurt unit with a higher priority.
Set-AI-Toggle - Toggles ai components on an off, such as active, defend, repair, and so on.
Set-AI-Variable - This is very complicated, and I never had an example where this has noticibly affected the ai. Some one else who has worked with this effectively, please explain.
Set Favourite Units - sets a comp ai to favor a unit for use and training. This is used primarilly if an ai keeps deleting units, because it doesn't want it, and making that unit a favorite will keep ai from killing it.All items are subject to revision at any time.
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...All American Bunny.....
[This message has been edited by _o0XxX0o_ (edited 09-05-2006 @ 03:52 PM).]