[edit] Triggers and Events ReferenceAll triggers and events that are available in Widelands are listed here. This is, because
Eventually all triggers and events should have configuration dialogs in the editor where they can be edited or modified with ease; but since we need more events and triggers fast now for the scenarios, i do not want to spent time on making configuration dialogs for them. I will instead list them here with a short description. You can directly add or modify triggers by doing the following steps
Some variables have default values. They do not need to be written in the files. The default values are consistent across events and triggers; player numbers always have the default value 1, counts always have the default value 1 and radii always have the default value 0.
[edit] TriggersAll triggers have the following options:
[edit] BuildingTriggers when the player has the specified number of buildings of the specified type in the specified area. You can use it to define scenario options like "get this and this many buildings around this mountain".
[edit] Military InfluenceTriggers when the player has some or highest military influence over the specified number of locations in the specified area.
[edit] NullA null trigger never changes by itself. It is used to mark certain conditions. For example you could define a Win Trigger as a Null Trigger and turn it on as soon as the win conditions are reached.
[edit] OwnershipTriggers when the player owns the specified number of locations in the specified area.
[edit] TimeA time trigger is triggered after a certain time period. It goes to true if the time has passed.
[edit] VisionTriggers when the player sees the specified number of locations in the specified area.
[edit] EventsAll events have the following options:
[edit] Allow BuildingThis event can be used to either allow or forbid a player to build buildings of a specified type.
[edit] BuildingCreate a building for a player. Also creates the flag that belongs to it. Will make sure that the player owns the land and destroys all immovables that are in the way.
[edit] Conquer AreaConquer Area gives a player control of a specified area.
[edit] FlagCreate a flag for a player. Will make sure that the player owns the land and destroys all immovables that are in the way.
[edit] ImmovableCreate an immovable. Destroys the immovable that is in the way (if any).
[edit] Message BoxA Message Box will appear whenever this event is triggered. It can be used to grant informations to a player or as a way of telling the story behind a scenario.
The options for editing the text are:
[edit] Move ViewMove View shifts the player's view to a specified area, which can be used to direct his attention to an area.
[edit] Reveal CampaignThis event reveals a campaign
[edit] Reveal ObjectiveThis event unhides or hides an objective that was formerly hidden/seen.
[edit] Reveal ScenarioThis event reveals a scenario
[edit] RoadCreate a road for a player. Will create flags at start and end unles they are already present. Will make sure that the player owns the land and destroys all immovables that are in the way.
[edit] Set Null TriggerThis event can change the set state of a Null Trigger. It can be used to mare an objective as done.
[edit] Unhide AreaUnhide Area removes the fog of war at a specified location, allowing the player to see this area even before it has been scouted.
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Trigger and Events Reference
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