SAIL Base
Events List
A
ActiveUnitChanged
(
un : integer
)
unit un is active unit
ApemanTamed
(
ape : integer ,
sci : integer
)
when Apeman ape is tamed by scientist sci
ArtifactLoaded
(
un : integer ,
size : integer
)
when artifact loaded to unit un
ArtifactResearchComplete
(
lab : integer
)
when artifact research is finished in lab
ArtifactUnloaded
(
un : integer ,
size : integer
)
when artifact unloaded from unit un
ArtifactUsed
(
side : integer ,
number : integer ,
p1 : integer ,
p2 : integer
)
when artifact (by icon number of side) used to unit p1, or to place [p1,p2], or instant
B
BehemothConstructed
(
un : integer
)
when behemoth constructed
BuildingCaptured
(
build : integer ,
origside : integer ,
eng : integer
)
when building build of side origside was captured by engineer eng
BuildingComplete
(
build : integer
)
when building build construction is finished
BuildingStarted
(
build : integer ,
hum : integer
)
when building build construction is started by hum
C
Command
(
comm : integer
)
when tasks assigned by command comm (constants in UDatStr.pas - prikaz...)
Contact
(
side1 : integer ,
side2 : integer
)
detects contact (first attack, or after more then 1000 ticks); always side1<side2
D
E
EndTheMissionRaised
(
)
when player click on button 'End the Mission' (variable end_the_mission_allowed must be true)
EnterBuilding
(
building : integer ,
un : integer
)
when unit un enter building
EvacuateVehicle
(
veh
)
when human hum leaves burning vehicle veh
H
HumanDestroyed
(
un : integer ,
side : integer ,
nation : integer ,
x : integer ,
y : integer ,
direction : integer ,
sex : integer ,
class : integer
)
when human un has to be completly destroyed (you cannot prevent it now, it is too late)
L
LeaveBuilding
(
building : integer ,
un : integer
)
when unit un leave building
M
MastodonTamed
(
mast : integer ,
noble : integer
)
when mastodon mast is tamed by sheik noble
McAttackDone
(
mcid : integer ,
surv : integer
)
McAttack finished with surv survivers
McAttackOutOfFuel
(
mcid : integer ,
un : integer
)
A vehicle un in McAttack macro mcid is running out of fuel
McDefendReturnsUnit
(
mcid : integer ,
unit : integer
)
McDefend stops to use an unit
McDefendTakesUnit
(
mcid : integer ,
unit : integer
)
McDefend start to use an unit to do defend tasks
McDone
(
mcid : integer ,
state : integer
)
macro mcid closes with state state
McPatrolOutOfFuel
(
mcid : integer ,
un : integer
)
A vehicle un in McPatrol macro mcid is running out of fuel
McPatrolSeesEnemy
(
mcid : integer ,
un : integer
)
McPatrol mcid sees an enemy unit un
McRegistryResultChanges
(
mcid : integer ,
count : integer ,
strength : integer
)
McRegistration tick returns different result than previous tick
McRepairCapturedVehicle
(
mcid : integer ,
unit : integer
)
when McRepair captures vehicle
McRepairReturnsUnit
(
mcid : integer ,
unit : integer
)
McRepair stops to use an unit
McRepairSavedVehicle
(
mcid : integer ,
unit : integer
)
when McRepair saves vehicle in repv_area
McRepairTakesUnit
(
mcid : integer ,
unit : integer
)
McRepair start to use an unit to repair or to be repaired
McSNeedCrates
(
mcid : integer ,
unit : integer
)
when McSkirmish need to search crates (unit recommended) or stops to need it (unit=0)
McSVehicleAdded
(
veh : integer ,
mcid : integer ,
vehgroup : integer ,
num : integer
)
when constructed vehicle is added to vehgroup of McSkirmish
McWithdrawReturnsUnit
(
mcid : integer ,
unit : integer
)
McWithdraw stops to use an unit
McWithdrawTakesUnit
(
mcid : integer ,
unit : integer
)
McWithdraw start to use an unit to withdraw
R
ResearchCancel
(
tech : integer ,
lab : integer
)
when technology tech research is cancelled in lab
ResearchComplete
(
tech : integer ,
lab : integer
)
when technology tech research is finished in lab
ResearchStarted
(
tech : integer ,
lab : integer
)
when technology tech research is started in lab
S
SailEvent
(
num : integer
)
generic event raised by SAIL, unit or Console
SibDepositContaminated
(
un : integer ,
x : integer ,
y : integer
)
when unit un finished contaminate siberite
SiberiteDepositDestroyed
(
x : integer ,
y : integer
)
when siberite deposit is destroyed
SiberiteRocketExploded
(
un : integer ,
x : integer ,
y : integer
)
when explode siberite rocket from unit un
SpecResearchCancel
(
lab : integer ,
progress : integer
)
when special research is cancelled in lab
SpecResearchComplete
(
lab : integer
)
when special research is finished in lab
SpontaneousTeleported
(
un : integer
)
when unit un goes to red and is spontaneous teleported
StartHeal
(
un : integer ,
medic : integer
)
when medic start heal unit un
T
TigerTamed
(
tig : integer ,
noble : integer
)
when tiger tig is tamed by sheik noble
U
UnitDestroyed
(
un : integer
)
when unit un has to be completly destroyed (you cannot prevent it now, it is too late)
UnitGoesFromRed
(
un : integer
)
when unit's un lives goes up from red
UnitGoesToRed
(
un : integer
)
when unit's un lives goes to red (humans fall, vehicles and building are burning)
UnitGoesToSleep
(
un : integer
)
when unit's un slept because of soporific ammunition (humans fall)
UnitKamikazed
(
un : integer
)
when kamikaze-apeman or self-propelled-bomb attacks
UnitTeleported
(
tel : integer ,
un : integer
)
unit un was teleported by teleport tel
UpgradeComplete
(
build : integer
)
when building build upgrade is finished
V
VehicleCaptured
(
vehnew : integer ,
vehold : integer ,
origside : integer ,
hum : integer
)
when vehicle vehold of side origside was captured by hum and was renumbered
VehicleConstructed
(
veh : integer ,
fact : integer
)
when vehicle veh is constructed in factory fact
VehicleConstructionStarted
(
fact : integer ,
chass : integer ,
eng : integer ,
cntrl : integer ,
weap : integer
)
when construction of vehicle is started in factory fact
VehicleDestroyed
(
un : integer ,
side : integer ,
nation : integer ,
x : integer ,
y : integer ,
direction : integer ,
chass : integer ,
control : integer ,
engine : integer ,
weap : integer
)
when vehicle un has to be completly destroyed (you cannot prevent it now, it is too late)
W
WeaponPlaced
(
build : integer ,
fact : integer
)
when weapon is constructed in factory fact and placed to building build
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