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SAIL Base

Liste des évčnements


Unit related


Non classé

  • 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
  • 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
  • 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
  • Deinvisibled ( un : integer ) unit un deinvisibled
  • DestinationUnreachable ( in : integer ) unit un cannot reach destination
  • DialogueSkipped ( ignored : integer ) when player hits skip dialogue
  • 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
  • LeaveBuilding ( building : integer, un : integer ) when unit un leave building
  • 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
  • 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
  • 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
  • TigerTamed ( tig : integer, noble : integer ) when tiger tig is tamed by sheik noble
  • 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
  • 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)
  • WeaponPlaced ( build : integer, fact : integer ) when weapon is constructed in factory fact and placed to building build

Human (apeman) related

  • 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)

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