- Joined
- May 5, 2004
- Messages
- 1,330
Though we get many questions like "What trigger is used for..." I decided to revive an old project of myself, namely describing all the events / conditions / actions of WE and giving examples what they could be used for. Lost the old project because of a headcrash on my harddrive (20 gb away :? )
This topic will be updated from time to time because there're hundreds of them and I don't wanna complete them all now.
Me, oz02 and Darky28 are allowed to edit this tutorial and add descriptions.
Events
Map Initialization
Conditions
>in progress<
Actions
>in progress<
This topic will be updated from time to time because there're hundreds of them and I don't wanna complete them all now.
Me, oz02 and Darky28 are allowed to edit this tutorial and add descriptions.
Events
Map Initialization
- I think this one explains itself. It runs at map initialization. Be careful, some actions won't work (e.g. timer actions) when using map initialization.
- This one runs if a specific destructible doodad (tree, gate) dies. You should assign a variable to the destructible before this event, because it's much easier to use then.
- Same as above, but this trigger is refering to a destructible in a region, not a specific destructible.
- Refers to the time of day. It runs when the time of day becomes greater than / lesser then / equal to a specific value (time)
- Refers to the value of a Real (real) variable. Runs if the value of the variable becomes equal to a given value (real). This only works for non-array variables.
- This event fires immediately after a saved game is loaded. Like "Map Iitialization", only after loading.
- This one fires very short BEFORE saving a game.
- Fires when the player clicks the "Hero Abilities Button" (the one where you can select what ability to learn). See no real use in it, perhaps for game tutorials.
- Same as above, refering to the "Build Structure Button" (the one where you could select what building your worker shall build)
- Very important event. With this one you can refer to a chat message that is typed. Mostly used by online Save/Load systems.
- The name is a bit weird. It runs when the player presses the ESC-key. Look Nemesis[DK]'s Video Skip Tutorial for use (English version in progress).
- Runs if a specific player selects/deselects any unit. Refer to the selected unit with a unit-type comparison (as far as I know it's only possible to refer to "selected unit" with WEU)
- Runs if a specific player presses/releases an arrow key (left, right, up, down). That's a useful trigger if you wanna create a third-person-view RPG with arrow-key controlling of your hero.
- Runs if a player property (e.g. current amount of gold, food used, etc) becomes greater than/lesser than/equal to a specific value.
- Explains itself
- Explains itself
Conditions
>in progress<
Actions
>in progress<