Triggers/Category General

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General[edit | edit source]

Any local actions or functions created by the map maker, but have not given a category, will appear in this section of the editor.

Hint[edit | edit source]

  • If you are working with mods and get a lot of custom actions and functions, consider making some of the custom work "Internal". This will hide these functions when you are working on maps.

Breaks[edit | edit source]

Return[edit | edit source]

  • Action. Returns the specified value. Note: Custom functions require you to set a return value using this action. If a custom function does not return a value 100% of the time, it will not compile. If this action is run in a trigger, it is equivalent to using "Skip Remaining Actions".

Skip Remaining Actions[edit | edit source]

  • Action. Skips the remaining actions in the trigger.

Break[edit | edit source]

  • Action. Terminate a loop or scope early.

Custom Script[edit | edit source]

  • Action. Runs a custom galaxy script. Note: For advanced users who have familiarity with the galaxy scripting language.

Conditional Statements[edit | edit source]

If Then[edit | edit source]

  • Action. Executes an If Then statement. If the specified conditions are met the specified action set will run. If the conditions are not met, nothing will happen.

If Then Else[edit | edit source]

  • Action. Executes an If Then Else statement. If the specified conditions are met, the action set set under Then will run. If the conditions are not met, the action set placed under Else will run.

If Then Else-If[edit | edit source]

  • Action. Excutes an If Then Else statement with multiple cases.

Switch[edit | edit source]

  • Action. Switch statements check a specified condition, and perform a single action set based on the result. For example: If you wanted to apply a behavior to any unit that enters a certain region, but you want to apply a different behavior depending on the type of unit that enters the region, you could set up a Switch statement in your trigger based on the "Unit Type "of the "Triggering Unit". Individual cases could then be added to the switch statement for different Unit Types, each case with its own unique action set. The Default action set would fire if the result from the Switch statement did not match any of the cases.

Switch Case[edit | edit source]

  • Action. Switch Cases are only found inside of a Switch statement. If the Value parameter matches the value returned by the parent Switch statement the action set will be run, otherwise nothing will happen.

Loops[edit | edit source]

For Each Integer[edit | edit source]

  • Action. Executes a For Loop using an integer value. This will run the action set included in the For Loop a number of times determined by the Start, End, and Increment parameters, increasing the integer variable by the Increment parameter each time. For example: If you set up a For Loop to start at 1, end at 10, increment by 1, and made a single "Chat Message" action inside of the For Loop that converted the <Variable> integer parameter into text, it would count from 1 to 10 in the chat message area.

For Each Real[edit | edit source]

  • Action. Executes a for loop using a real value. This will run the action set included in the For Loop a number of times determined by the Start, End, and Increment parameters, increasing the integer variable by the Increment parameter each time. For example: If you set up a For Loop to start at 1, end at 10, increment by 1, and made a single "Chat Message" action inside of the For Loop that converted the <Variable> integer parameter into text, it would count from 1 to 10 in the chat message area.

Picked Integer[edit | edit source]

  • Function. Returns the picked integer. This function is only for use with the "Pick Each Integer" action. It will do nothing when used outside of a pick each integer loop.

Pick Each Integer[edit | edit source]

  • Action. Picks each integer between the Start and End parameters, and performs the specified actions. Uses the "Picked Integer" function to refer to the iterator in the action set.

Repeat[edit | edit source]

  • Action. Repeats an action set a specified number of times.

Repeat Forever[edit | edit source]

  • Action. Repeats an action set forever (or until the loop is broken with a "Break" or "Skip Remaining Actions" action.

While[edit | edit source]

  • Action. Executes a While Loop. If the specified conditions are met, the action set will be run, and the conditions will be checked again. This will continue until the conditions are not met. If the conditions are not met the first time they are checked, nothing will happen and they will not be checked again.

Variables[edit | edit source]

Modify Variable (Integer)[edit | edit source]

  • Action. Directly modify an integer variable through arithmetic.

Modify Variable (Real)[edit | edit source]

  • Action. Directly modify a real variable through arithmetic.

Set Variable[edit | edit source]

  • Action. Sets a variable to the specified value.

Waits[edit | edit source]

Critical Section[edit | edit source]

  • Action. Only one "Critical Section" action set associated with the chosen Lock parameter will ever execute at the same time. Note: The Lock parameter requires a boolean variable. Simply specifying true or false will not work. This is useful for avoiding race conditions when you have parallel processes that can modify the same variables.

Wait[edit | edit source]

  • Action. Pauses a trigger for a specified amount of time. Real time is normal time. Game time can pass faster or slower depending on the game speed. AI time passes at the same rate as game time, but can be paused or unpaused while real time and game time are still running. It is useful to pause the AI time while a player is watching a cinematic, so timed attack waves will wait until the player is finished with the cinematic before resuming their countdowns.

Wait For Condition[edit | edit source]

  • Action. Pauses a trigger until the specified condition is met. Real time is normal time. Game time can pass faster or slower depending on the game speed. AI time passes at the same rate as game time, but can be paused or unpaused while real time and game time are still running. It is useful to pause the AI time while a player is watching a cinematic, so timed attack waves will wait until the player is finished with the cinematic before resuming their countdowns.

Wait For Timer[edit | edit source]

  • Action. Pauses a trigger until the chosen Timer has reached a certain point. This point is set by using the Time parameter, and the WaitType parameter.