Triggers /

City Guard

  • region the script names
  • unit the script creates here, by its icon when it has one

Regions and points are the ones the triggers name; units are the map's own placed objects. All read from the map file. Point at a marker for what it is. Drag to pan, scroll or double-click to zoom.

mechanic 15 triggers
Armed by Engineers - Ini City Guard (a Combat Engineer is picked),Drones F3 (key pressed),Drones Click (dialog button clicked)
Waits for Super Admins - Kill City Guard (chat "-kill") to set cityGuardchapter3
Units in play City Guard 3.0 City Guard 3.0 City Guard Bullhorn 1 Bullhorn City Guard Bullhorn 2 Bullhorn City Guard Antenna Antenna City Guard Computational AI Module Computational AI Module City Guard repairer
How the script runs it The chain of 15 triggers Which arms which, what loops, what pays and what shuts down, on a canvas of its own.
Trigger by trigger

Engineers - City Guard Broken player action

  • Fires when a behavior changes, once armed
  • Creates Default Explosion Terran Large

Engineers - City Guard Repaired player action

  • Fires when a behavior changes, once armed
  • message "The City Guard is not operational any more. But you get the Drones module. 7 drones will now follow you."

Engineers - Orders for Civilians player action

  • Fires when an effect is used, once armed
  • message "has ordered the civilians to move."
  • Places Thalim

Engineers - Wandering Militia Drones other

  • Fires when unit becomes idle, once armed
  • Places Thalim, City Guard area

Engineers - Militia Drones Rebuild loop

  • Fires when every 0:05, once armed
  • Creates Militia Drone
  • Places City Guard area, Thalim

Engineers - Orders for Militia Drones player action

  • Fires when an effect is used, once armed
  • message "has entered coordinates for the Militia Drones."
  • message "The Militia Drones have been recalled to Thalim."
  • Places Thalim

Engineers - Drone enters RA enter region

  • Fires when unit enters No lift boots, once armed
  • Places No lift boots

Engineers - EMI Discharge player action

  • Fires when an effect is used, once armed

Engineers - Give Scraps to the city Guard player action

  • Fires when inventory changes, once armed
  • message "Scraps stocked:"
  • over the unit "scraps"

Engineers - Give Computational AI Module to the city Guard player action

Engineers - Give IEM Module to the city Guard player action

  • Fires when inventory changes, once armed

Engineers - Pick-up Scraps Infested Mode player action

  • Fires when inventory changes, or inventory changes, or inventory changes, once armed
  • message "Scraps stocked:"
  • over the unit "scraps"

Engineers - Select the City Guard player action

  • Fires when the unit is selected, once armed

Engineers - Unselect the City Guard player action

  • Fires when the unit is deselected, once armed

Engineers - City Guard Destroyed unit dies

  • Fires when a unit dies, once armed

Read from the map's trigger script. How the triggers were grouped and typed is written in the extractor; a grouping that reads wrong is worth saying so. Every named region of the AO is on the Map.