Triggers /

RA destroyed

  • 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.

mission 28 triggers· up to 170 XP
Armed by Farmer Akma Timeout,Farmer Akma Death (a unit dies),RA Sniper Timeout,Sniper Killed (a unit dies),Disarm (an effect is used)
Units in play T CPbuildings Disabledtank X-443 Bradley M EDEVAC Colonist Ship Flying Player Heroes Sushiwoman Infestedsilos Unit_ailments_displayed_on
How the script runs it The chain of 28 triggers Which arms which, what loops, what pays and what shuts down, on a canvas of its own.
Trigger by trigger

TCP destroyed other

  • Fires when a unit is damaged

TCP Final Out other

Enter Destroyed City enter region

  • Fires when unit enters Destroyed City1, once armed
  • ping "Thalim"
  • objective "Evacuation to Thalim"
  • objective "Find every civilians before they get killed, and evacuate them to Thalim."
  • mission text "Soldier: What happened here? I've never seen anything like this..."
  • mission text "Soldier: I don't know, but whoever did this has a lot to answer for. Zombies don't do this."
  • mission text "Soldier: There's dead fighters all over the place. Definitely not Army. Could they be one of the PMCs?"
  • mission text "Outlaw 6: That's definitely a possibility. I'll send it up to battallion."
  • Places City02, Destroyed City1

Enter Firing Line success

  • Fires when unit enters Firing Line, once armed
  • mission text "Soldier: It looks like they were rounding up suspected civilians and killing them here."
  • mission text "Soldier: A destroyed city, PMC soldiers, and war crimes. We need to question the survivors."
  • +5 XP Found war crime
  • Places Firing Line

Find Survivor player action

  • Fires when unit order, or unit order, once armed
  • mission text "Soldier: I found a civilian."
  • over the unit "Civilian"
  • message "Must get closer."

Rescue Survivor enter region

  • Fires when unit enters City01, or unit enters City02, once armed
  • Places City01, City02

Survivor Dies fail

  • Fires when a unit dies, once armed
  • −2 XP Survivor killed

Destroyed City End called

  • Runs when another trigger calls it
  • mission text "Outlaw 6: No civilians remain. Let's move on."
  • mission text "Outlaw 6: Good job rescuing those survivors, outlaws. The police are going to question them, and that will bring us one step closer to the bottom of this."
  • Creates Zombie

Convoy Loop loop

  • Fires when every 0:04, once armed
  • over the unit "Battle 7: Turn off the road up here. We don't want to get ransacked by poor civilians."
  • over the unit "Battle 7: Turn off the road up here. Let's take a little shortcut."

Convoy Leave success

  • Fires when unit enters Exit2, once armed
  • +20 XP Vehicle proceeded safely
  • Places Exit2

Convoy Unit Dies fail

  • Fires when a unit dies, once armed
  • mission text "Battle 6: Battle 6 down!"
  • mission text "Battle 6: We just lost a vehicle!"
  • −15 XP CLP destroyed

Disabled Tank loop fail

  • Fires when every 0:01, once armed
  • +70 XP Tank recovered
  • −10 XP Combat engineers killed
  • −15 XP Tank destroyed
  • −15 XP RA not entered.
  • Creates Combat Engineer
  • Places Exit2, Disabled Tank, Fighting Position 03

Enter RA Facility enter region

  • Fires when unit enters Enter RA Facility, once armed
  • mission text "Soldier: What!? This facility has been re-occupied! Detain those scientists!"
  • mission text "Combat Main: Extract the scientists at the LZ south of the facility."
  • objective "Detain the scientists and extract them at the LZ"
  • objective "The RA facility has been re-occupied and the scientists working there have been conducting experiments on the infected. Detain them so they can be questioned for information regarding the recent outbreak."
  • Pings the map
  • Creates Colonist Ship Flying
  • Places LZ Lions, Enter RA Facility

Detain Scientist player action

  • Fires when unit order, or unit order, once armed
  • mission text "Soldier: I've detained a scientist."
  • over the unit "Scientist"
  • message "Must get closer."

Extract Scientist enter region

  • Fires when unit enters LZ Lions, once armed
  • Places LZ Lions

RA Facility End called

  • Runs when another trigger calls it
  • Creates Zombie
  • Places East

Infested Silo Loop fail

  • Fires when every 0:01, once armed
  • mission text "A silo has only 40 seconds remaining!"
  • mission text "Warning: A silo is about to explode!"
  • Pings the map ×3
  • −10 XP Silo not deactivated in time

Disable Silo success

  • Fires when unit enters Launch Site1, or unit enters Launch Site2, or unit enters Launch Site3, or unit enters Launch Site4, or unit enters Launch Site5, once armed
  • +57 XP Silo successfully disabled
  • Places Launch Site1, Launch Site2, Launch Site3, Launch Site4, Launch Site5

Disable Silo - Alligator landed success

  • Fires when a behavior changes, once armed
  • +57 XP Silo successfully disabled

Kill Lelantos Mission success

  • Fires when a unit dies, once armed
  • objective "Kill every Lelantos ( )"
  • mission text "Soldier : At least we get rid of these Lelantos. But this area is highly contaminated and the infestation will raise."
  • +43 XP Lelantos eliminated.

P TS Place Satchel fail

  • Fires when inventory changes, once armed
  • message "Must place at RA facility gate."
  • ping "RA facility gate"
  • +100 XP Satchel placed
  • −10 XP Abort codes not downloaded in time
  • Places RA Gate Breach

P TS Abort Codes success

  • Fires when unit enters PMC code 1, or unit enters PMC code 2, or unit enters PMC code 3, or unit enters PMC code 4, or unit enters PMC code 5, or unit enters PMC code 6, once armed
  • message "Logging in."
  • message "Logged in. Welcome to the Rock Avalanche science facility! Leading the world in scientific biological research."
  • message "[RA RSNET] Global/Facility 7/Projects/Time-Stop/Command_Group/Abort_Code Downloading...3%"
  • message "Downloading... 20%"
  • message "Downloading... 40%"
  • message "Downloading... 60%"
  • message "Downloading... 80%"
  • message "Logged off."
  • mission text "Abort code downloaded. Logging off. ( /6 done)"
  • +155 XP Abort codes downloaded
  • +170 XP RA destroyed
  • Places PMC code 1, PMC code 2, PMC code 3, PMC code 4, PMC code 5, PMC code 6

P TS Time Stop Revert success

  • Fires when unit enters Launch Site1, or unit enters Launch Site2, or unit enters Launch Site3, once armed
  • message "Reverting time-stop..."
  • message "Sequence terminated."
  • mission text "Time-Stop reverted."
  • +160 XP Time-Stops reverted
  • Places Launch Site1, Launch Site2, Launch Site3

P TS Time Stop Revert - PMC+ success

  • Fires when unit enters Launch Site4, or unit enters Launch Site5, once armed
  • message "Reverting time-stop..."
  • message "Sequence terminated."
  • mission text "Time-Stop reverted."
  • +160 XP Time-Stops reverted
  • Places Launch Site4, Launch Site5

P TS Spawn Apply enter region

  • Fires when unit moves (anywhere), once armed

Player Selects an Unit player action

  • Fires when the unit is selected, or the unit is deselected

Player Deselects unit dies

  • Fires when a unit dies

Ailment Changes player action

  • Fires when a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes, or a behavior changes

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.