Area Trigger
An Area trigger fires when the human player moves a unit into the area.
Arguments
- Center - Map coordinates of the center of the area. Required.
- Size - Size of the area.
- Template - Template name of the unit that can trigger this. If you want it to fire if any unit enters the area, do not specify a Template argument.
Common Usage
Area triggers are useful for:
- Warning a player about a heavily defended location
- Warning a player about an enemy base that might not be a good idea to assault until he's completed some other mission objectives
- "Waking up" an AI player that the player got too close to
- Setting up 'escort' type missions that have some effect when the player gets a unit somewhere
Examples
<Trigger Name="tHarvest_00" Type="Area" Center="0,-1408" Size="300" Template="SS_A_Harvester" > <AreaIndicator Name="iHarvest_00" Position="64,-1344" Size="225" Color="Blue" Duration="0" /> </Trigger>
This is from the Betelgeuse mission in Escalation, and both fades an AreaIndicator and increments the variable for "regions harvested" when the player brings a Harvester to the targeted area.
<Trigger Name="DropEngineer" Type="Area" Template="PHC_2_Engineer" Center="5200,0,0" Size="500"> <AreaIndicator Name="EngineerDropSite" Duration="0"/> <Objective Name="LandEngineer" SetCheck="1"/> <Objective Name="Setupbase" String="Mission5_Objective4B"/> <Restrict Type="Orbital" ID="CallEngineer" Enable="1"/> <Dialog> <Entry Icon="Mac" Text="Mission5_T4a_3" Audio="audio/campaign/Mission5_Decanus/Mission5_T4a_3.wav"/> </Dialog> <ActivateTrigger Target="EnableEnemyAIDelay" /> <ActivateTrigger Target="ScoutAdvice" /> <ActivateTrigger Target="NoSneaky" /> </Trigger>
From Decanus in Imminent Crisis, this kicks off a whole new phase of the mission when the player successfully drops an Engineer to the western staging point.