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Galaxy / Triggers / Category:Events

EVENT INDEX

AI

Events

Player Sends AI Wave

  • This event fires when an AI wave is sent by the specified player.

Camera

Utility

Camera Moves

  • This event fires when the specified player moves the camera. Use "Camera Move Reason" to get the way in which the camera was moved.

Cinematics

Movie

Movie Function

  • This event is only usable if you play a movie texture on a model, and that movie texture has a .event file with the same name as the movie texture. The .event file can specify times when the movie should send an event to the trigger system. Each event in the .event file has a name that must be specified in the Function Name parameter if you want to respond to that event.

Conversation

Conversations

Conversation Reply Selected

  • This event fires when the specified player selects the specified reply from the specified conversation. Use "Selected Conversation" to get the conversation and "Selected Conversation Reply" to get the reply.

Data Conversations

Data Conversation State Changed

  • This event fires when the specified conversation state is changed during a data conversation, or when it is changed through the "Set Data Conversation State" action. Use "Triggering Conversation State" to get the conversation state.

Dialog

Dialog Items

Dialog Item Is Used

  • This event fires when a dialog item is used. Use "Dialog Item Event Type" to find out how the event was triggered. Use "Used Dialog Item" to get the dialog item that triggered this event. Use "Triggering Player" to get the player that used the dialog item.

Environment

Effects

Effect Used

  • This event fires when the specified effect is used by the specified player.

Game

Chat And Console

Chat Message

  • This event fires when the specified chat message is typed by the specified player. If exact match is selected, then the string the player enters must be identical to the specified string for the event to fire. If partial match is selected, then the event will fire if the player enters the specified string plus any number of additional characters after it. Use the "Chat String" function to refer to the message being entered. Use "Triggering Player" to get the player that typed the message.

Cheat Used

  • This event fires when the specified player uses the specified cheat. Use "Cheat Type Used" to get the cheat that was used.

Game Settings

Map Initialization

  • This event fires when a map starts running.

Save Game Started

  • This event fires just before a game is saved.

Save Game Finished

  • This event fires just after a game is saved.

Player

Alliances

Player Changes Alliances

  • This event fires when a player changes alliances. Use "Triggering Player" to get the player.

Player Settings

Player Leaves Game

  • This event fires when a player leaves the game with the specified victory type. Use "Triggering Player" to get the player.

Player Property Changed

  • This event fires when the specified property for the specified player changes. Use "Triggering Player" to get the player. Use "Triggering Player Property" to get the property that changed.

Selection

Clicks and Highlights

Unit Is Clicked

  • This event fires when a unit is clicked by a player. Use "Triggering Unit" to refer to the unit being clicked. Use "Triggering Player" to get the player.

Unit Is Highlighted

  • This event fires when a unit is highlighted or unhighlighted by a player. Use "Triggering Unit" to refer to the unit being highlighted/unhighlighted. Use "Triggering Player" to get the player.

Unit Selection

Unit Is Selected

  • This event fires when a unit is selected. Use "Triggering Unit" to refer to the unit being selected or deselected. Use "Triggering Player" to get the player that selected the unit.

Story

Mercenary Panel

Mercenary Panel Exited

  • This event fires when a player closes the mercenary panel.

Mercenary Panel Purchase

  • This event fires when a player clicks the purchase button on the mercenary panel.

Mercenary Panel Selection Changed

  • This event fires when a player selects the specified MercenaryId on the mercenary panel.

Mission Archives Panel

Mission Archives Panel Exited

  • This event fires when a player closes the mission archives panel.

Mission Archives Panel Play Mission

  • This event fires when a player chooses to replay a mission through the mission archives panel. Use "Selected Mission Archive Difficulty" to get the difficulty the player selected. Use "Selected Mission Archive Mission" to get the mission the player selected.

Mission Archive Panel Play Scene

  • This event fires when a player chooses to replay a cutscene through the mission archive panel. Use "Selected Mission Archive Scene" to get the scene the player selected.

Mission Archives Panel Selection Changed

  • This event fires when a player changes the active selection in the mission archives panel.

Planet Panel

Planet Panel Launched

  • This event fires when the specified player opens the planet panel.

Planet Panel Misson Selected

  • This event fires when a player clicks on a planet on the planet panel. Use "Clicked Planet" to get the planet that was clicked.

Planet Panel Birth Complete

  • This event fires when the planet panel finishes playing its birth animation.

Planet Panel Canceled

  • This event fires when the specified player closes the planet panel.

Planet Panel Death Complete

  • This event fires when the planet panel finishes playing its death animation.

Planet Panel Pressed Replay Button

  • This event fires when the specified player presses the replay button on the planet panel.

Research Panel

Research Panel Close Button Clicked

  • This event fires when a player closes the research panel.

Research Panel Research Button Clicked

  • This event fires when a player clicks the research button on the research panel.

Research Panel Selection Changed

  • This event fires when a player selects the specified Research Item on the research panel.

Interaction

Purchase Exit

  • This event fires when the specified player exits the storymode armory tech purchase interface.

Purchase Made

  • This event fires when the specified player purchases the specified tech from the storymode armory. Use "Purchased Purchase Item" to get the item that was purchased.

Purchase Category Selected

  • Fires when the specified player selects the specified purchase category.

Purchase Category Selected

  • This event fires when the specified player selects the specified purchase category from the storymode armory.

Purchase Item Selected

  • This event fires when the specified player selects the specified purchase item from the storymode armory.

Purchase Item Selected

  • Fires when the specified player selects the specified purchase item.

Victory Panel

Victory Panel Exited

  • This event fires when a player closes the victory panel.

Victory Panel Play Mission Again

  • This event fires when a player clicks the play again button on the victory panel.

Timer

Timers

Time Elapsed

  • This event fires once the specified amount of time has passed in game.

Periodic Event

  • This event fires periodically whenever the time specified elapses.

Timer Expires

  • This event fires whenever the specified timer reaches zero. This catches both one-shot and repeating timers. Use the "Triggering Timer" function to refer to the expiring timer.

UI

Custom Dialog

Custom Dialog Dismissed

  • This event fires when a player selects an option on the Custom Dialog. Use "Custom Dialog Result" to get the option the player selected. Use "Triggering Player" to get the player.

Game Menu

Abort Mission

  • This event fires when a player clicks the abort mission button.

Game Menu Item Selected

  • This event fires when a player selects an item on the Game Menu Dialog. Use "Game Menu Item Selected" to get the menu item that the player selected.

Input

Button Pressed

  • Only register for this event when you absolutely need it, as it will generate network traffic from all players for every button they press. This event fires when a player presses a command card button. Use "Button Pressed" to get the button that was pressed.

Key Pressed

  • Only register for this event when you absolutely need it, as it will generate network traffic from all players for every button they press. This event fires when a player presses the specified key. Use "Key Pressed" to get the key that was pressed. Use "Alt Key Pressed", "Control Key Pressed", and "Shift Key Pressed" to find out what modifier keys were pressed.

Mouse Clicked

  • Only register for this event when you absolutely need it, as it will generate network traffic from all players for every mouse click they make. This event fires when a player clicks a mouse button. Use "Mouse Clicked Button" to get the button that was clicked. Use "Mouse Clicked UI Pos X" and "Mouse Clicked UI Pos Y" to get the UI X,Y position where the player clicked the mouse. Use "Mouse Clicked World Pos X", "Mouse Clicked World Pos Y", and "Mouse Clicked World Pos Z" to get the X,Y,Z world position where the player clicked the mouse. Use "Alt Key Pressed", "Control Key Pressed", and "Shift Key Pressed" to find out what modifier keys were pressed.

Mouse Moved

  • Only register for this event when you absolutely need it, as it will generate network traffic from all players for every mouse move they make. This event fires when a player moves themouse. Use "Mouse Moved UI Pos X" and "Mouse Moved UI Pos Y" to get the UI X,Y position where the player moved the mouse. Use "Mouse Moved World Pos X", "Mouse Moved World Pos Y", and "Mouse Moved World Pos Z" to get the X,Y,Z world position where the player moved the mouse.

Transitions

Game Credits Finished

  • Event is triggered when the end game credits finish rolling for the specified player.

Unit

Abilities

Unit Uses Ability

  • This event fires when a unit uses an ability. Use "Triggering Ability" to get the ability that was used. Use "Triggering Ability Stage" to get the stage the ability was in when the event fired. Use "Triggering Ability Target Point" to get the target point for the ability. Use "Triggering Ability Target Unit" to get the target unit for the ability. Use "Triggering Player" to get the player that used the ability. Use "Triggering Unit" to get the unit that used the ability.

Unit Is Created

  • This event fires when a unit is created. Use "Created Unit" to refer to the unit created. Use "Ability That Created Unit" to get the ability that created the unit. Use "Behavior That Created Unit" to get the behavior that created the unit.

Attributes And Experience

Unit Attribute Change

  • This event fires when a unit's attribute points change. Use "Triggering Attribute Points" to get the number of attribute points. Use "Triggering Behavior" to get the behavior.

Unit Gains Experience

  • This event fires when a unit gains experience. Use "Triggering Behavior" to get the behavior. Use "Triggering Experience Gained" to get the amount of experience. Use "Triggering Player" to get the owner of the unit that gained experience. Use "Triggering Unit" to get the unit that gained experience.

Unit Gains Experience Level

  • This event fires when a unit gains an experience level. Use "Triggering Behavior" to get the behavior. Use "Triggering Player" to get the owner of the unit that gained a level. Use "Triggering Unit" to get the unit that gained a level.

Basic

Unit Owner Changes

  • This event fires when thw owning player of a unit changes. Use "Triggering Unit" to get the unit, and "Old Unit Owner" and "New Unit Owner" to get the old and new owners.

Unit Enters/Leaves Range Of Unit

  • This event fires when a unit enters or leaves a distance around another unit. Use "Triggering Player" to get the player that was controlling the unit. Use "Triggering Unit" to get the unit.

Unit Enters/Leaves Point

  • This event fires when a unit enters or leaves a certain distance around a point. Use "Triggering Unit" to get the unit.

Unit Enters/Leaves Region

  • This event fires when a unit enters or leaves a region. Use "Triggering Player" to get the player that was controlling the unit. Use "Triggering Region" to get the region that the unit either entered or left. Use "Triggering Unit" to get the unit.

Cargo

Unit Loads/Unloads Cargo

  • This event fires when a unit loads or unloads cargo. Use "Triggering Cargo Unit" to get the unit that was loaded or unloaded. Use "Triggering Player" to get the owner of the transport unit. Use "Triggering Unit" to get the transport unit.

Combat

Unit Acquires Target

  • This event fires when a unit acquires a target. Use "Acquired Target" to get the target that was acquired. Use "Triggering Player" to get the owner of the unit that acquired a target. Use "Triggering Unit" to get the unit that acquired a target.

Unit Is Attacked

  • This event fires when a unit is attacked. Use "Attacking Unit" to refer to the unit performing the attack. Use "Triggering Unit" to refer to the unit being attacked. Use "Triggering Player" to get the owner of the unit being attacked.

Unit Takes Damage

  • This event fires when a unit takes damage. Use "Damage Source Position" to get the position of the damage source. Use "Damaging Player" to get the owner of the unit that is dealing damage. Use "Damaging Unit" to get the unit that is dealing damage. Use "Triggering Damage Amount" to get the amount of damage being dealt. Use "Triggering Player" to get the owner of the unit that is taking damage. Use "Triggering Unit" to get the unit that is taking damage.

Unit Dies

  • This event fires when a unit dies. Use "Damage Source Position" to get the position of the unit that dealt the killing blow. Use "Killing Player" to get the owner of the unit that dealt the killing blow. Use "Killing Unit" to get the unit that dealt the killing blow. Use "Triggering Death Type Check" to get the death type. Use "Triggering Player" to get the owner of the unit that died. Use "Triggering Unit" to get the unit that died. Use "Experience Level Of Unit" to get the experience level of the unit that died. Use "Total Experience Of Unit" to get the total number of experience points the unit had before it died.

Unit Is Being Removed

  • This event fires when a unit is removed from the game. Use "Triggering Player" to get the owner of the unit. Use "Triggering Unit" to get the unit.

Unit Is Revived

  • This event fires when a unit is revived. Use "Triggering Unit" to get the unit that was revived.

Unit Starts Attacking

  • This event fires when a unit starts attacking. Use "Attacking Unit" or "Triggering Unit" to get the attacker. Use "Triggering Player" to get the owner of the attacker.

Items

Unit Manipulates Inventory

  • This event fires when a unit performs the specified action on the specified inventory item. Use "Triggering Inventory Item" to get the inventory item, "Triggering Inventory Item Container" to get the container the item resides in, "Triggering Inventory Item Slot" to get the slot the item occupies, "Triggering Inventory Item Target Point" to get the point targeted by the action, and "Triggering Inventory Item Target Unit" to get the unit targeted by the action.

Unit Acquires Powerup

  • This event fires when a unit acquires a powerup. Use "Triggering Powerup" to get the powerup.

Orders

Unit Becomes Idle

  • This event fires when a unit becomes or stops idling.

Unit Is Issued Order

  • This event fires when a unit is issued an order. Use "Triggering Order" to get the order. Use "Triggering Player" to get the player that issued the order. Use "Triggering Unit" to get the unit that was issued the order.

Progress And Queues

Unit Arming Progress

  • This event fires when a unit's arming progress reaches a certain stage. Use "Triggering Player" to get the player that triggered the arm ability. Use "Triggering Unit" to get the arming unit. Use "Triggering Progress Unit Type" to get the unit type of the unit in the queue. Use "Triggering Progress Unit" to get the unit in the queue.

Unit Construction Progress

  • This event fires when a unit's construction stage reaches a certain progress. Use "Triggering Player" to get the player that triggered construction. Use "Triggering Unit" to get the unit that is doing the constructing. Use "Triggering Progress Unit Type" to get the unit type of the unit that is under construction. Use "Triggering Progress Unit" to get the unit that is under construction.

Unit Research Progress

  • This event fires when a unit's research progress reaches a certain point. Use "Triggering Player" to get the player that started the research. Use "Triggering Unit" to get the unit that is doing the research. Use "Triggering Progress Upgrade" to get the upgrade being researched.

Unit Specialization Progress

  • This event fires when the unit's specialization progress reaches a specified point. Use "Triggering Player" to get the player that started the specialization. Use "Triggering Progress Effect" to get the effect that will run when specialization completes. Use "Triggering Unit" to get the unit doing the specializing.

Unit Training Progress

  • This event fires when a unit's training progress reaches a certain stage. Use "Triggering Player" to get the player that started the training. Use "Triggering Unit" to get the unit doing the training. Use "Triggering Progress Unit Type" to get the unit type of the unit being trained. Use "Triggering Progress Unit" to get the unit being trained.

Properties

Unit Property Changes

  • This event fires when a unit's property changes. Use "Triggering Player" to get the owner of the unit whose property changed. Use "Triggering Unit" to get the unit whose property changed.

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Table of contents

  1. 1 EVENT INDEX
    1. 1.1 AI
      1. 1.1.1 Events
        1. 1.1.1.1 Player Sends AI Wave
    2. 1.2 Camera
      1. 1.2.1 Utility
        1. 1.2.1.1 Camera Moves
    3. 1.3 Cinematics
      1. 1.3.1 Movie
        1. 1.3.1.1 Movie Function
    4. 1.4 Conversation
      1. 1.4.1 Conversations
        1. 1.4.1.1 Conversation Reply Selected
      2. 1.4.2 Data Conversations
        1. 1.4.2.1 Data Conversation State Changed
    5. 1.5 Dialog
      1. 1.5.1 Dialog Items
        1. 1.5.1.1 Dialog Item Is Used
    6. 1.6 Environment
      1. 1.6.1 Effects
        1. 1.6.1.1 Effect Used
    7. 1.7 Game
      1. 1.7.1 Chat And Console
        1. 1.7.1.1 Chat Message
        2. 1.7.1.2 Cheat Used
      2. 1.7.2 Game Settings
        1. 1.7.2.1 Map Initialization
        2. 1.7.2.2 Save Game Started
        3. 1.7.2.3 Save Game Finished
    8. 1.8 Player
      1. 1.8.1 Alliances
        1. 1.8.1.1 Player Changes Alliances
      2. 1.8.2 Player Settings
        1. 1.8.2.1 Player Leaves Game
        2. 1.8.2.2 Player Property Changed
    9. 1.9 Selection
      1. 1.9.1 Clicks and Highlights
        1. 1.9.1.1 Unit Is Clicked
        2. 1.9.1.2 Unit Is Highlighted
      2. 1.9.2 Unit Selection
        1. 1.9.2.1 Unit Is Selected
    10. 1.10 Story
      1. 1.10.1 Mercenary Panel
        1. 1.10.1.1 Mercenary Panel Exited
        2. 1.10.1.2 Mercenary Panel Purchase
        3. 1.10.1.3 Mercenary Panel Selection Changed
      2. 1.10.2 Mission Archives Panel
        1. 1.10.2.1 Mission Archives Panel Exited
        2. 1.10.2.2 Mission Archives Panel Play Mission
        3. 1.10.2.3 Mission Archive Panel Play Scene
        4. 1.10.2.4 Mission Archives Panel Selection Changed
      3. 1.10.3 Planet Panel
        1. 1.10.3.1 Planet Panel Launched
        2. 1.10.3.2 Planet Panel Misson Selected
        3. 1.10.3.3 Planet Panel Birth Complete
        4. 1.10.3.4 Planet Panel Canceled
        5. 1.10.3.5 Planet Panel Death Complete
        6. 1.10.3.6 Planet Panel Pressed Replay Button
      4. 1.10.4 Research Panel
        1. 1.10.4.1 Research Panel Close Button Clicked
        2. 1.10.4.2 Research Panel Research Button Clicked
        3. 1.10.4.3 Research Panel Selection Changed
      5. 1.10.5 Interaction
        1. 1.10.5.1 Purchase Exit
        2. 1.10.5.2 Purchase Made
        3. 1.10.5.3 Purchase Category Selected
        4. 1.10.5.4 Purchase Category Selected
        5. 1.10.5.5 Purchase Item Selected
        6. 1.10.5.6 Purchase Item Selected
      6. 1.10.6 Victory Panel
        1. 1.10.6.1 Victory Panel Exited
        2. 1.10.6.2 Victory Panel Play Mission Again
    11. 1.11 Timer
      1. 1.11.1 Timers
        1. 1.11.1.1 Time Elapsed
        2. 1.11.1.2 Periodic Event
        3. 1.11.1.3 Timer Expires
    12. 1.12 UI
      1. 1.12.1 Custom Dialog
        1. 1.12.1.1 Custom Dialog Dismissed
      2. 1.12.2 Game Menu
        1. 1.12.2.1 Abort Mission
        2. 1.12.2.2 Game Menu Item Selected
      3. 1.12.3 Input
        1. 1.12.3.1 Button Pressed
        2. 1.12.3.2 Key Pressed
        3. 1.12.3.3 Mouse Clicked
        4. 1.12.3.4 Mouse Moved
      4. 1.12.4 Transitions
        1. 1.12.4.1 Game Credits Finished
    13. 1.13 Unit
      1. 1.13.1 Abilities
        1. 1.13.1.1 Unit Uses Ability
        2. 1.13.1.2 Unit Is Created
      2. 1.13.2 Attributes And Experience
        1. 1.13.2.1 Unit Attribute Change
        2. 1.13.2.2 Unit Gains Experience
        3. 1.13.2.3 Unit Gains Experience Level
      3. 1.13.3 Basic
        1. 1.13.3.1 Unit Owner Changes
        2. 1.13.3.2 Unit Enters/Leaves Range Of Unit
        3. 1.13.3.3 Unit Enters/Leaves Point
        4. 1.13.3.4 Unit Enters/Leaves Region
      4. 1.13.4 Cargo
        1. 1.13.4.1 Unit Loads/Unloads Cargo
      5. 1.13.5 Combat
        1. 1.13.5.1 Unit Acquires Target
        2. 1.13.5.2 Unit Is Attacked
        3. 1.13.5.3 Unit Takes Damage
        4. 1.13.5.4 Unit Dies
        5. 1.13.5.5 Unit Is Being Removed
        6. 1.13.5.6 Unit Is Revived
        7. 1.13.5.7 Unit Starts Attacking
      6. 1.13.6 Items
        1. 1.13.6.1 Unit Manipulates Inventory
        2. 1.13.6.2 Unit Acquires Powerup
      7. 1.13.7 Orders
        1. 1.13.7.1 Unit Becomes Idle
        2. 1.13.7.2 Unit Is Issued Order
      8. 1.13.8 Progress And Queues
        1. 1.13.8.1 Unit Arming Progress
        2. 1.13.8.2 Unit Construction Progress
        3. 1.13.8.3 Unit Research Progress
        4. 1.13.8.4 Unit Specialization Progress
        5. 1.13.8.5 Unit Training Progress
      9. 1.13.9 Properties
        1. 1.13.9.1 Unit Property Changes

Facts

Date created
May 05, 2010
Last updated
Feb 04, 2011