Actions in the game can be modified. Actions in the game can be manipulated by creating an actions folder inside the mod. The following is a list of the available actions in the game:
Action name | Constructor name | Description |
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Power of CO 0 | ACTION_ACTIVATE_POWER_CO_0 | Activation of the CO power in the front position |
Power of CO 1 | ACTION_ACTIVATE_POWER_CO_1 | Activation of the CO power in the secondary position |
Superpower of CO 0 | ACTION_ACTIVATE_SUPERPOWER_CO_0 | Activation of the CO superpower in the front position |
Superpower CO 1 | ACTION_ACTIVATE_SUPERPOWER_CO_1 | Activation of the CO superpower in the secondary position |
Tag power | ACTION_ACTIVATE_TAGPOWER | Activation of the tag power |
Black hole factory door 1 | ACTION_BLACKHOLEFACTORY_DOOR1 | Allows building units from the door 1 of a Black Hole factory |
Black hole factory door 2 | ACTION_BLACKHOLEFACTORY_DOOR2 | Allows building units from the door 2 of a Black Hole factory |
Black hole factory door 3 | ACTION_BLACKHOLEFACTORY_DOOR3 | Allows building units from the door 3 of a Black Hole factory |
Build temporary airport | ACTION_BUILD_TEMP_AIRPORT | Orders an APC to build a temporary airport |
Build temporary harbour | ACTION_BUILD_TEMP_HARBOUR | Orders an APC to build a temporary harbour |
Build units | ACTION_BUILD_UNITS | Allows building units on a designed building, like a factory or an airport |
Build Waterplane | ACTION_BUILD_WATERPLANE | Orders an Aircraft Carrier to build a Waterplane |
Cannon fire | ACTION_CANNON_FIRE | Orders a mini cannon or black cannon to attack a single unit |
Capture action | ACTION_CAPTURE | Orders a unit to capture a building |
CO unit 0 | ACTION_CO_UNIT_0 | Deploys the primary CO to a designated unit |
CO unit 1 | ACTION_CO_UNIT_1 | Deploys the secondary CO to a designated unit |
Crystal healing | ACTION_CRYSTALL_HEAL | Orders a crystal or monolith to heal all units around it |
Deathray fire | ACTION_DEATHRAY_FIRE | Orders a death ray to attack all enemy units in front of it |
Delete Unit | ACTION_DELETE_UNIT | Allows you to delete one of your own units that hasn't moved this turn. |
Remove Mine | ACTION_DISABLE_MINE | Removes an enemy mine from the map. |
Start draw voting | ACTION_DRAWVOTE | Starts a voting for a draw for the match. If all human players agree to a draw the match will end in a draw. |
Exit Game | ACTION_EXITGAME | Exits the current game. |
Explode | ACTION_EXPLODE | Destroys the current unit in a large explosion. The explosion will deal damage to all units around it. |
Fire | ACTION_FIRE | Orders a unit to attack another one. If the attack is a direct attack the enemy unit will counter with an attack of its own. |
Flare | ACTION_FLARE | Fires a flare rocket at the given location. The flare rocket will reveal all terrains in an area around the target during fog of war. |
Focus map | ACTION_FORCEMAP | Centers the map and changes the map to the optimal size to fit on screen. |
Oozium Wait | ACTION_HOELLIUM_WAIT | Orders a oozium to wait at the current position and end all actions for this turn. Ooziums can wait on enemy units, destroying the enemy unit in the process. |
Info | ACTION_INFO | Allows you to get useful information about the current match. |
Join | ACTION_JOIN | Combines a wounded unit of the same type with the current unit. This will lead to a unit with combined ammo, fuel and hp and the highest rank of both units. Hp exceeding the maximum will be added in the form of funds to your war funds. |
Fire With Laser | ACTION_LASER_FIRE | Commands the laser to shoot four laser rays. The laser rays deal damage to all units that get hit by one of the rays. |
Load | ACTION_LOAD | Loads a unit onto a transporter. This makes the unit untargetable for most effects. However, the units inside are lost if the transporter is destroyed. |
Load Game | ACTION_LOADGAME | Allows you to load a save game. |
Misslie | ACTION_MISSILE | Launches a missile from a silo at the target area. The missile deals massive damage to all units in the area of effect. |
Movement Planner | ACTION_MOVEMENTPLANNER | Shows a tool allowing you to plan your moves and see if certain strategies work or not without affecting the current game state. |
Build unit with nest | ACTION_NEST_FACTORY_DOOR | Orders the Nest to produce a non-naval unit. The unit is able to move immediately. |
Fire with nest laser | ACTION_NEST_LASER | Commands the Nest to shoot a laser ray. The laser ray deals damage to all units that get hit. |
Fire with nest mortar | ACTION_NEST_MORTAR | Commands the Nest to fire a mortar at a 3x3 square that deals damage to all units it hits. |
Next Player | ACTION_NEXT_PLAYER | Ends your turn and gives control to the next player. |
Nickname Unit | ACTION_NICKNAME_UNIT | Allows you to give a unit a special nickname. |
Game: Nickname unit | ACTION_NICKNAME_UNIT_INTERNAL | Allows you to give a unit a special nickname. |
Options | ACTION_OPTIONS | Allows you to modify several options of the game. |
Place Watermine | ACTION_PLACE_WATERMINE | Places a stealthed Watermine at a given position. The Watermine automatically explodes if an enemy Naval unit moves into it, dealing damage and interrupting that unit's action. |
Save Game | ACTION_SAVEGAME | Allows you to save the game. |
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