Since wiki is still offline, i'm posting this here.
I've been hacking my way into the outpost triggering system, hoping to find a way to circumvent the victory/failure triggers altogether.
Reason for this is that i found that the triggers are very slow and the events system that i've created runs much smoother, with a significant overall speed increase to outpost 2. I have 1 mission with 2 dozen failure and victory conditions. After changing most of the triggers into events, i found myself running somewhat faster. When i removed ALL triggers, it was running at top-speed again. Since a VictoryTrigger/FailureTrigger needs another Trigger as its param, creating 10 victory and/or failure conditions introduces 20 triggers.
One thing i found, was that each and every game cycle, the system checks ALL triggers, JUST to find the VictoryTrigger entry in a FIXED list, that's always the same, no matter what mission DLL you load. Then after doing that, it browses AGAIN through the whole triggers list, this time to find the FailureTrigger entry. Quite useless, i'd say.
I'm still working on it at this moment, and will paste the results here as soon as i have them. I am updating the DataStructure file Hooman made for the Triggers to include the new findings.
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All Triggers are descendents of _Trigger, which is again a descendent of ScStub as we know already. The triggers are:
0 _Trigger
1 TimeTrigger
2 ResourceTrigger
3 ResearchTrigger
4 OnePlayerLefttrigger
5 RectTrigger
6 PointTrigger
7 SetTrigger
8 AttackedTrigger
9 DamagedTrigger
A EscapeTrigger
B CountTrigger
C KitTrigger
D EvacTrigger
E MidasTrigger
F BuildingCountTrigger
10 VehicleCountTrigger
11 SpecialTargetTrigger
12 OperationalTrigger
13 VictoryCondition
14 FailureCondition