trigger · operative_leader_mission
Definition
- Supported scope:
CHARACTER - Supported target:
none
Description
Checks whether the operative is performing the given mission:
operative_leader_mission = build_intel_network
operative_leader_missionCHARACTERnoneChecks whether the operative is performing the given mission:
operative_leader_mission = build_intel_network
Hands-on notes are AI-generated and checked against the vanilla command vocabulary — treat them as a starting point, not authoritative reference. The definition above is the game's own documentation.
operative_leader_mission is commonly used in intelligence operative system mod scenarios, such as triggering additional effects, rewards, or punitive events when an operative is executing a specific mission. A typical usage pattern is to check the current mission type within the trigger block of an operative event, allowing different missions to produce differentiated random event outcomes.
# Operative event: triggers only when the operative is building an intelligence network
country_event = {
id = my_mod.101
trigger = {
any_operative_leader = {
is_operative = yes
operative_leader_mission = build_intel_network
}
}
# ...
}
[is_operative](/wiki/trigger/is_operative): Before using operative_leader_mission, it's standard practice to first confirm the character is actually an operative to avoid logic errors when applied to non-operative characters.[is_operative_captured](/wiki/trigger/is_operative_captured): Pair with this to check whether an operative is currently captured; captured operatives often require branching logic, and together they form a complete operative state verification chain.[harm_operative_leader](/wiki/effect/harm_operative_leader): Once an operative is confirmed to be executing a high-risk mission, combine with this effect to inflict damage to the operative within the event, simulating mission risk.[operative_leader_event](/wiki/effect/operative_leader_event): Use operative_leader_mission in a limit clause to filter operatives on specific missions, then dispatch subsequent events to those operatives precisely via this effect.CHARACTER scope. Beginners often write it directly in the trigger block of country scope without performing scope switching (e.g., any_operative_leader = { ... }), resulting in game errors or conditions that always evaluate to false.build_intel_network, steal_blueprints, etc.) must match the in-game definitions exactly. Typos won't generate errors but the condition will never evaluate to true, leading to hard-to-debug logic bugs.