RED Event List: Difference between revisions
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|eventname = When_Countdown_Over | |eventname = When_Countdown_Over | ||
|category = Catalysts | |category = Catalysts | ||
|description = | |description = This event sends an On message to all linked events when a countdown ends. (countdowns are started with [[RED Event List#Countdown_Begin|Countdown_Begin]]) | ||
|params = | |params = | ||
}} | }} | ||
<div style="font-size:0%"> | <div style="font-size:0%"> | ||
===When_Countdown_Reaches=== | ===When_Countdown_Reaches=== | ||
</div> | </div> |
Revision as of 20:20, 13 February 2022
This page is under construction. The information on this page may not yet be complete. |
This page lists all event scripting objects available in RED. To read more about how the scripting system itself works, see Events.
AI_Actions
Attack
Drop_Point_Marker
|
Drop_Point_MarkerThis is a special type of Event which doesn’t respond to On or Off messages. This Event is used as a position where AI will drop off objects while in AI_COLLECTING_MODE. This is how Grabber robots can drop their rocks off at a specific location.On Response None
Off Response None
Parameters
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Drop_Weapon
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Drop_WeaponThis event is used to force linked entities to drop any weapons they may be holding.On Response Force all linked entities to drop their equipped weapon.
Off Response None
Parameters
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Follow_Waypoints
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Follow_WaypointsThis event will force all linked objects to follow a specified waypoint list, with a specific following method.On Response Begin following the waypoints. An AI will use the closest waypoint as the location to begin the path following.
Off Response Stop following the current waypoint path.
Parameters
Waypoint List: Name of the waypoint list that the AI should follow. Always Face Player: If true, the AI will always face the player while following their waypoints Follow Method: This determines how the AI will behave when the last waypoint node is reached. The choices are: 1. One way: follow the waypoints to the last node and stop. Run: If ticked, the linked objects will attempt to run rather than walk while following the waypoint list. Always Face Player: If ticked, the linked objects will always look at the player while following the waypoint list. |
Goto
|
GotoThis Event will make all linked entities travel to the Event location.On Response Make linked entities start moving towards Event location.
Off Response None
Parameters
Run: If ticked, the linked objects will attempt to run rather than walk. Always Face Player: If ticked, the linked objects will always look at the player while following the path. Face Player When Finished: If ticked, AI will face the player immediately when they get to the Goto event location. Override Current Behavior: If ticked, AI will ignore any other pathing until reaching the Goto event location. This includes the AI not chasing the player. |
Goto_Player
|
Goto_PlayerThis Event will make all linked entities travel to the Player position. The linked entities will continue to pathfind to the Player until they have line-of-sight. When the entities can see the Player, they will return to their default AI.On Response Make linked entities start moving towards the Player.
Off Response None
Parameters
Run: If ticked, the linked objects will attempt to run rather than walk. |
Headlamp_State
|
Headlamp_StateThis event toggles the headlamp state of all linked entities (realistically, vehicles). Default state is for headlamps to be disabled.On Response Turn on headlamps for all linked entities.
Off Response Turn off headlamps for all linked entities.
Parameters
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Holster_Player_Weapon
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Holster_Player_WeaponThis event will forcefully holster the player's weapon.On Response Holster the player weapon.
Off Response None
Parameters
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Holster_Weapon
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Holster_WeaponThis event will forcefully holster the weapon of any linked entities.On Response Holster the weapons of all linked entities.
Off Response None
Parameters
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Look_At
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Look_AtThis Event will cause any linked AI to turn and face the Event location.On Response Make linked AI look at the Event.
Off Response None
Parameters
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Play_Animation
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Play_AnimationThis event will cause a linked AI to play a specific animation. If the animation is a state animation (i.e., a looping animation) then it will replace the current animation state for the AI. If the animation is an action animation (i.e., a one-time animation) then it is blended with the current state.On Response Play the animation.
Off Response None
Parameters
Animation: Name of the animation. This is selectable from a list of possible animations for the object that is linked. Hold Last Frame: If true, the model will stay in the last frame of animation. This is only valid if the animation is defined as an action animation. |
Set_AI_Mode
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Set_AI_ModeThis event is used to set the AI mode of all linked entities, overriding the AI mode configured in the properties of those entities.On Response Set AI mode of linked entities to the mode specified in the event paramets.
Off Response None
Parameters
AI Mode: Specify desired AI mode. |
Set_Friendliness
|
Set_FriendlinessThis Event will set the Friendliness of all linked objects.On Response Change the Friendliness of an entity.
Off Response None
Parameters
Friendliness: The friendliness is selectable from a drop-down list, and consists of the following choices: 1. Unfriendly: AI will attack the player on sight. |
Shoot_At
|
Shoot_AtThis Event will cause all linked AI to shoot at the Event location. The AI will continue to shoot at the Event until an Off message is received.On Response Make all linked AI attack the Event location.
Off Response Make all linked AI stop attacking the Event location.
Parameters
|
Shoot_Once
|
Shoot_OnceThis Event will make all linked AI shoot once in the direction they are currently facing.On Response Fire a single time.
Off Response None
Parameters
Shoot Type: Primary, Secondary, Flare. What type of weapon to use. |
Catalysts
Cyclic_Timer
|
Cyclic_TimerThis Event will send an On message to all linked Events at a specified interval. This Event has to receive an On Message before it will begin sending out messages.On Response Begin sending On messages at the specified interval.
Off Response None
Parameters
Time: The interval in seconds between sending On messages to all linked Events Max Sends: The number of times the Event will send out On messages Send Forever: If true, the Max Sends field is ignored, and the Cyclic Timer sends On messages forever |
Delay
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DelayForwards a response it receives to all linked events after the specified delay duration.On Response Send (forward) an on response to all linked events following the delay duration.
Off Response Send (forward) an off response to all linked events following the delay duration.
Parameters
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Invert
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InvertThis Event will change On messages to Off messages (and Off to On) before forwarding them to any linked Events.On Response Change message to off and forward to all linked events.
Off Response Change message to on and forward to all linked events.
Parameters
|
Switch
|
SwitchThis Event behaves like a switch that remembers it’s state (on or off). This Event can be used to turn lights on or off, and can be used to let the player activate special events. If the Event is linked to a VFX, this VFX is used as the model for the switch (the default state of the VFX should be off, with the animation taking the VFX to the on state).On Response Toggle the state of the switch. The behavior of the switch is controlled through the Event parameters.
Off Response None
Parameters
Initial State: The initial state of the switch (either on or off) Behavior: This says what kind of signal the switch will send. (toggle between on and off, always send an on, always send an off) Sound: Disk filename (including the .wav extension) of the sound to play when the switch is thrown Max Throws: How many times the switch can be thrown Infinite Throws: If true, the Max Throws parameter is ignored, and the switch can be thrown an infinite number of times. |
When_Armor_Reaches
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When_Armor_ReachesThis event sends an On message to all linked events when the object to which the When_Armor_Reaches event is linked reaches the specified amount of armor, either by armor being added or by suffering damage.On Response None
Off Response None
Parameters
Armor: Specify amount of armor (integer) at which the event will activate (send an On message). |
When_Countdown_Over
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When_Countdown_OverThis event sends an On message to all linked events when a countdown ends. (countdowns are started with Countdown_Begin)On Response None
Off Response None
Parameters
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When_Countdown_Reaches
When_Cutscene_Over
When_Dead
|
When_DeadThis Event will send an On message to all linked Events when all linked objects have died. This Event is used when you want to do something when a specific object has been destroyed. Note that savegame files can store only 20 When_Dead events in a given level, so if you're mapping for single player, it's highly recommended to include no more than 20 When_Dead events in a single map.On Response None
Off Response None
Parameters
Activate When Any Dead: Modifies the default behaviour of the event such that it sends an On message each time a linked object dies, rather than the default behaviour of only sending a single On message when all linked objects have been destroyed. |
When_Enter_Vehicle
When_Hit
When_Life_Reaches
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When_Life_ReachesThis event sends an On message to all linked events when the object to which the When_Life_Reaches event is linked reaches the specified amount of life, either by being healed or by suffering damage.On Response None
Off Response None
Parameters
Life: Specify amount of life (integer) at which the event will activate (send an On message). |
When_Try_Exit_Vehicle
Level
Alarm
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AlarmThis event toggles the level alarm.On Response Turn alarm on.
Off Response Turn alarm off.
Parameters
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Alarm_Siren
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Alarm_SirenThis event plays an audible alarm sound, without turning the level alarm on (as the Alarm event does).On Response Play an alarm sound.
Off Response None
Parameters
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Cutscene
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CutsceneThis event is used to activate an in-game cutscene. This event is very powerful, but also very complicated, with loads of options configured in the event properties. Please refer to the cutscene tutorials on the RF1 Editing Main Page for information on how to use cutscenes.On Response Play the cutscene.
Off Response None
Parameters
Many - please see tutorials linked in Description above. |
|
This event toggles the active state of all linked Nav Points.On Response Enables all linked Nav Points.
Off Response Disables all linked Nav Points.
Parameters
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Endgame
|
EndgameThis event triggers an endgame sequence, and displays text from endgame.tbl. The Script Name parameter of the Endgame event is used to specify which entry from endgame.tbl is displayed to the player as an on response from this event.On Response End the game, and display scrolling text from endgame.tbl that corresponds to the Script Name of this event.
Off Response None
Parameters
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Explode
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ExplodeThis Event will cause an explosion to occur at the Event location. The explosion can be made to cause a geomod, and you can control the amount of damage caused by the explosion.On Response Make the explosion happen.
Off Response None
Parameters
Damage: The amount of damage caused by the explosion. This is the damage that is applied to any object within the explosion range. Type: Small, Medium, Large. This field isn’t properly supported yet. We need to list a selection of different explosions to choose from. Geomod: If true, the explosion will apply a geomod at the center of the explosion. The hardness of the rock where the explosion occurs is used to determine if a geomod is possible. |
Goal_Check
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Goal_CheckThis Event can either block or forward On messages, depending on the state of an associated goal_set Event.On Response Foward On messages if min_count exceeds the current count value of the associated goal_set Event
Off Response None
Parameters
Goal to Check: Script name for the associated Goal_Create Event Minimum Count: The miniumum value that the associated goal variable must have before forwarding messages |
Goal_Create
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Goal_CreateThis event will create a goal variable (integer) when it receives an On message. The variable name will be the script name of the Goal_Create event.On Response Create a goal variable.
Off Response None
Parameters
Start Count: The inital value of the goal variable (this will be zero in most cases). Persistent: If ticked, the goal variable will be available to be set/checked in future levels, and will be saved in savegame files perpetually. Note that there is a maximum of 64 persistent goal variables that may be saved in savegame files. |
Goal_Set
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Goal_SetThis Event will increment a goal variable every time it receives an On message (Off messages will cause the count value to decrement).On Response Increment count by one.
Off Response Decrement count by one.
Parameters
Goal to Set: The goal variable name to set. |
Item_Pickup_State
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Item_Pickup_StateThis event is used to toggle the active state of linked Items (ie. whether they can be picked up). The default behaviour of Items is enabled (they can be picked up).On Response Set all linked items to enabled (they can be picked up).
Off Response Set all linked items to disabled (they cannot be picked up).
Parameters
|
Load_Level
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Load_LevelThis Event will cause the specified level to load. The Player will be taken to the new level seamlessly. Note that a level cannot have two Load_Level events with the same Script Name, so you should change the Script Name for each Load_Level event you place to something that makes sense to you.On Response Load the specified level.
Off Response None
Parameters
Filename: Disk filename (including the .rfl or .d4l extension) of the level to load. Hard Level Break: Force the player to the Player Start position in the destination level, rather than the default behaviour of attempting a seamless transition. |
Message
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MessageThis Event will make a sound file play and display the associated text on the Player HUD.On Response Play the message.
Off Response None
Parameters
Persona: Selectable from drop-down list of names which is generated from personas.tbl. Select "none" if you don’t want the message to be from a persona. Voice Filename: Disk filename (including .wav extension) of the sound file to play. |
Monitor_State
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Monitor_StateThis event is used for initializing and configuring security monitors and mirrors.On Response Set all screen clutter objects this event is linked to to cycle between video feeds from all camera entities this event is linked to, according to the parameters configured in the event properties.
Off Response None
Parameters
Initial State: Control whether the linked monitors should be on or off as a result of this event's on response. Cycle Delay: Time, in seconds, that linked monitors display a given video feed. If this parameter is set to 1.0 for example, the feed will cycle to the next linked camera every 1 second. Continuously update monitor: If ticked, monitor will constantly be updated. Severe performance impact, but is needed for video feeds of dynamic scenes. |
Music_Start
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Music_StartPlays a specified music track.On Response Start playing the music track specified in the event's properties.
Off Response None
Parameters
Filename: Filename (.wav) of the music track to play. Use Effects Volume: If ticked, the music track volume is scaled using the Sound Effects volume slider, rather than the Music slider. |
Music_Stop
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Music_StopThis event stops all music currently being played.On Response Stop playing all music tracks (after fading them out according to this event's properties).
Off Response None
Parameters
Fade Time: Length of time any currently playing music tracks will take to fade out to silence. (if set to 0, music will immediately stop playing) |
Play_Sound
|
Play_SoundThis Event will cause a sound to play. The sound can be a 3D or 2D sound, and it can be made to loop.On Response Start playing the sound.
Off Response Stop the sound, if it is playing.
Parameters
Sound Filename: Disk filename of the sound to play (including .wav extension). Min Distance: Distance (in meters) where the sound begins to drop off in volume. If you don’t want the sound to be 3D, set the Min Distance to zero. Looping: If true, the sound will play looping (until you stop it by sending an Off message to this Event). |
Play_Vclip
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Play_VclipThis event is used to play a specified vclip (from vclip.tbl)On Response Play the specified vclip at the event location.
Off Response None
Parameters
Vclip Name: Specify the vclip to play. |
Remove_Object
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Remove_ObjectThis Event will destroy all objects linked to the event. Objects will disappear instantly (i.e., without their death sequence).On Response Kill all linked objects immediately.
Off Response None
Parameters
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Slay_Object
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Slay_ObjectThis Event will kill all linked objects, and allow their death sequence to play.On Response Kill all linked objects.
Off Response None
Parameters
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Spawn_Object
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Spawn_ObjectThis Event will cause a specific object type to be created. The object is created at the Event location, with an identity matrix orientation.On Response Spawn the object at the Event location.
Off Response None
Parameters
Object Type: Entity, Clutter, Item. Selectable from a drop-down list. Object Class: The classname of the object. Selectable from a drop-down list. The choice here depends on the Object Type that has been selected. |
Swap_Textures
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Swap_TexturesThis Event will cause the specified textures (up to 2 per Event) to be used on all linked objects.On Response Swap the textures.
Off Response None
Parameters
Texture Num: Texture index to swap (starts from 0) Texture Filename: Disk filename (including extension) of the texture bitmap to use |
Modifiers
Armor
|
ArmorThis event adds or subtracts from the armor of all linked objects.On Response Apply the Armor Delta specified in this event's properties to all linked objects.
Off Response None
Parameters
Armor Delta: Modification to perform to armor. Negative values subtract armor, positive values add armor. Apply to player: If ticked, apply the Armor Delta to the player as the On response, rather than applying it to linked objects. |
Black_Out_Player
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Black_Out_PlayerFade the player's camera out to, or in from, full black.On Response Linearly fade the player's camera to full black over the time specified in the event properties.
Off Response Immediately set the player's camera to full black and then linearly fade in to full visibility over the time specified in the event properties.
Parameters
Blackout Time: Specify the time over which the blackout occurs. Kill Player After Blackout: If ticked, the player will be killed after the Blackout Time has elapsed. End Level After Blackout: If ticked, the level will end after the Blackout Time has elapsed, with a scrolling endgame message pulled from endgame.tbl. The Script Name for the Black_Out_Player event is used to specify the endgame.tbl entry that is displayed. |
Bolt_State
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Bolt_StateThis event is used to toggle the active state of linked bolt emitters. The default state for bolt emitters is controlled by the "Emitter is initially on" flag in the emitter properties.On Response Set all linked bolt emitters to active/enabled.
Off Response Set all linked bolt emitters to inactive/disabled.
Parameters
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Clear_Endgame_If_Killed
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Clear_Endgame_If_KilledThis event is used to allow entities which would ordinarily trigger an endgame sequence when killed, to be killed without triggering that sequence.On Response Remove the "End Game If Killed" flag from all linked entities.
Off Response None
Parameters
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Continuous_Damage
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Continuous_DamageCause the AI or Player which triggered the event to receive damage (use a trigger reset time of 0 to make the damage continuous).On Response Apply damage to the entity who triggered the event. Any linked objects will also receive damage.
Off Response None
Parameters
Damage Per Sec: Damage per second applied. (0 is instant death) Damage Type: melee, bullet, armor piercing bullet, explosive, fire, energy, electrical, acid, scalding. |
Detach
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DetachThis event controls whether linked objects (normally entities) are attached to movers they intersect (like cranes, elevators, etc.)On Response Detach linked objects from moving groups they intersect.
Off Response Attach linked objects to moving groups they intersect.
Parameters
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Fog_State
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Fog_StateThis event is used to toggle the active state of the level's distance-based fog (fog uses the settings configured in Level Properties, and the default behaviour is for fog to be enabled).On Response Set fog to enabled/active.
Off Response Set fog to disabled/inactive.
Parameters
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Force_Monitor_Update
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Force_Monitor_UpdateThis event forces linked monitors to refresh their displayed image.On Response Force an image update on all linked monitors.
Off Response None
Parameters
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Give_Item_To_Player
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Give_Item_To_PlayerThis Event will make the player pick up a specific item. Items are normally automatically picked up by the player when he gets close enough to them. All game items are specified in items.tbl.On Response Give the player the specified item.
Off Response None
Parameters
Item: Item class name, which is selectable from a drop-down list of all items from items.tbl. |
Go_Undercover
|
Go_UndercoverThis event is used to put the player into undercover mode (as used in the RF campaign stealth sequences).On Response Set player to undercover.
Off Response Remove the undercover status of the player.
Parameters
Cover: Specify whether the undercover type is executive (as used in Corporate HQ) or scientist (as used in Medical Research). |
Heal
|
HealThis event adds or subtracts from the health of all linked objects.On Response Apply the Life Delta specified in this event's properties to all linked objects.
Off Response None
Parameters
Life Delta: Modification to perform to life. Negative values subtract life, positive values add life. Apply to player: If ticked, apply the Life Delta to the player as the On response, rather than applying it to linked objects. |
Ignite_Entity
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Ignite_EntityThis event is used to ignite linked entities.On Response Ignite all linked entities.
Off Response None
Parameters
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Make_Fly
|
Make_FlyThis Event will make the linked AI enter fly mode. If the AI is already flying, this Event does nothing. This Event can only make AI fly if it normally has the ability (i.e., this Event can’t make a Cave Slug fly).On Response Make linked AI enter fly mode.
Off Response None
Parameters
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Make_Invulnerable
|
Make_InvulnerableThis event is used to toggle the invulnerability state of linked objects. By default, all objects are vulnerable.On Response Set all linked objects to invulnerable for the duration specified in the event properties.
Off Response Set all linked objects to vulnerable (ie. revert the effect of any previously applied Make_Invulnerable events)
Parameters
Duration: Specify a duration for the invulnerability. If 0, invulnerability lasts indefinitely. |
Make_Walk
|
Make_WalkThis Event will make the linked AI enter walk mode. If the AI is already walking, this Event does nothing. This Event can only make AI walk if it normally has the ability (i.e., this Event can’t make a Grabber walk).On Response Make linked AI enter walk mode.
Off Response None
Parameters
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Modify_Rotating_Mover
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Modify_Rotating_MoverSpeed up or slow down the movement of all linked rotating movers.On Response Apply the modification specified in the event properties to all linked rotating movers.
Off Response None
Parameters
Settings: Configure settings to increase or decrease all linked rotating movers by the percentage specified. |
Mover_Pause
|
Mover_PauseThis event toggles the active state of linked movers.On Response Immediately pause all linked movers at their current position.
Off Response Resume the movement of all linked movers (ie. revert the effect of a previously applied Mover_Pause)
Parameters
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Particle_State
|
Particle_StateThis event is used to toggle the active state of linked particle emitters. The default state for particle emitters is controlled by the "Emitter is initially on" flag in the emitter properties.On Response Set all linked particle emitters to active/enabled.
Off Response Set all linked particle emitters to inactive/disabled.
Parameters
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Push_Region_State
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Push_Region_StateThis event is used to toggle the active state of linked push regions. The default state for push regions is active/enabled.On Response Set all linked push regions to active/enabled.
Off Response Set all linked push regions to inactive/disabled.
Parameters
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Reverse_Mover
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Reverse_MoverThis event is used to immediately reverse the direction in which linked movers are currently moving. This event is linked to a keyframe object.On Response Reverse the direction of all linked movers that meet the condition specified in the event parameters.
Off Response None
Parameters
If Moving: Specify the directional condition for the application of the event. ie. This event will only take effect if the linked mover is moving in the specified direction when the event receives an On message. |
Set_Gravity
|
Set_GravitySet the downward acceleration due to gravity applied to all objects in the world.On Response Override the default gravity (-9.8 m/s^2) with the value specified in the event properties.
Off Response None
Parameters
Gravity: Value for acceleration due to gravity, specified in m/s^2, and applied in the Y axis. |
Set_Liquid_Depth
|
Set_Liquid_DepthLinearly transition the liquid depth of the linked Room Effect object to a specified new depth over time.On Response Begin transitioning liquid depth according to settings configured in properties.
Off Response None
Parameters
Depth: Set the desired depth after the transition has completed. Time: How long in seconds it takes the liquid depth to transition to the event-configured depth from the configured depth value in the properties of the linked Room Effect. |
Shake_Player
|
Shake_PlayerThis Event will shake the viewpoint of the Player.On Response Start shaking the Player camera.
Off Response None
Parameters
Magnitude: How strong to make the shaking. This value is the max amplitude of the shake in meters. Time: How long to shake the camera in seconds. |
Skybox_State
|
Skybox_StateCan be used to rotate the skybox around the camera.On Response Start rotating as per values specified in the event properties. Rotation is always from -360 to 360, then loops.
Off Response None
Parameters
Axis: Axis to rotate the skybox around Velocity: Velocity/speed of the rotation, specified in degrees-per-second (degrees/sec). |
Strip_Player_Weapons
|
Strip_Player_WeaponsUsed to remove weapons from the player's inventory.On Response Remove all weapons and ammo the player currently has.
Off Response None
Parameters
|
Switch_Model
|
Switch_ModelThis Event will change the model of all linked objects to the model filename that is contained in the Event.On Response Change the model.
Off Response None
Parameters
Model filename: Disk filename (with extension) of the model to switch to. |
Teleport
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TeleportThis Event will teleport all linked objects to the Event location. There are no special effects associated with the teleportation.On Response Teleport all linked objects.
Off Response None
Parameters
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Teleport_Player
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Teleport_PlayerTeleports the player. This is the only event for which pitch/yaw is relevant, so the event displays a small red arrow showing you which direction it is facing.On Response Teleport the player to the event, setting their position (xyz) and rotation (pitch/yaw) to that of the Teleport_Player event.
Off Response None
Parameters
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Turn_Off_Physics
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Turn_Off_PhysicsThis event controls whether linked entities have physics applied. Typically, this event is used alongside Detach to move entities via cranes or similar. Physics is enabled by default.On Response Turn off physics for all linked entities.
Off Response Turn on physics for all linked entities.
Parameters
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Unhide
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UnhideToggle visibility of linked object(s). Note that if this event is used to unhide an entity, the entity will not be "unhidden" until the next time its' root bone is out of the player's line of sight. Because of this, you will normally want to be sure to send an on message to an unhide event at a time the linked entity is out of the player's view.On Response Unhide all linked objects.
Off Response Hide all linked objects.
Parameters
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Special
Activate_Capek_Shield
Countdown_Begin
Countdown_End
Defuse_Nuke
Display_Fullscreen_Image
|
Display_Fullscreen_ImageDisplays a specified image/texture filename stretched to the player's window resolution. Note that Dash Faction is required for alpha channels on fullscreen images to function correctly.On Response Display the specified filename as a fullscreen image.
Off Response Stop displaying the fullscreen image.
Parameters
Filename: Image to display (normally .tga or .vbm). It's very important to ensure the data in this field is correct - a Display_Fullscreen_Image event that receives an on message but has no valid filename specified will result in an unrecoverable error (crash). |
Fire_Weapon_No_Anim
Never_Leave_Vehicle
Win_PS2_Demo
Deprecated
- The below events are not readily accessible via the Events section of Object Mode, but are referenced in events.tbl and/or RED documentation.
Follow_Player
|
Follow_PlayerThis Event will force all linked objects to follow and protect the Player. This should only be used to make Hendrix follow (or stop following) the Player.On Response Make linked entities follow the Player.
Off Response Make linked entities stop following the Player.
Parameters
No additional parameters. |
Level_Transition_Marker
|
Level_Transition_MarkerThis is a special type of Event which doesn’t respond to On or Off messages. This Event is used to maintain the correct positions and orientations off all objects in the transition areas between levels. This Event needs to be placed in the location of the trigger which causes level loading in the other level involved in the transition.On Response None
Off Response None
Parameters
No additional parameters. |
Set_Light_State
|
Set_Light_StateThis Event will set the state of any linked lights. Currently this event can set a light on or off, but any light related changes (like making a light flash, change color, etc.) can be data within this event.On Response Change the state of all linked lights.
Off Response None
Parameters
State: On or Off |
Shield
|
ShieldThis Event will add the Shield Delta value to the shield of all linked objects. (this event was likely replaced by Armor)On Response Add Shield Delta to all linked objects shields.
Off Response None
Parameters
Shield Delta: The amount of shield to add (you can decrease shield by using a negative number here). |