RED Event List
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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
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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
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
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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
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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
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
Set_Friendliness
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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
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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
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Shoot_Once
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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
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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
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.
Off Response Change message to On.
Parameters
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Switch
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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
When_Countdown_Over
When_Countdown_Reaches
When_Cutscene_Over
When_Dead
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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.On Response None
Off Response None
Parameters
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When_Enter_Vehicle
When_Hit
When_Life_Reaches
When_Try_Exit_Vehicle
Level
Alarm
Alarm_Siren
Cutscene
Endgame
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
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.On Response Load the specified level.
Off Response None
Parameters
Filename: Disk filename (including the .d4l extension) of the level to load. Start Marker id: The unique id of the Drop_Point_Marker associated with the level 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
Music_Start
Music_Stop
Play_Sound
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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
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
Black_Out_Player
Bolt_State
Clear_Endgame_If_Killed
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
Fog_State
Force_Monitor_Update
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
Heal
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HealThis Event will add life to all the linked objects. This Event can be used to damage events by using a negative Life Delta value.On Response Add the Event Life Delta value to the life of all linked objects.
Off Response None
Parameters
Life Delta: How much life to add (negative amount will cause damage) |
Ignite_Entity
Make_Fly
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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_Walk
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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
Mover_Pause
Particle_State
Push_Region_State
Reverse_Mover
Set_Gravity
Set_Liquid_Depth
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Set_Liquid_DepthLinearly transition the liquid depth of the linked Room Effect object to a specified new depth over time.On Response None
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 configured Depth from the configured depth value in the properties of the linked Room Effect. |
Shake_Player
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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
Strip_Player_Weapons
Switch_Model
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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
Turn_Off_Physics
Unhide
Special
Activate_Capek_Shield
Countdown_Begin
Countdown_End
Defuse_Nuke
Display_Fullscreen_Image
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
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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
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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
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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
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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). |