RED Event List

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Revision as of 14:18, 18 November 2020 by Goober (talk | contribs)

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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

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Attack

On Response
None
Off Response
None
Parameters

Drop_Point_Marker

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Drop_Point_Marker

This 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

Drop_Weapon

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Drop_Weapon

On Response
None
Off Response
None
Parameters

Follow_Waypoints

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Follow_Waypoints

This 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
Max Speed Scale (0-100): Used to make the AI move slower while following 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.
2. Loop: follow the waypoints to the last node, then return to the start and repeat

3. Ping Pong: follow the waypoints to the last node, then follow the nodes back to the start (repeat).

Goto

Icon Event E.png

Goto

This 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
Always Face Player: If true, the AI will always face the player while following their waypoints
Max Speed Scale (0-100): Used to make the AI move slower while following waypoints

Goto_Player

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Goto_Player

This 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

Headlamp_State

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Headlamp_State

On Response
None
Off Response
None
Parameters

Holster_Player_Weapon

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Holster_Player_Weapon

On Response
None
Off Response
None
Parameters

Holster_Weapon

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Holster_Weapon

On Response
None
Off Response
None
Parameters

Look_At

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Look_At

This 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

Play_Animation

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Play_Animation

This 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_Mode

On Response
None
Off Response
None
Parameters

Set_Friendliness

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Set_Friendliness

This 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.
2. Neutral: AI will only attack the player if provoked.
3. Friendly: AI will not attack the player, and may attack entities that are attacking the player.

4. Outcast: AI will attack anything it sees.

Shoot_At

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Shoot_At

This 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

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Shoot_Once

This 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_Timer

This 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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Delay

On Response
None
Off Response
None
Parameters

Invert

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Invert

This 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

Switch

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Switch

This 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_Reaches

On Response
None
Off Response
None
Parameters

When_Countdown_Over

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When_Countdown_Over

On Response
None
Off Response
None
Parameters

When_Countdown_Reaches

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When_Countdown_Reaches

On Response
None
Off Response
None
Parameters

When_Cutscene_Over

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When_Cutscene_Over

On Response
None
Off Response
None
Parameters

When_Dead

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When_Dead

This 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

When_Enter_Vehicle

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When_Enter_Vehicle

On Response
None
Off Response
None
Parameters

When_Hit

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When_Hit

On Response
None
Off Response
None
Parameters

When_Life_Reaches

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When_Life_Reaches

On Response
None
Off Response
None
Parameters

When_Try_Exit_Vehicle

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When_Try_Exit_Vehicle

On Response
None
Off Response
None
Parameters

Level

Alarm

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Alarm

On Response
None
Off Response
None
Parameters

Alarm_Siren

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Alarm_Siren

On Response
None
Off Response
None
Parameters

Cutscene

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Cutscene

On Response
None
Off Response
None
Parameters

Enable_Navpoint

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Enable_Navpoint

On Response
None
Off Response
None
Parameters

Endgame

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Endgame

On Response
None
Off Response
None
Parameters

Explode

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Explode

This 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_Check

This 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 Name: Script name for the associated Goal_Set Event
Minimum Count: The miniumum value that the associated Goal_Set Event must have before forwarding messages

Goal_Create

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Goal_Create

On Response
None
Off Response
None
Parameters

Goal_Set

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Goal_Set

This Event will increment a count 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
Start Count: The inital value of the count variable (this will be zero in most cases).

Item_Pickup_State

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Item_Pickup_State

On Response
None
Off Response
None
Parameters

Load_Level

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Load_Level

This 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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Message

This 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

Icon Event E.png

Monitor_State

On Response
None
Off Response
None
Parameters

Music_Start

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Music_Start

On Response
None
Off Response
None
Parameters

Music_Stop

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Music_Stop

On Response
None
Off Response
None
Parameters

Play_Sound

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Play_Sound

This 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_Vclip

On Response
None
Off Response
None
Parameters

Remove_Object

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Remove_Object

This 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

Slay_Object

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Slay_Object

This Event will kill all linked objects, and allow their death sequence to play.
On Response
Kill all linked objects.
Off Response
None
Parameters

Spawn_Object

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Spawn_Object

This 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_Textures

This 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

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Armor

On Response
None
Off Response
None
Parameters

Black_Out_Player

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Black_Out_Player

On Response
None
Off Response
None
Parameters

Bolt_State

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Bolt_State

On Response
None
Off Response
None
Parameters

Clear_Endgame_If_Killed

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Clear_Endgame_If_Killed

On Response
None
Off Response
None
Parameters

Continuous_Damage

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Continuous_Damage

Cause 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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Detach

On Response
None
Off Response
None
Parameters

Fog_State

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Fog_State

On Response
None
Off Response
None
Parameters

Force_Monitor_Update

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Force_Monitor_Update

On Response
None
Off Response
None
Parameters

Give_Item_To_Player

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Give_Item_To_Player

This 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

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Go_Undercover

On Response
None
Off Response
None
Parameters

Heal

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Heal

This 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

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Ignite_Entity

On Response
None
Off Response
None
Parameters

Make_Fly

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Make_Fly

This 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

Make_Invulnerable

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Make_Invulnerable

On Response
None
Off Response
None
Parameters

Make_Walk

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Make_Walk

This 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

Modify_Rotating_Mover

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Modify_Rotating_Mover

On Response
None
Off Response
None
Parameters

Mover_Pause

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Mover_Pause

On Response
None
Off Response
None
Parameters

Particle_State

Icon Event E.png

Particle_State

On Response
None
Off Response
None
Parameters

Push_Region_State

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Push_Region_State

On Response
None
Off Response
None
Parameters

Reverse_Mover

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Reverse_Mover

On Response
None
Off Response
None
Parameters

Set_Gravity

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Set_Gravity

On Response
None
Off Response
None
Parameters

Set_Liquid_Depth

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Set_Liquid_Depth

Linearly 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_Player

This 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

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Skybox_State

On Response
None
Off Response
None
Parameters

Strip_Player_Weapons

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Strip_Player_Weapons

On Response
None
Off Response
None
Parameters

Switch_Model

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Switch_Model

This 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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Teleport

This 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

Teleport_Player

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Teleport_Player

On Response
None
Off Response
None
Parameters

Turn_Off_Physics

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Turn_Off_Physics

On Response
None
Off Response
None
Parameters

Unhide

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Unhide

On Response
None
Off Response
None
Parameters

Special

Activate_Capek_Shield

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Activate_Capek_Shield

On Response
None
Off Response
None
Parameters

Countdown_Begin

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Countdown_Begin

On Response
None
Off Response
None
Parameters

Countdown_End

Icon Event E.png

Countdown_End

On Response
None
Off Response
None
Parameters

Defuse_Nuke

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Defuse_Nuke

On Response
None
Off Response
None
Parameters

Display_Fullscreen_Image

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Display_Fullscreen_Image

On Response
None
Off Response
None
Parameters

Fire_Weapon_No_Anim

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Fire_Weapon_No_Anim

On Response
None
Off Response
None
Parameters

Never_Leave_Vehicle

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Never_Leave_Vehicle

On Response
None
Off Response
None
Parameters

Win_PS2_Demo

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Win_PS2_Demo

On Response
None
Off Response
None
Parameters

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_Player

This 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_Marker

This 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_State

This 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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Shield

This 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).