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

Attack Description
Icon Event E.png On Response None
Off Response None
Parameters

Drop_Point_Marker

Drop_Point_Marker Description 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.
Icon Event E.png On Response None
Off Response None
Parameters

Drop_Weapon

Drop_Weapon Description
Icon Event E.png On Response None
Off Response None
Parameters

Follow_Waypoints

Follow_Waypoints Description This event will force all linked objects to follow a specified waypoint list, with a specific following method.
Icon Event E.png 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

Goto Description This Event will make all linked entities travel to the Event location.
Icon Event E.png 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

Goto_Player Description 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.
Icon Event E.png On Response Make linked entities start moving towards the Player.
Off Response None
Parameters

Headlamp_State

Headlamp_State Description
Icon Event E.png On Response None
Off Response None
Parameters

Holster_Player_Weapon

Holster_Player_Weapon Description
Icon Event E.png On Response None
Off Response None
Parameters

Holster_Weapon

Holster_Weapon Description
Icon Event E.png On Response None
Off Response None
Parameters

Look_At

Look_At Description This Event will cause any linked AI to turn and face the Event location.
Icon Event E.png On Response Make linked AI look at the Event.
Off Response None
Parameters

Play_Animation

Play_Animation Description 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.
Icon Event E.png 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_AI_Mode Description
Icon Event E.png On Response None
Off Response None
Parameters

Set_Friendliness

Set_Friendliness Description This Event will set the Friendliness of all linked objects.
Icon Event E.png 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

Shoot_At Description 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.
Icon Event E.png 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_Once Description This Event will make all linked AI shoot once in the direction they are currently facing.
Icon Event E.png 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_Timer Description 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.
Icon Event E.png 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

Delay Description
Icon Event E.png On Response None
Off Response None
Parameters

Invert

Invert Description This Event will change On messages to Off messages (and Off to On) before forwarding them to any linked Events.
Icon Event L.png On Response Change message to Off.
Off Response Change message to On.
Parameters

Switch

Switch Description 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).
Icon Event C.png 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_Armor_Reaches Description
Icon Event E.png On Response None
Off Response None
Parameters

When_Countdown_Over

When_Countdown_Over Description
Icon Event E.png On Response None
Off Response None
Parameters

When_Countdown_Reaches

When_Countdown_Reaches Description
Icon Event E.png On Response None
Off Response None
Parameters

When_Cutscene_Over

When_Cutscene_Over Description
Icon Event E.png On Response None
Off Response None
Parameters

When_Dead

When_Dead Description 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.
Icon Event E.png On Response None
Off Response None
Parameters

When_Enter_Vehicle

When_Enter_Vehicle Description
Icon Event E.png On Response None
Off Response None
Parameters

When_Hit

When_Hit Description
Icon Event E.png On Response None
Off Response None
Parameters

When_Life_Reaches

When_Life_Reaches Description
Icon Event E.png On Response None
Off Response None
Parameters

When_Try_Exit_Vehicle

When_Try_Exit_Vehicle Description
Icon Event E.png On Response None
Off Response None
Parameters

Level

Alarm

Alarm Description
Icon Event E.png On Response None
Off Response None
Parameters

Alarm_Siren

Alarm_Siren Description
Icon Event E.png On Response None
Off Response None
Parameters

Cutscene

Cutscene Description
Icon Event E.png On Response None
Off Response None
Parameters

Enable_Navpoint

Enable_Navpoint Description
Icon Event E.png On Response None
Off Response None
Parameters

Endgame

Endgame Description
Icon Event E.png On Response None
Off Response None
Parameters

Explode

Explode Description 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.
Icon Event E.png 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

Goal_Check Description This Event can either block or forward On messages, depending on the state of an associated goal_set Event.
Icon Event E.png 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

Goal_Create Description
Icon Event E.png On Response None
Off Response None
Parameters

Goal_Set

Goal_Set Description This Event will increment a count variable every time it receives an On message (Off messages will cause the count value to decrement).
Icon Event E.png 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

Item_Pickup_State Description
Icon Event E.png On Response None
Off Response None
Parameters

Load_Level

Load_Level Description This Event will cause the specified level to load. The Player will be taken to the new level seamlessly.
Icon Event E.png 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

Message Description This Event will make a sound file play and display the associated text on the Player HUD.
Icon Event E.png 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

Monitor_State Description
Icon Event E.png On Response None
Off Response None
Parameters

Music_Start

Music_Start Description
Icon Event E.png On Response None
Off Response None
Parameters

Music_Stop

Music_Stop Description
Icon Event E.png On Response None
Off Response None
Parameters

Play_Sound

Play_Sound Description This Event will cause a sound to play. The sound can be a 3D or 2D sound, and it can be made to loop.
Icon Event E.png 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

Play_Vclip Description
Icon Event E.png On Response None
Off Response None
Parameters

Remove_Object

Remove_Object Description This Event will destroy all objects linked to the event. Objects will disappear instantly (i.e., without their death sequence).
Icon Event E.png On Response Kill all linked objects immediately.
Off Response None
Parameters

Slay_Object

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

Spawn_Object

Spawn_Object Description This Event will cause a specific object type to be created. The object is created at the Event location, with an identity matrix orientation.
Icon Event E.png 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

Swap_Textures Description This Event will cause the specified textures (up to 2 per Event) to be used on all linked objects.
Icon Event E.png 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

Armor Description
Icon Event E.png On Response None
Off Response None
Parameters

Black_Out_Player

Black_Out_Player Description
Icon Event E.png On Response None
Off Response None
Parameters

Bolt_State

Bolt_State Description
Icon Event E.png On Response None
Off Response None
Parameters

Clear_Endgame_If_Killed

Clear_Endgame_If_Killed Description
Icon Event E.png On Response None
Off Response None
Parameters

Continuous_Damage

Continuous_Damage Description Cause the AI or Player which triggered the event to receive damage (use a trigger reset time of 0 to make the damage continuous).
Icon Event E.png 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

Detach Description
Icon Event E.png On Response None
Off Response None
Parameters

Fog_State

Fog_State Description
Icon Event E.png On Response None
Off Response None
Parameters

Force_Monitor_Update

Force_Monitor_Update Description
Icon Event E.png On Response None
Off Response None
Parameters

Give_Item_To_Player

Give_Item_To_Player Description 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.
Icon Event E.png 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_Undercover Description
Icon Event E.png On Response None
Off Response None
Parameters

Heal

Heal Description 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.
Icon Event E.png 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

Ignite_Entity Description
Icon Event E.png On Response None
Off Response None
Parameters

Make_Fly

Make_Fly Description 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).
Icon Event E.png On Response Make linked AI enter fly mode.
Off Response None
Parameters

Make_Invulnerable

Make_Invulnerable Description
Icon Event E.png On Response None
Off Response None
Parameters

Make_Walk

Make_Walk Description 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).
Icon Event E.png On Response Make linked AI enter walk mode.
Off Response None
Parameters

Modify_Rotating_Mover

Modify_Rotating_Mover Description
Icon Event E.png On Response None
Off Response None
Parameters

Mover_Pause

Mover_Pause Description
Icon Event E.png On Response None
Off Response None
Parameters

Particle_State

Particle_State Description
Icon Event E.png On Response None
Off Response None
Parameters

Push_Region_State

Push_Region_State Description
Icon Event E.png On Response None
Off Response None
Parameters

Reverse_Mover

Reverse_Mover Description
Icon Event E.png On Response None
Off Response None
Parameters

Set_Gravity

Set_Gravity Description
Icon Event E.png On Response None
Off Response None
Parameters

Set_Liquid_Depth

Set_Liquid_Depth Description Linearly transition the liquid depth of the linked Room Effect object to a specified new depth over time.
Icon Event E.png 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

Shake_Player Description This Event will shake the viewpoint of the Player.
Icon Event E.png 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_State Description
Icon Event E.png On Response None
Off Response None
Parameters

Strip_Player_Weapons

Strip_Player_Weapons Description
Icon Event E.png On Response None
Off Response None
Parameters

Switch_Model

Switch_Model Description This Event will change the model of all linked objects to the model filename that is contained in the Event.
Icon Event E.png On Response Change the model.
Off Response None
Parameters Model filename: Disk filename (with extension) of the model to switch to.

Teleport

Teleport Description This Event will teleport all linked objects to the Event location. There are no special effects associated with the teleportation.
Icon Event E.png On Response Teleport all linked objects.
Off Response None
Parameters

Teleport_Player

Teleport_Player Description
Icon Event E.png On Response None
Off Response None
Parameters

Turn_Off_Physics

Turn_Off_Physics Description
Icon Event E.png On Response None
Off Response None
Parameters

Unhide

Unhide Description
Icon Event E.png On Response None
Off Response None
Parameters

Special

Activate_Capek_Shield

Activate_Capek_Shield Description
Icon Event E.png On Response None
Off Response None
Parameters

Countdown_Begin

Countdown_Begin Description
Icon Event E.png On Response None
Off Response None
Parameters

Countdown_End

Countdown_End Description
Icon Event E.png On Response None
Off Response None
Parameters

Defuse_Nuke

Defuse_Nuke Description
Icon Event E.png On Response None
Off Response None
Parameters

Display_Fullscreen_Image

Display_Fullscreen_Image Description
Icon Event E.png On Response None
Off Response None
Parameters

Fire_Weapon_No_Anim

Fire_Weapon_No_Anim Description
Icon Event E.png On Response None
Off Response None
Parameters

Never_Leave_Vehicle

Never_Leave_Vehicle Description
Icon Event E.png On Response None
Off Response None
Parameters

Win_PS2_Demo

Win_PS2_Demo Description
Icon Event E.png 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

Follow_Player Description 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.
Icon Event E.png 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_Marker Description 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.
Icon Event E.png On Response None
Off Response None
Parameters No additional parameters.

Set_Light_State

Set_Light_State Description 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.
Icon Event E.png On Response Change the state of all linked lights.
Off Response None
Parameters State: On or Off

Shield

Shield Description This Event will add the Shield Delta value to the shield of all linked objects. (this event was likely replaced by Armor)
Icon Event E.png 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).