RED Event List: Difference between revisions

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{{Under construction}}
{{BubbleNav|RF1Modding}}
This page lists all event scripting objects available in [[RED]]. To read more about how the scripting system itself works, see [[RED Objects#Events|Events]].
This page lists all event scripting objects available in [[RED]]. To read more about how the scripting system itself works, see [[RED Objects#Events|Events]].


==AI_Actions==
==AI_Actions==
<div style="font-size:0%">
<div class="column">
===Attack===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Attack
|eventname      = Attack
|category      = AI_Actions
|category      = AI_Actions
|description    =  
|description    = Used to force AI entities to attack objects.
|params        =  
|on            = Make attacker specified by attacker uid param attack the object the Attack event is linked to.
|params        = * '''Attacker UID:''' Primary, Secondary, Flare.  What type of weapon to use.
}}
}}
<div style="font-size:0%">
===Drop_Point_Marker===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Drop_Point_Marker
|eventname      = Drop_Point_Marker
|category      = AI_Actions
|category      = AI_Actions
|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.
|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.
|params        =
}}
}}
<div style="font-size:0%">
===Drop_Weapon===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Drop_Weapon
|eventname      = Drop_Weapon
|category      = AI_Actions
|category      = AI_Actions
|description    =  
|description    = This event is used to force linked [[RED Objects#Entity|entities]] to drop any weapons they may be holding.
|params        =  
|on            = Force all linked entities to drop their equipped weapon.
}}
}}
<div style="font-size:0%">
===Follow_Waypoints===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Follow_Waypoints
|eventname      = Follow_Waypoints
Line 39: Line 28:
|on            = Begin following the waypoints.  An AI will use the closest waypoint as the location to begin the path following.
|on            = Begin following the waypoints.  An AI will use the closest waypoint as the location to begin the path following.
|off            = Stop following the current waypoint path.
|off            = Stop following the current waypoint path.
|params        = '''Waypoint List:''' Name of the waypoint list that the AI should follow. <hr> '''Always Face Player:''' If true, the AI will always face the player while following their waypoints <hr> '''Max Speed Scale (0-100):''' Used to make the AI move slower while following waypoints <hr> '''Follow Method:''' This determines how the AI will behave when the last waypoint node is reached.  The choices are: <br /> 
|params        = * '''Waypoint List:''' Name of the waypoint list that the AI should follow.
'''1.''' One way: follow the waypoints to the last node and stop. <br />
* '''Always Face Player:''' If true, the AI will always face the player while following their waypoints.
'''2.''' Loop: follow the waypoints to the last node, then return to the start and repeat <br />
* '''Follow Method:''' This determines how the AI will behave when the last waypoint node is reached.  The choices are:  
'''3.''' Ping Pong: follow the waypoints to the last node, then follow the nodes back to the start (repeat).
*# One way: follow the waypoints to the last node and stop.
*# Loop: follow the waypoints to the last node, then return to the start and repeat.
*# Ping Pong: follow the waypoints to the last node, then follow the nodes back to the start (repeat).
* '''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.
}}
}}
<div style="font-size:0%">
===Goto===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Goto
|eventname      = Goto
|category      = AI_Actions
|category      = AI_Actions
|description    = This Event will make all linked entities travel to the Event location.
|description    = This event will make all linked entities travel to the Event location.
|on            = Make linked entities start moving towards Event location.
|on            = Make linked entities start moving towards Event location.
|params        = '''Always Face Player:''' If true, the AI will always face the player while following their waypoints <hr> '''Max Speed Scale (0-100):''' Used to make the AI move slower while following waypoints
|params        = * '''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.
}}
}}
<div style="font-size:0%">
===Goto_Player===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Goto_Player
|eventname      = Goto_Player
|category      = AI_Actions
|category      = AI_Actions
|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.
|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.
|on            = Make linked entities start moving towards the Player.
|on            = Make linked entities start moving towards the Player.
|params        =  
|params        = * '''Run:''' If ticked, the linked objects will attempt to run rather than walk.
}}
}}
<div style="font-size:0%">
===Headlamp_State===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Headlamp_State
|eventname      = Headlamp_State
|category      = AI_Actions
|category      = AI_Actions
|description    =  
|description    = This event toggles the headlamp state of all linked [[RED Objects#Entity|entities]] (realistically, vehicles). Default state is for headlamps to be disabled.
|params        =  
|on            = Turn on headlamps for all linked entities.
|off            = Turn off headlamps for all linked entities.
}}
}}
<div style="font-size:0%">
===Holster_Player_Weapon===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Holster_Player_Weapon
|eventname      = Holster_Player_Weapon
|category      = AI_Actions
|category      = AI_Actions
|description    =  
|description    = This event will forcefully holster the player's weapon.
|params        =  
|on            = Holster the player weapon.
}}
}}
<div style="font-size:0%">
</div><div class="column>
===Holster_Weapon===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Holster_Weapon
|eventname      = Holster_Weapon
|category      = AI_Actions
|category      = AI_Actions
|description    =  
|description    = This event will forcefully holster the weapon of any linked entities.
|params        =  
|on            = Holster the weapons of all linked entities.
}}
}}
<div style="font-size:0%">
===Look_At===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Look_At
|eventname      = Look_At
Line 99: Line 79:
|description    = This Event will cause any linked AI to turn and face the Event location.
|description    = This Event will cause any linked AI to turn and face the Event location.
|on            = Make linked AI look at the Event.
|on            = Make linked AI look at the Event.
|params        =
}}
}}
<div style="font-size:0%">
===Play_Animation===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Play_Animation
|eventname      = Play_Animation
Line 109: Line 85:
|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.
|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.
|on            = Play the animation.
|on            = Play the animation.
|params        = '''Animation:''' Name of the animation. This is selectable from a list of possible animations for the object that is linked. <hr> '''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.
|params        = * '''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.
}}
}}
<div style="font-size:0%">
===Set_AI_Mode===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Set_AI_Mode
|eventname      = Set_AI_Mode
|category      = AI_Actions
|category      = AI_Actions
|description    =  
|description    = This event is used to set the AI mode of all linked [[RED Objects#Entity|entities]], overriding the AI mode configured in the properties of those entities.
|params        =  
|on            = Set AI mode of linked entities to the mode specified in the event paramets.
|params        = * '''AI Mode:''' Specify desired AI mode.
}}
}}
<div style="font-size:0%">
===Set_Friendliness===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Set_Friendliness
|eventname      = Set_Friendliness
|category      = AI_Actions
|category      = AI_Actions
|description    = This Event will set the Friendliness of all linked objects.
|description    = This event will set the Friendliness of all linked objects.
|on            = Change the Friendliness of an entity.
|on            = Change the Friendliness of an entity.
|params        = '''Friendliness:''' The friendliness is selectable from a drop-down list, and consists of the following choices:<br />
|params        = * '''Friendliness:''' The friendliness is selectable from a drop-down list, and consists of the following choices:
 
*# Unfriendly: AI will attack the player on sight.
'''1.''' Unfriendly: AI will attack the player on sight.<br />
*# Neutral: AI will only attack the player if provoked.
'''2.''' Neutral: AI will only attack the player if provoked.<br />
*# Friendly: AI will not attack the player, and may attack entities that are attacking the player.
'''3.''' Friendly: AI will not attack the player, and may attack entities that are attacking the player.<br />
*# Outcast: AI will attack anything it sees.
'''4.''' Outcast: AI will attack anything it sees.
}}
}}
<div style="font-size:0%">
===Shoot_At===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Shoot_At
|eventname      = Shoot_At
|category      = AI_Actions
|category      = AI_Actions
|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.
|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.
|on            = Make all linked AI attack the Event location.
|on            = Make all linked AI attack the Event location.
|off            = Make all linked AI stop attacking the Event location.
|off            = Make all linked AI stop attacking the Event location.
|params        =
}}
}}
<div style="font-size:0%">
===Shoot_Once===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Shoot_Once
|eventname      = Shoot_Once
|category      = AI_Actions
|category      = AI_Actions
|description    = This Event will make all linked AI shoot once in the direction they are currently facing.
|description    = This event will make all linked AI shoot once in the direction they are currently facing.
|on            = Fire a single time.
|on            = Fire a single time.
|params        = '''Shoot Type:''' Primary, Secondary, Flare.  What type of weapon to use.
|params        = * '''Shoot Type:''' Primary, Secondary, Flare.  What type of weapon to use.
}}
}}</div><div style="clear: both;"></div>
==Catalysts==
==Catalysts==
<div style="font-size:0%">
<div class="column>
===Cyclic_Timer===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Cyclic_Timer
|eventname      = Cyclic_Timer
|category      = Catalysts
|category      = Catalysts
|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.
|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.
|on            = Begin sending On messages at the specified interval.
|on            = Begin sending On messages at the specified interval.
|params        = '''Time:''' The interval in seconds between sending On messages to all linked Events <hr> '''Max Sends:''' The number of times the Event will send out On messages <hr> '''Send Forever:''' If true, the Max Sends field is ignored, and the Cyclic Timer sends On messages forever
|params        = * '''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.
}}
}}
<div style="font-size:0%">
===Delay===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Delay
|eventname      = Delay
|category      = Catalysts
|category      = Catalysts
|description    =  
|description    = Forwards a response it receives to all linked events after the specified delay duration.
|params        =  
|on            = Send (forward) an on response to all linked events following the delay duration.
|off            = Send (forward) an off response to all linked events following the delay duration.
}}
}}
<div style="font-size:0%">
===Invert===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Invert
|eventname      = Invert
|image          = Icon_Event_L.png
|image          = Icon_Event_L.png
|category      = Catalysts
|category      = Catalysts
|description    = This Event will change On messages to Off messages (and Off to On) before forwarding them to any linked Events.
|description    = This event will change On messages to Off messages (and Off to On) before forwarding them to any linked Events.
|on            = Change message to Off.
|on            = Change message to off and forward to all linked events.
|off            = Change message to On.
|off            = Change message to on and forward to all linked events.
|params        =
}}
}}
<div style="font-size:0%">
===Switch===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Switch
|eventname      = Switch
|image          = Icon_Event_C.png
|image          = Icon_Event_C.png
|category      = Catalysts
|category      = Catalysts
|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).
|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).
|on            = Toggle the state of the switch.  The behavior of the switch is controlled through the Event parameters.
|on            = Toggle the state of the switch.  The behavior of the switch is controlled through the Event parameters.
|params        = '''Initial State:''' The initial state of the switch (either on or off) <hr> '''Behavior:''' This says what kind of signal the switch will send. (toggle between on and off, always send an on, always send an off) <hr> '''Sound:''' Disk filename (including the .wav extension) of the sound to play when the switch is thrown <hr> '''Max Throws:''' How many times the switch can be thrown <hr> '''Infinite Throws:''' If true, the Max Throws parameter is ignored, and the switch can be thrown an infinite number of times.
|params        = * '''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.
}}
}}
<div style="font-size:0%">
===When_Armor_Reaches===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = When_Armor_Reaches
|eventname      = When_Armor_Reaches
|category      = Catalysts
|category      = Catalysts
|description    =  
|description    = This 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.
|params        =  
|params        = * '''Armor:''' Specify amount of armor (integer) at which the event will activate (send an On message).
}}
}}
<div style="font-size:0%">
===When_Countdown_Over===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|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        =
}}
}}
<div style="font-size:0%">
===When_Countdown_Reaches===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = When_Countdown_Reaches
|eventname      = When_Countdown_Reaches
|category      = Catalysts
|category      = Catalysts
|description    =  
|description    = This event sends an On message to all linked events when a countdown reaches the specified value. (countdowns are started with [[RED Event List#Countdown_Begin|Countdown_Begin]])
|params        =  
|params        = * '''Time:''' Specify the desired time remaining at which this event should activate (send an On message).
}}
}}
<div style="font-size:0%">
</div><div class="column>
===When_Cutscene_Over===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = When_Cutscene_Over
|eventname      = When_Cutscene_Over
|category      = Catalysts
|category      = Catalysts
|description    =  
|description    = This event sends an On message to all linked events when a cutscene ends. (cutscenes are started with [[RED Event List#Cutscene|Cutscene]])
|params        =
}}
}}
<div style="font-size:0%">
===When_Dead===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = When_Dead
|eventname      = When_Dead
|category      = Catalysts
|category      = Catalysts
|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.
|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. 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.
|params        =  
|params        = * '''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.
}}
}}
<div style="font-size:0%">
===When_Enter_Vehicle===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = When_Enter_Vehicle
|eventname      = When_Enter_Vehicle
|category      = Catalysts
|category      = Catalysts
|description    =  
|description    = This event sends an On message to all linked events when the player enters the linked vehicle [[RED Objects#Entity|entity]].
|params        =
}}
}}
<div style="font-size:0%">
===When_Hit===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = When_Hit
|eventname      = When_Hit
|category      = Catalysts
|category      = Catalysts
|description    =  
|description    = This event will send an On message to all linked Events when a linked object (normally an [[RED Objects#Entity|entity]]) suffers damage from a weapon (normally due to being shot by the player).
|params        =
}}
}}
<div style="font-size:0%">
===When_Life_Reaches===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = When_Life_Reaches
|eventname      = When_Life_Reaches
|category      = Catalysts
|category      = Catalysts
|description    =  
|description    = This 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.
|params        =  
|params        = * '''Life:''' Specify amount of life (integer) at which the event will activate (send an On message).
}}
}}
<div style="font-size:0%">
===When_Try_Exit_Vehicle===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = When_Try_Exit_Vehicle
|eventname      = When_Try_Exit_Vehicle
|category      = Catalysts
|category      = Catalysts
|description    =  
|description    = This event sends an On message to all linked events when the player attempts to leave a vehicle [[RED Objects#Entity|entity]] they are piloting.
|params        =
}}
}}
</div><div style="clear: both;"></div>
==Level==
==Level==
<div style="font-size:0%">
<div class="column>
===Alarm===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Alarm
|eventname      = Alarm
|category      = Level
|category      = Level
|description    =  
|description    = This event toggles the level alarm.
|params        =  
|on            = Turn alarm on.
|off            = Turn alarm off.
}}
}}
<div style="font-size:0%">
===Alarm_Siren===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Alarm_Siren
|eventname      = Alarm_Siren
|category      = Level
|category      = Level
|description    =  
|description    = This event plays an audible alarm sound, without turning the level alarm on (as the [[RED Event List#Alarm|Alarm]] event does).
|params        =  
|on            = Play an alarm sound.
}}
}}
<div style="font-size:0%">
===Cutscene===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Cutscene
|eventname      = Cutscene
|category      = Level
|category      = Level
|description    =  
|description    = This 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 [[RF1_Editing_Main_Page#Events_and_Scripting|cutscene tutorials on the RF1 Editing Main Page]] for information on how to use cutscenes.
|params        =  
|on            = Play the cutscene.
|params        = * Many - please see tutorials linked in Description above.
}}
}}
<div style="font-size:0%">
===Enable_Navpoint===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Enable_Navpoint
|eventname      = Enable_Navpoint
|category      = Level
|category      = Level
|description    =  
|description    = This event toggles the active state of all linked [[RED Objects#Nav Point|Nav Points]].
|params        =  
|on            = Enables all linked Nav Points.
|off            = Disables all linked Nav Points.
}}
}}
<div style="font-size:0%">
===Endgame===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Endgame
|eventname      = Endgame
|category      = Level
|category      = Level
|description    =  
|description    = This 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.
|params        =  
|on            = End the game, and display scrolling text from endgame.tbl that corresponds to the Script Name of this event.
}}
}}
<div style="font-size:0%">
===Explode===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Explode
|eventname      = Explode
|category      = Level
|category      = Level
|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.
|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.
|on            = Make the explosion happen.
|on            = Make the explosion happen.
|params        = '''Damage:''' The amount of damage caused by the explosion.  This is the damage that is applied to any object within the explosion range. <hr> '''Type:''' Small, Medium, Large.  This field isn’t properly supported yet.  We need to list a selection of different explosions to choose from. <hr> '''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.
|params        = * '''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.
}}
}}
<div style="font-size:0%">
===Goal_Check===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Goal_Check
|eventname      = Goal_Check
|category      = Level
|category      = Level
|description    = This Event can either block or forward On messages, depending on the state of an associated goal_set Event.
|description    = This event can either block or forward On messages, depending on the state of an associated goal_set Event.
|on            = Foward On messages if min_count exceeds the current count value of the associated goal_set Event
|on            = Foward On messages if min_count exceeds the current count value of the associated goal_set Event
|params        = '''Goal Name:''' Script name for the associated Goal_Set Event <hr> '''Minimum Count:''' The miniumum value that the associated Goal_Set Event must have before forwarding messages
|params        = * '''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.
}}
}}
<div style="font-size:0%">
===Goal_Create===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Goal_Create
|eventname      = Goal_Create
|category      = Level
|category      = Level
|description    =  
|description    = This 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.
|params        =  
|on            = Create a goal variable.
|params        = * '''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.
}}
}}
<div style="font-size:0%">
===Goal_Set===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Goal_Set
|eventname      = Goal_Set
|category      = Level
|category      = Level
|description    = This Event will increment a count variable every time it receives an On message (Off messages will cause the count value to decrement).
|description    = This event will increment a goal variable every time it receives an On message (Off messages will cause the count value to decrement).
|on            = Increment count by one.
|on            = Increment count by one.
|off            = Decrement count by one.
|off            = Decrement count by one.
|params        = '''Start Count:''' The inital value of the count variable (this will be zero in most cases).
|params        = * '''Goal to Set:''' The goal variable name to set.
}}
}}
<div style="font-size:0%">
===Item_Pickup_State===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Item_Pickup_State
|eventname      = Item_Pickup_State
|category      = Level
|category      = Level
|description    =  
|description    = This event is used to toggle the active state of linked [[RED_Objects#Item|Items]] (ie. whether they can be picked up). The default behaviour of Items is enabled (they can be picked up).
|params        =  
|on            = Set all linked items to enabled (they can be picked up).
|off            = Set all linked items to disabled (they cannot be picked up).
}}
}}
<div style="font-size:0%">
===Load_Level===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Load_Level
|eventname      = Load_Level
|category      = Level
|category      = Level
|description    = This Event will cause the specified level to load.  The Player will be taken to the new level seamlessly.
|description    = This 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            = Load the specified level.
|on            = Load the specified level.
|params        = '''Filename:''' Disk filename (including the .d4l extension) of the level to load. <hr> '''Start Marker id:''' The unique id of the Drop_Point_Marker associated with the level transition.
|params        = * '''Filename:''' Disk filename (including the .rfl or .d4l extension) of the level to load.
* '''Hard Level Break:''' Force the player to the [[RED Objects#Player Start|Player Start]] position in the destination level, rather than the default behaviour of attempting a seamless transition.
}}
}}
<div style="font-size:0%">
</div><div class="column>
===Message===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Message
|eventname      = Message
|category      = Level
|category      = Level
|description    = This Event will make a sound file play and display the associated text on the Player HUD.
|description    = This event will make a sound file play and display the associated text on the Player HUD.
|on            = Play the message.
|on            = Play the message.
|params        = '''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. <hr> '''Voice Filename:''' Disk filename (including .wav extension) of the sound file to play.
|params        = * '''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.
}}
}}
<div style="font-size:0%">
===Monitor_State===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Monitor_State
|eventname      = Monitor_State
|category      = Level
|category      = Level
|description    =  
|description    = This event is used for initializing and configuring security monitors and mirrors.
|params        =  
|on            = Set all screen [[RED Objects#Clutter|clutter objects]] this event is linked to to cycle between video feeds from all camera [[RED Objects#Entity|entities]] this event is linked to, according to the parameters configured in the event properties.
|params        = * '''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.
}}
}}
<div style="font-size:0%">
===Music_Start===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Music_Start
|eventname      = Music_Start
|category      = Level
|category      = Level
|description    =  
|description    = Plays a specified music track.
|params        =  
|on            = Start playing the music track specified in the event's properties.
|params        = * '''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.
}}
}}
<div style="font-size:0%">
===Music_Stop===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Music_Stop
|eventname      = Music_Stop
|category      = Level
|category      = Level
|description    =  
|description    = This event stops all music currently being played.
|params        =  
|on            = Stop playing all music tracks (after fading them out according to this event's properties).
|params        = * '''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)
}}
}}
<div style="font-size:0%">
===Play_Sound===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Play_Sound
|eventname      = Play_Sound
|category      = Level
|category      = Level
|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.
|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.
|on            = Start playing the sound.
|on            = Start playing the sound.
|off            = Stop the sound, if it is playing.
|off            = Stop the sound, if it is playing.
|params        = '''Sound Filename:''' Disk filename of the sound to play (including .wav extension). <hr> '''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. <hr> '''Looping:''' If true, the sound will play looping (until you stop it by sending an Off message to this Event).
|params        = * '''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).
}}
}}
<div style="font-size:0%">
===Play_Vclip===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Play_Vclip
|eventname      = Play_Vclip
|category      = Level
|category      = Level
|description    =  
|description    = This event is used to play a specified vclip (from [[vclip.tbl]])
|params        =  
|on            = Play the specified vclip at the event location.
|params        = * '''Vclip Name:''' Specify the vclip to play.
}}
}}
<div style="font-size:0%">
===Remove_Object===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Remove_Object
|eventname      = Remove_Object
|category      = Level
|category      = Level
|description    = This Event will destroy all objects linked to the event.  Objects will disappear instantly (i.e., without their death sequence).
|description    = This event will destroy all objects linked to the event.  Objects will disappear instantly (i.e., without their death sequence).
|on            = Kill all linked objects immediately.
|on            = Kill all linked objects immediately.
|params        =
}}
}}
<div style="font-size:0%">
===Slay_Object===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Slay_Object
|eventname      = Slay_Object
|category      = Level
|category      = Level
|description    = This Event will kill all linked objects, and allow their death sequence to play.
|description    = This event will kill all linked objects, and allow their death sequence to play.
|on            = Kill all linked objects.
|on            = Kill all linked objects.
|params        =
}}
}}
<div style="font-size:0%">
===Spawn_Object===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Spawn_Object
|eventname      = Spawn_Object
|category      = Level
|category      = Level
|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.
|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.
|on            = Spawn the object at the Event location.
|on            = Spawn the object at the Event location.
|params        = '''Object Type:''' Entity, Clutter, Item.  Selectable from a drop-down list. <hr> '''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.
|params        = * '''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.
}}
}}
<div style="font-size:0%">
===Swap_Textures===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Swap_Textures
|eventname      = Swap_Textures
|category      = Level
|category      = Level
|description    = This Event will cause the specified textures (up to 2 per Event) to be used on all linked objects.
|description    = This event will cause the specified textures (up to 2 per event) to be used on all linked objects.
|on            = Swap the textures.
|on            = Swap the textures.
|params        = '''Texture Num:''' Texture index to swap (starts from 0) <hr> '''Texture Filename:''' Disk filename (including extension) of the texture bitmap to use
|params        = * '''Texture Num:''' Texture index to swap (starts from 0).
}}
* '''Texture Filename:''' Disk filename (including extension) of the texture bitmap to use.
}}</div><div style="clear: both;"></div>
==Modifiers==
==Modifiers==
<div style="font-size:0%">
<div class="column>
===Armor===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Armor
|eventname      = Armor
|category      = Modifiers
|category      = Modifiers
|description    =  
|description    = This event adds or subtracts from the armor of all linked objects.
|params        =  
|on            = Apply the Armor Delta specified in this event's properties to all linked objects.
|params        = * '''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.
}}
}}
<div style="font-size:0%">
===Black_Out_Player===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Black_Out_Player
|eventname      = Black_Out_Player
|category      = Modifiers
|category      = Modifiers
|description    =  
|description    = Fade the player's camera out to, or in from, full black.
|params        =  
|on            = Linearly fade the player's camera to full black over the time specified in the event properties.
|off            = 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.
|params        = * '''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.
}}
}}
<div style="font-size:0%">
===Bolt_State===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Bolt_State
|eventname      = Bolt_State
|category      = Modifiers
|category      = Modifiers
|description    =  
|description    = This event is used to toggle the active state of linked [[RED Objects#Bolt Emitter|bolt emitters]]. The default state for bolt emitters is controlled by the "Emitter is initially on" flag in the emitter properties.
|params        =  
|on            = Set all linked bolt emitters to active/enabled.
|off            = Set all linked bolt emitters to inactive/disabled.
}}
}}
<div style="font-size:0%">
===Clear_Endgame_If_Killed===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Clear_Endgame_If_Killed
|eventname      = Clear_Endgame_If_Killed
|category      = Modifiers
|category      = Modifiers
|description    =  
|description    = This event is used to allow [[RED Objects#Entity|entities]] which would ordinarily trigger an endgame sequence when killed, to be killed without triggering that sequence.
|params        =  
|on            = Remove the "End Game If Killed" flag from all linked entities.
}}
}}
<div style="font-size:0%">
===Continuous_Damage===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Continuous_Damage
|eventname      = Continuous_Damage
Line 527: Line 408:
|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).
|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).
|on            = Apply damage to the entity who triggered the event. Any linked objects will also receive damage.
|on            = Apply damage to the entity who triggered the event. Any linked objects will also receive damage.
|params        = '''Damage Per Sec:''' Damage per second applied. (0 is instant death) <hr> '''Damage Type:''' melee, bullet, armor piercing bullet, explosive, fire, energy, electrical, acid, scalding.
|params        = * '''Damage Per Sec:''' Damage per second applied. (0 is instant death)
* '''Damage Type:''' melee, bullet, armor piercing bullet, explosive, fire, energy, electrical, acid, scalding.
}}
}}
<div style="font-size:0%">
===Detach===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Detach
|eventname      = Detach
|category      = Modifiers
|category      = Modifiers
|description    =  
|description    = This event controls whether linked objects (normally [[RED Objects#Entity|entities]]) are attached to [[RED Groups#Moving Groups|movers]] they intersect (like cranes, elevators, etc.)
|params        =  
|on            = Detach linked objects from moving groups they intersect.
|off            = Attach linked objects to moving groups they intersect.
}}
}}
<div style="font-size:0%">
===Fog_State===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Fog_State
|eventname      = Fog_State
|category      = Modifiers
|category      = Modifiers
|description    =  
|description    = This event is used to toggle the active state of the level's distance-based fog (fog uses the settings configured in [[RED_User_Guide#Level_Properties|Level Properties]], and the default behaviour is for fog to be enabled).
|params        =  
|on            = Set fog to enabled/active.
|off            = Set fog to disabled/inactive.
}}
}}
<div style="font-size:0%">
===Force_Monitor_Update===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Force_Monitor_Update
|eventname      = Force_Monitor_Update
|category      = Modifiers
|category      = Modifiers
|description    =  
|description    = This event forces linked monitors to refresh their displayed image.
|params        =  
|on            = Force an image update on all linked monitors.
}}
}}
<div style="font-size:0%">
===Give_Item_To_Player===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Give_Item_To_Player
|eventname      = Give_Item_To_Player
|category      = Modifiers
|category      = Modifiers
|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.
|description    = This event will make the player pick up a specific item.  Items are normally automatically picked up by the player when they get close enough to them.  All game items are specified in items.tbl.
|on            = Give the player the specified item.
|on            = Give the player the specified item.
|params        = '''Item:''' Item class name, which is selectable from a drop-down list of all items from items.tbl.
|params        = * '''Item:''' Item class name, which is selectable from a drop-down list of all items from items.tbl.
}}
}}
<div style="font-size:0%">
===Go_Undercover===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Go_Undercover
|eventname      = Go_Undercover
|category      = Modifiers
|category      = Modifiers
|description    =  
|description    = This event is used to put the player into undercover mode (as used in the RF campaign stealth sequences).
|params        =  
|on            = Set player to undercover.
|off            = Remove the undercover status of the player.
|params        = * '''Cover:''' Specify whether the undercover type is executive (as used in [[L6: Corporate HQ|Corporate HQ]]) or scientist (as used in [[L8: Medical Research|Medical Research]]).
}}
}}
<div style="font-size:0%">
===Heal===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Heal
|eventname      = Heal
|category      = Modifiers
|category      = Modifiers
|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.
|description    = This event adds or subtracts from the health of all linked objects.
|on            = Add the Event Life Delta value to the life of all linked objects.
|on            = Apply the Life Delta specified in this event's properties to all linked objects.
|params        = '''Life Delta:''' How much life to add  (negative amount will cause damage)
|params        = * '''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.
}}
}}
<div style="font-size:0%">
===Ignite_Entity===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Ignite_Entity
|eventname      = Ignite_Entity
|category      = Modifiers
|category      = Modifiers
|description    =  
|description    = This event is used to ignite linked [[RED Objects#Entity|entities]].
|params        =  
|on            = Ignite all linked entities.
}}
}}
<div style="font-size:0%">
===Make_Fly===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Make_Fly
|eventname      = Make_Fly
|category      = Modifiers
|category      = Modifiers
|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).
|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).
|on            = Make linked AI enter fly mode.
|on            = Make linked AI enter fly mode.
|params        =
}}
}}
<div style="font-size:0%">
===Make_Invulnerable===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Make_Invulnerable
|eventname      = Make_Invulnerable
|category      = Modifiers
|category      = Modifiers
|description    =  
|description    = This event is used to toggle the invulnerability state of linked objects. By default, all objects are vulnerable.
|params        =  
|on            = Set all linked objects to invulnerable for the duration specified in the event properties.
|off            = Set all linked objects to vulnerable (ie. revert the effect of any previously applied Make_Invulnerable events)
|params        = * '''Duration:''' Specify a duration for the invulnerability. If 0, invulnerability lasts indefinitely.
}}
}}
<div style="font-size:0%">
===Make_Walk===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Make_Walk
|eventname      = Make_Walk
|category      = Modifiers
|category      = Modifiers
|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).
|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).
|on            = Make linked AI enter walk mode.
|on            = Make linked AI enter walk mode.
|params        =
}}
}}
<div style="font-size:0%">
===Modify_Rotating_Mover===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Modify_Rotating_Mover
|eventname      = Modify_Rotating_Mover
|category      = Modifiers
|category      = Modifiers
|description    =  
|description    = Speed up or slow down the movement of all linked rotating movers.
|params        =  
|on            = Apply the modification specified in the event properties to all linked rotating movers.
}}
|params        = * '''Settings:''' Configure settings to increase or decrease all linked rotating movers by the percentage specified.
<div style="font-size:0%">
}}</div><div class="column>
===Mover_Pause===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Mover_Pause
|eventname      = Mover_Pause
|category      = Modifiers
|category      = Modifiers
|description    =  
|description    = This event toggles the active state of linked movers.
|params        =  
|on            = Immediately pause all linked movers at their current position.
|off            = Resume the movement of all linked movers (ie. revert the effect of a previously applied Mover_Pause)
}}
}}
<div style="font-size:0%">
===Particle_State===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Particle_State
|eventname      = Particle_State
|category      = Modifiers
|category      = Modifiers
|description    =  
|description    = This event is used to toggle the active state of linked [[RED Objects#Particle Emitter|particle emitters]]. The default state for particle emitters is controlled by the "Emitter is initially on" flag in the emitter properties.
|params        =  
|on            = Set all linked particle emitters to active/enabled.
|off            = Set all linked particle emitters to inactive/disabled.
}}
}}
<div style="font-size:0%">
===Push_Region_State===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Push_Region_State
|eventname      = Push_Region_State
|category      = Modifiers
|category      = Modifiers
|description    =  
|description    = This event is used to toggle the active state of linked [[RED Objects#Push Region|push regions]]. The default state for push regions is active/enabled.
|params        =  
|on            = Set all linked push regions to active/enabled.
|off            = Set all linked push regions to inactive/disabled.
}}
}}
<div style="font-size:0%">
===Reverse_Mover===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Reverse_Mover
|eventname      = Reverse_Mover
|category      = Modifiers
|category      = Modifiers
|description    =  
|description    = This event is used to immediately reverse the direction in which linked movers are currently moving. This event is linked to a [[RED Objects#Keyframe|keyframe]] object.
|params        =  
|on            = Reverse the direction of all linked movers that meet the condition specified in the event parameters.
|params        = * '''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.
}}
}}
<div style="font-size:0%">
===Set_Gravity===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Set_Gravity
|eventname      = Set_Gravity
|category      = Modifiers
|category      = Modifiers
|description    =  
|description    = Set the downward acceleration due to gravity applied to all objects in the world.
|params        =  
|on            = Override the default gravity (-9.8 m/s^2) with the value specified in the event properties.
|params        = * '''Gravity:''' Value for acceleration due to gravity, specified in m/s^2, and applied in the Y axis.
}}
{{Infobox RF1Event
|eventname      = Set_Liquid_Depth
|category      = Modifiers
|description    = Linearly transition the liquid depth of the linked [[RED Objects#Room Effect|Room Effect]] object to a specified new depth over time.
|on            = Begin transitioning liquid depth according to settings configured in properties.
|params        = * '''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 [[RED Objects#Room Effect|Room Effect]].
}}
}}
<div style="font-size:0%">
===Shake_Player===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Shake_Player
|eventname      = Shake_Player
|category      = Modifiers
|category      = Modifiers
|description    = This Event will shake the viewpoint of the Player.
|description    = This event will shake the viewpoint of the Player.
|on            = Start shaking the Player camera.
|on            = Start shaking the Player camera.
|params        = '''Magnitude:''' How strong to make the shaking.  This value is the max amplitude of the shake in meters. <hr> '''Time:''' How long to shake the camera in seconds.
|params        = * '''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.
}}
}}
<div style="font-size:0%">
===Skybox_State===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Skybox_State
|eventname      = Skybox_State
|category      = Modifiers
|category      = Modifiers
|description    =  
|description    = Can be used to rotate the skybox around the camera.
|params        =  
|on            = Start rotating as per values specified in the event properties. Rotation is always from -360 to 360, then loops.
|params        = * '''Axis:''' Axis to rotate the skybox around.
* '''Velocity:''' Velocity/speed of the rotation, specified in degrees-per-second (degrees/sec).
}}
}}
<div style="font-size:0%">
===Strip_Player_Weapons===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Strip_Player_Weapons
|eventname      = Strip_Player_Weapons
|category      = Modifiers
|category      = Modifiers
|description    =  
|description    = Used to remove weapons from the player's inventory.
|params        =  
|on            = Remove all weapons and ammo the player currently has.
}}
}}
<div style="font-size:0%">
===Switch_Model===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Switch_Model
|eventname      = Switch_Model
|category      = Modifiers
|category      = Modifiers
|description    = This Event will change the model of all linked objects to the model filename that is contained in the Event.
|description    = This event will change the model of all linked objects to the model filename that is contained in the event.
|on            = Change the model.
|on            = Change the model.
|params        = '''Model filename:''' Disk filename (with extension) of the model to switch to.
|params        = * '''Model filename:''' Disk filename (with extension) of the model to switch to.
}}
}}
<div style="font-size:0%">
===Teleport===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Teleport
|eventname      = Teleport
|category      = Modifiers
|category      = Modifiers
|description    = This Event will teleport all linked objects to the Event location.  There are no special effects associated with the teleportation.
|description    = This event will teleport all linked objects to the event location.  There are no special effects associated with the teleportation.
|on            = Teleport all linked objects.
|on            = Teleport all linked objects.
|params        =
}}
}}
<div style="font-size:0%">
===Teleport_Player===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Teleport_Player
|eventname      = Teleport_Player
|category      = Modifiers
|category      = Modifiers
|description    =  
|description    = Teleports 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.
|params        =  
|on            = Teleport the player to the event, setting their position (xyz) and rotation (pitch/yaw) to that of the Teleport_Player event.
}}
}}
<div style="font-size:0%">
===Turn_Off_Physics===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Turn_Off_Physics
|eventname      = Turn_Off_Physics
|category      = Modifiers
|category      = Modifiers
|description    =  
|description    = This event controls whether linked [[RED Objects#Entity|entities]] have physics applied. Typically, this event is used alongside [[RED Event List#Detach|Detach]] to move entities via cranes or similar. Physics is enabled by default.
|params        =  
|on            = Turn off physics for all linked entities.
|off            = Turn on physics for all linked entities.
}}
}}
<div style="font-size:0%">
===Unhide===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Unhide
|eventname      = Unhide
|category      = Modifiers
|category      = Modifiers
|description    =  
|description    = Manipulate the 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.
|params        =  
|on            = Unhide all linked objects.
|off            = Hide all linked objects.
}}
}}
</div><div style="clear: both;"></div>
==Special==
==Special==
<div style="font-size:0%">
<div class="column>
===Activate_Capek_Shield===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Activate_Capek_Shield
|eventname      = Activate_Capek_Shield
|category      = Special
|category      = Special
|description    =  
|description    = This event can be used to activate a Capek nanotech shield on-demand for entities that support it.
|params        =  
|on            = Activate nanotech shield for all linked entities (provided they are allowed to use it).
}}
}}
<div style="font-size:0%">
===Countdown_Begin===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Countdown_Begin
|eventname      = Countdown_Begin
|category      = Special
|category      = Special
|description    =  
|description    = This event is used to start an on-HUD countdown.
|params        =  
|on            = Start the countdown
|params        = * '''Time:''' Specify duration for the countdown (in seconds).
}}
}}
<div style="font-size:0%">
===Countdown_End===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Countdown_End
|eventname      = Countdown_End
|category      = Special
|category      = Special
|description    =  
|description    = This event is used to forcibly end an active countdown.
|params        =  
|on            = End the active countdown.
}}
}}
<div style="font-size:0%">
===Defuse_Nuke===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Defuse_Nuke
|eventname      = Defuse_Nuke
|category      = Special
|category      = Special
|description    =  
|description    = This event brings up the RF1 campaign endgame nuke puzzle sequence.
|params        =  
|on            = Display nuke puzzle.
}}
}}</div><div class="column>
<div style="font-size:0%">
===Display_Fullscreen_Image===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Display_Fullscreen_Image
|eventname      = Display_Fullscreen_Image
|category      = Special
|category      = Special
|description    =  
|description    = Displays 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.
|params        =  
|on            = Display the specified filename as a fullscreen image.
|off            = Stop displaying the fullscreen image.
|params        = * '''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).
}}
}}
<div style="font-size:0%">
===Fire_Weapon_No_Anim===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Fire_Weapon_No_Anim
|eventname      = Fire_Weapon_No_Anim
|category      = Special
|category      = Special
|description    =  
|description    = This event is used in very niche circumstances to force a gun to fire without playing its normal animation. Typically, you would do this while already playing a properly-timed custom animation.
|params        =  
|on            = Force linked entities to fire their equipped weapon without playing a fire animation.
}}
}}
<div style="font-size:0%">
===Never_Leave_Vehicle===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Never_Leave_Vehicle
|eventname      = Never_Leave_Vehicle
|category      = Special
|category      = Special
|description    =  
|description    = This event stops the player from being able to leave a vehicle they're piloting.
|params        =  
|on            = Stop the player from being able to leave a vehicle.
}}
}}
<div style="font-size:0%">
===Win_PS2_Demo===
</div>
{{Infobox RF1Event
{{Infobox RF1Event
|eventname      = Win_PS2_Demo
|eventname      = Win_PS2_Demo
|category      = Special
|category      = Special
|description    =  
|description    = This event triggers the PS2 demo endgame sequence, which involves 3 demo upsell graphics (demo-upsell1.tga, demo-upsell2.tga, demo-upsell3.tga) and then drops back to the main menu.
|params        =  
|on            = Initiate PS2 demo endgame sequence.
}}</div><div style="clear:both;"></div>
 
==Deprecated==
*The below events are not readily accessible via the [[RED Objects#Events|Events]] section of [[RED Functionality Overview#Object Mode|Object Mode]], but are referenced in '''events.tbl''' and/or [[RED]] documentation.
<div class="column>
{{Infobox RF1Event
|eventname      = Follow_Player
|category      = Deprecated
|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.
|on            = Make linked entities follow the Player.
|off            = Make linked entities stop following the Player.
}}
{{Infobox RF1Event
|eventname      = Level_Transition_Marker
|category      = Deprecated
|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.
}}</div><div class="column>
{{Infobox RF1Event
|eventname      = Set_Light_State
|category      = Deprecated
|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.
|on            = Change the state of all linked lights.
|params        = * '''State:''' On or Off.
}}
}}
 
{{Infobox RF1Event
Continuous Damage
|eventname      = Shield
Description
|category      = Deprecated
Cause the AI or Player which triggered the event to receive damage (use a trigger reset time of 0 to make the damage continuous).
|description    = This event will add the Shield Delta value to the shield of all linked objects. (this event was likely replaced by [[RED Event List#Armor|Armor]])
 
|on             = Add Shield Delta to all linked objects shields.
On Response
|params        = * '''Shield Delta:''' The amount of shield to add (you can decrease shield by using a negative number here).
Apply damage to the entity who triggered the event. Any linked objects will also receive damage.
}}</div>
 
Off Response
None.
 
Parameters
Damage_per_second: Damage per second applied.
 
Damage_type: Generic, Brushing, Burning. Currently the only supported damage_type is Generic.
 
 
 
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.
 
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
 
 
 
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.
 
On Response
None.
 
Off Response
None.
 
Parameters
None.
 
 
 
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.
 
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.
 
 
Follow_Waypoints
Description
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).
 
 
 
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.
 
On Response
Make linked entities follow the Player.
 
Off Response
Make linked entities stop following the Player.
 
Parameters
None.
 
 
 
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.
 
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.
 
 
 
Goal_Check
Description
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_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).
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).
 
 
 
Goto
Description
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
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.
 
On Response
Make linked entities start moving towards the Player.
 
Off Response
None.
 
Parameters
None.
 
 
 
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.
 
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)
 
 
 
Invert
Description
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
None.
 
 
 
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.
 
On Response
None.
 
Off Response
None.
 
Parameters
None.
 
 
 
Load_Level
Description
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.
 
 
 
Look_At
Description
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
None.
 
 
 
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.
 
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).
 
 
 
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).
 
On Response
Make linked AI enter fly mode.
 
Off Response
None.
 
Parameters
None.
 
 
 
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).
 
On Response
Make linked AI enter walk mode.
 
Off Response
None.
 
Parameters
None.
 
 
 
Message
Description
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.
 
 
 
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.
 
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.
 
 
 
Remove_Object
Description
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
None.
 
 
 
Set_Friendliness
Description
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.
 
 
 
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.
 
On Response
Change the state of all linked lights.
 
Off Response
None.
 
Parameters
State: On or Off
 
 
 
Slay_Object
Description
This Event will kill all linked objects, and allow their death sequence to play.
 
On Response
Kill all linked objects.
 
Off Response
None.
 
Parameters
None.
 
 
 
Shake_Player
Description
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.
 
 
 
Shield
Description
This Event will add the Shield Delta value to the shield of all linked objects.
 
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).
 
 
 
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.
 
On Response
Make all linked AI attack the Event location.
 
Off Response
Make all linked AI stop attacking the Event location.
 
Parameters
None.
 
 
 
Shoot_Once
Description
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.
 
 
 
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. [FIXME: we may want to give events an 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
Description
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
 
 
 
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).
 
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.
 
 
 
Switch_Model
Description
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
Description
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
None.
 
 
 
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.
 
On Response
None.
 
Off Response
None.
 
Parameters
None.
 
 
[[Category: Red Faction]]
[[Category: Red Faction]]
[[Category: RF1 Editing]]
[[Category: RF1 Editing]]
[[Category: Tutorials]]
[[Category: Tutorials]]
[[Category: Archived RF1 Content]]
[[Category: Archived RF1 Content]]

Latest revision as of 02:45, 24 February 2024

This page lists all event scripting objects available in RED. To read more about how the scripting system itself works, see Events.

AI_Actions

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Attack

Used to force AI entities to attack objects.
On Response
Make attacker specified by attacker uid param attack the object the Attack event is linked to.
Off Response
None
Parameters
  • Attacker UID: Primary, Secondary, Flare. What type of weapon to use.
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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
No additional parameters.
Icon Event E.png

Drop_Weapon

This 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
No additional parameters.
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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.
  • 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).
  • 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.
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
  • 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.
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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
  • Run: If ticked, the linked objects will attempt to run rather than walk.
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Headlamp_State

This 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
No additional parameters.
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Holster_Player_Weapon

This event will forcefully holster the player's weapon.
On Response
Holster the player weapon.
Off Response
None
Parameters
No additional parameters.
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Holster_Weapon

This event will forcefully holster the weapon of any linked entities.
On Response
Holster the weapons of all linked entities.
Off Response
None
Parameters
No additional parameters.
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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
No additional parameters.
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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.
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Set_AI_Mode

This 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.
Icon Event E.png

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.
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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
No additional parameters.
Icon Event E.png

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

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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.
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Delay

Forwards 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
No additional parameters.
Icon Event L.png

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 and forward to all linked events.
Off Response
Change message to on and forward to all linked events.
Parameters
No additional parameters.
Icon Event C.png

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.
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When_Armor_Reaches

This 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).
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When_Countdown_Over

This 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
No additional parameters.
Icon Event E.png

When_Countdown_Reaches

This event sends an On message to all linked events when a countdown reaches the specified value. (countdowns are started with Countdown_Begin)
On Response
None
Off Response
None
Parameters
  • Time: Specify the desired time remaining at which this event should activate (send an On message).
Icon Event E.png

When_Cutscene_Over

This event sends an On message to all linked events when a cutscene ends. (cutscenes are started with Cutscene)
On Response
None
Off Response
None
Parameters
No additional parameters.
Icon Event E.png

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. 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.
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When_Enter_Vehicle

This event sends an On message to all linked events when the player enters the linked vehicle entity.
On Response
None
Off Response
None
Parameters
No additional parameters.
Icon Event E.png

When_Hit

This event will send an On message to all linked Events when a linked object (normally an entity) suffers damage from a weapon (normally due to being shot by the player).
On Response
None
Off Response
None
Parameters
No additional parameters.
Icon Event E.png

When_Life_Reaches

This 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).
Icon Event E.png

When_Try_Exit_Vehicle

This event sends an On message to all linked events when the player attempts to leave a vehicle entity they are piloting.
On Response
None
Off Response
None
Parameters
No additional parameters.

Level

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Alarm

This event toggles the level alarm.
On Response
Turn alarm on.
Off Response
Turn alarm off.
Parameters
No additional parameters.
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Alarm_Siren

This 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
No additional parameters.
Icon Event E.png

Cutscene

This 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.
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Enable_Navpoint

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
No additional parameters.
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Endgame

This 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
No additional parameters.
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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.
Icon Event E.png

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 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.
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Goal_Create

This 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.
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Goal_Set

This 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.
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Item_Pickup_State

This 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
No additional parameters.
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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. 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.
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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.
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Monitor_State

This 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.
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Music_Start

Plays 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.
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Music_Stop

This 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)
Icon Event E.png

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).
Icon Event E.png

Play_Vclip

This 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.
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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
No additional parameters.
Icon Event E.png

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
No additional parameters.
Icon Event E.png

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.
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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

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Armor

This 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.
Icon Event E.png

Black_Out_Player

Fade 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.
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Bolt_State

This 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
No additional parameters.
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Clear_Endgame_If_Killed

This 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
No additional parameters.
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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.
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Detach

This 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
No additional parameters.
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Fog_State

This 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
No additional parameters.
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Force_Monitor_Update

This event forces linked monitors to refresh their displayed image.
On Response
Force an image update on all linked monitors.
Off Response
None
Parameters
No additional parameters.
Icon Event E.png

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 they get 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.
Icon Event E.png

Go_Undercover

This 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
Icon Event E.png

Heal

This 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.
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Ignite_Entity

This event is used to ignite linked entities.
On Response
Ignite all linked entities.
Off Response
None
Parameters
No additional parameters.
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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
No additional parameters.
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Make_Invulnerable

This 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.
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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
No additional parameters.
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Modify_Rotating_Mover

Speed 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.
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Mover_Pause

This 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
No additional parameters.
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Particle_State

This 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
No additional parameters.
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Push_Region_State

This 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
No additional parameters.
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Reverse_Mover

This 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.
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Set_Gravity

Set 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.
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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
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.
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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.
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Skybox_State

Can 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).
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Strip_Player_Weapons

Used to remove weapons from the player's inventory.
On Response
Remove all weapons and ammo the player currently has.
Off Response
None
Parameters
No additional parameters.
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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.
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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
No additional parameters.
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Teleport_Player

Teleports 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
No additional parameters.
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Turn_Off_Physics

This 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
No additional parameters.
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Unhide

Manipulate the 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
No additional parameters.

Special

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Activate_Capek_Shield

This event can be used to activate a Capek nanotech shield on-demand for entities that support it.
On Response
Activate nanotech shield for all linked entities (provided they are allowed to use it).
Off Response
None
Parameters
No additional parameters.
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Countdown_Begin

This event is used to start an on-HUD countdown.
On Response
Start the countdown
Off Response
None
Parameters
  • Time: Specify duration for the countdown (in seconds).
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Countdown_End

This event is used to forcibly end an active countdown.
On Response
End the active countdown.
Off Response
None
Parameters
No additional parameters.
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Defuse_Nuke

This event brings up the RF1 campaign endgame nuke puzzle sequence.
On Response
Display nuke puzzle.
Off Response
None
Parameters
No additional parameters.
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Display_Fullscreen_Image

Displays 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).
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Fire_Weapon_No_Anim

This event is used in very niche circumstances to force a gun to fire without playing its normal animation. Typically, you would do this while already playing a properly-timed custom animation.
On Response
Force linked entities to fire their equipped weapon without playing a fire animation.
Off Response
None
Parameters
No additional parameters.
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Never_Leave_Vehicle

This event stops the player from being able to leave a vehicle they're piloting.
On Response
Stop the player from being able to leave a vehicle.
Off Response
None
Parameters
No additional parameters.
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Win_PS2_Demo

This event triggers the PS2 demo endgame sequence, which involves 3 demo upsell graphics (demo-upsell1.tga, demo-upsell2.tga, demo-upsell3.tga) and then drops back to the main menu.
On Response
Initiate PS2 demo endgame sequence.
Off Response
None
Parameters
No additional 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.
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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.
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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.
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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.
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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).