Alpine Level Design: Difference between revisions

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|eventname      = Anchor_Marker
|eventname      = Anchor_Marker
|category      = AF_Utility
|category      = AF_Utility
|description    = Used to "drag along" some object types that can't normally be added to moving groups. Simply add the Anchor Marker to the moving group, then link the Anchor_Marker to the objects you want to bring. That object/those objects will have their position locked to the position of the Anchor_Marker event as it travels with the mover.
|description    = Used to "drag along" some object types that can't normally be added to moving groups. Simply add the Anchor Marker to the moving group, then link the Anchor_Marker to the objects you want to bring. That object/those objects will have their position locked to the position of the Anchor_Marker event as it travels with the mover. Supports Lights (Dynamic only), Particle Emitters, and Push Regions
 
Supports Lights (Dynamic only), Particle Emitters, and Push Regions
}}
}}
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Revision as of 23:29, 28 November 2024



This page lists all new event scripting objects available in Alpine Faction.

AF_Flow

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Sequence

Each activation of this event routes the message to the next link in sequential order. After the last link, the cycle resets and the first link is called. Note the order of links is determined by the order in which you add them.
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Difficulty_Gate

Tests if the game is set to the specified difficulty and forwards messages only if true.
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Valid_Gate

Tests if the specified UID is a valid object and forwards messages only if true. In the case of objects that have life values (ie. clutter and entities), "valid" means alive.
Icon Event E.png

Inside_Gate

Tests if an object (default: the player who activated the event) is in a specified area of the map. Forwards messages if true.
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Switch_Random

Randomly select one of this event's links and send an on signal to it.
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Fixed_Delay

Identical to the normal Delay event, but cannot be retriggered. Will forward a message to all links after the specified delay. Messages sent to this event while a message is queued are ignored.
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Goal_Gate

Performs a test on a specified goal (integer variable). Forwards message to links only if test passes.
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Environment_Gate

Performs a test on the environment of the game. Forwards message to links only if test passes.

AF_General

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Clone_Entity

Creates a clone of the linked entity with the same properties and settings as its source.
Icon Event E.png

Set_Player_World_Collide

Control whether the player collides with level geometry.
Icon Event E.png

Set_Level_Hardness

Set the hardness for the loaded level (size of geo craters).
Icon Event E.png

HUD_Message

Display a green HUD message in the bottom middle of the screen (like the helper text when you pick up items).
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Play_Video

Play a .bik format video.

AF_Utility

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SetVar

Reconfigure a variable on linked events. Only supports new Alpine Faction events. Supports "delay" (float) as a variable name to set event delay. Other variable names are as indicated on this page. Specify the name of the variable to be set in the script name for SetVar using this scripe name format: "SetVar_VARNAME" where "VARNAME" is the variable name.
Icon Event E.png

Remove_Link

Used to remove links. If "remove_all" is turned off (default), removes links between objects this event is linked to. If "remove_all" is turned on, remove all links between every object this event is linked to and any other objects.
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Goal_Math

Used to perform math operations on goals (integer variables). Applies the operation to any level (non-persistent) goals, as well as any persistent goals that are loaded.
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Clear_Queued

Clears queued message (if any) on all linked events. Queued messages are messages that are queued per a configured delay value on that event.
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Add_Link

Adds links from the first link in the link array to each other link in the array. Link array is ordered based on the order in which you linked this event to other objects.
Icon Event E.png

Anchor_Marker

Used to "drag along" some object types that can't normally be added to moving groups. Simply add the Anchor Marker to the moving group, then link the Anchor_Marker to the objects you want to bring. That object/those objects will have their position locked to the position of the Anchor_Marker event as it travels with the mover. Supports Lights (Dynamic only), Particle Emitters, and Push Regions