RED Event List: Difference between revisions
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This page lists all event scripting objects available in [[RED]]. To read more about how the scripting system itself works, see [[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 | <div class="column"> | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Attack | |eventname = Attack | ||
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|description = Used to force AI entities to attack objects. | |description = Used to force AI entities to attack objects. | ||
|on = Make attacker specified by attacker uid param attack the object the Attack event is linked to. | |on = Make attacker specified by attacker uid param attack the object the Attack event is linked to. | ||
|params = '''Attacker | |params = * '''Attacker UID:''' Primary, Secondary, Flare. What type of weapon to use. | ||
}} | }} | ||
{{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 | |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. | ||
}} | }} | ||
{{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. | ||
| | |on = Force all linked entities to drop their equipped weapon. | ||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Follow_Waypoints | |eventname = Follow_Waypoints | ||
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|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. | |params = * '''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: | |||
*# 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. | |||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Goto | |eventname = Goto | ||
|category = AI_Actions | |category = AI_Actions | ||
|description = This | |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 = '''Run:''' If ticked, the linked objects will attempt to run rather than walk. | |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. | |||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Goto_Player | |eventname = Goto_Player | ||
|category = AI_Actions | |category = AI_Actions | ||
|description = This | |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 = '''Run:''' If ticked, the linked objects will attempt to run rather than walk. | |params = * '''Run:''' If ticked, the linked objects will attempt to run rather than walk. | ||
}} | }} | ||
{{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. | ||
| | |on = Turn on headlamps for all linked entities. | ||
|off = Turn off headlamps for all linked entities. | |||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Holster_Player_Weapon | |eventname = Holster_Player_Weapon | ||
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|description = This event will forcefully holster the player's weapon. | |description = This event will forcefully holster the player's weapon. | ||
|on = Holster the player weapon. | |on = Holster the player weapon. | ||
}} | }} | ||
<div | </div><div class="column> | ||
< | |||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Holster_Weapon | |eventname = Holster_Weapon | ||
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|description = This event will forcefully holster the weapon of any linked entities. | |description = This event will forcefully holster the weapon of any linked entities. | ||
|on = Holster the weapons of all linked entities. | |on = Holster the weapons of all linked entities. | ||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Look_At | |eventname = Look_At | ||
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|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. | ||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Play_Animation | |eventname = Play_Animation | ||
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|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. | |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. | |||
}} | }} | ||
{{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. | |||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Set_Friendliness | |eventname = Set_Friendliness | ||
|category = AI_Actions | |category = AI_Actions | ||
|description = This | |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: | |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. | |||
*# Neutral: AI will only attack the player if provoked. | |||
*# Friendly: AI will not attack the player, and may attack entities that are attacking the player. | |||
*# Outcast: AI will attack anything it sees. | |||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Shoot_At | |eventname = Shoot_At | ||
|category = AI_Actions | |category = AI_Actions | ||
|description = This | |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. | ||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Shoot_Once | |eventname = Shoot_Once | ||
|category = AI_Actions | |category = AI_Actions | ||
|description = This | |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 | <div class="column> | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Cyclic_Timer | |eventname = Cyclic_Timer | ||
|category = Catalysts | |category = Catalysts | ||
|description = This | |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 | |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. | |||
}} | }} | ||
{{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. | ||
| | |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. | |||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Invert | |eventname = Invert | ||
|image = Icon_Event_L.png | |image = Icon_Event_L.png | ||
|category = Catalysts | |category = Catalysts | ||
|description = This | |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 | |on = Change message to off and forward to all linked events. | ||
|off = Change message to | |off = Change message to on and forward to all linked events. | ||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Switch | |eventname = Switch | ||
|image = Icon_Event_C.png | |image = Icon_Event_C.png | ||
|category = Catalysts | |category = Catalysts | ||
|description = This | |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) | |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. | |||
}} | }} | ||
{{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). | ||
}} | }} | ||
{{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]]) | ||
| | |||
}} | }} | ||
{{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 | </div><div class="column> | ||
< | |||
{{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]]) | ||
| | |||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = When_Dead | |eventname = When_Dead | ||
|category = Catalysts | |category = Catalysts | ||
|description = This | |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. | ||
}} | }} | ||
{{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]]. | ||
| | |||
}} | }} | ||
{{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). | ||
| | |||
}} | }} | ||
{{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). | ||
}} | }} | ||
{{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. | ||
| | |||
}} | }} | ||
</div><div style="clear: both;"></div> | |||
==Level== | ==Level== | ||
<div | <div class="column> | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Alarm | |eventname = Alarm | ||
|category = Level | |category = Level | ||
|description = | |description = This event toggles the level alarm. | ||
| | |on = Turn alarm on. | ||
|off = Turn alarm off. | |||
}} | }} | ||
{{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). | ||
| | |on = Play an alarm sound. | ||
}} | }} | ||
{{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. | |||
}} | }} | ||
{{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]]. | ||
| | |on = Enables all linked Nav Points. | ||
|off = Disables all linked Nav Points. | |||
}} | }} | ||
{{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. | ||
| | |on = End the game, and display scrolling text from endgame.tbl that corresponds to the Script Name of this event. | ||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Explode | |eventname = Explode | ||
|category = Level | |category = Level | ||
|description = This | |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. | |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. | |||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Goal_Check | |eventname = Goal_Check | ||
|category = Level | |category = Level | ||
|description = This | |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 to Check:''' Script name for the associated Goal_Create Event | |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. | |||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Goal_Create | |eventname = Goal_Create | ||
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|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. | |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. | ||
|on = Create a goal variable. | |on = Create a goal variable. | ||
|params = '''Start Count:''' The inital value of the goal variable (this will be zero in most cases). | |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. | |||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Goal_Set | |eventname = Goal_Set | ||
|category = Level | |category = Level | ||
|description = This | |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 = '''Goal to Set:''' The goal variable name to set. | |params = * '''Goal to Set:''' The goal variable name to set. | ||
}} | }} | ||
{{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). | ||
| | |on = Set all linked items to enabled (they can be picked up). | ||
|off = Set all linked items to disabled (they cannot be picked up). | |||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Load_Level | |eventname = Load_Level | ||
|category = Level | |category = Level | ||
|description = This | |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. | |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 | </div><div class="column> | ||
< | |||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Message | |eventname = Message | ||
|category = Level | |category = Level | ||
|description = This | |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. | |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. | |||
}} | }} | ||
{{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. | |||
}} | }} | ||
{{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. | |||
}} | }} | ||
{{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) | |||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Play_Sound | |eventname = Play_Sound | ||
|category = Level | |category = Level | ||
|description = This | |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). | |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). | |||
}} | }} | ||
{{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. | |||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Remove_Object | |eventname = Remove_Object | ||
|category = Level | |category = Level | ||
|description = This | |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. | ||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Slay_Object | |eventname = Slay_Object | ||
|category = Level | |category = Level | ||
|description = This | |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. | ||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Spawn_Object | |eventname = Spawn_Object | ||
|category = Level | |category = Level | ||
|description = This | |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. | |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. | |||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Swap_Textures | |eventname = Swap_Textures | ||
|category = Level | |category = Level | ||
|description = This | |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) | |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 | <div class="column> | ||
{{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. | |||
}} | }} | ||
{{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. | |||
}} | }} | ||
{{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. | ||
| | |on = Set all linked bolt emitters to active/enabled. | ||
|off = Set all linked bolt emitters to inactive/disabled. | |||
}} | }} | ||
{{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. | ||
| | |on = Remove the "End Game If Killed" flag from all linked entities. | ||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Continuous_Damage | |eventname = Continuous_Damage | ||
Line 532: | 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) | |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. | |||
}} | }} | ||
{{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.) | ||
| | |on = Detach linked objects from moving groups they intersect. | ||
|off = Attach linked objects to moving groups they intersect. | |||
}} | }} | ||
{{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). | ||
| | |on = Set fog to enabled/active. | ||
|off = Set fog to disabled/inactive. | |||
}} | }} | ||
{{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. | ||
| | |on = Force an image update on all linked monitors. | ||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Give_Item_To_Player | |eventname = Give_Item_To_Player | ||
|category = Modifiers | |category = Modifiers | ||
|description = This | |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. | ||
}} | }} | ||
{{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]]). | |||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Heal | |eventname = Heal | ||
|category = Modifiers | |category = Modifiers | ||
|description = This | |description = This event adds or subtracts from the health of all linked objects. | ||
|on = | |on = Apply the Life Delta specified in this event's properties to all linked objects. | ||
|params = '''Life Delta:''' | |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. | |||
}} | }} | ||
{{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]]. | ||
| | |on = Ignite all linked entities. | ||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Make_Fly | |eventname = Make_Fly | ||
|category = Modifiers | |category = Modifiers | ||
|description = This | |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. | ||
}} | }} | ||
{{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. | |||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Make_Walk | |eventname = Make_Walk | ||
|category = Modifiers | |category = Modifiers | ||
|description = This | |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. | ||
}} | }} | ||
{{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 | }}</div><div class="column> | ||
< | |||
{{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. | ||
| | |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) | |||
}} | }} | ||
{{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. | ||
| | |on = Set all linked particle emitters to active/enabled. | ||
|off = Set all linked particle emitters to inactive/disabled. | |||
}} | }} | ||
{{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. | ||
| | |on = Set all linked push regions to active/enabled. | ||
|off = Set all linked push regions to inactive/disabled. | |||
}} | }} | ||
{{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. | |||
}} | }} | ||
{{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 | {{Infobox RF1Event | ||
|eventname = Set_Liquid_Depth | |eventname = Set_Liquid_Depth | ||
|category = Modifiers | |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. | |description = Linearly transition the liquid depth of the linked [[RED Objects#Room Effect|Room Effect]] object to a specified new depth over time. | ||
|params = '''Depth:''' Set the desired depth after the transition has completed. | |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]]. | |||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Shake_Player | |eventname = Shake_Player | ||
|category = Modifiers | |category = Modifiers | ||
|description = This | |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. | |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. | |||
}} | }} | ||
{{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). | |||
}} | }} | ||
{{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. | ||
| | |on = Remove all weapons and ammo the player currently has. | ||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Switch_Model | |eventname = Switch_Model | ||
|category = Modifiers | |category = Modifiers | ||
|description = This | |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. | ||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Teleport | |eventname = Teleport | ||
|category = Modifiers | |category = Modifiers | ||
|description = This | |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. | ||
}} | }} | ||
{{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. | ||
| | |on = Teleport the player to the event, setting their position (xyz) and rotation (pitch/yaw) to that of the Teleport_Player event. | ||
}} | }} | ||
{{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. | ||
| | |on = Turn off physics for all linked entities. | ||
|off = Turn on physics for all linked entities. | |||
}} | }} | ||
{{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. | ||
| | |on = Unhide all linked objects. | ||
|off = Hide all linked objects. | |||
}} | }} | ||
</div><div style="clear: both;"></div> | |||
==Special== | ==Special== | ||
<div | <div class="column> | ||
{{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. | ||
| | |on = Activate nanotech shield for all linked entities (provided they are allowed to use it). | ||
}} | }} | ||
{{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). | |||
}} | }} | ||
{{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. | ||
| | |on = End the active countdown. | ||
}} | }} | ||
{{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. | ||
| | |on = Display nuke puzzle. | ||
}} | }}</div><div class="column> | ||
<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). | |||
}} | }} | ||
{{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. | ||
| | |on = Force linked entities to fire their equipped weapon without playing a fire animation. | ||
}} | }} | ||
{{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. | ||
| | |on = Stop the player from being able to leave a vehicle. | ||
}} | }} | ||
{{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. | ||
| | |on = Initiate PS2 demo endgame sequence. | ||
}} | }}</div><div style="clear:both;"></div> | ||
==Deprecated== | ==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. | *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 | <div class="column> | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Follow_Player | |eventname = Follow_Player | ||
Line 852: | Line 650: | ||
|off = Make linked entities stop following the Player. | |off = Make linked entities stop following the Player. | ||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Level_Transition_Marker | |eventname = Level_Transition_Marker | ||
|category = Deprecated | |category = Deprecated | ||
|description = This is a special type of | |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> | ||
<div | |||
< | |||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Set_Light_State | |eventname = Set_Light_State | ||
Line 868: | Line 660: | ||
|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. | |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. | |on = Change the state of all linked lights. | ||
|params = '''State:''' On or Off | |params = * '''State:''' On or Off. | ||
}} | }} | ||
{{Infobox RF1Event | {{Infobox RF1Event | ||
|eventname = Shield | |eventname = Shield | ||
|category = Deprecated | |category = Deprecated | ||
|description = This | |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 = Add Shield Delta to all linked objects shields. | ||
|params = '''Shield Delta:''' The amount of shield to add (you can decrease shield by using a negative number here). | |params = * '''Shield Delta:''' The amount of shield to add (you can decrease shield by using a negative number here). | ||
}} | }}</div> | ||
[[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
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EXPLORE
EXPLORE
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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Drop_Point_MarkerThis is a special type of Event which doesn’t respond to On or Off messages. This event is used as a position where AI will drop off objects while in AI_COLLECTING_MODE. This is how Grabber robots can drop their rocks off at a specific location.On Response None
Off Response None
Parameters
No additional parameters. |
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Drop_WeaponThis 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_WaypointsThis event will force all linked objects to follow a specified waypoint list, with a specific following method.On Response Begin following the waypoints. An AI will use the closest waypoint as the location to begin the path following.
Off Response Stop following the current waypoint path.
Parameters
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GotoThis event will make all linked entities travel to the Event location.On Response Make linked entities start moving towards Event location.
Off Response None
Parameters
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Goto_PlayerThis event will make all linked entities travel to the Player position. The linked entities will continue to pathfind to the Player until they have line-of-sight. When the entities can see the Player, they will return to their default AI.On Response Make linked entities start moving towards the Player.
Off Response None
Parameters
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Headlamp_StateThis 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_WeaponThis 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_AtThis Event will cause any linked AI to turn and face the Event location.On Response Make linked AI look at the Event.
Off Response None
Parameters
No additional parameters. |
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Play_AnimationThis event will cause a linked AI to play a specific animation. If the animation is a state animation (i.e., a looping animation) then it will replace the current animation state for the AI. If the animation is an action animation (i.e., a one-time animation) then it is blended with the current state.On Response Play the animation.
Off Response None
Parameters
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Set_AI_ModeThis 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
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Set_FriendlinessThis event will set the Friendliness of all linked objects.On Response Change the Friendliness of an entity.
Off Response None
Parameters
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Shoot_AtThis event will cause all linked AI to shoot at the Event location. The AI will continue to shoot at the Event until an Off message is received.On Response Make all linked AI attack the Event location.
Off Response Make all linked AI stop attacking the Event location.
Parameters
No additional parameters. |
Catalysts
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Cyclic_TimerThis event will send an On message to all linked Events at a specified interval. This Event has to receive an On Message before it will begin sending out messages.On Response Begin sending On messages at the specified interval.
Off Response None
Parameters
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DelayForwards 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. |
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InvertThis event will change On messages to Off messages (and Off to On) before forwarding them to any linked Events.On Response Change message to off and forward to all linked events.
Off Response Change message to on and forward to all linked events.
Parameters
No additional parameters. |
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SwitchThis event behaves like a switch that remembers it’s state (on or off). This Event can be used to turn lights on or off, and can be used to let the player activate special events. If the Event is linked to a VFX, this VFX is used as the model for the switch (the default state of the VFX should be off, with the animation taking the VFX to the on state).On Response Toggle the state of the switch. The behavior of the switch is controlled through the Event parameters.
Off Response None
Parameters
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When_Armor_ReachesThis 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
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When_Countdown_OverThis 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. |
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When_Countdown_ReachesThis 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
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When_Cutscene_OverThis 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. |
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When_DeadThis event will send an On message to all linked Events when all linked objects have died. This Event is used when you want to do something when a specific object has been destroyed. 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
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When_Enter_VehicleThis 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. |
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When_HitThis 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. |
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When_Life_ReachesThis 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
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When_Try_Exit_VehicleThis 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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AlarmThis event toggles the level alarm.On Response Turn alarm on.
Off Response Turn alarm off.
Parameters
No additional parameters. |
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Alarm_SirenThis 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. |
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CutsceneThis 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
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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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EndgameThis 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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ExplodeThis event will cause an explosion to occur at the event location. The explosion can be made to cause a geomod, and you can control the amount of damage caused by the explosion.On Response Make the explosion happen.
Off Response None
Parameters
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Goal_CheckThis event can either block or forward On messages, depending on the state of an associated goal_set Event.On Response Foward On messages if min_count exceeds the current count value of the associated goal_set Event
Off Response None
Parameters
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Goal_CreateThis event will create a goal variable (integer) when it receives an On message. The variable name will be the script name of the Goal_Create event.On Response Create a goal variable.
Off Response None
Parameters
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Goal_SetThis event will increment a goal variable every time it receives an On message (Off messages will cause the count value to decrement).On Response Increment count by one.
Off Response Decrement count by one.
Parameters
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Item_Pickup_StateThis 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_LevelThis 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
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MessageThis event will make a sound file play and display the associated text on the Player HUD.On Response Play the message.
Off Response None
Parameters
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Monitor_StateThis 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
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Music_StartPlays a specified music track.On Response Start playing the music track specified in the event's properties.
Off Response None
Parameters
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Music_StopThis 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
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Play_SoundThis event will cause a sound to play. The sound can be a 3D or 2D sound, and it can be made to loop.On Response Start playing the sound.
Off Response Stop the sound, if it is playing.
Parameters
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Play_VclipThis 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
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Remove_ObjectThis event will destroy all objects linked to the event. Objects will disappear instantly (i.e., without their death sequence).On Response Kill all linked objects immediately.
Off Response None
Parameters
No additional parameters. |
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Slay_ObjectThis event will kill all linked objects, and allow their death sequence to play.On Response Kill all linked objects.
Off Response None
Parameters
No additional parameters. |
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Spawn_ObjectThis event will cause a specific object type to be created. The object is created at the event location, with an identity matrix orientation.On Response Spawn the object at the Event location.
Off Response None
Parameters
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Swap_TexturesThis event will cause the specified textures (up to 2 per event) to be used on all linked objects.On Response Swap the textures.
Off Response None
Parameters
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Modifiers
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ArmorThis 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
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Black_Out_PlayerFade 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
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Bolt_StateThis 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_KilledThis 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_DamageCause the AI or Player which triggered the event to receive damage (use a trigger reset time of 0 to make the damage continuous).On Response Apply damage to the entity who triggered the event. Any linked objects will also receive damage.
Off Response None
Parameters
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DetachThis 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_StateThis 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_UpdateThis 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. |
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Give_Item_To_PlayerThis event will make the player pick up a specific item. Items are normally automatically picked up by the player when 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
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Go_UndercoverThis 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
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HealThis 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
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Ignite_EntityThis 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_FlyThis event will make the linked AI enter fly mode. If the AI is already flying, this event does nothing. This event can only make AI fly if it normally has the ability (i.e., this event can’t make a Cave Slug fly).On Response Make linked AI enter fly mode.
Off Response None
Parameters
No additional parameters. |
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Make_InvulnerableThis 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
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Make_WalkThis event will make the linked AI enter walk mode. If the AI is already walking, this event does nothing. This event can only make AI walk if it normally has the ability (i.e., this event can’t make a Grabber walk).On Response Make linked AI enter walk mode.
Off Response None
Parameters
No additional parameters. |
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Modify_Rotating_MoverSpeed 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
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Mover_PauseThis 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_StateThis 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_StateThis 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_MoverThis 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
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Set_GravitySet 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
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Set_Liquid_DepthLinearly transition the liquid depth of the linked Room Effect object to a specified new depth over time.On Response Begin transitioning liquid depth according to settings configured in properties.
Off Response None
Parameters
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Shake_PlayerThis event will shake the viewpoint of the Player.On Response Start shaking the Player camera.
Off Response None
Parameters
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Skybox_StateCan 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
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Strip_Player_WeaponsUsed 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_ModelThis event will change the model of all linked objects to the model filename that is contained in the event.On Response Change the model.
Off Response None
Parameters
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TeleportThis event will teleport all linked objects to the event location. There are no special effects associated with the teleportation.On Response Teleport all linked objects.
Off Response None
Parameters
No additional parameters. |
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Teleport_PlayerTeleports 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_PhysicsThis 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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UnhideManipulate 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_ShieldThis 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_BeginThis event is used to start an on-HUD countdown.On Response Start the countdown
Off Response None
Parameters
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Display_Fullscreen_ImageDisplays 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
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Fire_Weapon_No_AnimThis 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. |
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_PlayerThis Event will force all linked objects to follow and protect the Player. This should only be used to make Hendrix follow (or stop following) the Player.On Response Make linked entities follow the Player.
Off Response Make linked entities stop following the Player.
Parameters
No additional parameters. |
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Level_Transition_MarkerThis is a special type of event which doesn’t respond to On or Off messages. This event is used to maintain the correct positions and orientations off all objects in the transition areas between levels. This event needs to be placed in the location of the trigger which causes level loading in the other level involved in the transition.On Response None
Off Response None
Parameters
No additional parameters. |
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Set_Light_StateThis Event will set the state of any linked lights. Currently this event can set a light on or off, but any light related changes (like making a light flash, change color, etc.) can be data within this event.On Response Change the state of all linked lights.
Off Response None
Parameters
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ShieldThis event will add the Shield Delta value to the shield of all linked objects. (this event was likely replaced by Armor)On Response Add Shield Delta to all linked objects shields.
Off Response None
Parameters
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