RED Event List
EXPLORE
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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