RED Event List

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

AI_Actions

Attack

Attack Description Used to force AI entities to attack objects.
Icon Event E.png On Response Make attacker specified by attacker uid param attack the object the Attack event is linked to.
Off Response None
Parameters Attacker uid: Primary, Secondary, Flare. What type of weapon to use.

Drop_Point_Marker

Drop_Point_Marker Description This is a special type of Event which doesn’t respond to On or Off messages. This Event is used as a position where AI will drop off objects while in AI_COLLECTING_MODE. This is how Grabber robots can drop their rocks off at a specific location.
Icon Event E.png On Response None
Off Response None
Parameters

Drop_Weapon

Drop_Weapon Description This event is used to force linked entities to drop any weapons they may be holding.
Icon Event E.png On Response Force all linked entities to drop their equipped weapon.
Off Response None
Parameters

Follow_Waypoints

Follow_Waypoints Description This event will force all linked objects to follow a specified waypoint list, with a specific following method.
Icon Event E.png On Response Begin following the waypoints. An AI will use the closest waypoint as the location to begin the path following.
Off Response Stop following the current waypoint path.
Parameters Waypoint List: Name of the waypoint list that the AI should follow.
Always Face Player: If true, the AI will always face the player while following their waypoints
Follow Method: This determines how the AI will behave when the last waypoint node is reached. The choices are:

1. One way: follow the waypoints to the last node and stop.
2. Loop: follow the waypoints to the last node, then return to the start and repeat

3. Ping Pong: follow the waypoints to the last node, then follow the nodes back to the start (repeat).
Run: If ticked, the linked objects will attempt to run rather than walk while following the waypoint list.
Always Face Player: If ticked, the linked objects will always look at the player while following the waypoint list.

Goto

Goto Description This Event will make all linked entities travel to the Event location.
Icon Event E.png On Response Make linked entities start moving towards Event location.
Off Response None
Parameters 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.

Goto_Player

Goto_Player Description This Event will make all linked entities travel to the Player position. The linked entities will continue to pathfind to the Player until they have line-of-sight. When the entities can see the Player, they will return to their default AI.
Icon Event E.png On Response Make linked entities start moving towards the Player.
Off Response None
Parameters Run: If ticked, the linked objects will attempt to run rather than walk.

Headlamp_State

Headlamp_State Description This event toggles the headlamp state of all linked entities (realistically, vehicles). Default state is for headlamps to be disabled.
Icon Event E.png On Response Turn on headlamps for all linked entities.
Off Response Turn off headlamps for all linked entities.
Parameters

Holster_Player_Weapon

Holster_Player_Weapon Description This event will forcefully holster the player's weapon.
Icon Event E.png On Response Holster the player weapon.
Off Response None
Parameters

Holster_Weapon

Holster_Weapon Description This event will forcefully holster the weapon of any linked entities.
Icon Event E.png On Response Holster the weapons of all linked entities.
Off Response None
Parameters

Look_At

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

Play_Animation

Play_Animation Description This event will cause a linked AI to play a specific animation. If the animation is a state animation (i.e., a looping animation) then it will replace the current animation state for the AI. If the animation is an action animation (i.e., a one-time animation) then it is blended with the current state.
Icon Event E.png On Response Play the animation.
Off Response None
Parameters Animation: Name of the animation. This is selectable from a list of possible animations for the object that is linked.
Hold Last Frame: If true, the model will stay in the last frame of animation. This is only valid if the animation is defined as an action animation.

Set_AI_Mode

Set_AI_Mode Description This event is used to set the AI mode of all linked entities, overriding the AI mode configured in the properties of those entities.
Icon Event E.png On Response Set AI mode of linked entities to the mode specified in the event paramets.
Off Response None
Parameters AI Mode: Specify desired AI mode.

Set_Friendliness

Set_Friendliness Description This Event will set the Friendliness of all linked objects.
Icon Event E.png On Response Change the Friendliness of an entity.
Off Response None
Parameters Friendliness: The friendliness is selectable from a drop-down list, and consists of the following choices:

1. Unfriendly: AI will attack the player on sight.
2. Neutral: AI will only attack the player if provoked.
3. Friendly: AI will not attack the player, and may attack entities that are attacking the player.
4. Outcast: AI will attack anything it sees.

Shoot_At

Shoot_At Description This Event will cause all linked AI to shoot at the Event location. The AI will continue to shoot at the Event until an Off message is received.
Icon Event E.png On Response Make all linked AI attack the Event location.
Off Response Make all linked AI stop attacking the Event location.
Parameters

Shoot_Once

Shoot_Once Description This Event will make all linked AI shoot once in the direction they are currently facing.
Icon Event E.png On Response Fire a single time.
Off Response None
Parameters Shoot Type: Primary, Secondary, Flare. What type of weapon to use.

Catalysts

Cyclic_Timer

Cyclic_Timer Description This Event will send an On message to all linked Events at a specified interval. This Event has to receive an On Message before it will begin sending out messages.
Icon Event E.png On Response Begin sending On messages at the specified interval.
Off Response None
Parameters Time: The interval in seconds between sending On messages to all linked Events
Max Sends: The number of times the Event will send out On messages
Send Forever: If true, the Max Sends field is ignored, and the Cyclic Timer sends On messages forever

Delay

Delay Description Forwards a response it receives to all linked events after the specified delay duration.
Icon Event E.png 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

Invert

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

Switch

Switch Description This Event behaves like a switch that remembers it’s state (on or off). This Event can be used to turn lights on or off, and can be used to let the player activate special events. If the Event is linked to a VFX, this VFX is used as the model for the switch (the default state of the VFX should be off, with the animation taking the VFX to the on state).
Icon Event C.png On Response Toggle the state of the switch. The behavior of the switch is controlled through the Event parameters.
Off Response None
Parameters Initial State: The initial state of the switch (either on or off)
Behavior: This says what kind of signal the switch will send. (toggle between on and off, always send an on, always send an off)
Sound: Disk filename (including the .wav extension) of the sound to play when the switch is thrown
Max Throws: How many times the switch can be thrown
Infinite Throws: If true, the Max Throws parameter is ignored, and the switch can be thrown an infinite number of times.

When_Armor_Reaches

When_Armor_Reaches Description 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.
Icon Event E.png On Response None
Off Response None
Parameters Armor: Specify amount of armor (integer) at which the event will activate (send an On message).

When_Countdown_Over

When_Countdown_Over Description This event sends an On message to all linked events when a countdown ends. (countdowns are started with Countdown_Begin)
Icon Event E.png On Response None
Off Response None
Parameters

When_Countdown_Reaches

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

When_Cutscene_Over

When_Cutscene_Over Description This event sends an On message to all linked events when a cutscene ends. (cutscenes are started with Cutscene)
Icon Event E.png On Response None
Off Response None
Parameters

When_Dead

When_Dead Description This Event will send an On message to all linked Events when all linked objects have died. This Event is used when you want to do something when a specific object has been destroyed. 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.
Icon Event E.png On Response None
Off Response None
Parameters Activate When Any Dead: Modifies the default behaviour of the event such that it sends an On message each time a linked object dies, rather than the default behaviour of only sending a single On message when all linked objects have been destroyed.

When_Enter_Vehicle

When_Enter_Vehicle Description This event sends an On message to all linked events when the player enters the linked vehicle entity.
Icon Event E.png On Response None
Off Response None
Parameters

When_Hit

When_Hit Description This Event will send an On message to all linked Events when a linked object (normally an entity) suffers damage from a weapon (normally due to being shot by the player).
Icon Event E.png On Response None
Off Response None
Parameters

When_Life_Reaches

When_Life_Reaches 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.
Icon Event E.png On Response None
Off Response None
Parameters Life: Specify amount of life (integer) at which the event will activate (send an On message).

When_Try_Exit_Vehicle

When_Try_Exit_Vehicle Description This event sends an On message to all linked events when the player attempts to leave a vehicle entity they are piloting.
Icon Event E.png On Response None
Off Response None
Parameters

Level

Alarm

Alarm Description This event toggles the level alarm.
Icon Event E.png On Response Turn alarm on.
Off Response Turn alarm off.
Parameters

Alarm_Siren

Alarm_Siren Description This event plays an audible alarm sound, without turning the level alarm on (as the Alarm event does).
Icon Event E.png On Response Play an alarm sound.
Off Response None
Parameters

Cutscene

Cutscene 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 cutscene tutorials on the RF1 Editing Main Page for information on how to use cutscenes.
Icon Event E.png On Response Play the cutscene.
Off Response None
Parameters Many - please see tutorials linked in Description above.

Enable_Navpoint

Enable_Navpoint Description This event toggles the active state of all linked Nav Points.
Icon Event E.png On Response Enables all linked Nav Points.
Off Response Disables all linked Nav Points.
Parameters

Endgame

Endgame 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.
Icon Event E.png 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

Explode

Explode Description This Event will cause an explosion to occur at the Event location. The explosion can be made to cause a geomod, and you can control the amount of damage caused by the explosion.
Icon Event E.png On Response Make the explosion happen.
Off Response None
Parameters Damage: The amount of damage caused by the explosion. This is the damage that is applied to any object within the explosion range.
Type: Small, Medium, Large. This field isn’t properly supported yet. We need to list a selection of different explosions to choose from.
Geomod: If true, the explosion will apply a geomod at the center of the explosion. The hardness of the rock where the explosion occurs is used to determine if a geomod is possible.

Goal_Check

Goal_Check Description This Event can either block or forward On messages, depending on the state of an associated goal_set Event.
Icon Event E.png On Response Foward On messages if min_count exceeds the current count value of the associated goal_set Event
Off Response None
Parameters Goal 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

Goal_Create

Goal_Create 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.
Icon Event E.png On Response Create a goal variable.
Off Response None
Parameters Start Count: The inital value of the goal variable (this will be zero in most cases).
Persistent: If ticked, the goal variable will be available to be set/checked in future levels, and will be saved in savegame files perpetually. Note that there is a maximum of 64 persistent goal variables that may be saved in savegame files.

Goal_Set

Goal_Set Description This Event will increment a goal variable every time it receives an On message (Off messages will cause the count value to decrement).
Icon Event E.png On Response Increment count by one.
Off Response Decrement count by one.
Parameters Goal to Set: The goal variable name to set.

Item_Pickup_State

Item_Pickup_State Description This event is used to toggle the active state of linked Items (ie. whether they can be picked up). The default behaviour of Items is enabled (they can be picked up).
Icon Event E.png 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

Load_Level

Load_Level 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.
Icon Event E.png On Response Load the specified level.
Off Response None
Parameters Filename: Disk filename (including the .rfl or .d4l extension) of the level to load.
Hard Level Break: Force the player to the Player Start position in the destination level, rather than the default behaviour of attempting a seamless transition.

Message

Message Description This Event will make a sound file play and display the associated text on the Player HUD.
Icon Event E.png On Response Play the message.
Off Response None
Parameters Persona: Selectable from drop-down list of names which is generated from personas.tbl. Select "none" if you don’t want the message to be from a persona.
Voice Filename: Disk filename (including .wav extension) of the sound file to play.

Monitor_State

Monitor_State Description This event is used for initializing and configuring security monitors and mirrors.
Icon Event E.png On Response Set all screen clutter objects this event is linked to to cycle between video feeds from all camera entities this event is linked to, according to the parameters configured in the event properties.
Off Response None
Parameters Initial State: Control whether the linked monitors should be on or off as a result of this event's on response.
Cycle Delay: Time, in seconds, that linked monitors display a given video feed. If this parameter is set to 1.0 for example, the feed will cycle to the next linked camera every 1 second.
Continuously update monitor: If ticked, monitor will constantly be updated. Severe performance impact, but is needed for video feeds of dynamic scenes.

Music_Start

Music_Start Description Plays a specified music track.
Icon Event E.png On Response Start playing the music track specified in the event's properties.
Off Response None
Parameters Filename: Filename (.wav) of the music track to play.
Use Effects Volume: If ticked, the music track volume is scaled using the Sound Effects volume slider, rather than the Music slider.

Music_Stop

Music_Stop Description This event stops all music currently being played.
Icon Event E.png On Response Stop playing all music tracks (after fading them out according to this event's properties).
Off Response None
Parameters Fade Time: Length of time any currently playing music tracks will take to fade out to silence. (if set to 0, music will immediately stop playing)

Play_Sound

Play_Sound Description This Event will cause a sound to play. The sound can be a 3D or 2D sound, and it can be made to loop.
Icon Event E.png On Response Start playing the sound.
Off Response Stop the sound, if it is playing.
Parameters Sound Filename: Disk filename of the sound to play (including .wav extension).
Min Distance: Distance (in meters) where the sound begins to drop off in volume. If you don’t want the sound to be 3D, set the Min Distance to zero.
Looping: If true, the sound will play looping (until you stop it by sending an Off message to this Event).

Play_Vclip

Play_Vclip Description This event is used to play a specified vclip (from vclip.tbl)
Icon Event E.png On Response Play the specified vclip at the event location.
Off Response None
Parameters Vclip Name: Specify the vclip to play.

Remove_Object

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

Slay_Object

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

Spawn_Object

Spawn_Object Description This Event will cause a specific object type to be created. The object is created at the Event location, with an identity matrix orientation.
Icon Event E.png On Response Spawn the object at the Event location.
Off Response None
Parameters Object Type: Entity, Clutter, Item. Selectable from a drop-down list.
Object Class: The classname of the object. Selectable from a drop-down list. The choice here depends on the Object Type that has been selected.

Swap_Textures

Swap_Textures Description This Event will cause the specified textures (up to 2 per Event) to be used on all linked objects.
Icon Event E.png On Response Swap the textures.
Off Response None
Parameters Texture Num: Texture index to swap (starts from 0)
Texture Filename: Disk filename (including extension) of the texture bitmap to use

Modifiers

Armor

Armor Description This event adds or subtracts from the armor of all linked objects.
Icon Event E.png On Response Apply the Armor Delta specified in this event's properties to all linked objects.
Off Response None
Parameters Armor Delta: Modification to perform to armor. Negative values subtract armor, positive values add armor.
Apply to player: If ticked, apply the Armor Delta to the player as the On response, rather than applying it to linked objects.

Black_Out_Player

Black_Out_Player Description Fade the player's camera out to, or in from, full black.
Icon Event E.png On Response Linearly fade the player's camera to full black over the time specified in the event properties.
Off Response Immediately set the player's camera to full black and then linearly fade in to full visibility over the time specified in the event properties.
Parameters Blackout Time: Specify the time over which the blackout occurs.
Kill Player After Blackout: If ticked, the player will be killed after the Blackout Time has elapsed.
End Level After Blackout: If ticked, the level will end after the Blackout Time has elapsed, with a scrolling endgame message pulled from endgame.tbl. The Script Name for the Black_Out_Player event is used to specify the endgame.tbl entry that is displayed.

Bolt_State

Bolt_State Description This event is used to toggle the active state of linked bolt emitters. The default state for bolt emitters is controlled by the "Emitter is initially on" flag in the emitter properties.
Icon Event E.png On Response Set all linked bolt emitters to active/enabled.
Off Response Set all linked bolt emitters to inactive/disabled.
Parameters

Clear_Endgame_If_Killed

Clear_Endgame_If_Killed Description This event is used to allow entities which would ordinarily trigger an endgame sequence when killed, to be killed without triggering that sequence.
Icon Event E.png On Response Remove the "End Game If Killed" flag from all linked entities.
Off Response None
Parameters

Continuous_Damage

Continuous_Damage Description Cause the AI or Player which triggered the event to receive damage (use a trigger reset time of 0 to make the damage continuous).
Icon Event E.png On Response Apply damage to the entity who triggered the event. Any linked objects will also receive damage.
Off Response None
Parameters Damage Per Sec: Damage per second applied. (0 is instant death)
Damage Type: melee, bullet, armor piercing bullet, explosive, fire, energy, electrical, acid, scalding.

Detach

Detach Description This event controls whether linked objects (normally entities) are attached to movers they intersect (like cranes, elevators, etc.)
Icon Event E.png On Response Detach linked objects from moving groups they intersect.
Off Response Attach linked objects to moving groups they intersect.
Parameters

Fog_State

Fog_State Description This event is used to toggle the active state of the level's distance-based fog (fog uses the settings configured in Level Properties, and the default behaviour is for fog to be enabled).
Icon Event E.png On Response Set fog to enabled/active.
Off Response Set fog to disabled/inactive.
Parameters

Force_Monitor_Update

Force_Monitor_Update Description This event forces linked monitors to refresh their displayed image.
Icon Event E.png On Response Force an image update on all linked monitors.
Off Response None
Parameters

Give_Item_To_Player

Give_Item_To_Player Description This Event will make the player pick up a specific item. Items are normally automatically picked up by the player when he gets close enough to them. All game items are specified in items.tbl.
Icon Event E.png On Response Give the player the specified item.
Off Response None
Parameters Item: Item class name, which is selectable from a drop-down list of all items from items.tbl.

Go_Undercover

Go_Undercover Description This event is used to put the player into undercover mode (as used in the RF campaign stealth sequences).
Icon Event E.png On Response Set player to undercover.
Off Response Remove the undercover status of the player.
Parameters Cover: Specify whether the undercover type is executive (as used in Corporate HQ) or scientist (as used in Medical Research).

Heal

Heal Description This event adds or subtracts from the health of all linked objects.
Icon Event E.png On Response Apply the Life Delta specified in this event's properties to all linked objects.
Off Response None
Parameters Life Delta: Modification to perform to life. Negative values subtract life, positive values add life.
Apply to player: If ticked, apply the Life Delta to the player as the On response, rather than applying it to linked objects.

Ignite_Entity

Ignite_Entity Description This event is used to ignite linked entities.
Icon Event E.png On Response Ignite all linked entities.
Off Response None
Parameters

Make_Fly

Make_Fly Description This Event will make the linked AI enter fly mode. If the AI is already flying, this Event does nothing. This Event can only make AI fly if it normally has the ability (i.e., this Event can’t make a Cave Slug fly).
Icon Event E.png On Response Make linked AI enter fly mode.
Off Response None
Parameters

Make_Invulnerable

Make_Invulnerable Description This event is used to toggle the invulnerability state of linked objects. By default, all objects are vulnerable.
Icon Event E.png On Response Set all linked objects to invulnerable for the duration specified in the event properties.
Off Response Set all linked objects to vulnerable (ie. revert the effect of any previously applied Make_Invulnerable events)
Parameters Duration: Specify a duration for the invulnerability. If 0, invulnerability lasts indefinitely.

Make_Walk

Make_Walk Description This Event will make the linked AI enter walk mode. If the AI is already walking, this Event does nothing. This Event can only make AI walk if it normally has the ability (i.e., this Event can’t make a Grabber walk).
Icon Event E.png On Response Make linked AI enter walk mode.
Off Response None
Parameters

Modify_Rotating_Mover

Modify_Rotating_Mover Description Speed up or slow down the movement of all linked rotating movers.
Icon Event E.png On Response Apply the modification specified in the event properties to all linked rotating movers.
Off Response None
Parameters Settings: Configure settings to increase or decrease all linked rotating movers by the percentage specified.

Mover_Pause

Mover_Pause Description This event toggles the active state of linked movers.
Icon Event E.png 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

Particle_State

Particle_State Description This event is used to toggle the active state of linked particle emitters. The default state for particle emitters is controlled by the "Emitter is initially on" flag in the emitter properties.
Icon Event E.png On Response Set all linked particle emitters to active/enabled.
Off Response Set all linked particle emitters to inactive/disabled.
Parameters

Push_Region_State

Push_Region_State Description This event is used to toggle the active state of linked push regions. The default state for push regions is active/enabled.
Icon Event E.png On Response Set all linked push regions to active/enabled.
Off Response Set all linked push regions to inactive/disabled.
Parameters

Reverse_Mover

Reverse_Mover Description This event is used to immediately reverse the direction in which linked movers are currently moving. This event is linked to a keyframe object.
Icon Event E.png On Response Reverse the direction of all linked movers that meet the condition specified in the event parameters.
Off Response None
Parameters If Moving: Specify the directional condition for the application of the event. ie. This event will only take effect if the linked mover is moving in the specified direction when the event receives an On message.

Set_Gravity

Set_Gravity Description Set the downward acceleration due to gravity applied to all objects in the world.
Icon Event E.png On Response Override the default gravity (-9.8 m/s^2) with the value specified in the event properties.
Off Response None
Parameters Gravity: Value for acceleration due to gravity, specified in m/s^2, and applied in the Y axis.

Set_Liquid_Depth

Set_Liquid_Depth Description Linearly transition the liquid depth of the linked Room Effect object to a specified new depth over time.
Icon Event E.png On Response Begin transitioning liquid depth according to settings configured in properties.
Off Response None
Parameters Depth: Set the desired depth after the transition has completed.
Time: How long in seconds it takes the liquid depth to transition to the event-configured depth from the configured depth value in the properties of the linked Room Effect.

Shake_Player

Shake_Player Description This Event will shake the viewpoint of the Player.
Icon Event E.png On Response Start shaking the Player camera.
Off Response None
Parameters Magnitude: How strong to make the shaking. This value is the max amplitude of the shake in meters.
Time: How long to shake the camera in seconds.

Skybox_State

Skybox_State Description Can be used to rotate the skybox around the camera.
Icon Event E.png On Response Start rotating as per values specified in the event properties. Rotation is always from -360 to 360, then loops.
Off Response None
Parameters Axis: Axis to rotate the skybox around
Velocity: Velocity/speed of the rotation, specified in degrees-per-second (degrees/sec).

Strip_Player_Weapons

Strip_Player_Weapons Description Used to remove weapons from the player's inventory.
Icon Event E.png On Response Remove all weapons and ammo the player currently has.
Off Response None
Parameters

Switch_Model

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

Teleport

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

Teleport_Player

Teleport_Player Description 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.
Icon Event E.png 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

Turn_Off_Physics

Turn_Off_Physics Description This event controls whether linked entities have physics applied. Typically, this event is used alongside Detach to move entities via cranes or similar. Physics is enabled by default.
Icon Event E.png On Response Turn off physics for all linked entities.
Off Response Turn on physics for all linked entities.
Parameters

Unhide

Unhide Description Toggle 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.
Icon Event E.png On Response Unhide all linked objects.
Off Response Hide all linked objects.
Parameters

Special

Activate_Capek_Shield

Activate_Capek_Shield Description This event can be used to activate a Capek nanotech shield on-demand for entities that support it.
Icon Event E.png On Response Activate nanotech shield for all linked entities (provided they are allowed to use it).
Off Response None
Parameters

Countdown_Begin

Countdown_Begin Description This event is used to start an on-HUD countdown.
Icon Event E.png On Response Start the countdown
Off Response None
Parameters Time: Specify duration for the countdown (in seconds).

Countdown_End

Countdown_End Description This event is used to forcibly end an active countdown.
Icon Event E.png On Response End the active countdown.
Off Response None
Parameters

Defuse_Nuke

Defuse_Nuke Description This event brings up the RF1 campaign endgame nuke puzzle sequence.
Icon Event E.png On Response Display nuke puzzle.
Off Response None
Parameters

Display_Fullscreen_Image

Display_Fullscreen_Image 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.
Icon Event E.png On Response Display the specified filename as a fullscreen image.
Off Response Stop displaying the fullscreen image.
Parameters Filename: Image to display (normally .tga or .vbm). It's very important to ensure the data in this field is correct - a Display_Fullscreen_Image event that receives an on message but has no valid filename specified will result in an unrecoverable error (crash).

Fire_Weapon_No_Anim

Fire_Weapon_No_Anim 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.
Icon Event E.png On Response Force linked entities to fire their equipped weapon without playing a fire animation.
Off Response None
Parameters

Never_Leave_Vehicle

Never_Leave_Vehicle Description This event stops the player from being able to leave a vehicle they're piloting.
Icon Event E.png On Response Stop the player from being able to leave a vehicle.
Off Response None
Parameters

Win_PS2_Demo

Win_PS2_Demo 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.
Icon Event E.png On Response Initiate PS2 demo endgame sequence.
Off Response None
Parameters

Deprecated

  • The below events are not readily accessible via the Events section of Object Mode, but are referenced in events.tbl and/or RED documentation.

Follow_Player

Follow_Player Description This Event will force all linked objects to follow and protect the Player. This should only be used to make Hendrix follow (or stop following) the Player.
Icon Event E.png On Response Make linked entities follow the Player.
Off Response Make linked entities stop following the Player.
Parameters No additional parameters.

Level_Transition_Marker

Level_Transition_Marker Description This is a special type of Event which doesn’t respond to On or Off messages. This Event is used to maintain the correct positions and orientations off all objects in the transition areas between levels. This Event needs to be placed in the location of the trigger which causes level loading in the other level involved in the transition.
Icon Event E.png On Response None
Off Response None
Parameters No additional parameters.

Set_Light_State

Set_Light_State Description This Event will set the state of any linked lights. Currently this event can set a light on or off, but any light related changes (like making a light flash, change color, etc.) can be data within this event.
Icon Event E.png On Response Change the state of all linked lights.
Off Response None
Parameters State: On or Off

Shield

Shield Description This Event will add the Shield Delta value to the shield of all linked objects. (this event was likely replaced by Armor)
Icon Event E.png On Response Add Shield Delta to all linked objects shields.
Off Response None
Parameters Shield Delta: The amount of shield to add (you can decrease shield by using a negative number here).