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Event Calls

A description of various eventCalls that can be used when building a custom encounter.

activateTarget

An eventCall to activate another entity from an idEncounterManager. Usage item[0] = { eventCa...

clearCombatRoles

An eventCall to clear any combat roles set by a preceding setCombatRoles. Usage item[0] = { e...

clearFactionOverrides

An eventCall to clear any faction overrides set by a preceding setFactionRelation in an idEncount...

damageAI

An eventCall to apply a damage type to the specified ai in an idEncounterManager. Usage item[0]...

designerComment

An eventCall for leaving a comment in an idEncounterManager. Usage item[0] = { eventCall = { ...

forceAIToFlee

An eventCall to that forces spawned ai in an idEncounterManager to flee. Usage item[0] = { ev...

forceChargeOnAllAI

An eventCall to make all spawned ai in an idEncounterManager charge the player. Usage item[0] =...

maintainAICount

An eventCall to maintain a certain quantity of respawning idAI2 in an idEncounterManager. Usage ...

makeAIAwareOfPlayer

An eventCall to make any ai entities spawned in an idEncounterManager, aware of the player. Usag...

migrateAIFromExternalScript

An eventCall to migrate ai entities from another idEncounterManager, into the current encounter m...

proceedToNextScript

An eventCall to proceed to the next script in an idEncounterManager. Usage item[0] = { eventC...

raiseEventFlagOnExternalScript

An eventcall to trigger a flag on an idEncounterManager outside of the one that this eventcall is...

removeAI

An eventCall to remove spawned ai entities from an idEncounterManager. Usage item[0] = { even...

setCombatRoles

An eventCall to assign roles to idAI2 in an idEncounterManager. Usage item[0] = { eventCall =...

setFactionRelation

An eventCall to force an emotion between an instigating and target faction in an idEncounterManag...

setMusicState

An eventCall to change the state of the specified idMusicEntity in an idEncounterManager. Usage ...

setNextScriptIndex

An eventCall to set the index of the next script in an idEncounterManager. Usage item[0] = { ...

setNextScriptIndexRandom

An eventCall to set a random index of the next script in an idEncounterManager. Usage item[0] =...

spawnAI

An eventCall to spawn multiple idAI2 entities, simultaneously, in an idEncounterManager. Usage ...

spawnArchvile

An eventCall to spawn an Archvile. Usage item[0] = { eventCall = { eventDef = "sp...

spawnBuffPod

An eventCall to spawn a buff totem. Usage item[0] = { eventCall = { eventDef = "s...

spawnPossessedAI

An eventCall to spawn an ai that is already possessed by a spirit in an idEncounterManager. Usag...

spawnSingleAI

An eventCall to spawn a single idAI2 entity in an idEncounterManager. Usage item[0] = { ev...

spawnSpirit

An eventCall to spawn a spirit in an idEncounterManager. Usage item[0] = { eventCall = { e...

staggeredAISpawn

An eventCall to spawn multiple idAI2 entities, with a delay between each spawn, in an idEncounter...

stopMaintainingAICount

An eventCall to end a maintainAICount in an idEncounterManager. Usage This eventCall should onl...

wait

An eventCall that tells the idEncounterManager to wait a specified amount of time before executin...

waitAIHealthLevel

An eventCall that tells the idEncounterManager to wait until the specified ai type reaches a cert...

waitAIRemaining

An eventCall to wait until a certain quantity of specified ai types remain in an idEncounterManag...

waitForEventFlag

An eventCall that waits until a trigger is activated, or a "flag" is raised. Usage item[0] = { ...

waitKillCount

An eventCall that tells the idEncounterManager to wait until a certain quantity of the specified ...

waitMaintainComplete

An eventCall to wait until a preceding maintainAICount finishes. Usage item[0] = { eventCall ...

waitMulitpleConditions

An eventCall for using multiple wait eventCalls in an idEncounterManager. This eventCall is spel...

waitRandomKillCount

An eventCall to wait until a random quantity of specified ai types are killed in an idEncounterMa...

waitStaggeredSpawnComplete

An eventCall to wait until the preceding staggeredAISpawn finishes. Usage item[0] = { eventCa...