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...