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activateTarget

An eventCall to activate another entity from an idEncounterManager.

Usage

item[0] = {
	eventCall = {
		eventDef = "activateTarget";
		args = {
			num = 2;
			item[0] = {
				entity = ""; // target
			}
			item[1] = {
				string = ""; // designComment
			}
		}
	}
}
  • target is the entity that is being activated.
  • designComment is an optional parameter for the user, and does not show up in game.

Example Usage

entity { // You Can't Just Shoot a Hole into the Surface of Mars
	entityDef mod_soundentity_samuel_vo_shoot_mars {
	inherit = "sound/soundentity";
	class = "idSoundEntity";
	expandInheritance = false;
	poolCount = 0;
	poolGranularity = 2;
	networkReplicated = false;
	disableAIPooling = false;
	edit = {
		temporarySoundEvent = true;
		spawnPosition = {
			x = 4.20000553;
			y = 0.449982464;
			z = 12.1500015;
		}
		soundOcclusionBypass = true;
		startEvents = {
			num = 1;
			item[0] = "play_vo_samuel_hubsamuel_hookup_you_cant_just_shoot__ghost52033";
		}
	}
}
}

item[0] = {
	eventCall = {
		eventDef = "waitAIRemaining";
		args = {
			num = 3;
			item[0] = {
				eEncounterSpawnType_t = "ENCOUNTER_SPAWN_ANY";
			}
			item[1] = {
				int = 0; // desired_remaing_ai_count
			}
			item[2] = {
				string = ""; // group_label
			}
		}
	}
}
item[1] = {
	eventCall = {
		eventDef = "activateTarget";
		args = {
			num = 2;
			item[0] = {
				entity = "mod_soundentity_samuel_vo_shoot_mars"; // target
			}
			item[1] = {
				string = "Play Hayden's audio for the Mars Hole line"; // designComment
			}
		}
	}
}

First we place an idSoundEntity with the name mod_soundentity_samuel_vo_shoot_mars in the .entities, and then within the encounter manager, we can use activateTarget on mod_soundentity_samuel_vo_shoot_mars after our waitAIRemaining, so that the "You can't just shoot a hole in the surface of Mars" line is triggered once no ai remain.