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encounterGroupRole_t
These types can also be dumped with sh_type/mh_type encounterGroupRole_t Types 2016 ROLE_DEFENDROLE_ASSAULTROLE_FLANKROLE_FLANK_CHARGEROLE_FORMATIONROLE_THROWROLE_CHARGE Eternal ROLE_DEFENDROLE_ASSAULTROLE_FLANKROLE_FLANK_CHARGEROLE_FORMATIONROLE_THROWROL...
waitRandomKillCount
An eventCall to wait until a random quantity of specified ai types are killed in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "waitRandomKillCount"; args = { num = 4; item[0] = { eEncounterEventFlags_t = ""; // aiTyp...
idArchvileTemplate
An entity to control what ai types an Archvile can summon. Usage entity { entityDef example_archvile_template { class = "idArchvileTemplate"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false; disableAIPoo...
idGuiEntity_Text
An entity that displays text in the world. Example entity { entityDef sample_text { // name of the entity inherit = "gui/text"; class = "idGuiEntity_Text"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false...
idAI2
An entity for AI/NPCs, usually demons. idAI2 can be individually placed throughout a map, or more preferably, spawned with an idTarget_Spawn. The exact ai type of the idAI2 can be checked by looking at the inherit parameter. Usage This is an example of a He...
idTarget_Spawn
An entity to spawn other entities. Primarily used for idAI2 entities. It should be noted that most of these parameters can be excluded unless needed. An idTarget_Spawn can be simplified down to this, as an example, if all the player wishes to do is be able to...
proceedToNextScript
An eventCall to proceed to the next script in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "proceedToNextScript"; args = { num = 2; item[0] = { bool = true; // bypassNextWaitForCommit } item[1] = { bool ...
setNextScriptIndex
An eventCall to set the index of the next script in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "setNextScriptIndex"; args = { num = 1; item[0] = { // nextScriptIndex int = 1; } } } } nextScriptIndex ...
migrateAIFromExternalScript
An eventCall to migrate ai entities from another idEncounterManager, into the current encounter manager. Usage item[0] = { eventCall = { eventDef = "migrateAIFromExternalScript"; args = { num = 4; item[0] = { entity = ""; // encounterScr...
setMusicState
An eventCall to change the state of the specified idMusicEntity in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "setMusicState"; args = { num = 3; item[0] = { entity = ""; // target } item[1] = { decl = ...
eEncounterSpawnType_t
These types can also be dumped with sh_type/mh_type eEncounterSpawnType_t Types 2016 ENCOUNTER_SPAWN_ZOMBIEENCOUNTER_SPAWN_WELDER_ZOMBIEENCOUNTER_SPAWN_IMPENCOUNTER_SPAWN_IMP_ALBINO - Unused/Cut AI typeENCOUNTER_SPAWN_HELL_SOLDIERENCOUNTER_SPAWN_SHOTGUN_SOL...
waitMulitpleConditions
An eventCall for using multiple wait eventCalls in an idEncounterManager. This eventCall is spelled incorrectly in the engine ("Mulitple"), and must be used this way. Usage item[0] = { eventCall = { eventDef = "waitMulitpleConditions"; args = { ...
clearFactionOverrides
An eventCall to clear any faction overrides set by a preceding setFactionRelation in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "clearFactionOverrides"; args = { num = 0; } } } Example Usage item[0] = { eventCall ...
setFactionRelation
An eventCall to force an emotion between an instigating and target faction in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "setFactionRelation"; args = { num = 4; item[0] = { eEncounterSpawnType_t = ""; // instigator...
waitAIRemaining
An eventCall to wait until a certain quantity of specified ai types remain in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "waitAIRemaining"; args = { num = 3; item[0] = { eEncounterSpawnType_t = ""; // aiType } ...
idMusicEntity
Music Entities are used to play music in the level. Usage entity { entityDef sound_sound_musicentity_1 { inherit = "sound/musicentity"; class = "idMusicEntity"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = ...
spawnPossessedAI
An eventCall to spawn an ai that is already possessed by a spirit in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "spawnPossessedAI"; args = { num = 7; item[0] = { eEncounterSpawnType_t = ""; // ai_spawnType } ...
spawnSpirit
An eventCall to spawn a spirit in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "spawnSpirit"; args = { num = 4; item[0] = { entity = ""; // spawnTarget } item[1] = { eEncounterSpawnType_t = ""; // allowe...
aiStateOverride_t
These types can also be dumped with sh_type/mh_type aiStateOverride_t Types 2016 AIOVERRIDE_DEFAULTAIOVERRIDE_FORCE_AWARENESS_OF_PLAYERAIOVERRIDE_FORCE_AWARENESS_OF_ENTITYAIOVERRIDE_FORCE_SEARCH_TO_PLAYERAIOVERRIDE_FORCE_SEARCH_TO_ENTITYAIOVERRIDE_CHARGE_ME...
idTarget_Command
An entity to trigger the specified console commands. Usage entity { entityDef example_target_command_eternal { class = "idTarget_Command"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false; disableAIPoolin...