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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...
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 } ...
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 } ...
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...
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 ...
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 = { ...
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 = ...
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...
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...
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 ...
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 ...
makeAIAwareOfPlayer
An eventCall to make any ai entities spawned in an idEncounterManager, aware of the player. Usage item[0] = { eventCall = { eventDef = "makeAIAwareOfPlayer"; args = { num = 4; item[0] = { bool = true; // allActive } item[1] = { ...
raiseEventFlagOnExternalScript
An eventcall to trigger a flag on an idEncounterManager outside of the one that this eventcall is used in. Usage item[0] = { eventCall = { eventDef = "raiseEventFlagOnExternalScript"; args = { num = 3; item[0] = { entity = "game_ai_encou...