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41 total results found

wait

5. Level Modding Event Calls

An eventCall that tells the idEncounterManager to wait a specified amount of time before executing the next eventCall. Usage item[0] = { eventCall = { eventDef = "wait"; args = { num = 1; item[0] = { ...

eventcall
wait
2016
Eternal

removeAI

5. Level Modding Event Calls

An eventCall to remove spawned ai entities from an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "removeAI"; args = { num = 2; item[0] = { eEncounterSpawnType_t = ""; // spawnType } item[1] = { string = ""; ...

eventcall
misc
2016
Eternal

waitAIHealthLevel

5. Level Modding Event Calls

An eventCall that tells the idEncounterManager to wait until the specified ai type reaches a certain HP level, before executing the next eventCalls. Usage item[0] = { eventCall = { eventDef = "waitAIHealthLevel"; args = { ...

eventcall
wait
2016
Eternal

stopMaintainingAICount

5. Level Modding Event Calls

An eventCall to end a maintainAICount in an idEncounterManager. Usage This eventCall should only be used after a maintainAICount. item[0] = { eventCall = { eventDef = "stopMaintainingAICount"; args = { num = 2; ...

eventcall
maintain
2016
Eternal

spawnSingleAI

5. Level Modding Event Calls

An eventCall to spawn a single idAI2 entity in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "spawnSingleAI"; args = { num = 3; item[0] = { eEncounterSpawnType_t = ""; // s...

eventcall
spawn
spawntarget
2016
Eternal

spawnAI

5. Level Modding Event Calls

An eventCall to spawn multiple idAI2 entities, simultaneously, in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "spawnAI"; args = { num = 4; item[0] = { eEncounterSpawnType...

eventcall
spawn
spawngroup
Eternal
2016

setNextScriptIndex

5. Level Modding Event Calls

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 ...

eventcall
set
script
2016
Eternal

socialEmotion_t

5. Level Modding Type Lists

These types can also be dumped with sh_type/mh_type socialEmotion_t Types 2016 EMOTION_TERRIFIEDEMOTION_FEAREMOTION_WARYEMOTION_DESTROY_AT_ALL_COSTSEMOTION_DESTROYEMOTION_HATEEMOTION_ANGEREMOTION_DISLIKEEMOTION_ANNOYEDEMOTION_NEUTRALEMOTION_FRIENDLYEMOTION_...

type
2016

setFactionRelation

5. Level Modding Event Calls

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...

eventcall
set
faction
2016
Eternal

proceedToNextScript

5. Level Modding Event Calls

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 ...

eventcall
script
2016
Eternal

forceChargeOnAllAI

5. Level Modding Event Calls

An eventCall to make all spawned ai in an idEncounterManager charge the player. Usage item[0] = { eventCall = { eventDef = "forceChargeOnAllAI"; args = { num = 0; } } } Example Usage item[0] = { eventCall = { eventDef = "waitAIRemain...

eventcall
misc
2016
Eternal

migrateAIFromExternalScript

5. Level Modding Event Calls

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...

eventcall
2016
Eternal

forceAIToFlee

5. Level Modding Event Calls

An eventCall to that forces spawned ai in an idEncounterManager to flee. Usage item[0] = { eventCall = { eventDef = "forceAIToFlee"; args = { num = 4; item[0] = { eEncounterSpawnType_t = ""; // spawnType } item[1] = { string...

eventcall
2016
Eternal

damageAI

5. Level Modding Event Calls

An eventCall to apply a damage type to the specified ai in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "damageAI"; args = { num = 3; item[0] = { decl = { damage = ""; // damageType } } item[1] = {...

eventcall
2016
Eternal

clearFactionOverrides

5. Level Modding Event Calls

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 ...

eventcall
clear
faction
2016
Eternal

waitMaintainComplete

5. Level Modding Event Calls

An eventCall to wait until a preceding maintainAICount finishes. Usage item[0] = { eventCall = { eventDef = "waitMaintainComplete"; args = { num = 3; item[0] = { eEncounterSpawnType_t = ""; // aiType } item[1] = { int = 0; /...

wait
2016
Eternal
eventcall
maintain

eEncounterSpawnType_t

5. Level Modding Type Lists

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...

type
2016
Eternal

encounterGroupRole_t

5. Level Modding Type Lists

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...

type
2016
Eternal

designerComment

5. Level Modding Event Calls

An eventCall for leaving a comment in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "designerComment"; args = { num = 2; item[0] = { string = ""; // designerComment } item[1] = { bool = true; // printToCo...

eventcall
misc
2016
Eternal

waitAIRemaining

5. Level Modding Event Calls

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 } ...

2016
Eternal
eventcall
wait