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50 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

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

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

spawnPossessedAI

5. Level Modding Event Calls

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 } ...

eventcall
spawn
spirit
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

setMusicState

5. Level Modding Event Calls

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 = ...

eventcall
set
music
Eternal

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

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

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

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

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

spawnBuffPod

5. Level Modding Event Calls

An eventCall to spawn a buff totem. Usage item[0] = { eventCall = { eventDef = "spawnBuffPod"; args = { num = 3; item[0] = { entity = ""; // spawnTarget } item[1] = {...

eventcall
spawn
spawntarget
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

spawnSpirit

5. Level Modding Event Calls

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...

eventcall
spawn
spirit
Eternal