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wait
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] = { ...
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 ...
spawnSingleAI
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...
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 } ...
spawnAI
An eventCall to spawn multiple idAI2 entities, simultaneously, in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "spawnAI"; args = { num = 4; item[0] = { eEncounterSpawnType...
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 ...
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 = ...
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...
removeAI
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 = ""; ...
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...
forceChargeOnAllAI
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...
forceAIToFlee
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...
damageAI
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] = {...
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 ...
waitMaintainComplete
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; /...
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...
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...
spawnBuffPod
An eventCall to spawn a buff totem. Usage item[0] = { eventCall = { eventDef = "spawnBuffPod"; args = { num = 3; item[0] = { entity = ""; // spawnTarget } item[1] = {...
designerComment
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...
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...