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maintainAICount
An eventCall to maintain a certain quantity of respawning idAI2 in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "maintainAICount"; args = { num = 8; item[0] = { eEncounter...
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; /...
setCombatRoles
An eventCall to assign roles to idAI2 in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "setCombatRoles"; args = { num = 3; item[0] = { eEncounterSpawnType_t = ""; // spawnType } item[1] = { string = ""; /...
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 = ""; ...
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...
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...
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] = {...
waitStaggeredSpawnComplete
An eventCall to wait until the preceding staggeredAISpawn finishes. Usage item[0] = { eventCall = { eventDef = "waitStaggeredSpawnComplete"; args = { num = 3; item[0] = { eEncounterSpawnType_t = ""; // aiType } item[1] = { i...
activateTarget
An eventCall to activate another entity from an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "activateTarget"; args = { num = 2; item[0] = { entity = ""; // target } item[1] = { string = ""; // designCommen...
spawnAI
An eventCall to spawn multiple idAI2 entities, simultaneously, in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "spawnAI"; args = { num = 4; item[0] = { eEncounterSpawnType...
spawnBuffPod
An eventCall to spawn a buff totem. Usage item[0] = { eventCall = { eventDef = "spawnBuffPod"; args = { num = 3; item[0] = { entity = ""; // spawnTarget } item[1] = {...
spawnArchvile
An eventCall to spawn an Archvile. Usage item[0] = { eventCall = { eventDef = "spawnArchvile"; args = { num = 4; item[0] = { entity = ""; // spawnTarget } item[1] = {...
waitAIHealthLevel
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 = { ...
waitKillCount
An eventCall that tells the idEncounterManager to wait until a certain quantity of the specified ai type are killed. Usage item[0] = { eventCall = { eventDef = "waitKillCount"; args = { num = 3; item[0] = { ...
staggeredAISpawn
An eventCall to spawn multiple idAI2 entities, with a delay between each spawn, in an idEncounterManager. Usage item[0] = { eventCall = { eventDef = "staggeredAISpawn"; args = { num = 6; item[0] = { ...
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] = { ...
stopMaintainingAICount
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; ...
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...
clearCombatRoles
An eventCall to clear any combat roles set by a preceding setCombatRoles. Usage item[0] = { eventCall = { eventDef = "clearCombatRoles"; args = { num = 2; item[0] = { eEncounterSpawnType_t = ""; // spawnType } item[1] = { st...