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33 total results found

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

waitKillCount

5. Level Modding Event Calls

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] = { ...

eventcall
wait
2016
Eternal

waitMulitpleConditions

5. Level Modding Event Calls

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 = { ...

eventcall
wait
2016
Eternal

waitRandomKillCount

5. Level Modding Event Calls

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...

eventcall
wait
random
2016
Eternal

waitStaggeredSpawnComplete

5. Level Modding Event Calls

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...

eventcall
staggerspawn
wait
2016
Eternal

activateTarget

5. Level Modding Event Calls

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...

eventcall
2016
Eternal

spawnArchvile

5. Level Modding Event Calls

An eventCall to spawn an Archvile. Usage item[0] = { eventCall = { eventDef = "spawnArchvile"; args = { num = 4; item[0] = { entity = ""; // spawnTarget } item[1] = {...

eventcall
spawn
spawntarget
spawngroup
archvile
Eternal

setCombatRoles

5. Level Modding Event Calls

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 = ""; /...

eventcall
set
role
Eternal

clearCombatRoles

5. Level Modding Event Calls

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...

eventcall
clear
role
Eternal

makeAIAwareOfPlayer

5. Level Modding Event Calls

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] = { ...

eventcall
2016
Eternal

raiseEventFlagOnExternalScript

5. Level Modding Event Calls

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...

2016
Eternal
eventcall
flag

maintainAICount

5. Level Modding Event Calls

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...

eventcall
spawn
maintain
Eternal
2016

staggeredAISpawn

5. Level Modding Event Calls

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] = { ...

eventcall
spawn
spawngroup
staggerspawn
2016
Eternal