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