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Flowaria edited this page Jul 28, 2023 · 7 revisions

CloseSecurityDoor

{
	"Type": "CloseSecurityDoor",
	"Layer": 0,
	"DimensionIndex": 0,
	"LocalIndex": 0,
	"CleanUpEnemiesBehind": true
}

LockSecurityDoor

{
	"Type": "LockSecurityDoor",
	"Layer": 0,
	"DimensionIndex": 0,
	"LocalIndex": 0
}

TriggerSecurityDoorAlarm

{
	"Type": "TriggerSecurityDoorAlarm",
	"Layer": 0,
	"DimensionIndex": 0,
	"LocalIndex": 0
}

SolveSecurityDoorAlarm

STILL IN WIP: Only can solve "Displayed" Alarm

{
	"Type": "SolveSecurityDoorAlarm",
	"Layer": 0,
	"DimensionIndex": 0,
	"LocalIndex": 0
}

StartReactor

{
	"Type": "StartReactor",
	"Layer": 0
}

ModifyReactorWaveState

{
	"Type": "ModifyReactorWaveState",
	"Layer": 0,
	"Reactor": {
		"State": "Intro", //Intro, Wave, Verify
		"Wave": 1, //New Wave Index, Start from 1
		"Progress": 0.0 //New Wave Progress, 0.0 ~ 1.0
	}
}

ForceCompleteReactor

{
	"Type": "ForceCompleteReactor",
	"Layer": 0
}

ForceCompleteLevel

{
	"Type": "ForceCompleteLevel"
}

ForceFailLevel

{
	"Type": "ForceFailLevel"
}

Countdown

{
	"Type": "Countdown",
	"Countdown": {
		"Duration": 60.0,
		"TimerText": "Time Until Ends:", //Also can use TextDataBlock ID
		"TimerColor": "red"
	}
}

SetLevelFailCheckEnabled

//If Enabled is true, Level could be failed by all players down
//If Enabled is false, Level does not end even if all players had downed

{
	"Type": "SetLevelFailCheckEnabled",
	"Enabled": true
}

KillAllPlayers

{
	"Type": "KillAllPlayers"
}

SolveSingleObjectiveItem

{
	"Type": "SolveSingleObjectiveItem",
	"Layer": 0
}

SetLightDataInZone

STILL WIP Need to add Light Animation and Smooth Transition

{
	"Type": "SetLightDataInZone",
	"Layer": 0,
	"DimensionIndex": 0,
	"LocalIndex": 4,
	"SetZoneLight": {
		"Type": "SetZoneLightData", //RevertToOriginal, SetZoneLightData
		"LightDataID": 20,
		"TransitionDuration": 1.0,
		"Seed": 0 //0 means it's random each time event has triggered
	}
}

AlertEnemiesInZone

{
	"Type": "AlertEnemiesInZone",
	"Layer": 0,
	"DimensionIndex": 0,
	"LocalIndex": 0
}

CleanupEnemiesInZone

{
	"Type": "CleanupEnemiesInZone",
	"Layer": 0,
	"DimensionIndex": 0,
	"LocalIndex": 0
	"CleanupEnemies": {
		"Type": "Despawn" //Despawn, Kill
		"IncludeHibernate": true,
		"IncludeAggressive": true,
		"IncludeScout": true,
		"ExcludeEnemyID": [ 0 ]
	}
}

SpawnHibernateInZone

{
	"Type": "SpawnHibernateInZone",
	"Layer": 0,
	"DimensionIndex": 0,
	"LocalIndex": 0,
	"SpawnHibernates": {
		"AreaIndex": -1, //-1 means random area
		"EnemyID": 0,
		"Count": 1,

		//Position and Rotation is used when Count is 1
		"Position": {
			"x": 0.0,
			"y": 0.0,
			"z": 32.0
		},
		"Rotation": {
			"x": 0.0,
			"y": 90.0,
			"z": 0.0
		}
	}
}

SpawnScoutInZone

{
	"Type": "SpawnScoutInZone",
	"Layer": 0,
	"DimensionIndex": 0,
	"LocalIndex": 0,
	"SpawnScouts": {
		"GroupType": 3,
		"Difficulty": 4,
		"Count": 1
	}
}

SaveCheckpoint

{
	"Type": "SaveCheckpoint"
}

MoveExtractionWorldPosition

{
	"Type": "MoveExtractionWorldPosition",
	"Position": {
		"x": 0.0,
		"y": 0.939,
		"z": 248.54
	}
}

SetBlackoutEnabled

//This does not change the light state, but only make things inacessible
//This Include: Terminal, Door Button, Hacking Lock, HSUActivator, LabDisplay

{
	"Type": "SetBlackoutEnabled",
	"Enabled": true
}

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