-
Notifications
You must be signed in to change notification settings - Fork 7
Events
Flowaria edited this page Jul 28, 2023
·
7 revisions
- CloseSecurityDoor
- LockSecurityDoor
- TriggerSecurityDoorAlarm
- SolveSecurityDoorAlarm
- StartReactor
- ModifyReactorWaveState
- ForceCompleteReactor
- ForceCompleteLevel
- ForceFailLevel
- Countdown
- SetLevelFailCheckEnabled
- KillAllPlayers
- SolveSingleObjectiveItem
- SetLightDataInZone
- AlertEnemiesInZone
- CleanupEnemiesInZone
- SaveCheckpoint
- MoveExtractionWorldPosition
- SetBlackoutEnabled
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
}