;predefined_events.lst ; ;This is the list of EffectEvents that will be triggered in code: ; ;File Format: ; "EventName: Description" ; Please Note: Only specify one Specification for EffectEvents that may be ; UnTriggered. This is because otherwise, the Specification selected to ; be stopped may not be the same as the one selected to be played. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; GENERAL EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;[Event] [Triggered by] [When it (is)] [Comments] Landed: Pawn (including the Player) lands (need it for other Actors? lemme know & I'll do it.) Spawned: Actor spawned If bNeedLifetimeEffectEvents=true for the actor, will be triggered when the actor is spawned. Alive: Actor spawned If bNeedLifetimeEffectEvents=true for the actor, will be triggered when the actor is spawned and untriggered when it is destroyed. Destroyed: Actor destroyed If bNeedLifetimeEffectEvents=true for the actor, will be triggered when the actor is destroyed PickedUp: Pickup picked up Triggered: Actor triggered (ie. this SoundEvent is triggered when the Actor gets a traditional Unreal Trigger() call). InZone: Pawn Enters a zone. If the ZoneInfo has any ZoneContexts set, they will be in the Contexts for the event. PlayedRandomAmbientSound ShockPlayerController At random intervals in an area around the player's pawn. BecameUseFocus Actor Becomes the player's "usable" object Triggered and untriggered when the object starts/stops being the active "use" focus for the player WasUsed ReactiveActor When the player presses a button to activate the currently "focused" actor (is NOT untriggered... use 'BeingUsed' for that) BeingUsed ReactiveActor When the player presses a button to activate the currently "focused" actor (Will be untriggered when the button is release or the focus changes) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; PLAYER-SPECIFIC EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; InvulnerableDueToLowHealth ShockPlayer Player is invulnerable due to low health Triggered when player enters this state, and untriggered when he leaves it PlayerNearDeath ShockPlayer Player is near death. Triggered when player enters this state, and untriggered when he leaves it PhotoRejected ShockPlayer Player took a photo that was rejected ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; SCRIPTED EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ScriptTrigger: Actor A designer triggers an effect event on an actor through a script ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; WATER EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; EnteredWater: Actor Enters a fluid volume for the first time. ExitedWater: Actor Leaves a fluid volume. MovingInWater: Pawn Pawn is currently moving in a fluid volume (untriggered when he stops moving) StartedMovingInWater: Pawn Pawn has just started moving in a fluid volume (one-shot, not untriggered) StoppedMovingInWater: Pawn Pawn has just stopped moving in a fluid volume (one-shot, not untriggered) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; MOVER / ELEVATOR EVENTS (movers are used to implement elevators) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Moving: Mover Triggered when the mover begins moving, untriggered when it stops. Opening: Mover begins opening Opened: Mover finished opening (Opening is also UnTriggered then.) Closing: Mover begins closing Closed: Mover finished closing (Closing is also UnTriggered then.) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; UI EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; GAME STATE GamePaused LevelInfo The user paused the game (untriggered when the game is unpaused) GameUnPaused LevelInfo The user un-paused the game (NOT untriggered) ;; GENERAL UIHighlightMoved: Actor Generic selection highlight action UICancelOrExit: Actor Generic cancel selection or exit interface action UIAcceptOrSelect: Actor Generic accept or select action UIInvalidSelection: Actor Generic "user made invalid selection" event UIScrolledText: Actor Generic text scrolling event UICannotCreate: Actor Tried to create something at a U-INVENT but couldn't because of lack of components UICannotPurchaseVending: Actor Tried to purchase something at a vending station, but cannot due to lack of money UICannotPurchaseGrowth: Actor Tried to purchase something at a growth station, but cannot due to lack of money UICannotPurchaseBandito: Actor Tried to purchase something at El Ammo Bandito, but cannot due to lack of money UIItemPurchasedVending: Actor An item was purchased in the vending interface UIItemPurchasedGrowth: Actor An item was purchased in the growth interface UIItemPurchasedBandito: Actor An item was purchased in the bandito interface UIItemCrafted: Actor An item was crafted in the crafting interface UIEnteredKeypad: Actor The player launched the keypad interface ;; PLASMID EQUIP INTERFACE ;;UINewPlasmid: Actor New plasmid available in the plasmid equip machine NO LONGER A VALID EVENT!! ;;UIUnlockedTrackSlot: Actor Unlocked a slot in the plasmid equip machine NO LONGER A VALID EVENT!! UISelectedTrack: Actor Selected a track (active, physical, etc) in the plasmid equip machine UIPlasmidSwapped: Actor Swapped a plasmid in the plasmid equip machine UIBackToGrid: Actor Go from the plasmid swapping section to the overall grid view in the plasmid equip machine ;; FRONTEND / PAUSE MENU UIFrontEndAccepted: Actor AcceptOrSelect action on the front end / pause menu UIFrontEndBack: Actor Back / previous screen action on the front end / pause menu UIFrontScrolledUp: Actor Scroll up action on the front end / pause menu UIFrontScrolledDown: Actor Scroll down action on the front end / pause menu UILoadedGame: Actor User initiated a load of a previously saved game UISavedGame: Actor User initiated a save of the current game UIStartedNewGame: Actor User initiated a load of a previously saved game ;; INVENTORY: THESE ARE NO LONGER VALID IN THE CURRENT SPEC. INVENTORY HAS BEEN REMOVED ;;UIChangedInventoryTab: Actor Changed the tab in the inventory ;;UIOpenedInventory: Actor Activated the inventory ;;UIChangedInventoryTab: Actor Closed the inventory ;;UIRecycledInventoryItem: Actor Recycled an item in the inventory ReRolledContainer: ShockPlayer User initiated a load of a previously saved game ;; GENERAL FEEDBACK PlayerHealthIncreased: ShockPlayer Player health increased PlayerHealthDecreased: ShockPlayer Player health increased PlayerBioAmmoIncreased: ShockPlayer Player current bioammo increased Died: ShockPlayer Player died CannotPickUpInventoryFull: ShockPlayer Player could not pick up an item because the inventory is already at max for that item CannotUseItemNotEnough: ShockPlayer General negative action of not being able to use an inventory item because you don't have enough (possibly will only apply to med packs) CannotUseEveFull: ShockPlayer Can't add eve because the player's eve pool is already full CannotUseHealthFull: ShockPlayer Can't add health because the player's health pool is already full TookAllItems: ShockPlayer Player decided to take all items in a container SwitchedToWeaponHands: ShockPlayer Player switched to the weapon mode SwitchedToPlasmidHands: ShockPlayer Player switched to the plasmid mode ObjectiveInitiated: ShockPlayer Player initiated an objective/goal ObjectiveCompleted: ShockPlayer Player completed a single objective of an overall goal GoalCompleted: ShockPlayer Player completed a goal GoalFailed: ShockPlayer Player failed a goal CannotComplete: ShockPlayer generic sound for when you don't have enough of ____ to do the action, or some other reason for not being able to complete the action MaxHealthIncreased: ShockPlayer The player's health bar max increased MaxHealthDecreased: ShockPlayer The player's health bar max decreased MaxBioAmmoIncreased: ShockPlayer The player's bio ammo max increased MaxBioAmmoDecreased: ShockPlayer The player's bio ammo bar max decreased ;; HUD UILaunchedWeaponRadial: Actor Brought up the radial menu for weapons UIScrolledWeapon: Actor Scrolled to a new weapon selection (radial) UISelectedWeapon: Actor Selected a new weapon (radial) "Radial menu put away" UILaunchedPlasmidRadial: Actor Brought up the radial menu for plasmids UIScrolledPlasmid: Actor Scrolled to a new plasmid selection (radial) UISelectedPlasmid: Actor Selected a new plasmid (radial) "Radial menu put away" UINoAmmoOfType: Actor Tried to select an ammo, but there is no ammo of that type UIAdamDollarTickup: Actor Called every time the adam counter "ticks up" UICreditTickup: Actor Called every time the credit counter "ticks up" UIAdamDollarTickDown: Actor Called every time the adam counter "ticks down" UICreditTickDown: Actor Called every time the credit counter "ticks down" ;; HACKING UIHackEvalScreenEntered: Actor Player chose to look at the hack eval screen UIUsedAutoHack: Actor Player used an autohack device UIHackCanceled: Actor Player canceled the hack from the hack eval screen UIHackFastFinished: Actor Player decided to fast finish a hack (speeds up flow significantly) UITileRevealed: Actor Player revealed a tile UITileRevealedShort: Actor Player revealed a short circuit tile UITileRevealedAlarm: Actor Player revealed an alarm tile UITileSwapBegan: Actor Player initiated a tile swap UITileSwapEnded: Actor Tile finished it's swap animation UIHitAlarm: Actor Player hit the alarm tile UIHitShort: Actor Player hit the short circuit tile UIHitEnd: Actor Player hit an invalid tile or the edge of the "map" UIHitExit: Actor Player hit the "exit" tile, money will be refunded and basically the hack did not occur UIHitGoal: Actor Player hit goal (he wins) UITileSelected: Actor Player moved the highlight to select a new tile UIHandSelected: Actor Player changed which hand tile he is working with UITileRotated: Actor Player rotated the current hand tile UIElecStarted: Actor The electricity flow restarted in the start tile UIElecChangedTiles: Actor The electricity flow moved from one tile to the other UITileFilled: Actor The flow filled another tile / a new tile has locked into place UITileCantSwap: Actor Tried to swap a tile but can't. UIFlowStarted: Actor The flow has started UIFlowEnded: Actor The flow has ended ;; Warning/Reward popups UIPopupNewPlasmidActive: Actor A reward popup for a new active plasmid was triggered UIPopupNewSlotActive: Actor A reward popup for recieving a new plasmid slot was triggered UIPopupNewPlasmidPhysical: Actor A reward popup for a new physical tonic was triggered UIPopupNewSlotPhysical: Actor A reward popup for recieving a new physical tonic slot was triggered UIPopupNewPlasmidEngineering:Actor A reward popup for a new engineering tonic was triggered UIPopupNewSlotEngineering: Actor A reward popup for recieving a new engineering tonic slot was triggered UIPopupNewPlasmidCombat: Actor A reward popup for a new combat tonic was triggered UIPopupNewSlotCombat: Actor A reward popup for recieving a new combat tonic slot was triggered UIPopupPlasmidReplacement: Actor A reward popup for when you recieve a better version of an existing plasmid was triggered UIPopupWarning: Actor A generic popup for warning boxes / modal training was triggered UIPopupResearchLevelUp: Actor A reward popup for when you get a new research reward was triggered UIPopupHealthBarIncreased: Actor A reward popup for when you purchase a health upgrade was triggered UIPopupEveBarIncreased: Actor A reward popup for when you purchase a eve upgrade was triggered UIPopupHackingSuccess: Actor A reward popup for when you successfully complete a hack was triggered UIPopupClosed: Actor Popup has been closed by clicking any key to continue ;; ComboLock UIComboLockDialAdjusted Actor The player moved one of the dials in the combo lock interface. Dial selection is handled by UIHighlightMoved ;; Info Panel (Journal, Messages, Logs, etc..) UIInfoPanelHighlightMoved Actor The player moved one the main selector bar in the InfoPanel UIInfoPanelCoverPieceRising Actor The big cover peice that covers the text area is moving off the screen UIInfoPanelCoverPieceLowering Actor The big cover peice that covers the text area is moving onto the screen UIInfoPanelTabLaunched Actor The player brought up the info panel or switched to a new tab UIInfoPanelTopicSelected Actor The player select a topic to view UIInfoPanelShowParentList Actor The player wants to view the parent list UIInfoPanelShowArrow Actor The player selected to show the directional arrow for a goal UIInfoPanelHideArrow Actor The player selected to hide the directional arrow for a goal ;; Map UIMapLaunched Actor The player brought up the map UIMapZoomedIn Actor The player toggled the map to be zoomed in UIMapZoomedOut Actor The player toggled the map to be zoomed out ;; Camera/Research GreatPhotoTaken ShockPlayer The photo has been rated and it's a great photo NormalPhotoTaken ShockPlayer The photo has been rated and it's a normal photo BarPopUp ShockPlayer Played when the research screen is first shown BarFilling ShockPlayer Played when the bar starts filling, untrigged once it's filled BarFilled ShockPlayer Played when the bar reaches the end ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; COLLISION EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Collided: Actor collides with another object via Havok physics CollidedTelekinesis: Actor an object thrown by telekinesis hits collides with another object via Havok physics ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; DAMAGE EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Damaged: Actor Takes damage DamagedDead: Pawn Takes damage when it is dead AcquiredState: ShockPawn/ReactiveActor Acquired a state. Tag will be [Diseased|Burning|Frozen|Berserk|Shocked]. Untriggered when state is unacquired. UnAcquiredState: ShockPawn/ReactiveActor Stopped being in a state. Tag will be [Diseased|Burning|Frozen|Berserk|Shocked]. Never untriggered. FreezingNimbusDamage: ShockPawn Takes damage from freezing nimbus Shattered: ShockPawn Was Frozen and it's frozen health is reduced to zero causing the pawn to shatter HitNoDirection: ShockPlayer When the player takes a directionless melee hit HitLeftToRight: ShockPlayer When the player takes a left to right melee hit HitRightToLeft: ShockPlayer When the player takes a right to left melee hit HitHighToLow: ShockPlayer When the player takes a high to low melee hit HitLowToHigh: ShockPlayer When the player takes a low to high melee hit PushedBack: ShockPlayer When the player takes a push back melee hit ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; WEAPON EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; WeaponImpacted: Actor Weapon hit something else. Tag will be the name of the damaging class (e.g., IcicleAssaultAbility for the Icicle Assault plasmid or Pistol_HighExplosive for the high-explosive pistol ammo. WeaponImpacted: Hands Weapon hit something else. Tag will be the name of the damaging class (e.g., IcicleAssaultAbility for the Icicle Assault plasmid or Pistol_HighExplosive for the high-explosive pistol ammo. (triggered on the Hands when the player is hit with sanctuary down) WeaponImpacted: Weapon Weapon hit something else. Tag will be the name of the damaging class (e.g., IcicleAssaultAbility for the Icicle Assault plasmid or Pistol_HighExplosive for the high-explosive pistol ammo. (triggered on the Weapon when the player is hit with sanctuary down) WeaponImpacted: Actor Weapon hit something else. Tag will be the name of the damaging class (e.g., IcicleAssaultAbility for the Icicle Assault plasmid or Pistol_HighExplosive for the high-explosive pistol ammo. (triggered on the SanctuaryModel when the player is hit with sanctuary up) DamageParticleCollided: Actor A Damage particle (from a damage emitter) collided with an actor. Tag will be the class of the DamageEmitter. ProjectileExploded: ExplosiveProjectile Projectile exploded. ProjectileFailedToExplode: ExplosiveProjectile Projectile was a dud and didn't exploded. ProjectileArmingStarted: StickyProjectile Projectile began arming ProjectileArmingFinished: StickyProjectile Projectile finished arming Fired: Weapon The weapon Fired once (one-shot, untriggered). FiredSound: Weapon The weapon Fired once (one-shot, not untriggered). InitiateDamage: Weapon The weapon has just fired a bullet IsFiring: Weapon The player has started firing the weapon and not yet stopped (untriggered when the user stops firing). This is good for putting looping sounds on things like the Tommy Gun. TracerFired: Weapon The weapon is about to play its firing animations. This is a good time to do tracer effects if the animation is short. AllocatedWeaponStat: Weapon A stat was allocated to this weapon, Tag = the stat name AppliedAltFireMod: Weapon Applied the alt fire mod to this weapon AppliedStrictlySuperiorMod: Weapon Applied the strictly superior mod to this weapon UnHidden: Weapon The weapon was unhidden. WrenchHit: Wrench Wrench hit something HitWaterVolume: Actor A projectile or a damage emitter hitting a water volume ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; TRAPBOLT EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; StartedArming: TrapBoltProjectile The trap bolt has hit something and started to arm. FinishedArming: TrapBoltProjectile The trap bolt has finished arming. WireTripped: TrapBoltProjectile Triggered when the wire is tripped. WireHookFiring: TrapBoltProjectile Active from the time when the wire hook is fired until it hits something. WireHookFiring: TrapBoltWireHook Active from the time when the wire hook is fired until it hits something. This follows the wire hook as it's fired. WireHookEngaged: TrapBoltProjectile Triggered on the trap bolt when the wire hook engages. WireHookEngaged: TrapBoltWireHook Triggered on the wire hook when it engages. This is so a sound or effect can be played on the opposite side of the wire. ShockedByTrapBolt: Actor Triggered on each actor that is shocked when the trap bolt is set off. ElectricityFlash: TrapBoltProjectile Triggered when electricty flashes on the wire when idle. This is triggered at the location of the wire itself, not the bolt. LargeShock: TrapBoltProjectile Triggered when the trap bolt is tripped and a large shock is sent along the wire. This is triggered at the location of the wire itself, not the bolt. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; INSECT SWARM EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Spawned: InsectSwarm The swarm is spawned out of the grenade or some other object. Swarming: InsectSwarm On from spawn to dispersal. Attacking: InsectSwarm The swarm is attacking something. Dispersed: InsectSwarm The swarm disperses when it's lifetime is over. HeatDamage: InsectSwarm Triggered when the swarm takes heat damage. ColdDamage: InsectSwarm Triggered when the swarm takes cold damage. ElectricDamage: InsectSwarm Triggered when the swarm takes electric damage. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; RADIUSEFFECTVOLUME EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Spawned: RadiusEffectVolume The volume is spawned InEffect: RadiusEffectVolume The volume is waiting until dispersed ApplyEffect: RadiusEffectVolume Applying the effect to all pawns within range. Dispersed: RadiusEffectVolume The volume disperses when it's lifetime is over. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; CHARGEDBURSTS EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ChargedBurstWarning: ShockPlayer Play a warning effect when chargedburst is ready to fire ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; TELEPORTATION EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; PlaceTeleportationBeacon: ShockPlayer Place a teleportation beacon where the player is ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; PRESSURE EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; PressureChanged: Actor When the pressure around an actor changes; only triggered if bNeedPressureChangeEffectEvents is true for that actor. Contexts will contain the new pressure (one of 'High', 'Normal', or 'Low'). For ShockMachines, the Tag will be set to the machine's current state (by default, one of 'Waiting', 'Interacting', or 'Dormant') ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; INVENTORY EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; UsedItem: ShockPlayer Used an item from the inventory. Tag will be the name of the item. PickedUpItem: ShockPlayer Picked up an item. Tag will be the class of the item. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; PLASMID/ABILITY EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Fired: ShockPlayer An ability that the player has used, but has latent activation (e.g. SpringBoardTrapAbility). Tag will be the name of the plasmid. Fired: Hands An ability that has specifically projected an object from the hands. Tag will be the name of the plasmid. UsedAbility: Hands Used an ability. Tag will be the name of the plasmid (e.g., IcicleAssaultAbility). BeganUsingAbility: Hands Began using an ability. Tag will be the name of the plasmid (e.g., IcicleAssaultAbility). UsedAbility: ShockPlayer Used an ability. Tag will be the name of the plasmid (e.g., IcicleAssaultAbility). FailedToUseAbility: ShockPlayer Attempted to use an ability, but failed to do so. Tag will be the name of the plasmid. PlasmidEquipped: ShockPlayer Equipped/unequipped a plasmid. Tag will be the name of the plasmid. PlasmidEquipped: Hands Equipped/unequipped a plasmid. Tag will be the name of the plasmid. UnlockedTrackSlot: ShockPlayer Player unlocked a slot in a plasmid track. Tag is name of the plasmid track. EnteredSanctuary: ShockPlayer The Player entered the sanctuary state, untriggered when he leaves the sanctuary state EnteredSanctuary: Hands The Player entered the sanctuary state, untriggered when he leaves the sanctuary state (triggered on the Hands) EnteredSanctuary: Weapon The Player entered the sanctuary state, untriggered when he leaves the sanctuary state (triggered on the active Weapon) EnteredSanctuary: Actor The Player entered the sanctuary state, untriggered when he leaves the sanctuary state (triggered on the SanctuaryModel) LeftSanctuary: ShockPlayer The Player left the sanctuary state LeftSanctuary: Hands The Player left the sanctuary state (triggered on the Hands) LeftSanctuary: Weapon The Player left the sanctuary state (triggered on the active Weapon) LeftSanctuary: Actor The Player left the sanctuary state (triggered on the SanctuaryModel) SelectedAbility: ShockPlayer The Player selected an ability, tag will be the name of the ability (eg. "SanctuaryAbility"), untriggered before selecting a new ability SelectedAbility: Hands The Player selected an ability, tag will be the name of the ability (eg. "SanctuaryAbility"), untriggered before selecting a new ability SelectedAbility: Weapon The Player selected an ability, tag will be the name of the ability (eg. "SanctuaryAbility"), untriggered before selecting a new ability ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; PLASMID SPECIFIC EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; TelekinesisActive: ShockPlayer The player is currently using the telekinesis plasmid. The tag describes the state, i.e. pulling, holding, or throwing. TelekinesisActive: Hands The player is currently using the telekinesis plasmid. The tag describes the state, i.e. pulling, holding, or throwing. TelekinesisActive: Actor The player is currently using the telekinesis plasmid. The tag describes the state, i.e. pulling, holding, or throwing. SpringBoardTrapActive: ShockPlayer The player is currently using the springboard trap plasmid. The tag describes the state, i.e. deployed or released. FreezingNimbusApplied: Weapon The freezing nimbus was applied to the current weapon SneakAttackSuccessful: ShockPlayer The Player has successfully executed a sneak attack. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; RESEARCH EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ResearchLevelUp: ShockPlayer Player leveled up on a research track. Tag is name of the research track plus the level number. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; MACHINE EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; UnableToInteract: ShockMachine When the user tries to interact with a machine that cannot be interacted with. Contexts will contain one of 'InsufficientCredits', 'Dormant', or 'NoFuse' to indicate why the interaction failed. Waiting: ShockMachine The machine has entered the waiting state (this is untriggered when the state is exited) Interacting: ShockMachine The machine has entered the interacting state (this is untriggered when the state is exited) Dormant: ShockMachine The machine has entered the dormant state (this is untriggered when the state is exited) FuseBlown: FuseBox The fuse was destroyed. FuseReplaced: FuseBox The fuse was replaced. FuseBoxPowered: FuseBox The fuse became powered. Untriggered when blown. AliveNotBeingUsed: VendingStation Active when the station is alive and not being used. For sound that shouldn't continue to play when the player uses the vending station. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; RESURRECTION STATION EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; OnActivated: BaseResurrectionStation Triggered when the resurrection station is activated (i.e., the player pushes the button that turns it on). OnDeactivated: BaseResurrectionStation Triggered when the resurrection station is deactivated (i.e., the player pushes the button that turns it off). ResurrectPlayer: BaseResurrectionStation Triggered on the station when the player resurrects inside the station WasResurrected: ShockPlayer Triggered on the player when the player resurrects inside the station DoorOpening: BaseResurrectionStation Triggered on the station when the door starts opening. DoorClosing: BaseResurrectionStation Triggered on the station when the door starts closing. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; MOVABLE SPOTLIGHT EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; SpotlightOn: MovableSpotlightController Active while the spotlight is on, not active while the spotlight is off. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; SECURITY EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; TaggedWithSecurityBeacon: ShockPawn The pawn has been "marked" by the security beacon plasmid. TaggedWithAggressorIrritant: ShockPawn The pawn has been "marked" by the aggressor irritant plasmid. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; SECURITY STATION EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; AlarmActive: SecurityStation Active while the alarm is active. SecurityHacked SecurityStation Active while the security system has been hacked. SecurityAlarmEnded: ShockPlayer Triggered when the security alarm ends by a timeout or the target is killed. SecurityAlarmShutOff: ShockPlayer Triggered when the security alarm is turned off by a security panel. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; SECURITY CAMERA EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Searching: SecurityCamera Active while the camera is in the search mode. Inspecting: SecurityCamera Active during the time the camera is inspecting a target Alerted: SecurityCamera Active while the security alarm is on and the camera is active. Contexts are 'Player', 'AI', or 'AISecurityBeaconed' depending on what caused the alarm. AlarmOn: SecurityCamera Active while the security alarm is on. Contexts are 'Player', 'AI', or 'AISecurityBeaconed' depending on what caused the alarm. InspectionStarted: SecurityCamera Triggered when the camera sees something and starts inspecting it. InspectionSucceeded: SecurityCamera Triggered when the camera successfully inspects something and is about to start the alarm. InspectionFailed: SecurityCamera Triggered when the camera failed at inspecting something and is going back to searching. InspectionTargetVisible: SecurityCamera Active when the inspection target is visible to the camera. InspectionTargetNotVisibe: SecurityCamera Active when the inspection target is not visible to the camera. AlarmTargetLost: SecurityCamera Triggered when the camera's alarm target is lost. AlarmTargetSeen: SecurityCamera Triggered when the camera's alarm target is seen. AlarmTargetVisible: SecurityCamera Active while the camera is alerted and can see the alarm target. MovingSlow: SecurityCamera Active while the camera is moving at it's slow (search) speed. MovingFast: SecurityCamera Active while the camera is moving at it's fast (tracking) speed. ReachedLeftPanRotation: SecurityCamera Triggered when we reach the left-most rotation point while panning. ReachedRightPanRotation: SecurityCamera Triggered when we reach the right-most rotation point while panning. Died: SecurityCamera Triggered when the camera is killed and stops functioning. HackSucceeded: SecurityCamera Triggered when the camera is hacked successfully. HackFailed: SecurityCamera Triggered when the player fails hacking the camera. CameraHacked: SecurityCamera Active while the camera is hacked and not dormant. CameraNotHacked: SecurityCamera Active while the camera is not hacked and is not dormant. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; SECURITY BOT EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; SawTarget: SecurityBot Each time the bot sees the target LostTarget: SecurityBot Each time the bot loses track of the target SawProtectee: SecurityBot Each time the bot sees it's protectee. Perhaps it gives a friendly 'I'm happy to see you player!' chirp. LostProtectee: SecurityBot Each time the bot loses track of it's protectee WentDormant: SecurityBot The bot goes dormant Awoke: SecurityBot The bot was hacked and becomes non-dormant Exploded: SecurityBot The bot exploded PropellerOperating: SecurityBot All the time while bot is not dead or dormant after the propeller starts. For things like whirring propeller blades, etc. The sound corresponding to this event is *not* pitch-bended. EngineOperating: SecurityBot All the time while bot is not dead or dormant after the engine starts. For things like whirring propeller blades, etc. The sound corresponding to this event *is* pitch-bended. Hovering: SecurityBot Only while the bot is not navigating Moving: SecurityBot While the bot is navigating BeganAccelerating: SecurityBot When the bot starts accelerating BeganDecelerating: SecurityBot When the bot starts decelerating LightsOn: SecurityBot Active while the bot's lights are on. LightsOff: SecurityBot Active while the bot's lights are off. StartupBoost: SecurityBot Triggered when the bot applies a boost when lifting off. ExplodeWarning: SecurityBot Fired right before the bot explodes. BotFiring: BotBaseGun Active while the bot is firing it's weapon. BotHacked: SecurityBot Active while the bot is hacked and not dormant. BotNotHacked: SecurityBot Active while the bot is not hacked and not dormant. BotNotHackedNeutral: SecurityBot Active for a security system controlled bot that is attacking another AI. DormantAndHackable: SecurityBot Active while the bot is dormant (on the ground, alive) and hackable. BotPropellerCollided: Actor Triggered on the hit actor whenever the bot's propeller hits something. BotAILink: SecurityBot Active while the bot is under AI control. BotAILink: ShockPawn Active on the AI while the bot is under AI control. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; TURRET EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Standby: Turret Active while the camera is in standby mode (looking for targets). Attacking: Turret Active while the turret is in attacking mode (has a target). LightsOn: Turret Active while the turret's light is on. LightsOff: Turret Triggered when the lights are turned off (for sound). MotorStarted: Turret Triggered when the motor starts. MotorRunning: Turret Active while the motor is running (i.e. after start up is finished and before shutdown). MotorStopped: Turret Triggered when the turret's motor turns off. Moving: Turret Active while the turret is moving either in pitch or roll. Died: Turret Triggered when the turret is killed and stops functioning. TurretHacked: Turret Active while the turret is hacked and not dormant. TurretNotHacked: Turret Active while the turret is not hacked and not dormant. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; DOOR EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; DoorOpened: ShockDoor opens DoorLockedCannotOpen: ShockDoor Someone tried to open a door that was locked, so it will not open DoorClosed: ShockDoor closes DoorWasBlocked: ShockDoor tries to close but is blocked DoorWasUnlocked: ShockDoor the door was just changed from locked to unlocked DoorWasLocked: ShockDoor the door was just changed from unlocked to locked SmallDoorOpened: ShockDoor the gatherer doors inside the main door opened SmallDoorClosed: ShockDoor the gatherer doors inside the main door closed ButtonPressedSucceeded: DoorButtonControl pressed and the door unlocks and opens ButtonPressedFailed: DoorButtonControl pressed and the door remains locked ButtonPressedWhileBusy: DoorButtonControl pressed while the door is not idle KeypadSucceeded: DoorKeypadControl correct keycode entered or hack succeeds KeypadFailed: DoorKeypadControl incorrect keycode entered ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; LOG EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; LogPlayed: ShockPlayer The player has begun playing a log, tag identifies the log ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; AI-RELATED EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; DroppedByAIAsContainer Actor When an AI drops a weapon or attachment that can be searched, this is triggered on the dropped object OwnerDied: AIAttachment Called on an attachment when the AI that it is attached to Dies. CommittedSuicide: Grenadier Called when a grenadier commits suicide by blowing itself up ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; AI SPEECH EVENTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; Generic AI speech ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; DamagedCriticalSpeech: ShockAI [Play whenever damage taken and close to death] DamagedSpeech: ShockAI [Play whenever damage taken] DiedSpeech: ShockAI [Play once] BeganAttackingSpeech: ShockAI [Play every X-Y seconds while in state.] BeganIdlingSpeech: ShockAI [Play every X-Y seconds while in state.] BeganSearchingSpeech: ShockAI SearchingSpeech CompletedSearchingSpeech: ShockAI CompletedSearchingSpeech BeganInvestigatingSpeech: ShockAI [BeganInvestigatingSpeech] CompletedInvestigatingSpeech: ShockAI [CompletedInvestigatingSpeech] ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; Generic Gatherer speech ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; HeadedToBodySpeech: Gatherer [Gatherer started moving towards source of ADAM] HeadedToVentSpeech: Gatherer [Gatherer started heading back to vent] AlertedSpeech: Gatherer [Gatherer scared] PanickedSpeech: Gatherer [Gatherer fleeing in terror] SummonedProtectorSpeech: Gatherer [Gatherer calls for help] AnnoyedSpeech: Gatherer [Gatherer too far ahead of protector] ThankedProtectorSpeech: Gatherer [Gatherer curtsying before going into vent] InvestigatedItemSpeech: Gatherer [Gatherer getting curious about stuff] GotDiseasedSpeech: Gatherer [Gatherer put into diseased state] GotFrozenSpeech: Gatherer [Gatherer put into frozen state] GotBurningSpeech: Gatherer [Gatherer put into burning state] ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; Generic Aggressor speech ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; SawPlayerSpeech: Aggressor Sees the player TauntedPlayerSpeech: Aggressor [Play once after player dies] AttackedProtectorSpeech: Aggressor [Played once when it decides to attack the protector] ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; Generic Protector speech ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BeganRespondingToAlarmSpeech: Protector [Play every X-Y seconds while in state] FinishedRespondingToAlarmSpeech: Protector [Play once when leaving state] BeganThreateningTooCloseGathererSpeech: Protector [Play every X-Y seconds while in state.] ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; ANIMATION-BASED EVENTS (AnimNotifies) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; Player AnimNotifies ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; LeftFootFell: ShockPlayer When the left foot lands RightFootFell: ShockPlayer When the right foot lands PlayerMoved: ShockPlayer Used?? FootStepTurn: ShockPlayer When the player turns-in-place a certain amount GatherStep: ShockPlayer When the player comes to a sudden stop after running full speed ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; Player Hands AnimNotifies ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; UnequipLauncher: Hands Player unequips the grenade launcher EquipLauncher: Hands Player equips grenade launcher FidgetLauncher: Hands Player fidget FiredLauncher: Hands Player fires launcher JammedLauncher: Hands Grenade launcher jammed FireBrokenLauncher: Hands Fire broken grenade launcher FirePlasmidLauncher: Hands Player shoots off an active plasmid ReloadLauncher: Hands Player reloads the grenade launcher UnequipLauncher: Hands Hands unequipping the grenade launcher EquipLauncher: Hands Equip the grenade launcher ReloadLauncher: Hands Reload the Grenade Launcher ReloadPistol: Hands Pistol reload AltFiredLauncher: Hands AltFiredLauncher EquipWrench: Hands Equip the wrench UnEquipWrench: Hands Player hands un-equip wrench FidgetWrench: Hands Idle with wrench LowReadyWrench: Hands Player hands at low ready with wrench Swing_A_Wrench: Hands Swing Swing_B_Wrench: Hands Swing swing swing PlasmidFireWrench: Hands Fire a plasmid while holding the wrench FirePistol: Hands Fire the pistol FireAutoPistol: Hands Fire the auto pistol mod FireSinglePistol: Hands Player fires the pistol EquipPistol: Hands EquipPistol FidgetPistol: Hands FidgetPistol FirePlasmidPistol: Hands FirePlasmidPistol PistolReloadFast: Hands PistolReloadFast UnequipPistol: Hands UnequipPistol ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; Protector: Bouncer AnimNotifies ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; SteamBurstD: Bouncer Steam from SteamLeakD SteamBurstE: Bouncer Steam burst BouncerDrillSpark: Bouncer Drills sparking when hitting together BouncerDrillHit: Bouncer Bouncer pounds the ground BouncerDrillSpin: Bouncer Bouncer spins drills ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; Aggressor: Ceiling Crawler AnimNotifies ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Debris1: CeilingCrawler Debris released Debris2: CeilingCrawler dust Debris3: CeilingCrawler dust Debris4: CeilingCrawler dust