Difference between revisions of "Events"

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Events are placed at the beginning of a [[trigger]]. During the game's progress, if at any time the trigger is enabled/on and a condition matches the "event", the trigger will evaluate the trigger's conditions. If the conditions, if any, return true, the trigger is then executed. If multiple events are listed, then only one need return true for conditions to be checked.
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Events are placed at the beginning of a [[trigger]]. During the game's progress, if at any time the trigger is enabled/on and a [[condition]] matches the "event", the trigger will evaluate the trigger's conditions. If the conditions, if any, return true, the trigger is then executed. If multiple events are listed, then only one need return true for conditions to be checked.
  
 
Using the "Map Initialization" event will trigger before the game has started and is loaded during the loading process of the game. To execute a trigger without an event, you must use the "Run Trigger" action from another trigger. When using the "Run Trigger" action, you may choose to have the execution of the target trigger evaluate the trigger's conditions. If "Wait" actions are implemented in the trigger and "Wait for Trigger" is used, then the trigger that is executing the target trigger will not continue its action queue until the final action has been executed in the target trigger.  
 
Using the "Map Initialization" event will trigger before the game has started and is loaded during the loading process of the game. To execute a trigger without an event, you must use the "Run Trigger" action from another trigger. When using the "Run Trigger" action, you may choose to have the execution of the target trigger evaluate the trigger's conditions. If "Wait" actions are implemented in the trigger and "Wait for Trigger" is used, then the trigger that is executing the target trigger will not continue its action queue until the final action has been executed in the target trigger.  

Latest revision as of 03:02, 29 March 2013

Events are placed at the beginning of a trigger. During the game's progress, if at any time the trigger is enabled/on and a condition matches the "event", the trigger will evaluate the trigger's conditions. If the conditions, if any, return true, the trigger is then executed. If multiple events are listed, then only one need return true for conditions to be checked.

Using the "Map Initialization" event will trigger before the game has started and is loaded during the loading process of the game. To execute a trigger without an event, you must use the "Run Trigger" action from another trigger. When using the "Run Trigger" action, you may choose to have the execution of the target trigger evaluate the trigger's conditions. If "Wait" actions are implemented in the trigger and "Wait for Trigger" is used, then the trigger that is executing the target trigger will not continue its action queue until the final action has been executed in the target trigger.

General

  • Cutscene Bookmark Fired
Returns true when a Cutscene Bookmark is passed.
  • Cutscene Endscene Fired
Returns true when a Cutscene ends.

AI

  • Player Sends AI Wave
Returns true when a specified player sends an AI Wave.

Camera

  • Camera Moves
Returns true when a specified player moves the camera. Use "Camera Move Reason" to get the way in which the camera was moved.

Cinematics

  • Movie Function
Returns true as defined in an .event file associated with a specific texture movie. This event is only usable if you play a movie texture on a model, and that movie texture has a .event file with the same name as the movie texture. The .event file can specify times when the movie should send an event to the trigger system. Each event in the .event file has a name that must be specified in the Function Name parameter if you want to respond to that event.

Conversation

  • Conversation Reply Selected
Returns true when the specified player selects the specified reply from the specified conversation. Use "Selected Conversation" to get the conversation and "Selected Conversation Reply" to get the reply.
  • Data Conversation State Changed
Returns true when the specified conversation state is changed during a data conversation, or when it is changed through the "Set Data Conversation State" action. Use "Triggering Conversation State" to get the conversation state.

Dialog

  • Dialog Item Is Used
Returns true when a dialog item is used. Use "Dialog Item Event Type" to find out how the event was triggered. Use "Used Dialog Item" to get the dialog item that triggered this event. Use "Triggering Player" to get the player that used the dialog item.

Environment

  • Effect Used
Returns true when the specified effect is used by the specified player.

Game

  • Chat Message
Returns true when the specified chat message is typed by the specified player. If exact match is selected, then the string the player enters must be identical to the specified string for the event to fire. If partial match is selected, then the event will fire if the player enters the specified string plus any number of additional characters after it. Use the "Chat String" function to refer to the message being entered. Use "Triggering Player" to get the player that typed the message.
  • Cheat Used
Returns true when the specified player uses the specified cheat. Use "Cheat Type Used" to get the cheat that was used.
  • Map Initialization
Returns true just after a game is finished loading.
  • Save Game Finished
Returns true just after a game is saved.
  • Save Game Started
Returns true just before a game is saved.

Ping

  • Player Ping
Returns true when the specified player pings the minimap.

Player

  • Player Changes Alliances
Returns true when a player changes alliances. Use "Triggering Player" to get the player.
  • Player Leaves Game
Returns true when a player leaves the game with the specified victory type. Use "Triggering Player" to get the player.
  • Player Property Changed
Returns true when the specified property for the specified player changes. Use "Triggering Player" to get the player. Use "Triggering Player Property" to get the property that changed.

Story

  • Mercenary Panel Exited
Returns true when a player closes the mercenary panel.
  • Mercenary Panel Purchase
Returns true when a player clicks the purchase button on the mercenary panel.
  • Mercenary Panel Selection Changed
Returns true when a player selects the specified MercenaryId on the mercenary panel.
  • Mission Archive Panel Play Scene
Returns true when a player chooses to replay a cutscene through the mission archive panel. Use "Selected Mission Archive Scene" to get the scene the player selected.
  • Mission Archive Panel Exited
Returns true when a player closes the mission archives panel.
  • Mission Archive Panel Play Mission
Returns true when a player chooses to replay a mission through the mission archives panel. Use "Selected Mission Archive Difficulty" to get the difficulty the player selected. Use "Selected Mission Archive Mission" to get the mission the player selected.
  • Mission Archive Panel Selection Changed:
Returns true when a player changes the active selection in the mission archives panel.
  • Planet Panel Birth Complete
Returns true when the planet panel finishes playing its birth animation.
  • Planet Panel Canceled
Returns true when the specified player closes the planet panel.
  • Planet Panel Death Complete
Returns true when the planet panel finishes playing its death animation.
  • Planet Panel Launched
Returns true when the specified player opens the planet panel.
  • Planet Panel Planet Selected
Returns true when a player clicks on a planet on the planet panel. Use "Clicked Planet" to get the planet that was clicked.
  • Planet Panel Pressed Replay Button
Returns true when the specified player presses the replay button on the planet panel.
  • Purchase Category Selected
Returns true when the specified player selects the specified purchase category from the storymode armory.
  • Purchase Exit
Returns true when the specified player exits the storymode armory tech purchase interface.
  • Purchase Item Selected
Returns true when the specified player selects the specified purchase item from the storymode armory.
  • Purchase Made
Returns true when the specified player purchases the specified tech from the storymode armory. Use "Purchased Purchase Item" to get the item that was purchased.
  • Research Panel Close Button Clicked
Returns true when a player closes the research panel.
  • Research Panel Research Button Clicked
Returns true when a player clicks the research button on the research panel.
  • Research Panel Selection Changed
Returns true when a player selects the specified Research Item on the research panel.
  • Victory Panel Exited
Returns true when a player closes the victory panel.
  • Victory Panel Play Mission Again
Returns true when a player clicks the play again button on the victory panel.

Timer

  • Periodic Event
Returns true periodically whenever the time specified elapses.]]
  • Time Elapsed
Returns true once the specified amount of time has passed in game.
  • Timer Expires
Returns true whenever the specified timer reaches zero. This catches both one-shot and repeating timers. Use the "Triggering Timer" function to refer to the expiring timer.

Trigger

  • Generic Event
Generic events are sent from triggers using the "Send Generic Event" action.
  • Player Skips Trigger
Returns true when a player attempts to skip a trigger with the "Escape" key, even if no other players skip it.

UI

  • Abort Mission
Returns true when a player clicks the abort mission button.
  • Button Pressed
Returns true when a player presses a command card button. Use "Button Pressed" to get the button that was pressed. Only register for this event when you absolutely need it, as it will generate network traffic from all players for every button they press.
  • Custom Dialog Dismissed
Returns true when a player selects an option on the Custom Dialog. Use "Custom Dialog Result" to get the option the player selected. Use "Triggering Player" to get the player.
  • Game Credits Finished
Returns true when the end game credits finish rolling for the specified player.
  • Game Menu Item Selected
Returns true when a player selects an item on the Game Menu Dialog. Use "Game Menu Item Selected" to get the menu item that the player selected.
  • Key Pressed
Returns true when a player presses the specified key. Use "Key Pressed" to get the key that was pressed. Use "Alt Key Pressed", "Control Key Pressed", and "Shift Key Pressed" to find out what modifier keys were pressed. Only register for this event when you absolutely need it, as it will generate network traffic from all players for every button they press.
  • Mouse Clicked
Returns true when a player clicks a mouse button. Use "Mouse Clicked Button" to get the button that was clicked. Use "Mouse Clicked UI Pos X" and "Mouse Clicked UI Pos Y" to get the UI X,Y position where the player clicked the mouse. Use "Mouse Clicked World Pos X", "Mouse Clicked World Pos Y", and "Mouse Clicked World Pos Z" to get the X,Y,Z world position where the player clicked the mouse. Use "Alt Key Pressed", "Control Key Pressed", and "Shift Key Pressed" to find out what modifier keys were pressed. Only register for this event when you absolutely need it, as it will generate network traffic from all players for every mouse click they make.
  • Mouse Moved
Returns true when a player moves the mouse. Use "Mouse Moved UI Pos X" and "Mouse Moved UI Pos Y" to get the UI X,Y position where the player moved the mouse. Use "Mouse Moved World Pos X", "Mouse Moved World Pos Y", and "Mouse Moved World Pos Z" to get the X,Y,Z world position where the player moved the mouse. Only register for this event when you absolutely need it, as it will generate network traffic from all players for every mouse move they make.
  • Target Mode Updated
Returns true when a player turns the target mode for a specified ability "On", "Off", or "Any".

Unit

  • Unit Acquires Powerup
Returns true when a unit acquires a powerup. Use "Triggering Powerup" to get the powerup.
  • Unit Acquires Target
Returns true when a unit acquires a target. Use "Acquired Target" to get the target that was acquired. Use "Triggering Player" to get the owner of the unit that acquired a target. Use "Triggering Unit" to get the unit that acquired a target.
  • Unit Aiming Progress
Returns true when a unit's arming progress reaches a certain stage. Use "Triggering Player" to get the player that triggered the arm ability. Use "Triggering Unit" to get the arming unit. Use "Triggering Progress Unit Type" to get the unit type of the unit in the queue. Use "Triggering Progress Unit" to get the unit in the queue.
  • Unit Attribute Change
Returns true when a unit's attribute points change. Use "Triggering Attribute Points" to get the number of attribute points. Use "Triggering Behavior" to get the behavior.
  • Unit Becomes Idle
Returns true when a unit becomes or stops idling.
  • Unit Behavior Changes
Returns true when the state of a specified behavior changes on a unit.
  • Unit Changes Ability Auto Cast State
Returns true when a unit changes an ability's auto cast state. Use "Triggering Ability" to get the ability that was used. Use "Triggering Player" to get the player that used the ability. Use "Triggering Unit" to get the unit that used the ability. If the parameter "Include Shared Abilities" is set to true, instead of matching the specific event, it will match any event that has the same ability set id (AbilSetId).
  • Unit Construction Progress
Returns true when a unit's construction stage reaches a certain progress. Use "Triggering Player" to get the player that triggered construction. Use "Triggering Unit" to get the unit that is doing the constructing. Use "Triggering Progress Unit Type" to get the unit type of the unit that is under construction. Use "Triggering Progress Unit" to get the unit that is under construction.
  • Unit Dies
Returns true when a unit dies. Use "Damage Source Position" to get the position of the unit that dealt the killing blow. Use "Killing Player" to get the owner of the unit that dealt the killing blow. Use "Killing Unit" to get the unit that dealt the killing blow. Use "Triggering Death Type Check" to get the death type. Use "Triggering Player" to get the owner of the unit that died. Use "Triggering Unit" to get the unit that died. Use "Experience Level Of Unit" to get the experience level of the unit that died. Use "Total Experience Of Unit" to get the total number of experience points the unit had before it died.
  • Unit Enters/Leaves Point
Returns true when a unit enters or leaves a certain distance around a point. Use "Triggering Unit" to get the unit.
  • Unit Enters/Leaves Range Of Unit
Returns true when a unit enters or leaves a distance around another unit. Use "Triggering Player" to get the player that was controlling the unit. Use "Triggering Unit" to get the unit.
  • Unit Enters/Leaves Region
Returns true when a unit enters or leaves a region. Use "Triggering Player" to get the player that was controlling the unit. Use "Triggering Region" to get the region that the unit either entered or left. Use "Triggering Unit" to get the unit.
  • Unit Gains Experience
Returns true when a unit gains experience. Use "Triggering Behavior" to get the behavior. Use "Triggering Experience Gained" to get the amount of experience. Use "Triggering Player" to get the owner of the unit that gained experience. Use "Triggering Unit" to get the unit that gained experience.
  • Unit Gains Experience Level
Returns true when a unit gains an experience level. Use "Triggering Behavior" to get the behavior. Use "Triggering Player" to get the owner of the unit that gained a level. Use "Triggering Unit" to get the unit that gained a level.
  • Unit Is Attacked:
Returns true when a unit is attacked. Use "Attacking Unit" to refer to the unit performing the attack. Use "Triggering Unit" to refer to the unit being attacked. Use "Triggering Player" to get the owner of the unit being attacked.
  • Unit Is Being Removed
Returns true when a unit is removed from the game. Use "Triggering Player" to get the owner of the unit. Use "Triggering Unit" to get the unit.
  • Unit Is Created
Returns true when a unit is created. Use "Created Unit" to refer to the unit created. Use "Ability That Created Unit" to get the ability that created the unit. Use "Behavior That Created Unit" to get the behavior that created the unit.
  • Unit Is Issued Order
Returns true when a unit is issued an order. Use "Triggering Order" to get the order. Use "Triggering Player" to get the player that issued the order. Use "Triggering Unit" to get the unit that was issued the order.
  • Unit Is Revived
Returns true when a unit is revived. Use "Triggering Unit" to get the unit that was revived.
  • Unit Learn Progress
Returns true when a unit's learning stage reaches a certain progress. Use "Triggering Player" to get the player that triggered construction. Use "Triggering Unit" to get the unit that is doing the learning. Use "Triggering Progress Ability" to get the ability being learned.
  • Unit Loads/Unloads Cargo
Returns true when a unit loads or unloads cargo. Use "Triggering Cargo Unit" to get the unit that was loaded or unloaded. Use "Triggering Player" to get the owner of the transport unit. Use "Triggering Unit" to get the transport unit.
  • Unit Manipulates Inventory
Returns true when a unit performs the specified action on the specified inventory item. Use "Triggering Inventory Item" to get the inventory item, "Triggering Inventory Item Container" to get the container the item resides in, "Triggering Inventory Item Slot" to get the slot the item occupies, "Triggering Inventory Item Target Point" to get the point targeted by the action, and "Triggering Inventory Item Target Unit" to get the unit targeted by the action.
  • Unit Owner Changes
Returns true when the owning player of a unit changes. Use "Triggering Unit" to get the unit, and "Old Unit Owner" and "New Unit Owner" to get the old and new owners.
  • Unit Property Changes
Returns true when a unit's property changes. Use "Triggering Player" to get the owner of the unit whose property changed. Use "Triggering Unit" to get the unit whose property changed.
  • Unit Research Progress
Returns true when a unit's research progress reaches a certain point. Use "Triggering Player" to get the player that started the research. Use "Triggering Unit" to get the unit that is doing the research. Use "Triggering Progress Upgrade" to get the upgrade being researched.
  • Unit Revive Progress
Returns true when a unit's revive progress reaches a certain stage. Use "Triggering Player" to get the player that started the revive. Use "Triggering Unit" to get the unit doing the reviving. Use "Triggering Progress Unit Type" to get the unit type of the unit being revived. Use "Triggering Progress Unit" to get the unit being revived.
  • Unit Specialization Progress
Returns true when the unit's specialization progress reaches a specified point. Use "Triggering Player" to get the player that started the specialization. Use "Triggering Progress Effect" to get the effect that will run when specialization completes. Use "Triggering Unit" to get the unit doing the specializing.
  • Unit Starts Attacking
Returns true when a unit starts attacking. Use "Attacking Unit" or "Triggering Unit" to get the attacker. Use "Triggering Player" to get the owner of the attacker.
  • Unit Takes Damage
Returns true when a unit takes damage. Use "Damage Source Position" to get the position of the damage source. Use "Damaging Player" to get the owner of the unit that is dealing damage. Use "Damaging Unit" to get the unit that is dealing damage. Use "Triggering Damage Amount" to get the amount of damage being dealt. Use "Triggering Player" to get the owner of the unit that is taking damage. Use "Triggering Unit" to get the unit that is taking damage.
  • Unit Training Progress
Returns true when a unit's training progress reaches a certain stage. Use "Triggering Player" to get the player that started the training. Use "Triggering Unit" to get the unit doing the training. Use "Triggering Progress Unit Type" to get the unit type of the unit being trained. Use "Triggering Progress Unit" to get the unit being trained.
  • Unit Uses Ability
Returns true when a unit uses an ability. Use "Triggering Ability" to get the ability that was used. Use "Triggering Ability Stage" to get the stage the ability was in when the event fired. Use "Triggering Ability Target Point" to get the target point for the ability. Use "Triggering Ability Target Unit" to get the target unit for the ability. Use "Triggering Player" to get the player that used the ability. Use "Triggering Unit" to get the unit that used the ability. If the parameter "Include Shared Abilities" is set to true, instead of matching the specific event, it will match any event that has the same ability set id (AbilSetId).

Unit Selection

  • Unit Is Clicked
Returns true when a unit is clicked by a player. Use "Triggering Unit" to refer to the unit being clicked. Use "Triggering Player" to get the player.
  • Unit Is Highlighted
Returns true when a unit is highlighted or unhighlighted by a player. Use "Triggering Unit" to refer to the unit being highlighted/unhighlighted. Use "Triggering Player" to get the player.
  • Unit is Selected
Returns true when a unit is selected. Use "Triggering Unit" to refer to the unit being selected or deselected. Use "Triggering Player" to get the player that selected the unit.