Scripting conditions
From FleshWorks
See also Scripting Actions
In a fresh editor installation conditions are grouped in the following categories. Click on a category to see which conditions belong to it:
Contents |
AI
These are the scripting conditions belonging to the category "AI". They probably need to be categorized further (alertness, health, evidence, etc.).
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When the AI receives evidence of type [Enum:EEvidenceType]
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When the AI reaches a patrol point linked to by a TriggerScript link named [String]
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While the AI is in the behavior state [Enum:EStateType]
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When the AI is in a context volume of type [ContextVolumeType]
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When the AI has the inference [Enum:EInferenceType]
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When this AI is killed by the player
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DEPRICATED, DO NOT USE: When AI is blackjacked by the player
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When AI's body is discovered by another AI
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Query if pawn(s) at end of link [LinkFlavor] has enough inventory space for object(s) at end of link [LinkFlavor]
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When AI is disabled by the player with [Enum:eStimulusType]
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When linked AI [LinkFlavor] exits combat
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When linked AI [LinkFlavor] enters combat
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When linked AI [LinkFlavor] sees the player
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When the AI is in a tagged volume named [String]
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When this AI sees the player threatening it
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When this AI sees the player with weapon drawn
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When any AI sees the player and has a disposition of [Enum:EFactionDisposition] towards the player
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When my behavior state changes to [Enum:EStateType]
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While I see the player hacking/lockpicking
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When AI's body is discovered by an AI through [LinkFlavor]
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When this AI becomes alerted
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When this AI kills any other AI through [LinkFlavor]
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When I see a [Enum:eHealthState] body towards which I am [Enum:EFactionDisposition]
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When I take health damage [Relation] [Float] from [Enum:eStimulusType] at [Enum:eBodyLocation] , and it is caused by culprit(s) [LinkFlavor]
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When I see the player frob an instance or archetype attached via [LinkFlavor]
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Query if any AI connected to [LinkFlavor] has disposition [Enum:EFactionDisposition] towards the player
Bink
These are the scripting conditions belonging to the category "Bink":
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When an FMV begins
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When an FMV is paused
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When an FMV is resumed
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When an FMV ends
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Query if the FMV from FMVWindow [String] is playing
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Query if the FMV from FMVWindow [String] is paused
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Query if the FMV from FMVWindow [String] is named [String]
Controls
These are the scripting conditions belonging to the category "Controls":
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If this is the Xbox version
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When a gamepad is plugged in, after having been removed or the game starts without one.
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When a gamepad is removed or the game starts without one.
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Query if the number of saved games is [Relation] [Int]
Elevators
These are the scripting conditions belonging to the category "Elevators":
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When elevator(s) at end of link [LinkFlavor] starts or moves from rest
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When elevator(s) at end of link [LinkFlavor] stops or comes to rest
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When Floor Marker at end of link [LinkFlavor] is reached by elevator(s) at end of link [LinkFlavor]
Flags and Messages
These are the scripting conditions belonging to the category "Flags & Messages":
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When propagated message [String] detected on linked object(s) [LinkFlavor]
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When [Flag] is set to [Flag]
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When [Flag] is set to [Bool]
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Received trigger message [String]
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Query random stream [String] with range [Int] to [Int] for a number between [Int] and [Int]
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Query if flag [Flag] is set to [Bool]
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Query if flag [Flag] is set to [Flag]
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Query if counter is [Relation] to [Int]
Frob
These are the scripting conditions belonging to the category "Frob":
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When I am frobbed by a linked object of [LinkFlavor]
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When I am frobbed by player
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When I am frobbed by an AI
Global Variables
These are the scripting conditions belonging to the category """GobalVariables""":
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When [GlobalInt] becomes [Relation] [Int]
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When [GlobalInt] becomes [Relation] [GlobalInt]
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Query if [GlobalInt] is [Relation] [Property:floatintbool] of [LinkFlavor] linked object(s)
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Query if [GlobalInt] is [Relation] [Int]
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Query if [GlobalInt] is [Relation] [GlobalInt]
Goals
These are the scripting conditions belonging to the category "Goals":
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When Goal [String] changes from [Enum:eGoalState] to [Enum:eGoalState]
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Query if all goals are completed or cancelled, exclude hidden [Bool] ? include 'do last' goals [Bool] ?
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When game has been played for [GlobalInt] minutes, tracked in [GlobalInt]
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Query if goal [String] is [Relation] [Enum:eGoalState]
Matinee
These are the scripting conditions belonging to the category "Matinee":
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When matinee sequence tagged [Name] has finished
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When matinee sequence tagged [Name] is started
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When matinee sequence tagged [Name] reaches trigger event named [Name]
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When any linked interpolation point(s) [LinkFlavor] are reached in a matinee sequence tagged [Name]
Objects
These are the scripting conditions belonging to the category "Objects":
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When linked object(s) [LinkFlavor] named [String] damage level changes to [Enum:eDamageLevel]
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When linked object(s) [LinkFlavor] take [Relation] [Float] of stimulus [Enum:eStimulusType]
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When linked object(s) [LinkFlavor] are destroyed.
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When I come to rest for the first time.
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When my health state changes to [Enum:eHealthState] from [Enum:eStimulusType]
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When my object receives [DoorState]
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When I take health damage [Relation] [Float] from [Enum:eStimulusType] at [Enum:eBodyLocation]
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Query if I have any links of [LinkFlavor:NoSelf]
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Query if linked object(s) [LinkFlavor] are within [Float] unreal units from linked object(s) [LinkFlavor]
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On the event that [Property] changes on any linked objects(s) [LinkFlavor]
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When linked object(s) [LinkFlavor] hit a notetrack named [String]
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When linked object(s) [LinkFlavor] are frobbed by [Enum:eObjectCategory]
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When my object contacts the ground
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While linked object(s) [LinkFlavor] are within [Float] unreal units from linked object(s) [LinkFlavor]
Player
These are the scripting conditions belonging to the category "Player":
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When player starts map
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{{{1}}}
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Query if pawn(s) at end of link [LinkFlavor] has object(s) at end of link [LinkFlavor] in inventory
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When player leans
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NOT YET IMPLEMENTED : When player uses mechanical eye zoom
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When the player is about to travel to a new level.
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When the player travels to a new level that is a city section.
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When the player travels to a new level that is not a city section.
Properties
These are the scripting conditions belonging to the category "Properties":
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On the event that [Property] is [Relation] [Value] on all linked objects(s) [LinkFlavor]
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Query if [Property] is [Relation] [Value] on any linked object(s) [LinkFlavor]
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Query if [Property] is [Relation] [Value] on all linked object(s) [LinkFlavor]
Scripts
These are the scripting conditions belonging to the category "Scripts":
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On script startup
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Logic [Logic] operator: This allows you to specify various logic operations on conditions nested into the Logic condition. Note that the AND operation does not seem to work, but since all of the conditions of the script must be met for the Actions to occur anyway, it is in some ways implied.
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When map sim starts, either from travel, load, or launcher
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When map starts, arriving from a different map
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Query if SimTime is paused
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On the event that [Property] is [Relation] [Value] on any linked objects(s) [LinkFlavor]
Volumes
These are the scripting conditions belonging to the category "Volumes":
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When linked volume(s) [LinkFlavor] are breached by [Enum:eObjectCategory]
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When linked volume(s) [LinkFlavor] are breached by object(s) at end of [LinkFlavor]
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When linked volume(s) [LinkFlavor] are exited by [Enum:eObjectCategory]
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Query if linked volume(s) [LinkFlavor] contains the linked object(s) at end of [LinkFlavor]
Weapons and Inventory
These are the scripting conditions belonging to the category "Weapons & Inventory":
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When my object is fired by the player.
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When I am used in a way from the inventory
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When I am activated (currently only valid for augs)
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When [InventoryClass] count in inventory becaomes [Relation] [Int]
Miscellaneous
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Fire this condition every [Int] seconds of GAME time
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If my object's DoorState is currently [DoorState]
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Query if my current alert level is [Enum:EAlertState]
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Query if player's current cash is [Relation] [Int] . Count unsold loot as well: [Bool].
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Query if this object is within view
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When AI through [LinkFlavor] goes to Criminal Response because of [Enum:WarnReason] ...
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When linked object(s) [LinkFlavor] are purchased from a store
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When my alert state changes to [Enum:EAlertState]
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When the player drops the bodies of linked object(s) [LinkFlavor]
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When the player sells a loot item with the string tag name [String]
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When this AI kills the player
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When this puddle is stepped on.
