Scripting conditions

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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.).

  1. Image:Condition_icon.png When the AI receives evidence of type [Enum:EEvidenceType]
  2. Image:Condition_icon.png When the AI reaches a patrol point linked to by a TriggerScript link named [String]
  3. Image:Condition_icon.png While the AI is in the behavior state [Enum:EStateType]
  4. Image:Condition_icon.png When the AI is in a context volume of type [ContextVolumeType]
  5. Image:Condition_icon.png When the AI has the inference [Enum:EInferenceType]
  6. Image:Condition_icon.png When this AI is killed by the player
  7. Image:Condition_icon.png DEPRICATED, DO NOT USE: When AI is blackjacked by the player
  8. Image:Condition_icon.png When AI's body is discovered by another AI
  9. Image:Condition_icon.png Query if pawn(s) at end of link [LinkFlavor] has enough inventory space for object(s) at end of link [LinkFlavor]
  10. Image:Condition_icon.png When AI is disabled by the player with [Enum:eStimulusType]
  11. Image:Condition_icon.png When linked AI [LinkFlavor] exits combat
  12. Image:Condition_icon.png When linked AI [LinkFlavor] enters combat
  13. Image:Condition_icon.png When linked AI [LinkFlavor] sees the player
  14. Image:Condition_icon.png When the AI is in a tagged volume named [String]
  15. Image:Condition_icon.png When this AI sees the player threatening it
  16. Image:Condition_icon.png When this AI sees the player with weapon drawn
  17. Image:Condition_icon.png When any AI sees the player and has a disposition of [Enum:EFactionDisposition] towards the player
  18. Image:Condition_icon.png When my behavior state changes to [Enum:EStateType]
  19. Image:Condition_icon.png While I see the player hacking/lockpicking
  20. Image:Condition_icon.png When AI's body is discovered by an AI through [LinkFlavor]
  21. Image:Condition_icon.png When this AI becomes alerted
  22. Image:Condition_icon.png When this AI kills any other AI through [LinkFlavor]
  23. Image:Condition_icon.png When I see a [Enum:eHealthState] body towards which I am [Enum:EFactionDisposition]
  24. Image:Condition_icon.png When I take health damage [Relation] [Float] from [Enum:eStimulusType] at [Enum:eBodyLocation] , and it is caused by culprit(s) [LinkFlavor]
  25. Image:Condition_icon.png When I see the player frob an instance or archetype attached via [LinkFlavor]
  26. Image:Condition_icon.png 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":

  1. Image:Condition_icon.png When an FMV begins
  2. Image:Condition_icon.png When an FMV is paused
  3. Image:Condition_icon.png When an FMV is resumed
  4. Image:Condition_icon.png When an FMV ends
  5. Image:Condition_icon.png Query if the FMV from FMVWindow [String] is playing
  6. Image:Condition_icon.png Query if the FMV from FMVWindow [String] is paused
  7. Image:Condition_icon.png Query if the FMV from FMVWindow [String] is named [String]

Controls

These are the scripting conditions belonging to the category "Controls":

  1. Image:Condition_icon.png If this is the Xbox version
  2. Image:Condition_icon.png When a gamepad is plugged in, after having been removed or the game starts without one.
  3. Image:Condition_icon.png When a gamepad is removed or the game starts without one.
  4. Image:Condition_icon.png Query if the number of saved games is [Relation] [Int]

Elevators

These are the scripting conditions belonging to the category "Elevators":

  1. Image:Condition_icon.png When elevator(s) at end of link [LinkFlavor] starts or moves from rest
  2. Image:Condition_icon.png When elevator(s) at end of link [LinkFlavor] stops or comes to rest
  3. Image:Condition_icon.png 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":

  1. Image:Condition_icon.png When propagated message [String] detected on linked object(s) [LinkFlavor]
  2. Image:Condition_icon.png When [Flag] is set to [Flag]
  3. Image:Condition_icon.png When [Flag] is set to [Bool]
  4. Image:Condition_icon.png Received trigger message [String]
  5. Image:Condition_icon.png Query random stream [String] with range [Int] to [Int] for a number between [Int] and [Int]
  6. Image:Condition_icon.png Query if flag [Flag] is set to [Bool]
  7. Image:Condition_icon.png Query if flag [Flag] is set to [Flag]
  8. Image:Condition_icon.png Query if counter is [Relation] to [Int]

Frob

These are the scripting conditions belonging to the category "Frob":

  1. Image:Condition_icon.png When I am frobbed by a linked object of [LinkFlavor]
  2. Image:Condition_icon.png When I am frobbed by player
  3. Image:Condition_icon.png When I am frobbed by an AI

Global Variables

These are the scripting conditions belonging to the category """GobalVariables""":

  1. Image:Condition_icon.png When [GlobalInt] becomes [Relation] [Int]
  2. Image:Condition_icon.png When [GlobalInt] becomes [Relation] [GlobalInt]
  3. Image:Condition_icon.png Query if [GlobalInt] is [Relation] [Property:floatintbool] of [LinkFlavor] linked object(s)
  4. Image:Condition_icon.png Query if [GlobalInt] is [Relation] [Int]
  5. Image:Condition_icon.png Query if [GlobalInt] is [Relation] [GlobalInt]

Goals

These are the scripting conditions belonging to the category "Goals":

  1. Image:Condition_icon.png When Goal [String] changes from [Enum:eGoalState] to [Enum:eGoalState]
  2. Image:Condition_icon.png Query if all goals are completed or cancelled, exclude hidden [Bool] ? include 'do last' goals [Bool] ?
  3. Image:Condition_icon.png When game has been played for [GlobalInt] minutes, tracked in [GlobalInt]
  4. Image:Condition_icon.png Query if goal [String] is [Relation] [Enum:eGoalState]

Matinee

These are the scripting conditions belonging to the category "Matinee":

  1. Image:Condition_icon.png When matinee sequence tagged [Name] has finished
  2. Image:Condition_icon.png When matinee sequence tagged [Name] is started
  3. Image:Condition_icon.png When matinee sequence tagged [Name] reaches trigger event named [Name]
  4. Image:Condition_icon.png 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":

  1. Image:Condition_icon.png When linked object(s) [LinkFlavor] named [String] damage level changes to [Enum:eDamageLevel]
  2. Image:Condition_icon.png When linked object(s) [LinkFlavor] take [Relation] [Float] of stimulus [Enum:eStimulusType]
  3. Image:Condition_icon.png When linked object(s) [LinkFlavor] are destroyed.
  4. Image:Condition_icon.png When I come to rest for the first time.
  5. Image:Condition_icon.png When my health state changes to [Enum:eHealthState] from [Enum:eStimulusType]
  6. Image:Condition_icon.png When my object receives [DoorState]
  7. Image:Condition_icon.png When I take health damage [Relation] [Float] from [Enum:eStimulusType] at [Enum:eBodyLocation]
  8. Image:Condition_icon.png Query if I have any links of [LinkFlavor:NoSelf]
  9. Image:Condition_icon.png Query if linked object(s) [LinkFlavor] are within [Float] unreal units from linked object(s) [LinkFlavor]
  10. Image:Condition_icon.png On the event that [Property] changes on any linked objects(s) [LinkFlavor]
  11. Image:Condition_icon.png When linked object(s) [LinkFlavor] hit a notetrack named [String]
  12. Image:Condition_icon.png When linked object(s) [LinkFlavor] are frobbed by [Enum:eObjectCategory]
  13. Image:Condition_icon.png When my object contacts the ground
  14. Image:Condition_icon.png 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":

  1. Image:Condition_icon.png When player starts map
  2. Image:Condition_icon.png {{{1}}}
  3. Image:Condition_icon.png Query if pawn(s) at end of link [LinkFlavor] has object(s) at end of link [LinkFlavor] in inventory
  4. Image:Condition_icon.png When player leans
  5. Image:Condition_icon.png NOT YET IMPLEMENTED : When player uses mechanical eye zoom
  6. Image:Condition_icon.png When the player is about to travel to a new level.
  7. Image:Condition_icon.png When the player travels to a new level that is a city section.
  8. Image:Condition_icon.png 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":

  1. Image:Condition_icon.png On the event that [Property] is [Relation] [Value] on all linked objects(s) [LinkFlavor]
  2. Image:Condition_icon.png Query if [Property] is [Relation] [Value] on any linked object(s) [LinkFlavor]
  3. Image:Condition_icon.png Query if [Property] is [Relation] [Value] on all linked object(s) [LinkFlavor]

Property List

Scripts

These are the scripting conditions belonging to the category "Scripts":

  1. Image:Condition_icon.png On script startup
  2. Image:Condition_icon.png 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.
  3. Image:Condition_icon.png When map sim starts, either from travel, load, or launcher
  4. Image:Condition_icon.png When map starts, arriving from a different map
  5. Image:Condition_icon.png Query if SimTime is paused
  6. Image:Condition_icon.png 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":

  1. Image:Condition_icon.png When linked volume(s) [LinkFlavor] are breached by [Enum:eObjectCategory]
  2. Image:Condition_icon.png When linked volume(s) [LinkFlavor] are breached by object(s) at end of [LinkFlavor]
  3. Image:Condition_icon.png When linked volume(s) [LinkFlavor] are exited by [Enum:eObjectCategory]
  4. Image:Condition_icon.png 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":

  1. Image:Condition_icon.png When my object is fired by the player.
  2. Image:Condition_icon.png When I am used in a way from the inventory
  3. Image:Condition_icon.png When I am activated (currently only valid for augs)
  4. Image:Condition_icon.png When [InventoryClass] count in inventory becaomes [Relation] [Int]

Miscellaneous

  1. Image:Condition_icon.png Fire this condition every [Int] seconds of GAME time
  2. Image:Condition_icon.png If my object's DoorState is currently [DoorState]
  3. Image:Condition_icon.png Query if my current alert level is [Enum:EAlertState]
  4. Image:Condition_icon.png Query if player's current cash is [Relation] [Int] . Count unsold loot as well: [Bool].
  5. Image:Condition_icon.png Query if this object is within view
  6. Image:Condition_icon.png When AI through [LinkFlavor] goes to Criminal Response because of [Enum:WarnReason] ...
  7. Image:Condition_icon.png When linked object(s) [LinkFlavor] are purchased from a store
  8. Image:Condition_icon.png When my alert state changes to [Enum:EAlertState]
  9. Image:Condition_icon.png When the player drops the bodies of linked object(s) [LinkFlavor]
  10. Image:Condition_icon.png When the player sells a loot item with the string tag name [String]
  11. Image:Condition_icon.png When this AI kills the player
  12. Image:Condition_icon.png When this puddle is stepped on.
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