events_world

From Valve Developer Community
Jump to: navigation, search

events_world is a point entity available in Vampire The Masquerade - Bloodlines Vampire The Masquerade - Bloodlines. Entity that use connections to define the events that happen to the world.

Note.pngNote:May be only one on map.

Key Values


Targetname:
Name (???) <target_source>
The targetname that other entities refer to this entity by.
Start Hidden (targetname) <choices>
Don't spawn the entity while the script command didn't sent.
Value Description
0 Yes
1 No

Inputs

SetSafeArea
Sets area safety type.
SetCopWaitArea
Sets cop waiting area.
SetCopGrace
Sets cop grace.
SetNosferatuTolerant
Sets nosferatu-tolerant area.
SetNoFrenzyArea
Sets this area as frenzy-impossible.
AIEnable
Enables AI.
HideCutsceneInterferingEntities
ides cutscene-related interfering entities.
UnhideCutsceneInterferingEntities
Unhides cutscene-related interfering entities
PlayEndCredits
Show end-game credits.
ClearDialogCombatTimers
Clear dialog combat timers.
SetParent
Changes the entity's parent in the movement hierarchy.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Outputs

CopsOutside
Fired when the cops outside.
CopsComing
Fired when the cops are coming.
StartCopPursuitMode
Fired when cop pursuit mode stars.
EndCopPursuitMode
Fired when cop pursuit mode ends.
StartCopAlertMode
Fired when cop alert mode starts.
EndCopAlertMode
Fired when cop alert mode ends.
StartHunterPursuitMode
Fired when hunter alert mode starts.
EndHunterPursuitMode
Fired when hunter alert mode ends.
MasqueradeLevel1
Fired when player's masquerade level reaches 1 point.
MasqueradeLevel2
Fired when player's masquerade level reaches 2 point.
MasqueradeLevel3
Fired when player's masquerade level reaches 3 point.
MasqueradeLevel4
Fired when player's masquerade level reaches 4 point.
MasqueradeLevel5
Fired when player's masquerade level reaches 5 point.
MasqueradeLevelChanged
Fired when player's masquerade level changed.
PlayerHasNoBlood
Fired when player needs blood.
CombatMusicStart
Fired when combat music starts playing.
CombatMusicEnd
Fired when combat music stops playing.
AlertMusicStart
Fired when alert music starts playing.
AlertMusicEnd
Fired when alert music stops playing.
NormalMusicStart
Fired when normal music starts playing.
NormalMusicEnd
Fired when normal music stops playing.