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GenericMissionEventScript

v1.4.8

A named event stored on an entity. A GenericMissionEventBox on the same entity fires it when a matching agent enters. Other mission code can fire the same pair of strings.

Find placed ones with s:GenericMissionEventScript. See Filter.

Where you put it

Put it on the same entity as the volume or the usable that should raise the event. One entity can hold several of these scripts. The box fires every one that is still enabled.

What you set

Panel field What to do with it
EventId The event name a listener checks. Empty on the helper prefab.
Parameter Extra text for that event. Empty on the helper prefab.

The enabled flag is not a panel field. Listeners turn a script off after it has fired so it does not repeat.

What it does

Firing sends EventId and Parameter to the mission. Listeners in the game include:

  • show_quick_information_event — Parameter is a disabling tag, a space, then a text id. The text is shown, then the script is disabled.
  • activate_agent_ai and deactivate_agent_ai
  • open_inventory_with_given_items
  • start_eavesdropping — also read directly off a usable, not only off a volume
  • sabotage_objective_used_event

Where it lives

Modules\SandBox\Prefabs\sp_editor_helpers_&_tests.xml, on generic_mission_event_box next to GenericMissionEventBox.

Examples

No scene file stores this script.

Empty helper. On generic_mission_event_box, EventId and Parameter are both empty. Fill them to match one of the listener ids above.