Guest User

XCom Events

a guest
Feb 11th, 2016
1,079
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
Batch 31.27 KB | None | 0 0
  1. *****`XEVENTMGR.TriggerEvent*****
  2. =========================================================
  3. SeqAct_DisplayMissionObjective.uc
  4. 'MissionObjectiveMarkedCompleted' //Seems to get sent when individual mission objectives are completed
  5.  
  6. =========================================================
  7. UIAfterAction.uc
  8. 'PostAfterAction' //Called after the Post-Mission RTB screen continue is clicked
  9. 'AfterActionWalkUp' //While the soldiers are walking towards the screen (potentially injured/hobbling)
  10. 'AfterAction_GreatMission' //While/After WalkUp event when the mission went well
  11. 'AfterAction_ToughMission' //While/After WalkUp event when the mission went poorly
  12.  
  13. =========================================================
  14. UIAlert.uc
  15. EventToTrigger //Not an actual trigger, seems to be a generic event triggerer, no idea where the EventToTrigger variable gets set.
  16.  
  17. =========================================================
  18. UIArmory_Loadout.uc
  19. 'TutorialItemEquipped' //After equipping a medkit as a result of the tutorial
  20.  
  21. =========================================================
  22. UIArmor_WeaponUpgrade.uc
  23. 'WeaponUpgraded' //When you add a weapon mod to a weapon (like a scope)
  24.  
  25. =========================================================
  26. SeqAct_SetObjectiveShaderEnabled.uc
  27. 'ObjectiveGlintStatusChanged' //When an interactive object's objective shader is activated (not sure what this means, maybe when you see an objective?)
  28.  
  29. =========================================================
  30. UINarrativeMgr.uc
  31. 'UniqueNarrativeUICompleted' //I think this is when a story-driven VO is happening (face in window on top right of screen)
  32. 'NarrativeUICompleted' //I think this is whenever there is a normal VO happening (face in window on top right of screen)
  33.  
  34. =========================================================
  35. UIResistanceGoods.uc
  36. 'OnResHQGoodsOpen' //When opening the window to buy things from ResistanceHQ
  37.  
  38. =========================================================
  39. UIResistanceReport.uc
  40. RESHQ().GetResistanceMoodEvent() //The monthly report event, presumabely can be good or bad
  41.  
  42. =========================================================
  43. UIRewardsRecap.uc
  44. // These all seem to be triggers for when specific story missions end, specifically related to the spokesman
  45. 'AfterActionCouncil_Blacksite'
  46. 'AfterActionCouncil_PsiGate'
  47. 'AfterActionCouncil_Forge'
  48. 'AfterActionCouncil_FacilitySuccess'
  49. 'AfterActionCouncil_FacilityFailed'
  50. 'AfterActionCouncil_ToughMission'
  51. 'AfterActionCouncil_GreatMission'
  52.  
  53. =========================================================
  54. UIRoom.uc
  55. 'NoExcavateEngineers' //When trying to excavate a room but there are no engineers
  56. 'ExcavationPossible' //When trying to excavate a room and you have engineers
  57.  
  58. =========================================================
  59. UISkyrangerArrives.uc
  60. 'OnSkyrangerArrives' //Pretty sure this triggers when you are about to launch the the mission, but you still have the option to 'return to avenger'
  61.  
  62. =========================================================
  63. UISquadSelect.uc
  64. 'EnterSquadSelect' //When you enter the squad selection screen
  65. 'NeedToEquipSkulljack' //I think this is triggered when you've built a skulljack and have it as an objective as a reminder that you need to equip it to use it
  66. 'EnterSquadSelectBroadcast' //I think this is just a special trigger for the final mission squad select (haven't beaten the game yet)
  67.  
  68. =========================================================
  69. UIStaffSlot.uc
  70. 'OnStaffSelected' //I think this is when you add or remove an engineer/scientist from a task
  71.  
  72. =========================================================
  73. UIFacilityUpgrade.uc
  74. 'UpgradeCompleted' //When you upgrade a building
  75. 'WarningNoPower' //If after upgrading power is low
  76.  
  77. =========================================================
  78. UIInventory_BuildItems.uc
  79. 'OpenBuildItems' //When you open the engineering build items window
  80. 'ItemConstructionCompleted' //When you successfully build an item
  81.  
  82. =========================================================
  83. UIInventory_Implants.uc
  84. 'PCSApplied' //When you successfully apply a PCS to a soldier
  85.  
  86. =========================================================
  87. UIInventory_LootRecovered.uc
  88. 'PostMissionLoot' //I think this is when you see all the stuff you brought back from the mission
  89.  
  90. =========================================================
  91. UIMission.uc
  92. 'OnShadowChamberMissionUI' //If you have a shadow chamber and it would be telling you info about what on the mission
  93.  
  94. =========================================================
  95. UIMission_AlienFacility.uc
  96. 'OnViewUnlockedAlienFacility' //If an alien facility is now unlocked (you can do the mission)
  97.  
  98. =========================================================
  99. UIMission_GoldenPath.uc
  100. 'OnViewFinalMission' //I think this shows when you are looking at the final mission on the geoscape?
  101. 'OnViewAvatarProject' //Unknown, its linked to OnViewFinalMission... might just be when you first reveal that there is something called AvatarProject on geoscape?
  102.  
  103. =========================================================
  104. UIMission_GOps.uc
  105. 'OnMultiMissionGOps' //When you have multiple Gorilla Ops missions available
  106.  
  107. =========================================================
  108. UIMission_GPIntelOpeions.uc
  109. 'OnLaunchBroadcastMission' //I think this is when you launch the final mission
  110.  
  111. =========================================================
  112. UIBlackMarket.uc
  113. 'OnBlackMarketOpen' //Doesn't seem special casey enough, but appears to be when you first have the black market available. Possibly whenever the black market is available?
  114.  
  115. =========================================================
  116. UIBlackMarket_Sell.uc
  117. 'BlackMarketGoodsSold' //When you confirm selling items on the black market
  118.  
  119. =========================================================
  120. UIChooseFacility.uc
  121. 'WarningNoPowerAI' //When in the build facility menu and you have no power
  122.  
  123. =========================================================
  124. UIChooseProject.uc
  125. 'ChooseProvingGroundProject' //When you choose to add a new ProvingGrounds project
  126.  
  127. =========================================================
  128. UIChooseResearch.uc
  129. 'OpenChooseResearch' //When you open the window to choose new research
  130. 'ChooseResearch' //When you choose a research that isnt an autopsy?
  131. 'SwitchFirstResearch' //When you first decide you want to switch a research
  132. 'SwitchResearch' //When you actually switch research (post confirm dialog)
  133.  
  134. =========================================================
  135. UIChooseUpgrade.uc //Not sure why these are identical to UIFacilityUpgrade
  136. 'UpgradeCompleted' //When you upgrade a building
  137. 'WarningNoPower' //If after upgrading power is low
  138.  
  139. =========================================================
  140. UIFacility.uc
  141. "OnExitedFacility_" $ FacilityTemplate.DataName //Looks like whenever you exit a facility, appended with its name
  142.  
  143. =========================================================
  144. UIFacility_Powercore.uc
  145. 'ResearchInProgress' //When you go to the lab and research is currently happening
  146. 'TyganGreeting' //When you go to the lab and get Tygans greeting (non-tutorial cutscene)
  147. 'OnLabsExit' //When you leave the lab
  148.  
  149. =========================================================
  150. UIFacility_ShadowChamber.uc
  151. 'AvatarAutopsyReady' //Not there yet, seems self explanatory
  152. 'OnShadowChamberExit' //When you exit the shadow chamber
  153.  
  154. =========================================================
  155. UIFacility_Storage.uc
  156. 'ShenGreeting' //When you visit Shen for the first time
  157.  
  158. =========================================================
  159. X2Ability.uc
  160. 'UnitAttacked' //When a unit gets attacked, obviously -- not necessarily a hit
  161.  
  162. =========================================================
  163. X2Ability_AbortMission.uc
  164. 'MissionAborted' //I think this is the confirm screen for evacing an unfinished mission?
  165.  
  166. =========================================================
  167. X2Ability_Archon.uc
  168. 'ObjectMoved' //Honestly not sure, possibly just that he moved? Maybe special case code for flying?
  169. 'UnitMoveFinished' //Same as above
  170.  
  171. =========================================================
  172. X2Ability_Cyberus.uc
  173. 'ObjectMoved' //Honestly not sure, possibly just that he moved? Maybe special case code for teleporting?
  174. 'UnitMoveFinished' //Same as above
  175.  
  176. =========================================================
  177. X2Ability_DefaultAbilitySet.uc
  178. 'ObjectMoved' //When something moves
  179. 'UnitMoveFinished' //Same as above
  180. 'HackedACaptain' //When you skulljack a captain
  181. 'HackedACodex' //When you skulljack a codex
  182. 'ObjectHacked' //When you hack an object
  183. 'EvacActivated' //When you evac a unit
  184.  
  185. =========================================================
  186. X2Ability_PsiWitch.uc
  187. 'ObjectMoved' //Honestly not sure, possibly just that he moved? Maybe special case code for teleporting?
  188. 'UnitMoveFinished' //Same as above
  189.  
  190. =========================================================
  191. X2Ability_Sectopod.uc
  192. 'UnitMoveFinished' //Same as above
  193.  
  194. =========================================================
  195. X2Ability_Template.uc
  196. 'ExhaustedActionPoints' //When you run out of action points
  197. 'ExhaustedAbilityCharges' //When an ability runs out of charges
  198.  
  199. =========================================================
  200. UIUFOAttack.uc
  201. 'OnUFOAttack' //When a UFO attack happens
  202.  
  203. =========================================================
  204. UIUtilities_Strategy.uc
  205. "OnEnteredRoom_" $ SpecialFeature.DataName //When you enter a specific room from the avenger
  206.  
  207. =========================================================
  208. X2Action_ApplyWeaponDamageToTerrain.uc
  209. 'HandleDestructionVisuals' //When you should do damage to the map based on weapon fire
  210.  
  211. =========================================================
  212. X2Actor_EvacZone.uc
  213. 'EvacZoneDestroyed' //If the evac zone is destroyed (THIS CAN HAPPEN?!)
  214.  
  215. =========================================================
  216. X2AIBTDefaultActions.uc
  217. 'CivilianRescued' //When one of your soldiers rescues a civ
  218.  
  219. =========================================================
  220. X2Effect.ui
  221. 'ImpairingEffect' //When a unit recieves a negative effect
  222.  
  223. =========================================================
  224. X2Effect_AidProtocol.ui
  225. 'ItemRecalled' //When the gremlin is recalled
  226.  
  227. =========================================================
  228. X2Effect_ApplyAcidToWorld.uc
  229. 'GameplayTileEffectUpdate' //When acid is applied to ground tiles
  230.  
  231. =========================================================
  232. X2Effect_ApplyFireToWorld.uc
  233. 'GameplayTileEffectUpdate' //When fire is applied to ground tiles
  234. 'GameplayTileEffectUpdate' //When smoke is applied to ground tiles
  235.  
  236. =========================================================
  237. X2Effect_ApplyPoisonToWorld.uc
  238. 'GameplayTileEffectUpdate' //When poison is applied to ground tiles
  239.  
  240. =========================================================
  241. X2Effect_BreakUnitConcealment.uc
  242. 'EffectBreakUnitConcealment' //When a unit (or units, unsure) break concealment
  243.  
  244. =========================================================
  245. X2Effect_Confused.uc
  246. 'ConfusedMovement' //Unsure, possibly when disoriented?
  247.  
  248. =========================================================
  249. X2Effect_DeathFromAbove.uc
  250. 'DeathFromAbove' //When DeathFromAbove actives
  251.  
  252. =========================================================
  253. X2Effect_DelayedAbilityActivation.uc
  254. DelayedEffect.TriggerEventName //Seems to be when triggers are added to be triggered later
  255.  
  256. =========================================================
  257. X2Effect_GetOverHere.uc
  258. 'ObjectMoved' //When a viper successfully tounge grabs you
  259. 'UnitMovedFinished' //See above
  260.  
  261. =========================================================
  262. X2Effect_Guardian.uc
  263. 'GuardianTriggered' //When Guardian triggers
  264.  
  265. =========================================================
  266. X2Effect_ImmediateAbilityActivation.uc
  267. EventName //Similar to delayed, except immedieate?
  268.  
  269. =========================================================
  270. X2Effect_MimicBeacon.uc
  271. 'UnitRemovedFromPlay' //When the mimic beacon (not item, actual beacon) is removed
  272.  
  273. =========================================================
  274. X2Effect_MindControl.uc
  275. 'ImpairingEffect' //If the MC is successful
  276.  
  277. =========================================================
  278. X2Effect_ParthenogeicPoison.uc
  279. 'UnitRemovedFromPlay' //When a unit is killed and turned into a cocoon
  280. 'ParthenogenicPoisonCocoonSpawned' //When a cocoon spawns
  281.  
  282. =========================================================
  283. X2Effect_Persistent.uc
  284. ChanceEventTriggerName //Triggered on a if( `SYNC_RAND(100) < kNewEffectState.iShedChance ) -- unknown what sets this though
  285.  
  286. =========================================================
  287. X2Effect_Regeneration.uc
  288. EventToTriggerOnHeal //Triggered when healed, unsure what sets this
  289.  
  290. =========================================================
  291. X2Effect_ScanningProtocol.uc
  292. class'X2Ability_Chryssalid'.default.UnburrowTriggerEventName //Triggered when burrowed chryssalid is scanned
  293. class'X2Ability_Faceless'.default.ChangeFormTriggerEventName //Triggered when hidden faceless is scanned
  294.  
  295. =========================================================
  296. X2Effect_Serial.uc
  297. 'SerialKiller' //Triggered when Serial ability activates
  298.  
  299. =========================================================
  300. X2Effect_SpawnFaceless.uc
  301. 'UnitRemovedFromPlay' //When the civilian dies/transforms
  302.  
  303. =========================================================
  304. X2Effect_SpawnPsiZombie.uc
  305. 'UnitRemovedFromPlay' //When the corpse leaves so the zombie can rise
  306. 'UnitMoveFinished' //Probably because the zombie is now here? unsure why other 'spawning' triggers dont do this
  307.  
  308. =========================================================
  309. X2Effect_Stunned.uc
  310. 'CyberusUnitStunned' //Unsure, but it appears when a 'cyberus' is killed by getting stunned
  311.  
  312. =========================================================
  313. X2Effect_Sustain.uc
  314. 'SustainTriggered' //When the Sustain psi ability triggers
  315.  
  316. =========================================================
  317. X2Effect_Sustained.uc
  318. 'FireSustainedAbility' //Unsure what this means, maybe this is that Sustain should trigger, and 'SustainTriggered' is when it actually triggers?
  319.  
  320. =========================================================
  321. X2Effect_SwitchToRobot.uc
  322. 'UnitRemovedFromPlay' //When the Andromedon dies (1st time)
  323. 'AndromedonToRobot' //When the Andromedon 'transforms' from 1st death to second form
  324.  
  325. =========================================================
  326. X2Effect_TriggerEvent.uc
  327. TriggerEventName //Looks like its here just to annoy me, its a seemingly other way to trigger events with nothing inherantly noteable about it
  328.  
  329. =========================================================
  330. X2EffecT_World.uc
  331. 'GameplayTileEffectUpdate' //Doesn't specify what effect is being applied, seems generic.  Maybe weather?
  332.  
  333. =========================================================
  334. X2StatusEffects.uc
  335. 'UnitBleedingOut' //When the unit starts bleeding out
  336. 'UnitUnconscious //When a unit is knocked unconcious
  337. 'StasisLanceHitACaptain' //Possibly another name for skulljack? Related to story
  338. 'StasisLanceHitACodex' //Possibly another name for skulljack? Related to story
  339.  
  340. =========================================================
  341. X2StrategyElement_DefaultAlienAI.ui
  342. 'XComLoss' //When you lose the game (not if, harharhar)
  343.  
  344. =========================================================
  345. X2StrategyElement_DefaultFacilities.uc
  346. "OnEnteredFacility_" $ FacilityTemplate.DataName //When you enter a facility from the avenger
  347.  
  348. =========================================================
  349. X2StrategyElement_DefaultMissionSources.uc
  350. 'GuerillaOpComplete' //When you successfully complete a GOp mission
  351. 'SkippedMissionLostContact' //When a supply raid mission expires
  352. 'SkippedMissionLostContact' //When a retaliation mission expires
  353. 'SkippedMissionLostContact' //When a council mission expires
  354. 'SkippedMissionLostContact' //When a landed UFO mission expires
  355. 'CouncilMissionSpawned' //When a council mission spawns
  356. 'RetaliationMissionSpawned' //When a retaliation mission spawns
  357.  
  358. =========================================================
  359. X2StrategyElement_DefaultObjectives.uc
  360. 'TutorialPostKickToBaseView' //Tutorial: When you leave the labs for the first time
  361. 'WelcomeToArmoryComplete' //Tutorial: When you leave the armory for the first time
  362. 'ResearchCompleted' //Tutorial: When you finish the AlienBiotech research
  363. 'TutorialPostKickToBaseView' //Tutorial: When you leave engineering for the first time
  364. 'WelcomeLabsPt2Complete' //When you get the second cutscene involving the labs
  365. 'TutorialCentralWelcomeRes' //Tutorial: When you go to the bridge for the first time
  366. 'TutorialCentralWelcomeRes' //When you go to the bridge for the first time
  367. 'CameraAtAvenger' //Unsure, says CameraLookAtAvenger, possibly just when you focused on the avenger from geoscape
  368. 'CameraAtBlacksite' //Possibly when the camera focuses on the first blacksite mission
  369. 'ShowBlacksiteScreen' //Possibly when you first click the blacksite?
  370. 'ObjectivesRevealed' //First time you actually have objectives
  371. 'OnFlightModeActivatedTutorial' //No idea, maybe when you first get the ability to control the avenger?
  372. 'OnIntroToRadioRelaysComplete' //When you learn about relays
  373. 'CinematicComplete' //Not sure if always or not
  374. 'UpgradeCompleted' //I think this is for when the shadow chamber upgrades?
  375. 'PlayForgeMakeContact' //Don't have forge, presumably something to do with that
  376. 'PlayPsiGateMakeContact' //Don't have psigate, presumably somethign to do with that
  377. 'CameraAtBroadcast' //Haven't done it, presumably something to do with the final mission
  378. 'CameraAtFortress' //Haven't done it, presumably something to do with the final mission
  379. 'AvatarProjectRevealComplete' //When the avatar project has been official revealted to the player
  380.  
  381. =========================================================
  382. X2StrategyElement_DefaultTech.uc
  383. 'ItemConstructionCompleted' //I think this is normal items, like medkits. Unsure
  384.  
  385. =========================================================
  386. X2StrategyGame_SimCombat.uc
  387. ObjectiveState.GetMyTemplate().CompletionEvent //I think this is when a story level objective finishes
  388.  
  389. =========================================================
  390. X2StrategyGameRulesetDataStructures.uc
  391. 'PromotionEvent' //When a soldier is promoted
  392.  
  393. =========================================================
  394. X2TacticalGameRuleset.uc
  395. 'OnTacticalBeginPlay' //When the tactical game starts
  396. 'PlayerTurnBegun' //When the XCom's turn starts
  397. 'PlayerTurnEnded' //When the Alien's turn starts
  398.  
  399. =========================================================
  400. X2VisualizerHelpers.uc
  401. 'BreakWindow' //When a window gets broken, I think only as a result of movement/prefire and not destruction
  402. 'BreakDoor' //When a door gets 'broken', I think when moving through it (kicking it) and not destruction
  403.  
  404. =========================================================
  405. X2HackRewardTemplate.uc
  406. class'X2HackRewardTemplateManager'.default.HackAbilityEventName //I think this triggers for all hack reward 'events' on successful hacking
  407.  
  408. =========================================================
  409. X2Item_DefaultUtilityItems.uc
  410. 'OnSKULLJACKEquip' //Hard to say, nothing there.  Presumably when you equip a skulljack
  411.  
  412. =========================================================
  413. XComAISpawnManager.uc
  414. 'UnitSpawned' //When a specific unit spawns, helper function of sorts
  415.  
  416. =========================================================
  417. XComGameState_AIReinforcementSpawner.uc
  418. 'ReinforcementSpawnerCreated' //When they call down a reinforcement flare
  419.  
  420. =========================================================
  421. XComGameState_AIUnitData.uc
  422. 'AlertDataTriggerAlertAbility' //Not too sure really, i think its just ai stuff
  423.  
  424. =========================================================
  425. XComGameState_AlienNetworkComponent.uc
  426. 'OnDoomPopup' //I think this is when the aliens gain avatar progress
  427.  
  428. =========================================================
  429. XComGameState_BattleData.uc
  430. 'OnMissionObjectiveComplete' //Self explanatory i think
  431.  
  432. =========================================================
  433. XcomGameState_BlackMarket.uc
  434. 'BlackMarketPurchase' //When you buy something from the BM
  435.  
  436. =========================================================
  437. XComGameState_Continent
  438. 'ContinentBonusActivated' //When you get a continent bonus
  439.  
  440. =========================================================
  441. XComGameState_Destructible.uc
  442. 'ObjectDestroyed' //When an objects health is brought to 0
  443.  
  444. =========================================================
  445. XcomGameState_DestructionSphere.uc
  446. 'DestructionSphereUpdated' //I think this is for targeting cursors like the nade launcher
  447.  
  448. =========================================================
  449. XComGameState_EnvironmentDamage.uc
  450. 'OnEnvironmentalDamage' //Not clear, possibly always?
  451.  
  452. =========================================================
  453. XComGameState_EvacZone.uc
  454. 'EvacZonePlaced' //When you call for an evac zone
  455.  
  456. =========================================================
  457. XComGameState_HeadquartersAlien.uc
  458. //Add avatar progress as a result of facilities
  459. 'OnFacilityAddsDoom'
  460. 'OnFortressAddsDoom'
  461. 'OnFortressAddsDoomEndgame'
  462.  
  463. =========================================================
  464. XGStrategy.uc
  465. 'OnNewGame' //When you start a new game
  466. 'WelcomeLabsPt2Complete' //Non-tutorial lab cutscene
  467. 'PreMissionDone' //The starting mission, I assume this is gatecrasher and not the tutorial (the pre mission is done, not pre mission done)
  468.  
  469. =========================================================
  470. XComAISpawnManager.uc
  471. 'UnitSpawned' //Seems to be a generic unit spawner
  472.  
  473. =========================================================
  474. XComGameState_HeadquartersResistance.uc
  475. 'ResistanceActivity' //?
  476.  
  477. =========================================================
  478. XComGameState_HeadquartersRoom.uc
  479. 'ExcavationStarted' //When you start to clear out a room
  480.  
  481. =========================================================
  482. XComGameState_HeadquartersXCom.uc
  483. 'ConstructionStarted' //When you start construction of an avenger room
  484. 'WarningNoPower' //When your power is in the red
  485. 'AddResource' //When you acquire a resource (supplies/intel possibly others)
  486. 'ScanStarted' //When the avenger starts scanning an area
  487. 'StartScanForContact' //When scanning to establish contact
  488. 'NewCrewNotification' //When there are new people avaible for hire
  489. 'OnAvengerTakeOff' //When you leave an area to go to a new area on geoscape (possibly only if at hq?)
  490. 'OnAvengerTakeOffGeneric' //When you leave an area to go to a new area on geoscape (possibly only if NOT at hq?)
  491.  
  492. =========================================================
  493. XComGameState_InteractiveObject.uc
  494. 'ObjectInteraction' //When interacting with an interactable object
  495.  
  496. =========================================================
  497. XComGameState_LootDrop.uc
  498. 'LootDropCreated' //When loot drops in game from a kill
  499.  
  500. =========================================================
  501. XComGameState_MissionSite.uc
  502. 'LaunchMissionSelected' //When you launch for a normal mission
  503. 'FinalMissionSquadSelected' //When you launch for the final mission
  504. 'GuerillaOpComplete' //When you complete a GOp
  505. 'MissionExpired' //When a mission expires
  506. 'MissionDoneBuilding' //I think this might be a special trigger for if a building finishes construction while flying to a mission
  507. 'OnDoomPopup' //Shows avatar progress
  508.  
  509. =========================================================
  510. XComGameState_MissionSiteAvengerDefense.uc
  511. 'AvengerAttacked' //Defense mission
  512.  
  513. =========================================================
  514. XComGameState_Objective.uc
  515. 'ObjectiveCompleted' //When an in mission objective is completed
  516.  
  517. =========================================================
  518. XComGameState_Player
  519. 'SquadConcealmentBroken' //When you are revealed
  520.  
  521. =========================================================
  522. XComGameState_PointOfInterest.uc
  523. 'POICompleted' //I think this is for random scans (rumors) on the geoscape
  524. 'AvengerLandedScanPOI' //When you get to a point of interest on geoscape
  525. 'RumorAppeared' //When a new rumor appears on geoscape
  526.  
  527. =========================================================
  528. XComGameState_ResourceCache.uc
  529. 'ResourceCacheSupplies' //When done scanning a cache
  530. 'SupplyDropAppeared' //When monthly supplies appear
  531.  
  532. =========================================================
  533. XComGameState_ScanningSite.uc
  534. 'AvengerLandedScanRegion' //When the avenger arrives at a scannable region
  535.  
  536. =========================================================
  537. XComGameState_StaffSlot.uc
  538. 'StaffUpdated' //When you add or remove staff from a 'slot' in a facility
  539.  
  540. =========================================================
  541. XComGameState_Tech.uc
  542. 'OnResearchReport' //When research reports are shown (when you view finished research)
  543.  
  544. =========================================================
  545. XComGameState_UFO.uc
  546. 'UFOSpawned' //When a UFO spawns on the geoscape
  547.  
  548. =========================================================
  549. XComGameState_Unit.uc
  550. 'UnitTouchedVolume' //I think this is if the mouse is touching a unit on tactical?
  551. 'UnitTouchedExit' //I think this is when the mouse leaves a units touch region
  552. CharacterTemplate.SightedEvents[i] //Unsure, maybe when your guys see an objective?
  553. 'OnUnitBeginPlay' //When tactical starts
  554. 'UnitTakeEffectDamage' //I think this is all damage not just effect damage (fire) unsure
  555. 'ShieldsExpended' //When shields are finished
  556. 'UnitDied' //When any unit is killed
  557. 'KilledACodex' //When a codex is killed
  558. 'KilledAnAvater' //When an avater is killed
  559. 'RankUpMessage' //When a soldier levels up mid mission
  560. 'KillMail' //Hard to say, I think this notifies the killer that the killed was killed...
  561. 'WeaponKillType' //Not sure, maybe if the kill was a result of an ability?
  562. 'UnitChangedTeam' //MindControl/Hacked/whatever else can do this
  563. 'UnitConcealmentEntered' //When a unit enters concealment
  564. 'UnitConcealmentBroken' //When a unit leaves concealment
  565. 'UnitRemovedFromPlay' //When a unit is no longer on the map
  566. 'UnitEvacuated' //When evacced
  567.  
  568. =========================================================
  569. XComGameState_WorldRegion.uc
  570. "RegionContacted_" $ Biome $ "_" $ TimeOfDay //I think this is to notify that youve contacted a new region, ToD included for cutscene
  571. 'RegionContacted' //When you finish contacting a region (sent with above also)
  572. 'RegionBuiltOutput' //not sure?
  573. 'OnBlacksiteContacted' //not sure?
  574. 'OnForgeContacted' //not sure?
  575. 'OnPsiGateContacted' //not sure?
  576. 'RegionUnlocked' //When you contact a region, the new regions that are open
  577. 'BlacksiteRegionUnlocked' //Region containing blacksite unlocked
  578. 'WarningNoComms' //When no comms are left
  579. 'OnAlienFacilityPopupReallyBad' //3 point facility?
  580. 'OnAlienFacilityPopupBad' //2 point facility?
  581. 'OnAlienFacilityPopup' //1 point facility?
  582. 'OnContactOrOutpost' //when you build an output or make contact
  583. 'LeaveContactWithoutScan' //If you leave without scanning (maybe finishing?)
  584.  
  585. =========================================================
  586. XComGameStateContext_Ability.nc
  587. 'AbilityActivated' //When units activate abilities
  588. PostActivationEventName //If the activate ability has a post effect, activate that
  589. 'CodexFirstAction' //first time a codex gets an action
  590. 'AvatarFirstAction' //first time an avatar gets an action
  591.  
  592. =========================================================
  593. XComGameStateContext_Falling.uc
  594. 'UnitMoveFinished' //After you fall
  595.  
  596. =========================================================
  597. XComGameStateContext_HeadquartersOrder.uc
  598. 'ResearchCompleted' //When research completes
  599. 'FacilityConstructionCompleted' //When a new building is finished
  600. 'ItemConstructionCompleted' //When a new item is finished
  601. 'UnitHealCompleted' //When a unit is no longer wounded
  602. 'UpgradeCompleted' //When a buliding upgrade finishes
  603. 'PsiTrainingCompleted' //When a psi trooper finishes
  604.  
  605. =========================================================
  606. XComGameStateContext_RevealAI.ui
  607. 'ScamperBegin' //When aliens scamper when detected
  608.  
  609. =========================================================
  610. XComGameStateContext_StrategyGameRules.uc
  611. 'SoldierTacticalToStrategy' //Not sure, seems to talk about any remaining things needed when transitioning back to strategy
  612.  
  613. =========================================================
  614. XComGameStateContext_TacticalGameRule.uc
  615. 'TacticalGameEnd' //When tactical is over
  616.  
  617. =========================================================
  618. XComGameStateContext_UpdateWorldEffects.uc
  619. 'GameplayTileEffectUpdate' //When a tile gets new effects added/removed to them
  620.  
  621. =========================================================
  622. XComHQPresentationLayer.uc
  623. 'PostMissionDone' //When you leave the post mission screen (which i think is the return flight)
  624. 'OnGeoscapeEntry' //When you go to geoscape
  625. 'WarningNoResearch' //When you do not have any research active
  626. 'WarningNoIncome' //When you arent going to be getting any money come end of month, EXPAND!
  627. 'OnFacilityNag' //Reminder to go after facilities
  628. 'WarningUnstaffedEngineer' //When you have engineers doing nothing
  629. AlienHQ.PendingDoomEvent //When an avatar progress happens
  630. 'OnViewPCS' //When viewing PCSs for a trooper
  631. 'OnEnteredBuildFacilities' //When entering the ui to build new facilities
  632. 'OnResearchCompletePopupClosed' //When you close the research complete menu
  633. 'MissionRewardRecap' //The reward screen (loot)
  634. 'OnViewDarkEvents' //When you click the view dark events button on geoscape
  635. 'AvatarProjectRevealed' //When the avatar project is first revealed
  636. 'MakingContact' //When you go to make contact with a region (seems redundant doesnt it?)
  637. 'UnitPromoted' //When a unit is promoted
  638. 'OnDarkEventPopupClosed' //When you close the dark event ui
  639. 'OnPOISelected' //When you select a rumor (maybe?)
  640.  
  641. =========================================================
  642. XGGeoscape.uc
  643. 'PreMissionDone' //Immedieatly after returning from a mission
  644. 'XComVictory' //When we win!
  645.  
  646. =========================================================
  647. XComPresentationLayerBase.uc
  648. CharTemplate.SightedEvents[idx] //unsure
  649.  
  650. =========================================================
  651. XComTacticalController
  652. 'CodexFirstAction' //First time a codex acts
  653. 'AvatarFirstAction' //First time an avatar acts
  654.  
  655. =========================================================
  656. XComTacticalInput
  657. 'CameraFocusActiveUnit' //Seems to be when you press home, recenter on active unit?
  658.  
  659. =========================================================
  660.  
  661. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  662. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  663. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  664. /* NOT DIRECTLY TRIGGERED, JUST NAMED.  UNSURE WHAT THESE REPRESENT OR HOW/WHEN/IF THEY TRIGGER */
  665. =========================================================
  666. X2Ability_Chryssalid.uc
  667. 'UnburrowCheckTrigger'
  668.  
  669. =========================================================
  670. X2Ability_ChryssalidCocoon.uc
  671. 'GestationTrigger'
  672.  
  673. =========================================================
  674. X2Ability_Faceless.uc
  675. 'ChangeFormCheckTrigger'
  676.  
  677. =========================================================
  678. X2Ability_ItemGrantedAbilitySet.uc
  679. 'WraithActivationEvent'
  680.  
  681. =========================================================
  682. X2Ability_Muton.uc
  683. 'DelayedExecuteRemoved'
  684.  
  685. =========================================================
  686. X2Ability_PsiOperativeAbilitySet.uc
  687. 'FuseTriggered'
  688. 'FusePostTriggered'
  689. 'SoulStealTriggered'
  690. 'SoulStealAmount'
  691. 'VoidRiftInsanityTriggered'
  692.  
  693. =========================================================
  694. X2Ability_PsiWitch
  695. 'DimensionalRiftTrigger'
  696.  
  697. =========================================================
  698. X2Ability_Sectoid
  699. 'DelayedPsiExplosionRemoved'
Advertisement
Add Comment
Please, Sign In to add comment