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- *****`XEVENTMGR.TriggerEvent*****
- =========================================================
- SeqAct_DisplayMissionObjective.uc
- 'MissionObjectiveMarkedCompleted' //Seems to get sent when individual mission objectives are completed
- =========================================================
- UIAfterAction.uc
- 'PostAfterAction' //Called after the Post-Mission RTB screen continue is clicked
- 'AfterActionWalkUp' //While the soldiers are walking towards the screen (potentially injured/hobbling)
- 'AfterAction_GreatMission' //While/After WalkUp event when the mission went well
- 'AfterAction_ToughMission' //While/After WalkUp event when the mission went poorly
- =========================================================
- UIAlert.uc
- EventToTrigger //Not an actual trigger, seems to be a generic event triggerer, no idea where the EventToTrigger variable gets set.
- =========================================================
- UIArmory_Loadout.uc
- 'TutorialItemEquipped' //After equipping a medkit as a result of the tutorial
- =========================================================
- UIArmor_WeaponUpgrade.uc
- 'WeaponUpgraded' //When you add a weapon mod to a weapon (like a scope)
- =========================================================
- SeqAct_SetObjectiveShaderEnabled.uc
- 'ObjectiveGlintStatusChanged' //When an interactive object's objective shader is activated (not sure what this means, maybe when you see an objective?)
- =========================================================
- UINarrativeMgr.uc
- 'UniqueNarrativeUICompleted' //I think this is when a story-driven VO is happening (face in window on top right of screen)
- 'NarrativeUICompleted' //I think this is whenever there is a normal VO happening (face in window on top right of screen)
- =========================================================
- UIResistanceGoods.uc
- 'OnResHQGoodsOpen' //When opening the window to buy things from ResistanceHQ
- =========================================================
- UIResistanceReport.uc
- RESHQ().GetResistanceMoodEvent() //The monthly report event, presumabely can be good or bad
- =========================================================
- UIRewardsRecap.uc
- // These all seem to be triggers for when specific story missions end, specifically related to the spokesman
- 'AfterActionCouncil_Blacksite'
- 'AfterActionCouncil_PsiGate'
- 'AfterActionCouncil_Forge'
- 'AfterActionCouncil_FacilitySuccess'
- 'AfterActionCouncil_FacilityFailed'
- 'AfterActionCouncil_ToughMission'
- 'AfterActionCouncil_GreatMission'
- =========================================================
- UIRoom.uc
- 'NoExcavateEngineers' //When trying to excavate a room but there are no engineers
- 'ExcavationPossible' //When trying to excavate a room and you have engineers
- =========================================================
- UISkyrangerArrives.uc
- 'OnSkyrangerArrives' //Pretty sure this triggers when you are about to launch the the mission, but you still have the option to 'return to avenger'
- =========================================================
- UISquadSelect.uc
- 'EnterSquadSelect' //When you enter the squad selection screen
- '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
- 'EnterSquadSelectBroadcast' //I think this is just a special trigger for the final mission squad select (haven't beaten the game yet)
- =========================================================
- UIStaffSlot.uc
- 'OnStaffSelected' //I think this is when you add or remove an engineer/scientist from a task
- =========================================================
- UIFacilityUpgrade.uc
- 'UpgradeCompleted' //When you upgrade a building
- 'WarningNoPower' //If after upgrading power is low
- =========================================================
- UIInventory_BuildItems.uc
- 'OpenBuildItems' //When you open the engineering build items window
- 'ItemConstructionCompleted' //When you successfully build an item
- =========================================================
- UIInventory_Implants.uc
- 'PCSApplied' //When you successfully apply a PCS to a soldier
- =========================================================
- UIInventory_LootRecovered.uc
- 'PostMissionLoot' //I think this is when you see all the stuff you brought back from the mission
- =========================================================
- UIMission.uc
- 'OnShadowChamberMissionUI' //If you have a shadow chamber and it would be telling you info about what on the mission
- =========================================================
- UIMission_AlienFacility.uc
- 'OnViewUnlockedAlienFacility' //If an alien facility is now unlocked (you can do the mission)
- =========================================================
- UIMission_GoldenPath.uc
- 'OnViewFinalMission' //I think this shows when you are looking at the final mission on the geoscape?
- 'OnViewAvatarProject' //Unknown, its linked to OnViewFinalMission... might just be when you first reveal that there is something called AvatarProject on geoscape?
- =========================================================
- UIMission_GOps.uc
- 'OnMultiMissionGOps' //When you have multiple Gorilla Ops missions available
- =========================================================
- UIMission_GPIntelOpeions.uc
- 'OnLaunchBroadcastMission' //I think this is when you launch the final mission
- =========================================================
- UIBlackMarket.uc
- '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?
- =========================================================
- UIBlackMarket_Sell.uc
- 'BlackMarketGoodsSold' //When you confirm selling items on the black market
- =========================================================
- UIChooseFacility.uc
- 'WarningNoPowerAI' //When in the build facility menu and you have no power
- =========================================================
- UIChooseProject.uc
- 'ChooseProvingGroundProject' //When you choose to add a new ProvingGrounds project
- =========================================================
- UIChooseResearch.uc
- 'OpenChooseResearch' //When you open the window to choose new research
- 'ChooseResearch' //When you choose a research that isnt an autopsy?
- 'SwitchFirstResearch' //When you first decide you want to switch a research
- 'SwitchResearch' //When you actually switch research (post confirm dialog)
- =========================================================
- UIChooseUpgrade.uc //Not sure why these are identical to UIFacilityUpgrade
- 'UpgradeCompleted' //When you upgrade a building
- 'WarningNoPower' //If after upgrading power is low
- =========================================================
- UIFacility.uc
- "OnExitedFacility_" $ FacilityTemplate.DataName //Looks like whenever you exit a facility, appended with its name
- =========================================================
- UIFacility_Powercore.uc
- 'ResearchInProgress' //When you go to the lab and research is currently happening
- 'TyganGreeting' //When you go to the lab and get Tygans greeting (non-tutorial cutscene)
- 'OnLabsExit' //When you leave the lab
- =========================================================
- UIFacility_ShadowChamber.uc
- 'AvatarAutopsyReady' //Not there yet, seems self explanatory
- 'OnShadowChamberExit' //When you exit the shadow chamber
- =========================================================
- UIFacility_Storage.uc
- 'ShenGreeting' //When you visit Shen for the first time
- =========================================================
- X2Ability.uc
- 'UnitAttacked' //When a unit gets attacked, obviously -- not necessarily a hit
- =========================================================
- X2Ability_AbortMission.uc
- 'MissionAborted' //I think this is the confirm screen for evacing an unfinished mission?
- =========================================================
- X2Ability_Archon.uc
- 'ObjectMoved' //Honestly not sure, possibly just that he moved? Maybe special case code for flying?
- 'UnitMoveFinished' //Same as above
- =========================================================
- X2Ability_Cyberus.uc
- 'ObjectMoved' //Honestly not sure, possibly just that he moved? Maybe special case code for teleporting?
- 'UnitMoveFinished' //Same as above
- =========================================================
- X2Ability_DefaultAbilitySet.uc
- 'ObjectMoved' //When something moves
- 'UnitMoveFinished' //Same as above
- 'HackedACaptain' //When you skulljack a captain
- 'HackedACodex' //When you skulljack a codex
- 'ObjectHacked' //When you hack an object
- 'EvacActivated' //When you evac a unit
- =========================================================
- X2Ability_PsiWitch.uc
- 'ObjectMoved' //Honestly not sure, possibly just that he moved? Maybe special case code for teleporting?
- 'UnitMoveFinished' //Same as above
- =========================================================
- X2Ability_Sectopod.uc
- 'UnitMoveFinished' //Same as above
- =========================================================
- X2Ability_Template.uc
- 'ExhaustedActionPoints' //When you run out of action points
- 'ExhaustedAbilityCharges' //When an ability runs out of charges
- =========================================================
- UIUFOAttack.uc
- 'OnUFOAttack' //When a UFO attack happens
- =========================================================
- UIUtilities_Strategy.uc
- "OnEnteredRoom_" $ SpecialFeature.DataName //When you enter a specific room from the avenger
- =========================================================
- X2Action_ApplyWeaponDamageToTerrain.uc
- 'HandleDestructionVisuals' //When you should do damage to the map based on weapon fire
- =========================================================
- X2Actor_EvacZone.uc
- 'EvacZoneDestroyed' //If the evac zone is destroyed (THIS CAN HAPPEN?!)
- =========================================================
- X2AIBTDefaultActions.uc
- 'CivilianRescued' //When one of your soldiers rescues a civ
- =========================================================
- X2Effect.ui
- 'ImpairingEffect' //When a unit recieves a negative effect
- =========================================================
- X2Effect_AidProtocol.ui
- 'ItemRecalled' //When the gremlin is recalled
- =========================================================
- X2Effect_ApplyAcidToWorld.uc
- 'GameplayTileEffectUpdate' //When acid is applied to ground tiles
- =========================================================
- X2Effect_ApplyFireToWorld.uc
- 'GameplayTileEffectUpdate' //When fire is applied to ground tiles
- 'GameplayTileEffectUpdate' //When smoke is applied to ground tiles
- =========================================================
- X2Effect_ApplyPoisonToWorld.uc
- 'GameplayTileEffectUpdate' //When poison is applied to ground tiles
- =========================================================
- X2Effect_BreakUnitConcealment.uc
- 'EffectBreakUnitConcealment' //When a unit (or units, unsure) break concealment
- =========================================================
- X2Effect_Confused.uc
- 'ConfusedMovement' //Unsure, possibly when disoriented?
- =========================================================
- X2Effect_DeathFromAbove.uc
- 'DeathFromAbove' //When DeathFromAbove actives
- =========================================================
- X2Effect_DelayedAbilityActivation.uc
- DelayedEffect.TriggerEventName //Seems to be when triggers are added to be triggered later
- =========================================================
- X2Effect_GetOverHere.uc
- 'ObjectMoved' //When a viper successfully tounge grabs you
- 'UnitMovedFinished' //See above
- =========================================================
- X2Effect_Guardian.uc
- 'GuardianTriggered' //When Guardian triggers
- =========================================================
- X2Effect_ImmediateAbilityActivation.uc
- EventName //Similar to delayed, except immedieate?
- =========================================================
- X2Effect_MimicBeacon.uc
- 'UnitRemovedFromPlay' //When the mimic beacon (not item, actual beacon) is removed
- =========================================================
- X2Effect_MindControl.uc
- 'ImpairingEffect' //If the MC is successful
- =========================================================
- X2Effect_ParthenogeicPoison.uc
- 'UnitRemovedFromPlay' //When a unit is killed and turned into a cocoon
- 'ParthenogenicPoisonCocoonSpawned' //When a cocoon spawns
- =========================================================
- X2Effect_Persistent.uc
- ChanceEventTriggerName //Triggered on a if( `SYNC_RAND(100) < kNewEffectState.iShedChance ) -- unknown what sets this though
- =========================================================
- X2Effect_Regeneration.uc
- EventToTriggerOnHeal //Triggered when healed, unsure what sets this
- =========================================================
- X2Effect_ScanningProtocol.uc
- class'X2Ability_Chryssalid'.default.UnburrowTriggerEventName //Triggered when burrowed chryssalid is scanned
- class'X2Ability_Faceless'.default.ChangeFormTriggerEventName //Triggered when hidden faceless is scanned
- =========================================================
- X2Effect_Serial.uc
- 'SerialKiller' //Triggered when Serial ability activates
- =========================================================
- X2Effect_SpawnFaceless.uc
- 'UnitRemovedFromPlay' //When the civilian dies/transforms
- =========================================================
- X2Effect_SpawnPsiZombie.uc
- 'UnitRemovedFromPlay' //When the corpse leaves so the zombie can rise
- 'UnitMoveFinished' //Probably because the zombie is now here? unsure why other 'spawning' triggers dont do this
- =========================================================
- X2Effect_Stunned.uc
- 'CyberusUnitStunned' //Unsure, but it appears when a 'cyberus' is killed by getting stunned
- =========================================================
- X2Effect_Sustain.uc
- 'SustainTriggered' //When the Sustain psi ability triggers
- =========================================================
- X2Effect_Sustained.uc
- 'FireSustainedAbility' //Unsure what this means, maybe this is that Sustain should trigger, and 'SustainTriggered' is when it actually triggers?
- =========================================================
- X2Effect_SwitchToRobot.uc
- 'UnitRemovedFromPlay' //When the Andromedon dies (1st time)
- 'AndromedonToRobot' //When the Andromedon 'transforms' from 1st death to second form
- =========================================================
- X2Effect_TriggerEvent.uc
- TriggerEventName //Looks like its here just to annoy me, its a seemingly other way to trigger events with nothing inherantly noteable about it
- =========================================================
- X2EffecT_World.uc
- 'GameplayTileEffectUpdate' //Doesn't specify what effect is being applied, seems generic. Maybe weather?
- =========================================================
- X2StatusEffects.uc
- 'UnitBleedingOut' //When the unit starts bleeding out
- 'UnitUnconscious //When a unit is knocked unconcious
- 'StasisLanceHitACaptain' //Possibly another name for skulljack? Related to story
- 'StasisLanceHitACodex' //Possibly another name for skulljack? Related to story
- =========================================================
- X2StrategyElement_DefaultAlienAI.ui
- 'XComLoss' //When you lose the game (not if, harharhar)
- =========================================================
- X2StrategyElement_DefaultFacilities.uc
- "OnEnteredFacility_" $ FacilityTemplate.DataName //When you enter a facility from the avenger
- =========================================================
- X2StrategyElement_DefaultMissionSources.uc
- 'GuerillaOpComplete' //When you successfully complete a GOp mission
- 'SkippedMissionLostContact' //When a supply raid mission expires
- 'SkippedMissionLostContact' //When a retaliation mission expires
- 'SkippedMissionLostContact' //When a council mission expires
- 'SkippedMissionLostContact' //When a landed UFO mission expires
- 'CouncilMissionSpawned' //When a council mission spawns
- 'RetaliationMissionSpawned' //When a retaliation mission spawns
- =========================================================
- X2StrategyElement_DefaultObjectives.uc
- 'TutorialPostKickToBaseView' //Tutorial: When you leave the labs for the first time
- 'WelcomeToArmoryComplete' //Tutorial: When you leave the armory for the first time
- 'ResearchCompleted' //Tutorial: When you finish the AlienBiotech research
- 'TutorialPostKickToBaseView' //Tutorial: When you leave engineering for the first time
- 'WelcomeLabsPt2Complete' //When you get the second cutscene involving the labs
- 'TutorialCentralWelcomeRes' //Tutorial: When you go to the bridge for the first time
- 'TutorialCentralWelcomeRes' //When you go to the bridge for the first time
- 'CameraAtAvenger' //Unsure, says CameraLookAtAvenger, possibly just when you focused on the avenger from geoscape
- 'CameraAtBlacksite' //Possibly when the camera focuses on the first blacksite mission
- 'ShowBlacksiteScreen' //Possibly when you first click the blacksite?
- 'ObjectivesRevealed' //First time you actually have objectives
- 'OnFlightModeActivatedTutorial' //No idea, maybe when you first get the ability to control the avenger?
- 'OnIntroToRadioRelaysComplete' //When you learn about relays
- 'CinematicComplete' //Not sure if always or not
- 'UpgradeCompleted' //I think this is for when the shadow chamber upgrades?
- 'PlayForgeMakeContact' //Don't have forge, presumably something to do with that
- 'PlayPsiGateMakeContact' //Don't have psigate, presumably somethign to do with that
- 'CameraAtBroadcast' //Haven't done it, presumably something to do with the final mission
- 'CameraAtFortress' //Haven't done it, presumably something to do with the final mission
- 'AvatarProjectRevealComplete' //When the avatar project has been official revealted to the player
- =========================================================
- X2StrategyElement_DefaultTech.uc
- 'ItemConstructionCompleted' //I think this is normal items, like medkits. Unsure
- =========================================================
- X2StrategyGame_SimCombat.uc
- ObjectiveState.GetMyTemplate().CompletionEvent //I think this is when a story level objective finishes
- =========================================================
- X2StrategyGameRulesetDataStructures.uc
- 'PromotionEvent' //When a soldier is promoted
- =========================================================
- X2TacticalGameRuleset.uc
- 'OnTacticalBeginPlay' //When the tactical game starts
- 'PlayerTurnBegun' //When the XCom's turn starts
- 'PlayerTurnEnded' //When the Alien's turn starts
- =========================================================
- X2VisualizerHelpers.uc
- 'BreakWindow' //When a window gets broken, I think only as a result of movement/prefire and not destruction
- 'BreakDoor' //When a door gets 'broken', I think when moving through it (kicking it) and not destruction
- =========================================================
- X2HackRewardTemplate.uc
- class'X2HackRewardTemplateManager'.default.HackAbilityEventName //I think this triggers for all hack reward 'events' on successful hacking
- =========================================================
- X2Item_DefaultUtilityItems.uc
- 'OnSKULLJACKEquip' //Hard to say, nothing there. Presumably when you equip a skulljack
- =========================================================
- XComAISpawnManager.uc
- 'UnitSpawned' //When a specific unit spawns, helper function of sorts
- =========================================================
- XComGameState_AIReinforcementSpawner.uc
- 'ReinforcementSpawnerCreated' //When they call down a reinforcement flare
- =========================================================
- XComGameState_AIUnitData.uc
- 'AlertDataTriggerAlertAbility' //Not too sure really, i think its just ai stuff
- =========================================================
- XComGameState_AlienNetworkComponent.uc
- 'OnDoomPopup' //I think this is when the aliens gain avatar progress
- =========================================================
- XComGameState_BattleData.uc
- 'OnMissionObjectiveComplete' //Self explanatory i think
- =========================================================
- XcomGameState_BlackMarket.uc
- 'BlackMarketPurchase' //When you buy something from the BM
- =========================================================
- XComGameState_Continent
- 'ContinentBonusActivated' //When you get a continent bonus
- =========================================================
- XComGameState_Destructible.uc
- 'ObjectDestroyed' //When an objects health is brought to 0
- =========================================================
- XcomGameState_DestructionSphere.uc
- 'DestructionSphereUpdated' //I think this is for targeting cursors like the nade launcher
- =========================================================
- XComGameState_EnvironmentDamage.uc
- 'OnEnvironmentalDamage' //Not clear, possibly always?
- =========================================================
- XComGameState_EvacZone.uc
- 'EvacZonePlaced' //When you call for an evac zone
- =========================================================
- XComGameState_HeadquartersAlien.uc
- //Add avatar progress as a result of facilities
- 'OnFacilityAddsDoom'
- 'OnFortressAddsDoom'
- 'OnFortressAddsDoomEndgame'
- =========================================================
- XGStrategy.uc
- 'OnNewGame' //When you start a new game
- 'WelcomeLabsPt2Complete' //Non-tutorial lab cutscene
- 'PreMissionDone' //The starting mission, I assume this is gatecrasher and not the tutorial (the pre mission is done, not pre mission done)
- =========================================================
- XComAISpawnManager.uc
- 'UnitSpawned' //Seems to be a generic unit spawner
- =========================================================
- XComGameState_HeadquartersResistance.uc
- 'ResistanceActivity' //?
- =========================================================
- XComGameState_HeadquartersRoom.uc
- 'ExcavationStarted' //When you start to clear out a room
- =========================================================
- XComGameState_HeadquartersXCom.uc
- 'ConstructionStarted' //When you start construction of an avenger room
- 'WarningNoPower' //When your power is in the red
- 'AddResource' //When you acquire a resource (supplies/intel possibly others)
- 'ScanStarted' //When the avenger starts scanning an area
- 'StartScanForContact' //When scanning to establish contact
- 'NewCrewNotification' //When there are new people avaible for hire
- 'OnAvengerTakeOff' //When you leave an area to go to a new area on geoscape (possibly only if at hq?)
- 'OnAvengerTakeOffGeneric' //When you leave an area to go to a new area on geoscape (possibly only if NOT at hq?)
- =========================================================
- XComGameState_InteractiveObject.uc
- 'ObjectInteraction' //When interacting with an interactable object
- =========================================================
- XComGameState_LootDrop.uc
- 'LootDropCreated' //When loot drops in game from a kill
- =========================================================
- XComGameState_MissionSite.uc
- 'LaunchMissionSelected' //When you launch for a normal mission
- 'FinalMissionSquadSelected' //When you launch for the final mission
- 'GuerillaOpComplete' //When you complete a GOp
- 'MissionExpired' //When a mission expires
- 'MissionDoneBuilding' //I think this might be a special trigger for if a building finishes construction while flying to a mission
- 'OnDoomPopup' //Shows avatar progress
- =========================================================
- XComGameState_MissionSiteAvengerDefense.uc
- 'AvengerAttacked' //Defense mission
- =========================================================
- XComGameState_Objective.uc
- 'ObjectiveCompleted' //When an in mission objective is completed
- =========================================================
- XComGameState_Player
- 'SquadConcealmentBroken' //When you are revealed
- =========================================================
- XComGameState_PointOfInterest.uc
- 'POICompleted' //I think this is for random scans (rumors) on the geoscape
- 'AvengerLandedScanPOI' //When you get to a point of interest on geoscape
- 'RumorAppeared' //When a new rumor appears on geoscape
- =========================================================
- XComGameState_ResourceCache.uc
- 'ResourceCacheSupplies' //When done scanning a cache
- 'SupplyDropAppeared' //When monthly supplies appear
- =========================================================
- XComGameState_ScanningSite.uc
- 'AvengerLandedScanRegion' //When the avenger arrives at a scannable region
- =========================================================
- XComGameState_StaffSlot.uc
- 'StaffUpdated' //When you add or remove staff from a 'slot' in a facility
- =========================================================
- XComGameState_Tech.uc
- 'OnResearchReport' //When research reports are shown (when you view finished research)
- =========================================================
- XComGameState_UFO.uc
- 'UFOSpawned' //When a UFO spawns on the geoscape
- =========================================================
- XComGameState_Unit.uc
- 'UnitTouchedVolume' //I think this is if the mouse is touching a unit on tactical?
- 'UnitTouchedExit' //I think this is when the mouse leaves a units touch region
- CharacterTemplate.SightedEvents[i] //Unsure, maybe when your guys see an objective?
- 'OnUnitBeginPlay' //When tactical starts
- 'UnitTakeEffectDamage' //I think this is all damage not just effect damage (fire) unsure
- 'ShieldsExpended' //When shields are finished
- 'UnitDied' //When any unit is killed
- 'KilledACodex' //When a codex is killed
- 'KilledAnAvater' //When an avater is killed
- 'RankUpMessage' //When a soldier levels up mid mission
- 'KillMail' //Hard to say, I think this notifies the killer that the killed was killed...
- 'WeaponKillType' //Not sure, maybe if the kill was a result of an ability?
- 'UnitChangedTeam' //MindControl/Hacked/whatever else can do this
- 'UnitConcealmentEntered' //When a unit enters concealment
- 'UnitConcealmentBroken' //When a unit leaves concealment
- 'UnitRemovedFromPlay' //When a unit is no longer on the map
- 'UnitEvacuated' //When evacced
- =========================================================
- XComGameState_WorldRegion.uc
- "RegionContacted_" $ Biome $ "_" $ TimeOfDay //I think this is to notify that youve contacted a new region, ToD included for cutscene
- 'RegionContacted' //When you finish contacting a region (sent with above also)
- 'RegionBuiltOutput' //not sure?
- 'OnBlacksiteContacted' //not sure?
- 'OnForgeContacted' //not sure?
- 'OnPsiGateContacted' //not sure?
- 'RegionUnlocked' //When you contact a region, the new regions that are open
- 'BlacksiteRegionUnlocked' //Region containing blacksite unlocked
- 'WarningNoComms' //When no comms are left
- 'OnAlienFacilityPopupReallyBad' //3 point facility?
- 'OnAlienFacilityPopupBad' //2 point facility?
- 'OnAlienFacilityPopup' //1 point facility?
- 'OnContactOrOutpost' //when you build an output or make contact
- 'LeaveContactWithoutScan' //If you leave without scanning (maybe finishing?)
- =========================================================
- XComGameStateContext_Ability.nc
- 'AbilityActivated' //When units activate abilities
- PostActivationEventName //If the activate ability has a post effect, activate that
- 'CodexFirstAction' //first time a codex gets an action
- 'AvatarFirstAction' //first time an avatar gets an action
- =========================================================
- XComGameStateContext_Falling.uc
- 'UnitMoveFinished' //After you fall
- =========================================================
- XComGameStateContext_HeadquartersOrder.uc
- 'ResearchCompleted' //When research completes
- 'FacilityConstructionCompleted' //When a new building is finished
- 'ItemConstructionCompleted' //When a new item is finished
- 'UnitHealCompleted' //When a unit is no longer wounded
- 'UpgradeCompleted' //When a buliding upgrade finishes
- 'PsiTrainingCompleted' //When a psi trooper finishes
- =========================================================
- XComGameStateContext_RevealAI.ui
- 'ScamperBegin' //When aliens scamper when detected
- =========================================================
- XComGameStateContext_StrategyGameRules.uc
- 'SoldierTacticalToStrategy' //Not sure, seems to talk about any remaining things needed when transitioning back to strategy
- =========================================================
- XComGameStateContext_TacticalGameRule.uc
- 'TacticalGameEnd' //When tactical is over
- =========================================================
- XComGameStateContext_UpdateWorldEffects.uc
- 'GameplayTileEffectUpdate' //When a tile gets new effects added/removed to them
- =========================================================
- XComHQPresentationLayer.uc
- 'PostMissionDone' //When you leave the post mission screen (which i think is the return flight)
- 'OnGeoscapeEntry' //When you go to geoscape
- 'WarningNoResearch' //When you do not have any research active
- 'WarningNoIncome' //When you arent going to be getting any money come end of month, EXPAND!
- 'OnFacilityNag' //Reminder to go after facilities
- 'WarningUnstaffedEngineer' //When you have engineers doing nothing
- AlienHQ.PendingDoomEvent //When an avatar progress happens
- 'OnViewPCS' //When viewing PCSs for a trooper
- 'OnEnteredBuildFacilities' //When entering the ui to build new facilities
- 'OnResearchCompletePopupClosed' //When you close the research complete menu
- 'MissionRewardRecap' //The reward screen (loot)
- 'OnViewDarkEvents' //When you click the view dark events button on geoscape
- 'AvatarProjectRevealed' //When the avatar project is first revealed
- 'MakingContact' //When you go to make contact with a region (seems redundant doesnt it?)
- 'UnitPromoted' //When a unit is promoted
- 'OnDarkEventPopupClosed' //When you close the dark event ui
- 'OnPOISelected' //When you select a rumor (maybe?)
- =========================================================
- XGGeoscape.uc
- 'PreMissionDone' //Immedieatly after returning from a mission
- 'XComVictory' //When we win!
- =========================================================
- XComPresentationLayerBase.uc
- CharTemplate.SightedEvents[idx] //unsure
- =========================================================
- XComTacticalController
- 'CodexFirstAction' //First time a codex acts
- 'AvatarFirstAction' //First time an avatar acts
- =========================================================
- XComTacticalInput
- 'CameraFocusActiveUnit' //Seems to be when you press home, recenter on active unit?
- =========================================================
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- /* NOT DIRECTLY TRIGGERED, JUST NAMED. UNSURE WHAT THESE REPRESENT OR HOW/WHEN/IF THEY TRIGGER */
- =========================================================
- X2Ability_Chryssalid.uc
- 'UnburrowCheckTrigger'
- =========================================================
- X2Ability_ChryssalidCocoon.uc
- 'GestationTrigger'
- =========================================================
- X2Ability_Faceless.uc
- 'ChangeFormCheckTrigger'
- =========================================================
- X2Ability_ItemGrantedAbilitySet.uc
- 'WraithActivationEvent'
- =========================================================
- X2Ability_Muton.uc
- 'DelayedExecuteRemoved'
- =========================================================
- X2Ability_PsiOperativeAbilitySet.uc
- 'FuseTriggered'
- 'FusePostTriggered'
- 'SoulStealTriggered'
- 'SoulStealAmount'
- 'VoidRiftInsanityTriggered'
- =========================================================
- X2Ability_PsiWitch
- 'DimensionalRiftTrigger'
- =========================================================
- X2Ability_Sectoid
- 'DelayedPsiExplosionRemoved'
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