Multiple blocks may defined in any order.
A trigger represents a set of actions to perform when conditions are met.
[Trigger]
nickname = STRING
repeatable = BOOL
system = STRING
InitState = ENUM ;optional
Cnd_True = ENUM ;optional
Cnd_Destroyed = STRING, INT, ENUM ;optional
Cnd_Timer = FLOAT ;optional
Cnd_CharSelect = STRING, STRING, STRING ;optional
Cnd_CargoScanned = STRING, STRING ;optional
Cnd_CommComplete = STRING ;optional
Cnd_LaunchComplete = STRING, STRING ;optional
Cnd_JumpInComplete = STRING ;optional
Cnd_JumpgateAct = STRING ;optional
Cnd_PlayerLaunch = ENUM ;optional
Cnd_SpaceEnter = STRING ;optional
Cnd_SpaceExit = ENUM ;optional
Cnd_SystemEnter = STRING, ENUM, ... ;optional
Cnd_SystemExit = STRING, ENUM, ... ;optional
Cnd_BaseEnter = STRING ;optional
Cnd_BaseExit = STRING ;optional
Cnd_LocEnter = STRING, STRING ;optional
Cnd_InZone = BOOL, STRING, STRING ;optional
Cnd_InTradelane = BOOL, STRING ;optional
Cnd_InSpace = BOOL ;optional
Cnd_DistShip = ENUM, STRING, STRING, INT ;optional
Cnd_DistVec = ENUM, STRING, INT, INT, INT, INT ;optional
Cnd_DistVecLbL = ENUM, STRING, STRING, INT, INT, INT, INT ;optional
Cnd_DistCircle = STRING, STRING ;optional
Cnd_HealthDec = STRING, FLOAT ;optional
Cnd_EncLaunched = STRING ;optional
Cnd_HasMsn = BOOL ;optional
Cnd_WatchVibe = STRING, STRING, STRING, ENUM ;optional
Cnd_WatchTrigger = STRING, BOOL ;optional
Cnd_TLExited = STRING, ENUM, STRING ;optional
Cnd_TLEntered = STRING, STRING, STRING ;optional
Cnd_TetherBroke = STRING, STRING, INT, INT, INT ;optional
Cnd_ProjHitShipToLbl = STRING, INT, STRING ;optional
Cnd_ProjHit = STRING, INT, STRING ;optional
Cnd_RumorHeard = STRING ;optional
Cnd_PlayerManeuver = STRING, STRING ;optional
Cnd_NPCSystemEnter = STRING, STRING, STRING ;optional
Cnd_MsnResponse = ENUM ;optional
Cnd_LootAcquired = STRING, STRING ;optional
Act_ActTrig = STRING ;optional
Act_DeactTrig = STRING ;optional
Act_ChangeState = ENUM, INT ;optional
Act_SetVibeLbl = STRING, STRING, ENUM ;optional
Act_SetVibeLblToShip = STRING, STRING, ENUM ;optional
Act_SetVibeShipToLbl = STRING, STRING, ENUM ;optional
Act_SetRep = STRING, STRING, FLOAT ;optional
Act_Cloak = STRING, BOOL ;optional
Act_Invulnerable = STRING, BOOL, BOOL, FLOAT ;optional
Act_Destroy = STRING, ENUM ;optional
Act_SetNNObj = STRING, ENUM ;optional
Act_SetNNState = STRING, ENUM ;optional
Act_NNIds = INT, ENUM ;optional
Act_SetNNHidden = STRING, BOOL, BOOL ;optional
Act_GiveObjList = STRING, STRING ;optional
Act_RpopAttClamp = BOOL ;optional
Act_SetOffer = INT ;optional
Act_SetTitle = INT ;optional
Act_AddRTC = PATH ;optional
Act_RemoveRTC = PATH ;optional
Act_RandomPopSphere = INT, INT, INT, INT, ENUM ;optional
Act_Forceland = STRING ;optional
Act_PlayerCanDock = BOOL, STRING ;optional
Act_LockDock = STRING, STRING, ENUM ;optional
Act_PlayerCanTradelane = BOOL, STRING, STRING ;optional
Act_PobjIdle = ENUM ;optional
Act_SpawnShip = STRING, STRING, INT, INT, INT, FLOAT, FLOAT, FLOAT, FLOAT ;optional
Act_SpawnSolar = STRING ;optional
Act_SpawnFormation = STRING, STRING, INT, INT, INT, FLOAT, FLOAT, FLOAT, FLOAT ;optional
Act_EtherComm = STRING, INT, STRING, STRING, INT, STRING, STRING ;optional
Act_SendComm = STRING, STRING, STRING ;optional
Act_StartDialog = STRING ;optional
Act_PlayerEnemyClamp = INT, INT ;optional
Act_PlayMusic = STRING, STRING, STRING, STRING ;optional
Act_AdjHealth = STRING, FLOAT ;optional
Act_NagDistTowards = ENUM, STRING, STRING, STRING, INT, INT, ENUM ;optional
Act_NagDistLeaving = ENUM, STRING, STRING, STRING, INT, INT, ENUM ;optional
Act_NagOff = STRING ;optional
Act_NagClamp = BOOL ;optional
Act_MarkObj = STRING, INT ;optional
Act_SetLifetime = STRING, INT ;optional
Act_Save = STRING, INT ;optional
Act_SetInitialPlayerPos = INT, INT, INT, INT, INT, INT, INT ;optional
Act_EnableManeuver = STRING, BOOL ;optional
Act_LockManeuvers = TRUE ;optional
Act_EnableEnc = STRING ;optional
Act_DisableEnc = STRING ;optional
Act_Jumper = STRING, BOOL ;optional
Act_LightFuse = STRING, STRING ;optional
Act_RevertCam = ENUM ;optional
Act_AdjAcct = INT ;optional
Act_GCSClamp = BOOL ;optional
Act_MovePlayer = INT, INT, INT, INT ;optional
Act_RelocateShip = STRING, INT, INT, INT, FLOAT, FLOAT, FLOAT, FLOAT ;optional
Act_RelocateForm = STRING, INT ;optional
Act_CallThorn = PATH, STRING ;optional
Act_PlaySoundEffect = STRING ;optional
Act_SetShipAndLoadout = STRING, STRING ;optional
Act_Popupdialog = INT, INT, STRING ;optional
Act_AddAmbient = PATH, STRING ;optional
Act_RemoveAmbient = PATH ;optional
Act_HostileClamp = BOOL ;optional
Act_DisableTradelane = STRING ;optional
Act_StaticCam = FLOAT, FLOAT, FLOAT, FLOAT, FLOAT, FLOAT, FLOAT ;optional
Act_SpawnShipRel = SSTRING, INT, FLOAT ;optional
Act_SpawnLoot = STRING ;optional
Act_SetVibeOfferBaseHack = STRING ;optional
Act_SetOrient = STRING, INT, INT, INT, INT ;optional
Act_SetFlee = STRING ;optional
Act_RpopTLAttacksEnabled = BOOL ;optional
Act_RepChangeRequest = STRING ;optional
Act_RemoveCargo = STRING ;optional
Act_SetPriority = STRING, ENUM ;optional
Act_PilotParams = STRING ;optional
Act_PlayNN = STRING ;optional
Act_PlayerForm = STRING ;optional
Act_NNPath = INT, INT, STRING, STRING ;optional
Act_NagGreet = STRING, STRING ;optional
Act_GiveNNObjs = ENUM ;optional
Act_DockRequest = STRING ;optional
Act_DisableFriendlyFire = STRING ;optional
Act_DebugMsg = STRING ;optional
| Parameter |
Information |
| nickname |
How this trigger is referred to elsewhere in the file, typically by Act_ActTrig |
| repeatable |
Whether or not this trigger can be fired more than once. This key only needs to be present to work and typically takes no_params as a value. |
| system |
System the trigger will fire in, taken from Universe.ini. |
| InitState |
Enum is ACTIVE. Where this key is present the trigger starts in an activated state. |
| Cnd_True |
Required where there are no other conditions present. Takes a value of no_params |
| Cnd_Destroyed |
Trigger requires specified entities to be destroyed. References a MsnShip, MsnSolar, label or MsnFormation, an integer (presumably the amount remaining or destroyed, -1 seems to be used in the case of all entities in the group), and an optional Enum that seems to determine the destroy method. |
| Cnd_Timer |
Trigger will count down from it's activation time in seconds before firing. |
| Cnd_CharSelect |
|
| Cnd_CargoScanned |
|
| Cnd_CommComplete |
|
| Cnd_LaunchComplete |
|
| Cnd_JumpInComplete |
|
| Cnd_JumpgateAct |
|
| Cnd_PlayerLaunch |
|
| Cnd_SpaceEnter |
Takes no_params, which means the trigger requires the player to enter space via undocking before firing, or a system, which presumably requires the player to enter space in that specific system to fire. |
| Cnd_SpaceExit |
|
| Cnd_SystemEnter |
|
| Cnd_SystemExit |
|
| Cnd_BaseEnter |
Trigger requires the player to dock at a specified base before firing. References a Base from Universe.ini. |
| Cnd_BaseExit |
|
| Cnd_LocEnter |
|
| Cnd_InZone |
|
| Cnd_InTradelane |
|
| Cnd_InSpace |
|
| Cnd_DistShip |
Enum options are INSIDE or OUTSIDE and TICK_AWAY, TICK_ALWAYS AND TICK_TOWARDS |
| Cnd_DistVec |
Trigger requires en entity to be a certain distance from a defined vector. The first value is either inside or outside and determines whether the entity should be inside the distance defined or outside it to trigger. The second value is the entity, and can be a MsnShip or Player. The next 3 values are XYZ coordinates, and the next value is a float that defines the required distance. A final tick_away value has also been observed here but it's purpose is unclear. |
| Cnd_DistVecLbL |
Seems to behave in the same manner as Cnd_DistVec, but for labelled groups. |
| Cnd_DistCircle |
|
| Cnd_HealthDec |
Trigger requires a specific MsnShip or MsnSolar to be at or below a certain health value. The first value is the ship or solar and the second is a percentage value between 0 and 1. |
| Cnd_EncLaunched |
|
| Cnd_HasMsn |
|
| Cnd_WatchVibe |
Enum options are REP_FRIEND_MAXIMUM, REP_FRIEND_THRESHOLD, REP_NEUTRAL_FRIENDLY, REP_NEUTRAL, REP_NEUTRAL_HOSTILE, REP_HOSTILE_THRESHOLD and REP_HOSTILE_MAXIMUM |
| Cnd_WatchTrigger |
Enum options are ON, OFF, ACTIVE and COMPLETE |
| Cnd_TLExited |
|
| Cnd_TLEntered |
|
| Cnd_TetherBroke |
|
| Cnd_ProjHitShipToLbl |
|
| Cnd_ProjHit |
|
| Cnd_RumorHeard |
|
| Cnd_PlayerManeuver |
Enum options are GOTO, DOCK and FORMATION |
| Cnd_NPCSystemEnter |
|
| Cnd_MsnResponse |
Requires a specific response from an Act_AddRTC trigger outcome. Enum options are REJECT or ACCEPT |
| Cnd_LootAcquired |
|
| Act_ActTrig |
References a Trigger to activate. Triggers require all included conditions to be true before firing. |
| Act_DeactTrig |
|
| Act_ChangeState |
Enum options are FAIL or SUCCEED |
| Act_SetVibeLbl |
Enum options are REP_FRIEND_MAXIMUM, REP_FRIEND_THRESHOLD, REP_NEUTRAL_FRIENDLY, REP_NEUTRAL, REP_NEUTRAL_HOSTILE, REP_HOSTILE_THRESHOLD and REP_HOSTILE_MAXIMUM |
| Act_SetVibeLblToShip |
Enum options are REP_FRIEND_MAXIMUM, REP_FRIEND_THRESHOLD, REP_NEUTRAL_FRIENDLY, REP_NEUTRAL, REP_NEUTRAL_HOSTILE, REP_HOSTILE_THRESHOLD and REP_HOSTILE_MAXIMUM |
| Act_SetVibeShipToLbl |
Enum options are REP_FRIEND_MAXIMUM, REP_FRIEND_THRESHOLD, REP_NEUTRAL_FRIENDLY, REP_NEUTRAL, REP_NEUTRAL_HOSTILE, REP_HOSTILE_THRESHOLD and REP_HOSTILE_MAXIMUM |
| Act_SetRep |
Enum options are REP_FRIEND_MAXIMUM, REP_FRIEND_THRESHOLD, REP_NEUTRAL_FRIENDLY, REP_NEUTRAL, REP_NEUTRAL_HOSTILE, REP_HOSTILE_THRESHOLD and REP_HOSTILE_MAXIMUM |
| Act_Cloak |
Toggles a cloak or decloak state on a ship, if it has a cloaking device equipped. The first value is the ship, and the second is the true or false state for the cloak. Be aware NPCs will still chatter when cloaked if they have a voice defined. |
| Act_Invulnerable |
|
| Act_Destroy |
Destroys a MsnShip, MsnSolar or MsnFormation. The first value is the object to be destroyed, and the second value is the method. Enum options are EXPLODE or SILENT |
| Act_SetNNObj |
Sets a Neural Net Objective, such as a waypoint or objective text. See the [NNObjective] block for further details. Enum options are OBJECTIVE_HISTORY or OBJECTIVE. Only one objective seems to be able to be set at a time. |
| Act_SetNNState |
Enum options are ACTIVE or COMPLETE |
| Act_NNIds |
Enum opption is HISTORY |
| Act_SetNNHidden |
|
| Act_GiveObjList |
Issues an ObjList to a MsnShip. The first value is the ship or formation to issue this to, and the second is the set of ObjList orders to issue. |
| Act_RpopAttClamp |
|
| Act_SetOffer |
|
| Act_SetTitle |
|
| Act_AddRTC |
Activates a real-time-cutscene set from a config at a defined path. This can be repeatable if the repeatable value is provided as a second parameter. |
| Act_RemoveRTC |
Unclear, this seems to disable the RTC state created by Act_AddRTC, but more testing is required. |
| Act_RandomPopSphere |
|
| Act_Forceland |
|
| Act_PlayerCanDock |
|
| Act_LockDock |
Enum options are UNLOCK and LOCK |
| Act_PlayerCanTradelane |
|
| Act_PobjIdle |
|
| Act_SpawnShip |
Spawns a MsnShip. Only the first argument is required. Other arguments are an ObjList, a set of 3 floats for XYZ coordinates and a set of 4 floats for WXYZ orientation. These will override any values defined in the MsnShip entry. |
| Act_SpawnSolar |
Spawns a MsnSolar |
| Act_SpawnFormation |
Spawns a MsnFormation. Only the first argument is required. Other arguments are an ObjList, a set of 3 floats for XYZ coordinates and a set of 4 floats for WXYZ orientation. These will override any values defined in the MsnFormation entry. |
| Act_EtherComm |
|
| Act_SendComm |
|
| Act_StartDialog |
|
| Act_PlayerEnemyClamp |
|
| Act_PlayMusic |
|
| Act_AdjHealth |
|
| Act_NagDistTowards |
Enum options are NAG_ALWAYS and NAG_OUT_OF_COMBAT |
| Act_NagDistLeaving |
Enum options are NAG_ALWAYS and NAG_OUT_OF_COMBAT |
| Act_NagOff |
|
| Act_NagClamp |
|
| Act_MarkObj |
|
| Act_SetLifetime |
|
| Act_Save |
|
| Act_SetInitialPlayerPos |
|
| Act_EnableManeuver |
Enum options are GOTO, DOCK and FORMATION |
| Act_LockManeuvers |
|
| Act_EnableEnc |
|
| Act_DisableEnc |
|
| Act_Jumper |
|
| Act_LightFuse |
|
| Act_RevertCam |
|
| Act_AdjAcct |
|
| Act_GCSClamp |
|
| Act_MovePlayer |
|
| Act_RelocateShip |
|
| Act_RelocateForm |
|
| Act_CallThorn |
|
| Act_PlaySoundEffect |
Plays a sound effect. The sound does not seem to respect volume sliders and is played at full attenuation for the player. |
| Act_SetShipAndLoadout |
|
| Act_Popupdialog |
Puts a pop-up onto the player's screen. This will pause the game if done in space. The first value is the IDS NAME for the box's title, and the second is the IDS INFO value for the box's content. Enum option is CLOSE and seems to be required. |
| Act_AddAmbient |
|
| Act_RemoveAmbient |
|
| Act_HostileClamp |
|
| Act_DisableTradelane |
|
| Act_StaticCam |
|
| Act_SpawnShipRel |
|
| Act_SpawnLoot |
|
| Act_SetVibeOfferBaseHack |
|
| Act_SetOrient |
|
| Act_SetFlee |
|
| Act_RpopTLAttacksEnabled |
|
| Act_RepChangeRequest |
|
| Act_RemoveCargo |
|
| Act_SetPriority |
Enum options are NORMAL and ALWAYS_EXECUTE |
| Act_PilotParams |
|
| Act_PlayNN |
|
| Act_PlayerForm |
|
| Act_NNPath |
|
| Act_NagGreet |
|
| Act_GiveNNObjs |
|
| Act_DockRequest |
|
| Act_DisableFriendlyFire |
|
| Act_DebugMsg |
|
Represents a series of orders to provide to an NPC, group of NPCs or formation.
[ObjList]
nickname = STRING
system = STRING
GotoShip = ENUM, STRING, INT, BOOL, INT
GotoVec = ENUM, INT, INT, INT, INT , BOOL
GotoSpline = ENUM, INT, INT, INT, INT, INT, INT, INT, INT, INT, INT, INT, INT, BOOL
MakeNewFormation = STRING, STRING
Follow = STRING, INT, INT, INT, INT
StayInRange = INT, INT, INT, INT
BreakFormation = ENUM
Avoidance = BOOL
Delay = INT
SetLifetime = STRING, INT
SetPriority = ENUM
Dock = STRING, STRING
Idle = ENUM
| Parameter |
Information |
| nickname |
|
| system |
|
| GotoShip |
Enum options are GOTO, GOTO_CRUISE and GOTO_NO_CRUISE |
| GotoVec |
Enum options are GOTO, GOTO_CRUISE and GOTO_NO_CRUISE |
| GotoSpline |
Enum options are GOTO, GOTO_CRUISE and GOTO_NO_CRUISE |
| MakeNewFormation |
|
| Follow |
|
| StayInRange |
|
| BreakFormation |
Enum is no_params |
| Avoidance |
|
| Delay |
|
| SetLifetime |
|
| SetPriority |
Enum options are NORMAL and ALWAYS_EXECUTE |
| Dock |
|
| Idle |
Enum is no_params |