This event is only usable if you play a movie texture on a model, and that movie texture has a .event file with the same name as the movie texture. The .event file can specify times when the movie should send an event to the trigger system. Each event in the .event file has a name that must be specified in the Function Name parameter if you want to respond to that event.
This event fires when the specified player selects the specified reply from the specified conversation. Use "Selected Conversation" to get the conversation and "Selected Conversation Reply" to get the reply.
This event fires when the specified conversation state is changed during a data conversation, or when it is changed through the "Set Data Conversation State" action. Use "Triggering Conversation State" to get the conversation state.
This event fires when a dialog item is used. Use "Dialog Item Event Type" to find out how the event was triggered. Use "Used Dialog Item" to get the dialog item that triggered this event. Use "Triggering Player" to get the player that used the dialog item.
This event fires when the specified chat message is typed by the specified player. If exact match is selected, then the string the player enters must be identical to the specified string for the event to fire. If partial match is selected, then the event will fire if the player enters the specified string plus any number of additional characters after it. Use the "Chat String" function to refer to the message being entered. Use "Triggering Player" to get the player that typed the message.
This event fires when the specified property for the specified player changes. Use "Triggering Player" to get the player. Use "Triggering Player Property" to get the property that changed.
This event fires when a unit is clicked by a player. Use "Triggering Unit" to refer to the unit being clicked. Use "Triggering Player" to get the player.
This event fires when a unit is highlighted or unhighlighted by a player. Use "Triggering Unit" to refer to the unit being highlighted/unhighlighted. Use "Triggering Player" to get the player.
This event fires when a unit is selected. Use "Triggering Unit" to refer to the unit being selected or deselected. Use "Triggering Player" to get the player that selected the unit.
This event fires when a player chooses to replay a mission through the mission archives panel. Use "Selected Mission Archive Difficulty" to get the difficulty the player selected. Use "Selected Mission Archive Mission" to get the mission the player selected.
This event fires when a player chooses to replay a cutscene through the mission archive panel. Use "Selected Mission Archive Scene" to get the scene the player selected.
This event fires when the specified player purchases the specified tech from the storymode armory. Use "Purchased Purchase Item" to get the item that was purchased.
This event fires whenever the specified timer reaches zero. This catches both one-shot and repeating timers. Use the "Triggering Timer" function to refer to the expiring timer.
This event fires when a player selects an option on the Custom Dialog. Use "Custom Dialog Result" to get the option the player selected. Use "Triggering Player" to get the player.
Only register for this event when you absolutely need it, as it will generate network traffic from all players for every button they press. This event fires when a player presses a command card button. Use "Button Pressed" to get the button that was pressed.
Only register for this event when you absolutely need it, as it will generate network traffic from all players for every button they press. This event fires when a player presses the specified key. Use "Key Pressed" to get the key that was pressed. Use "Alt Key Pressed", "Control Key Pressed", and "Shift Key Pressed" to find out what modifier keys were pressed.
Only register for this event when you absolutely need it, as it will generate network traffic from all players for every mouse click they make. This event fires when a player clicks a mouse button. Use "Mouse Clicked Button" to get the button that was clicked. Use "Mouse Clicked UI Pos X" and "Mouse Clicked UI Pos Y" to get the UI X,Y position where the player clicked the mouse. Use "Mouse Clicked World Pos X", "Mouse Clicked World Pos Y", and "Mouse Clicked World Pos Z" to get the X,Y,Z world position where the player clicked the mouse. Use "Alt Key Pressed", "Control Key Pressed", and "Shift Key Pressed" to find out what modifier keys were pressed.
Only register for this event when you absolutely need it, as it will generate network traffic from all players for every mouse move they make. This event fires when a player moves themouse. Use "Mouse Moved UI Pos X" and "Mouse Moved UI Pos Y" to get the UI X,Y position where the player moved the mouse. Use "Mouse Moved World Pos X", "Mouse Moved World Pos Y", and "Mouse Moved World Pos Z" to get the X,Y,Z world position where the player moved the mouse.
This event fires when a unit uses an ability. Use "Triggering Ability" to get the ability that was used. Use "Triggering Ability Stage" to get the stage the ability was in when the event fired. Use "Triggering Ability Target Point" to get the target point for the ability. Use "Triggering Ability Target Unit" to get the target unit for the ability. Use "Triggering Player" to get the player that used the ability. Use "Triggering Unit" to get the unit that used the ability.
This event fires when a unit is created. Use "Created Unit" to refer to the unit created. Use "Ability That Created Unit" to get the ability that created the unit. Use "Behavior That Created Unit" to get the behavior that created the unit.
This event fires when a unit's attribute points change. Use "Triggering Attribute Points" to get the number of attribute points. Use "Triggering Behavior" to get the behavior.
This event fires when a unit gains experience. Use "Triggering Behavior" to get the behavior. Use "Triggering Experience Gained" to get the amount of experience. Use "Triggering Player" to get the owner of the unit that gained experience. Use "Triggering Unit" to get the unit that gained experience.
This event fires when a unit gains an experience level. Use "Triggering Behavior" to get the behavior. Use "Triggering Player" to get the owner of the unit that gained a level. Use "Triggering Unit" to get the unit that gained a level.
This event fires when thw owning player of a unit changes. Use "Triggering Unit" to get the unit, and "Old Unit Owner" and "New Unit Owner" to get the old and new owners.
This event fires when a unit enters or leaves a distance around another unit. Use "Triggering Player" to get the player that was controlling the unit. Use "Triggering Unit" to get the unit.
This event fires when a unit enters or leaves a region. Use "Triggering Player" to get the player that was controlling the unit. Use "Triggering Region" to get the region that the unit either entered or left. Use "Triggering Unit" to get the unit.
This event fires when a unit loads or unloads cargo. Use "Triggering Cargo Unit" to get the unit that was loaded or unloaded. Use "Triggering Player" to get the owner of the transport unit. Use "Triggering Unit" to get the transport unit.
This event fires when a unit acquires a target. Use "Acquired Target" to get the target that was acquired. Use "Triggering Player" to get the owner of the unit that acquired a target. Use "Triggering Unit" to get the unit that acquired a target.
This event fires when a unit is attacked. Use "Attacking Unit" to refer to the unit performing the attack. Use "Triggering Unit" to refer to the unit being attacked. Use "Triggering Player" to get the owner of the unit being attacked.
This event fires when a unit takes damage. Use "Damage Source Position" to get the position of the damage source. Use "Damaging Player" to get the owner of the unit that is dealing damage. Use "Damaging Unit" to get the unit that is dealing damage. Use "Triggering Damage Amount" to get the amount of damage being dealt. Use "Triggering Player" to get the owner of the unit that is taking damage. Use "Triggering Unit" to get the unit that is taking damage.
This event fires when a unit dies. Use "Damage Source Position" to get the position of the unit that dealt the killing blow. Use "Killing Player" to get the owner of the unit that dealt the killing blow. Use "Killing Unit" to get the unit that dealt the killing blow. Use "Triggering Death Type Check" to get the death type. Use "Triggering Player" to get the owner of the unit that died. Use "Triggering Unit" to get the unit that died. Use "Experience Level Of Unit" to get the experience level of the unit that died. Use "Total Experience Of Unit" to get the total number of experience points the unit had before it died.
This event fires when a unit starts attacking. Use "Attacking Unit" or "Triggering Unit" to get the attacker. Use "Triggering Player" to get the owner of the attacker.
This event fires when a unit performs the specified action on the specified inventory item. Use "Triggering Inventory Item" to get the inventory item, "Triggering Inventory Item Container" to get the container the item resides in, "Triggering Inventory Item Slot" to get the slot the item occupies, "Triggering Inventory Item Target Point" to get the point targeted by the action, and "Triggering Inventory Item Target Unit" to get the unit targeted by the action.
This event fires when a unit is issued an order. Use "Triggering Order" to get the order. Use "Triggering Player" to get the player that issued the order. Use "Triggering Unit" to get the unit that was issued the order.
This event fires when a unit's arming progress reaches a certain stage. Use "Triggering Player" to get the player that triggered the arm ability. Use "Triggering Unit" to get the arming unit. Use "Triggering Progress Unit Type" to get the unit type of the unit in the queue. Use "Triggering Progress Unit" to get the unit in the queue.
This event fires when a unit's construction stage reaches a certain progress. Use "Triggering Player" to get the player that triggered construction. Use "Triggering Unit" to get the unit that is doing the constructing. Use "Triggering Progress Unit Type" to get the unit type of the unit that is under construction. Use "Triggering Progress Unit" to get the unit that is under construction.
This event fires when a unit's research progress reaches a certain point. Use "Triggering Player" to get the player that started the research. Use "Triggering Unit" to get the unit that is doing the research. Use "Triggering Progress Upgrade" to get the upgrade being researched.
This event fires when the unit's specialization progress reaches a specified point. Use "Triggering Player" to get the player that started the specialization. Use "Triggering Progress Effect" to get the effect that will run when specialization completes. Use "Triggering Unit" to get the unit doing the specializing.
This event fires when a unit's training progress reaches a certain stage. Use "Triggering Player" to get the player that started the training. Use "Triggering Unit" to get the unit doing the training. Use "Triggering Progress Unit Type" to get the unit type of the unit being trained. Use "Triggering Progress Unit" to get the unit being trained.
This event fires when a unit's property changes. Use "Triggering Player" to get the owner of the unit whose property changed. Use "Triggering Unit" to get the unit whose property changed.