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Joystick Magazine 2002 December
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Inf
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Gamelogic
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EntityEvents.inf
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INI File
|
2002-10-14
|
28KB
|
407 lines
[: cEntityEventCollection]
{
Name = "Entity Events"
[EntityEvents *]
{
[: cEntityEvent]
{
Name = APC_A_sq
EventNames = Goal.Assault_MassD_All_A.Eval|Goal.Assault_MassD_All_A.Exec|Goal.CallHelp.Eval|Goal.CallHelp.Exec|Goal.Fire_MassD_All_A.Eval|Goal.Fire_MassD_All_A.Exec|Goal.Help.Eval|Goal.Help.Exec|Goal.ReturnFire_MassD_All_A.Eval|Goal.ReturnFire_MassD_All_A.Exec|Goal.RunTask_All_A.Eval|Goal.RunTask_All_A.Exec|Goal.SeekByFireSound.Eval|Goal.SeekByFireSound.Exec|Goal.TurnAround.Eval|Goal.TurnAround.Exec|Goal.TurnToDamageSound.Eval|Goal.TurnToDamageSound.Exec|Goal.TurnToFiringEnemy.Eval|Goal.TurnToFiringEnemy.Exec|Squad.Event.BeforeGoal|sSub.CalculateAttackers|sSub.CalculateFiringEnemies|sSub.CalculateSquadToAttack|sSub.ChooseSquadToAttack|sSub.SetWeapon_MassD/Primary
}
[: cEntityEvent]
{
Name = APC_A_unit
EventNames = uCmd.Assault|uCmd.Delay|uCmd.Fire|uCmd.Move|uCmd.ReturnFire|uCmd.Stop|uCmd.StopAiming|uCmd.TurnTo|uCmd.UnmountVehicle|Unit.Event.FormationChanged/All_AP|uSub.AimBeforeShooting/Yes|uSub.Fight|uSub.GetTargetCondition/A_All|uSub.GTC_Run/CanShootRunning|uSub.GTC_Turn/CanTurnAndAim|uSub.IsTargetReachable/All|uSub.SetPrimaryWeapon/MassD|uSub.SetWeapon/SingleWeapon|uSub.SMS_Assault/All|uSub.SMS_FireHoldingPosition/All|uSub.SMS_Hide/CanNotCrawl|uSub.SMS_Move/All|uSub.SMS_Retreat/All|uSub.SMS_Turn/CanTurnCrowling
}
[: cEntityEvent]
{
Name = APC_P_sq
EventNames = Goal.RunTask_All_P.Eval|Goal.RunTask_All_P.Exec
}
[: cEntityEvent]
{
Name = APC_P_unit
EventNames = uCmd.Assault|uCmd.Delay|uCmd.Fire|uCmd.Move|uCmd.ReturnFire|uCmd.Stop|uCmd.StopAiming|uCmd.TurnTo|uCmd.UnmountVehicle|Unit.Event.FormationChanged/All_AP|uSub.AimBeforeShooting/Yes|uSub.Fight|uSub.GetTargetCondition/A_All|uSub.GTC_Run/CanShootRunning|uSub.GTC_Turn/CanTurnAndAim|uSub.IsTargetReachable/All|uSub.SetPrimaryWeapon/MassD|uSub.SetWeapon/SingleWeapon|uSub.SMS_Assault/All|uSub.SMS_FireHoldingPosition/All|uSub.SMS_Hide/CanNotCrawl|uSub.SMS_Move/All|uSub.SMS_Retreat/All|uSub.SMS_Turn/CanTurnCrowling
}
[: cEntityEvent]
{
Name = Tank_A_sq
EventNames = Goal.Assault_MassD_All_A.Eval|Goal.Assault_MassD_All_A.Exec|Goal.CallHelp.Eval|Goal.CallHelp.Exec|Goal.Fire_MassD_All_A.Eval|Goal.Fire_MassD_All_A.Exec|Goal.Help.Eval|Goal.Help.Exec|Goal.ReturnFire_MassD_All_A.Eval|Goal.ReturnFire_MassD_All_A.Exec|Goal.RunTask_All_A.Eval|Goal.RunTask_All_A.Exec|Goal.SeekByFireSound.Eval|Goal.SeekByFireSound.Exec|Squad.Event.BeforeGoal|sSub.CalculateAttackers|sSub.CalculateFiringEnemies|sSub.CalculateSquadToAttack|sSub.ChooseSquadToAttack|sSub.SetWeapon_MassD/Primary
}
[: cEntityEvent]
{
Name = Tank_A_unit
EventNames = uCmd.Assault|uCmd.Delay|uCmd.Fire|uCmd.Move|uCmd.MoveOnWaypoint|uCmd.ReturnFire|uCmd.Stop|uCmd.StopAiming|uCmd.TurnTo|uCmd.UnmountVehicle|Unit.Event.FormationChanged/All_AP|uSub.AimBeforeShooting/Yes|uSub.Fight|uSub.GetTargetCondition/A_All|uSub.GTC_Run/CanShootRunning|uSub.GTC_Turn/CanTurnAndAim|uSub.IsTargetReachable/All|uSub.SetPrimaryWeapon/MassD|uSub.SetWeapon/SingleWeapon|uSub.SMS_Assault/All|uSub.SMS_FireHoldingPosition/All|uSub.SMS_Hide/CanNotCrawl|uSub.SMS_Move/All|uSub.SMS_Retreat/All|uSub.SMS_Turn/CanTurnCrowling
}
[: cEntityEvent]
{
Name = Tank_P_sq
EventNames = Goal.RunTask_All_P.Eval|Goal.RunTask_All_P.Exec
}
[: cEntityEvent]
{
Name = Tank_P_unit
EventNames = uCmd.Assault|uCmd.Delay|uCmd.Fire/MortarFireMultiple|uCmd.Fire/MortarSingle|uCmd.Move|uCmd.Stop|uCmd.StopAiming|uCmd.TurnTo|uCmd.UnmountVehicle|Unit.Event.FormationChanged/All_AP|uSub.AimBeforeShooting/Yes|uSub.Fight|uSub.GetTargetCondition/A_All|uSub.GTC_Run/CanShootRunning|uSub.GTC_Turn/CanTurnAndAim|uSub.IsTargetReachable/All|uSub.SetPrimaryWeapon/MassD|uSub.SetWeapon/SingleWeapon|uSub.SMS_Assault/All|uSub.SMS_FireHoldingPosition/All|uSub.SMS_Hide/CanNotCrawl|uSub.SMS_Move/All|uSub.SMS_Retreat/All|uSub.SMS_Turn/CanTurnCrowling
}
[: cEntityEvent]
{
Name = Medic_A_sq
EventNames = Goal.Assault_Riffle_All_A.Eval|Goal.Assault_Riffle_All_A.Exec|Goal.CallHelp.Eval|Goal.CallHelp.Exec|Goal.Fire_Riffle_All_A.Eval|Goal.Fire_Riffle_All_A.Exec|Goal.Help.Eval|Goal.Help.Exec|Goal.Hide.Eval|Goal.Hide.Exec|Goal.ReturnFire_Riffle_All_A.Eval|Goal.ReturnFire_Riffle_All_A.Exec|Goal.RunTask_All_A.Eval|Goal.RunTask_All_A.Exec|Goal.SeekByFireSound.Eval|Goal.SeekByFireSound.Exec|Goal.TurnAround.Eval|Goal.TurnAround.Exec|Goal.TurnToDamageSound.Eval|Goal.TurnToDamageSound.Exec|Goal.TurnToFiringEnemy.Eval|Goal.TurnToFiringEnemy.Exec|Squad.Event.BeforeGoal|sSub.CalculateAttackers|sSub.CalculateFiringEnemies|sSub.CalculateSquadToAttack|sSub.ChooseSquadToAttack|sSub.SetWeapon_Riffle/Primary
}
[: cEntityEvent]
{
Name = Medic_A_unit
EventNames = uCmd.Assault|uCmd.Delay|uCmd.Fire|uCmd.Heal|uCmd.Hide|uCmd.IdleTurn|uCmd.Mount|uCmd.Move|uCmd.PlayAnim|uCmd.ReturnFire|uCmd.Stop|uCmd.TurnAround|uCmd.TurnTo|uCmd.UnmountSoldier|Unit.Event.FormationChanged/All_AP|uSub.AimBeforeShooting/Yes|uSub.Fight|uSub.GetTargetCondition/A_All|uSub.GTC_Run/CanShootRunning|uSub.GTC_Turn/CanTurn|uSub.IsTargetReachable/All|uSub.SetPrimaryWeapon/Riffle|uSub.SetWeapon/SingleWeapon|uSub.SMS_Assault/All|uSub.SMS_FireHoldingPosition/All|uSub.SMS_Hide/CanCrawl|uSub.SMS_Move/All|uSub.SMS_Retreat/All|uSub.SMS_Turn/CanTurnCrowling
}
[: cEntityEvent]
{
Name = Medic_P_sq
EventNames = Goal.RunTask_All_P.Eval|Goal.RunTask_All_P.Exec
}
[: cEntityEvent]
{
Name = Medic_P_unit
EventNames = uCmd.Assault|uCmd.Delay|uCmd.Fire|uCmd.Heal|uCmd.Hide|uCmd.Mount|uCmd.Move|uCmd.PlayAnim|uCmd.ReturnFire|uCmd.Stop|uCmd.TurnTo|uCmd.UnmountSoldier|Unit.Event.FormationChanged/All_AP|uSub.AimBeforeShooting/Yes|uSub.Fight|uSub.GetTargetCondition/A_All|uSub.GTC_Run/CanShootRunning|uSub.GTC_Turn/CanTurn|uSub.IsTargetReachable/All|uSub.SetPrimaryWeapon/Riffle|uSub.SetWeapon/SingleWeapon|uSub.SMS_Assault/All|uSub.SMS_FireHoldingPosition/All|uSub.SMS_Hide/CanCrawl|uSub.SMS_Move/All|uSub.SMS_Retreat/All|uSub.SMS_Turn/CanTurnCrowling
}
[: cEntityEvent]
{
Name = Sniper_A_sq
EventNames = Goal.Assault_Sniper_All_A.Eval|Goal.Assault_Sniper_All_A.Exec|Goal.CallHelp.Eval|Goal.CallHelp.Exec|Goal.Fire_Sniper_All_A.Eval|Goal.Fire_Sniper_All_A.Exec|Goal.Help.Eval|Goal.Help.Exec|Goal.Hide.Eval|Goal.Hide.Exec|Goal.ReturnFire_Sniper_All_A.Eval|Goal.ReturnFire_Sniper_All_A.Exec|Goal.RunTask_All_A.Eval|Goal.RunTask_All_A.Exec|Goal.SeekByFireSound.Eval|Goal.SeekByFireSound.Exec|Goal.TurnAround.Eval|Goal.TurnAround.Exec|Goal.TurnToDamageSound.Eval|Goal.TurnToDamageSound.Exec|Goal.TurnToFiringEnemy.Eval|Goal.TurnToFiringEnemy.Exec|Squad.Event.BeforeGoal|sSub.CalculateAttackers|sSub.CalculateFiringEnemies|sSub.CalculateSquadToAttack|sSub.ChooseSquadToAttack|sSub.SetWeapon_Sniper/Primary
}
[: cEntityEvent]
{
Name = Sniper_A_unit
EventNames = uCmd.Assault|uCmd.Delay|uCmd.Fire|uCmd.Hide|uCmd.IdleTurn|uCmd.Mount|uCmd.Move|uCmd.PlayAnim|uCmd.ReturnFire|uCmd.Stop|uCmd.TurnAround|uCmd.TurnTo|uCmd.UnmountSoldier|Unit.Event.FormationChanged/All_AP|uSub.AimBeforeShooting/No|uSub.Fight|uSub.GetTargetCondition/A_All|uSub.GTC_Run/CanNotShootRunning|uSub.GTC_Turn/CanTurn|uSub.IsTargetReachable/MG|uSub.SetPrimaryWeapon/Sniper|uSub.SetWeapon/SingleWeapon|uSub.SMS_Assault/All|uSub.SMS_FireHoldingPosition/G-Stand-NG-Crawl|uSub.SMS_Hide/CanCrawl|uSub.SMS_Move/All|uSub.SMS_Retreat/All|uSub.SMS_Turn/CanTurnCrowling
}
[: cEntityEvent]
{
Name = Sniper_P_sq
EventNames = Goal.RunTask_All_P.Eval|Goal.RunTask_All_P.Exec
}
[: cEntityEvent]
{
Name = Sniper_P_unit
EventNames = uCmd.Assault|uCmd.Delay|uCmd.Fire/MortarFireMultiple|uCmd.Fire/MortarSingle|uCmd.Hide|uCmd.Mount|uCmd.Move|uCmd.PlayAnim|uCmd.ReturnFire|uCmd.Stop|uCmd.TurnTo|uCmd.UnmountSoldier|Unit.Event.FormationChanged/All_AP|uSub.AimBeforeShooting/No|uSub.Fight|uSub.GetTargetCondition/A_All|uSub.GTC_Run/CanNotShootRunning|uSub.GTC_Turn/CanTurn|uSub.IsTargetReachable/MG|uSub.SetPrimaryWeapon/Sniper|uSub.SetWeapon/SingleWeapon|uSub.SMS_Assault/All|uSub.SMS_FireHoldingPosition/G-Stand-NG-Crawl|uSub.SMS_Hide/CanCrawl|uSub.SMS_Move/All|uSub.SMS_Retreat/All|uSub.SMS_Turn/CanTurnCrowling
}
[: cEntityEvent]
{
Name = Truck_A_sq
EventNames = Goal.CallHelp.Eval|Goal.CallHelp.Exec|Goal.Help.Eval|Goal.Help.Exec|Goal.RunTask_All_A.Eval|Goal.RunTask_All_A.Exec|sSub.CalculateAttackers|sSub.CalculateFiringEnemies|sSub.CalculateSquadToAttack
}
[: cEntityEvent]
{
Name = Truck_A_unit
EventNames = uCmd.Delay|uCmd.Move|uCmd.MoveOnWaypoint|uCmd.Stop|uCmd.TurnTo|uCmd.UnmountVehicle|Unit.Event.FormationChanged/All_AP|uSub.SMS_Move/All|uSub.SMS_Turn/CanNotTurnCrowling
}
[: cEntityEvent]
{
Name = Truck_P_sq
EventNames = Goal.RunTask_All_P.Eval|Goal.RunTask_All_P.Exec
}
[: cEntityEvent]
{
Name = Truck_P_unit
EventNames = uCmd.Delay|uCmd.Move|uCmd.Stop|uCmd.TurnTo|uCmd.UnmountVehicle|Unit.Event.FormationChanged/All_AP|uSub.SMS_Move/All|uSub.SMS_Turn/CanNotTurnCrowling
}
[: cEntityEvent]
{
Name = Mortar_A_sq
EventNames = Goal.CallHelp.Eval|Goal.CallHelp.Exec|Goal.RunTask_All_A.Eval|Goal.RunTask_All_A.Exec|sSub.CalculateAttackers|sSub.CalculateFiringEnemies|sSub.CalculateSquadToAttack
}
[: cEntityEvent]
{
Name = Mortar_A_unit
EventNames = uCmd.Delay|uCmd.Fire|uCmd.Fire/MortarFireMultiple|uCmd.Fire/MortarSingle|uCmd.Stop|uSub.AimBeforeShooting/No|uSub.Fight|uSub.GetTargetCondition/A_All|uSub.GTC_Turn/CanNotTurn|uSub.IsTargetReachable/All|uSub.SetPrimaryWeapon/MassD|uSub.SMS_FireHoldingPosition/All
}
[: cEntityEvent]
{
Name = Mortar_P_sq
EventNames = Goal.RunTask_All_P.Eval|Goal.RunTask_All_P.Exec
}
[: cEntityEvent]
{
Name = Mortar_P_unit
EventNames = uCmd.Delay|uCmd.Fire/MortarFireMultiple|uCmd.Fire/MortarSingle|uCmd.Stop|uSub.AimBeforeShooting/No|uSub.Fight|uSub.GetTargetCondition/A_All|uSub.GTC_Run/CanNotShootRunning|uSub.GTC_Turn/CanNotTurn|uSub.IsTargetReachable/All|uSub.SetPrimaryWeapon/MassD|uSub.SetWeapon/SingleWeapon|uSub.SMS_FireHoldingPosition/All
}
[: cEntityEvent]
{
Name = Bunker_A_sq
EventNames = Goal.CallHelp.Eval|Goal.CallHelp.Exec|Goal.Fire_MassD_All_A.Eval|Goal.Fire_MassD_All_A.Exec|Goal.ReturnFire_MassD_All_A.Eval|Goal.ReturnFire_MassD_All_A.Exec|Goal.RunTask_All_A.Eval|Goal.RunTask_All_A.Exec|Squad.Event.BeforeGoal|sSub.CalculateAttackers|sSub.CalculateFiringEnemies|sSub.CalculateSquadToAttack|sSub.ChooseSquadToAttack|sSub.SetWeapon_MassD/Primary
}
[: cEntityEvent]
{
Name = Bunker_A_unit
EventNames = uCmd.Delay|uCmd.Fire|uCmd.ReturnFire|uCmd.Stop|uSub.AimBeforeShooting/No|uSub.Fight|uSub.GetTargetCondition/A_All|uSub.GTC_Turn/CanNotTurn|uSub.IsTargetReachable/All|uSub.SetPrimaryWeapon/MassD|uSub.SetWeapon/SingleWeapon|uSub.SMS_FireHoldingPosition/All|uSub.SMS_Hide/CanNotCrawl
}
[: cEntityEvent]
{
Name = Bunker_P_sq
EventNames = Goal.RunTask_All_P.Eval|Goal.RunTask_All_P.Exec
}
[: cEntityEvent]
{
Name = Bunker_P_unit
EventNames = uCmd.Delay|uCmd.Fire|uCmd.ReturnFire|uCmd.Stop|uCmd.TurnTo|uSub.AimBeforeShooting/No|uSub.Fight|uSub.GetTargetCondition/A_All|uSub.GTC_Turn/CanNotTurn|uSub.IsTargetReachable/All|uSub.SetPrimaryWeapon/MassD|uSub.SetWeapon/SingleWeapon|uSub.SMS_FireHoldingPosition/All|uSub.SMS_Hide/CanNotCrawl
}
[: cEntityEvent]
{
Name = Grenadier_A_sq
EventNames = Goal.Assault_MassD_All_A.Eval|Goal.Assault_MassD_All_A.Exec|Goal.CallHelp.Eval|Goal.CallHelp.Exec|Goal.Fire_MassD_All_A.Eval|Goal.Fire_MassD_All_A.Exec|Goal.Help.Eval|Goal.Help.Exec|Goal.Hide.Eval|Goal.Hide.Exec|Goal.ReturnFire_MassD_All_A.Eval|Goal.ReturnFire_MassD_All_A.Exec|Goal.RunTask_All_A.Eval|Goal.RunTask_All_A.Exec|Goal.SeekByFireSound.Eval|Goal.SeekByFireSound.Exec|Goal.TurnAround.Eval|Goal.TurnAround.Exec|Goal.TurnToDamageSound.Eval|Goal.TurnToDamageSound.Exec|Goal.TurnToFiringEnemy.Eval|Goal.TurnToFiringEnemy.Exec|Squad.Event.BeforeGoal|sSub.CalculateAttackers|sSub.CalculateFiringEnemies|sSub.CalculateSquadToAttack|sSub.ChooseSquadToAttack|sSub.SetWeapon_MassD/Primary
}
[: cEntityEvent]
{
Name = Grenadier_A_unit
EventNames = uCmd.Assault|uCmd.Delay|uCmd.Fire|uCmd.Hide|uCmd.IdleTurn|uCmd.Mount|uCmd.Move|uCmd.PlayAnim|uCmd.ReturnFire|uCmd.Stop|uCmd.TurnAround|uCmd.TurnTo|uCmd.UnmountSoldier|Unit.Event.FormationChanged/All_AP|uSub.AimBeforeShooting/No|uSub.Fight|uSub.GetTargetCondition/A_All|uSub.GTC_Run/CanNotShootRunning|uSub.GTC_Turn/CanTurn|uSub.IsTargetReachable/StandingOnly|uSub.SetPrimaryWeapon/MassD|uSub.SetWeapon/SingleWeapon|uSub.SMS_Assault/All|uSub.SMS_FireHoldingPosition/Stand|uSub.SMS_Hide/CanCrawl|uSub.SMS_Move/CanNotMoveCrawling|uSub.SMS_Retreat/All|uSub.SMS_Turn/CanTurnCrowling
}
[: cEntityEvent]
{
Name = Grenadier_P_sq
EventNames = Goal.RunTask_All_P.Eval|Goal.RunTask_All_P.Exec
}
[: cEntityEvent]
{
Name = Grenadier_P_unit
EventNames = uCmd.Assault|uCmd.Delay|uCmd.Fire/MortarFireMultiple|uCmd.Fire/MortarSingle|uCmd.Hide|uCmd.Mount|uCmd.Move|uCmd.PlayAnim|uCmd.ReturnFire|uCmd.Stop|uCmd.TurnTo|uCmd.UnmountSoldier|Unit.Event.FormationChanged/All_AP|uSub.AimBeforeShooting/No|uSub.Fight|uSub.GetTargetCondition/A_All|uSub.GTC_Run/CanNotShootRunning|uSub.GTC_Turn/CanTurn|uSub.IsTargetReachable/StandingOnly|uSub.SetPrimaryWeapon/MassD|uSub.SetWeapon/SingleWeapon|uSub.SMS_Assault/StandingOnly|uSub.SMS_FireHoldingPosition/Stand|uSub.SMS_Hide/CanCrawl|uSub.SMS_Move/CanNotMoveCrawling|uSub.SMS_Retreat/All|uSub.SMS_Turn/CanTurnCrowling
}
[: cEntityEvent]
{
Name = Engineer_A_sq
EventNames = Goal.Assault_MassD_All_A.Eval|Goal.Assault_MassD_All_A.Exec|Goal.Assault_Riffle_All_A.Eval|Goal.Assault_Riffle_All_A.Exec|Goal.CallHelp.Eval|Goal.CallHelp.Exec|Goal.Fire_MassD_All_A.Eval|Goal.Fire_MassD_All_A.Exec|Goal.Fire_Riffle_All_A.Eval|Goal.Fire_Riffle_All_A.Exec|Goal.Help.Eval|Goal.Help.Exec|Goal.Hide.Eval|Goal.Hide.Exec|Goal.ReturnFire_MassD_All_A.Eval|Goal.ReturnFire_MassD_All_A.Exec|Goal.ReturnFire_Riffle_All_A.Eval|Goal.ReturnFire_Riffle_All_A.Exec|Goal.RunTask_All_A.Eval|Goal.RunTask_All_A.Exec|Goal.SeekByFireSound.Eval|Goal.SeekByFireSound.Exec|Goal.TurnAround.Eval|Goal.TurnAround.Exec|Goal.TurnToDamageSound.Eval|Goal.TurnToDamageSound.Exec|Goal.TurnToFiringEnemy.Eval|Goal.TurnToFiringEnemy.Exec|Squad.Event.BeforeGoal|sSub.CalculateAttackers|sSub.CalculateFiringEnemies|sSub.CalculateSquadToAttack|sSub.ChooseSquadToAttack|sSub.SetWeapon_MassD/Grenade|sSub.SetWeapon_Riffle/Primary
}
[: cEntityEvent]
{
Name = Engineer_A_unit
EventNames = uCmd.Assault|uCmd.Delay|uCmd.Fire|uCmd.Hide|uCmd.IdleTurn|uCmd.Mount|uCmd.Move|uCmd.PlayAnim|uCmd.ReturnFire|uCmd.Stop|uCmd.TurnAround|uCmd.TurnTo|uCmd.UnmountSoldier|Unit.Event.FormationChanged/All_AP|uSub.AimBeforeShooting/Yes|uSub.Fight|uSub.GetTargetCondition/A_All|uSub.GTC_Run/CanNotShootRunning|uSub.GTC_Turn/CanTurn|uSub.IsTargetReachable/All|uSub.SetPrimaryWeapon/Riffle|uSub.SetWeapon/Grenade_Riffle|uSub.SMS_Assault/All|uSub.SMS_FireHoldingPosition/All|uSub.SMS_Hide/CanCrawl|uSub.SMS_Move/All|uSub.SMS_Retreat/All|uSub.SMS_Turn/CanTurnCrowling
}
[: cEntityEvent]
{
Name = Engineer_P_sq
EventNames = Goal.RunTask_All_P.Eval|Goal.RunTask_All_P.Exec
}
[: cEntityEvent]
{
Name = Engineer_P_unit
EventNames = uCmd.Assault|uCmd.Delay|uCmd.DetonateClaymore|uCmd.Fire|uCmd.Hide|uCmd.Mount|uCmd.Move|uCmd.PlaceClaymore|uCmd.PlayAnim|uCmd.RemoveTrap|uCmd.ReturnFire|uCmd.Stop|uCmd.ThrowGrenade/P|uCmd.TurnTo|uCmd.UnmountSoldier|Unit.Event.FormationChanged/All_AP|uSub.AimBeforeShooting/Yes|uSub.Fight|uSub.GetTargetCondition/A_All|uSub.GTC_Run/CanNotShootRunning|uSub.GTC_Turn/CanTurn|uSub.IsTargetReachable/All|uSub.SetPrimaryWeapon/Riffle|uSub.SetWeapon/Grenade_Riffle|uSub.SMS_Assault/All|uSub.SMS_FireHoldingPosition/All|uSub.SMS_Hide/CanCrawl|uSub.SMS_Move/All|uSub.SMS_Retreat/All|uSub.SMS_Turn/CanTurnCrowling
}
[: cEntityEvent]
{
Name = Grunt_A_sq
EventNames = Goal.Assault_Riffle_All_A.Eval|Goal.Assault_Riffle_All_A.Exec|Goal.CallHelp.Eval|Goal.CallHelp.Exec|Goal.Fire_Riffle_All_A.Eval|Goal.Fire_Riffle_All_A.Exec|Goal.Help.Eval|Goal.Help.Exec|Goal.Hide.Eval|Goal.Hide.Exec|Goal.ReturnFire_Riffle_All_A.Eval|Goal.ReturnFire_Riffle_All_A.Exec|Goal.RunTask_All_A.Eval|Goal.RunTask_All_A.Exec|Goal.SeekByFireSound.Eval|Goal.SeekByFireSound.Exec|Goal.TurnAround.Eval|Goal.TurnAround.Exec|Goal.TurnToDamageSound.Eval|Goal.TurnToDamageSound.Exec|Goal.TurnToFiringEnemy.Eval|Goal.TurnToFiringEnemy.Exec|Squad.Event.BeforeGoal|sSub.CalculateAttackers|sSub.CalculateFiringEnemies|sSub.CalculateSquadToAttack|sSub.ChooseSquadToAttack|sSub.SetWeapon_Riffle/Primary
}
[: cEntityEvent]
{
Name = Grunt_A_unit
EventNames = uCmd.Assault|uCmd.Delay|uCmd.Fire|uCmd.Hide|uCmd.IdleTurn|uCmd.Mount|uCmd.Move|uCmd.PlayAnim|uCmd.ReturnFire|uCmd.Stop|uCmd.TurnAround|uCmd.TurnTo|uCmd.UnmountSoldier|Unit.Event.FormationChanged/All_AP|uSub.AimBeforeShooting/Yes|uSub.Fight|uSub.GetTargetCondition/A_All|uSub.GTC_Run/CanShootRunning|uSub.GTC_Turn/CanTurn|uSub.IsTargetReachable/All|uSub.SetPrimaryWeapon/Riffle|uSub.SetWeapon/SingleWeapon|uSub.SMS_Assault/All|uSub.SMS_FireHoldingPosition/All|uSub.SMS_Hide/CanCrawl|uSub.SMS_Move/All|uSub.SMS_Retreat/All|uSub.SMS_Turn/CanTurnCrowling
}
[: cEntityEvent]
{
Name = Grunt_P_sq
EventNames = Goal.RunTask_All_P.Eval|Goal.RunTask_All_P.Exec
}
[: cEntityEvent]
{
Name = Grunt_P_unit
EventNames = uCmd.Assault|uCmd.Delay|uCmd.Fire|uCmd.Heal|uCmd.Hide|uCmd.Mount|uCmd.Move|uCmd.PlayAnim|uCmd.ReturnFire|uCmd.Stop|uCmd.TurnTo|uCmd.UnmountSoldier|Unit.Event.FormationChanged/All_AP|uSub.AimBeforeShooting/Yes|uSub.Fight|uSub.GetTargetCondition/A_All|uSub.GTC_Run/CanShootRunning|uSub.GTC_Turn/CanTurn|uSub.IsTargetReachable/All|uSub.SetPrimaryWeapon/Riffle|uSub.SetWeapon/SingleWeapon|uSub.SMS_Assault/All|uSub.SMS_FireHoldingPosition/All|uSub.SMS_Hide/CanCrawl|uSub.SMS_Move/All|uSub.SMS_Retreat/All|uSub.SMS_Turn/CanTurnCrowling
}
[: cEntityEvent]
{
Name = MG_A_sq
EventNames = Goal.Assault_MassD_All_A.Eval|Goal.Assault_MassD_All_A.Exec|Goal.CallHelp.Eval|Goal.CallHelp.Exec|Goal.Fire_MassD_All_A.Eval|Goal.Fire_MassD_All_A.Exec|Goal.Help.Eval|Goal.Help.Exec|Goal.Hide.Eval|Goal.Hide.Exec|Goal.ReturnFire_MassD_All_A.Eval|Goal.ReturnFire_MassD_All_A.Exec|Goal.RunTask_All_A.Eval|Goal.RunTask_All_A.Exec|Goal.SeekByFireSound.Eval|Goal.SeekByFireSound.Exec|Goal.TurnAround.Eval|Goal.TurnAround.Exec|Goal.TurnToDamageSound.Eval|Goal.TurnToDamageSound.Exec|Goal.TurnToFiringEnemy.Eval|Goal.TurnToFiringEnemy.Exec|Squad.Event.BeforeGoal|sSub.CalculateAttackers|sSub.CalculateFiringEnemies|sSub.CalculateSquadToAttack|sSub.ChooseSquadToAttack|sSub.SetWeapon_MassD/Primary
}
[: cEntityEvent]
{
Name = MG_A_unit
EventNames = uCmd.Assault|uCmd.Delay|uCmd.Fire|uCmd.Hide|uCmd.IdleTurn|uCmd.Mount|uCmd.Move|uCmd.PlayAnim|uCmd.ReturnFire|uCmd.Stop|uCmd.TurnAround|uCmd.TurnTo|uCmd.UnmountSoldier|Unit.Event.FormationChanged/All_AP|uSub.AimBeforeShooting/No|uSub.Fight|uSub.GetTargetCondition/A_All|uSub.GTC_Run/CanNotShootRunning|uSub.GTC_Turn/CanTurn|uSub.IsTargetReachable/MG|uSub.SetPrimaryWeapon/MassD|uSub.SetWeapon/SingleWeapon|uSub.SMS_Assault/StandingOnly|uSub.SMS_FireHoldingPosition/G-Stand-NG-Crawl|uSub.SMS_Hide/MG|uSub.SMS_Move/CanNotMoveCrawling|uSub.SMS_Retreat/All|uSub.SMS_Turn/CanTurnCrowling
}
[: cEntityEvent]
{
Name = MG_P_sq
EventNames = Goal.RunTask_All_P.Eval|Goal.RunTask_All_P.Exec
}
[: cEntityEvent]
{
Name = MG_P_unit
EventNames = uCmd.Delay|uCmd.Fire|uCmd.Mount|uCmd.Move|uCmd.PlayAnim|uCmd.Stop|uCmd.TurnTo|uCmd.UnmountSoldier|Unit.Event.FormationChanged/All_AP|Unit.Event.MovementStyleChanged/MG_P|uSub.AimBeforeShooting/No|uSub.Fight|uSub.GetTargetCondition/A_All|uSub.GTC_Run/CanNotShootRunning|uSub.GTC_Turn/CanTurn|uSub.IsTargetReachable/MG|uSub.SetPrimaryWeapon/MassD|uSub.SetWeapon/SingleWeapon|uSub.SMS_Assault/StandingOnly|uSub.SMS_FireHoldingPosition/G-Stand-NG-Crawl|uSub.SMS_Hide/MG|uSub.SMS_Move/CanNotMoveCrawling|uSub.SMS_Retreat/All|uSub.SMS_Turn/CanTurnCrowling
}
[: cEntityEvent]
{
Name = Civil_A_sq
EventNames = Goal.HideCivil.Eval|Goal.HideCivil.Exec|Goal.RunTask_All_A.Eval|Goal.RunTask_All_A.Exec
}
[: cEntityEvent]
{
Name = Civil_A_unit
EventNames = uCmd.Delay|uCmd.Hide/Civil|uCmd.IdleTurn|uCmd.Move|uCmd.PlayAnim|uCmd.Stop|uCmd.TurnTo|Unit.Event.FormationChanged/All_AP|uSub.SMS_Hide/CanCrawl|uSub.SMS_Move/All|uSub.SMS_Turn/CanTurnCrowling
}
[: cEntityEvent]
{
Name = Heli_P_sq
EventNames = Goal.RunTask_All_A.Eval|Goal.RunTask_All_A.Exec
}
[: cEntityEvent]
{
Name = Heli_P_unit
EventNames = uCmd.Delay|uCmd.Move|uCmd.Stop|uCmd.TurnTo|uCmd.UnmountVehicle|uSub.SMS_Move/All
}
[: cEntityEvent]
{
Name = Hero_Caffey_sq
EventNames = Goal.RunTask_All_P.Eval|Goal.RunTask_All_P.Exec
}
[: cEntityEvent]
{
Name = Hero_Caffey_unit
EventNames = uCmd.Assault|uCmd.Delay|uCmd.Fire/MortarFireMultiple|uCmd.Fire/MortarSingle|uCmd.Mount|uCmd.Move|uCmd.PlayAnim|uCmd.Stop|uCmd.TurnTo|uCmd.UnmountSoldier|Unit.Event.FormationChanged/All_AP|uSub.AimBeforeShooting/No|uSub.Fight|uSub.GetTargetCondition/A_All|uSub.GTC_Run/CanNotShootRunning|uSub.GTC_Turn/CanTurn|uSub.IsTargetReachable/StandingOnly|uSub.SetPrimaryWeapon/MassD|uSub.SetWeapon/SingleWeapon|uSub.SMS_Assault/StandingOnly|uSub.SMS_FireHoldingPosition/Stand|uSub.SMS_Hide/CanCrawl|uSub.SMS_Move/CanNotMoveCrawling|uSub.SMS_Retreat/All|uSub.SMS_Turn/CanTurnCrowling
}
[: cEntityEvent]
{
Name = Hero_Evers_sq
EventNames = Goal.RunTask_All_P.Eval|Goal.RunTask_All_P.Exec
}
[: cEntityEvent]
{
Name = Hero_Evers_unit
EventNames = uCmd.Assault|uCmd.Delay|uCmd.Fire|uCmd.Mount|uCmd.Move|uCmd.Stop|uCmd.TurnTo|uCmd.UnmountSoldier|Unit.Event.FormationChanged/All_AP|uSub.AimBeforeShooting/No|uSub.Fight|uSub.GetTargetCondition/A_All|uSub.GTC_Run/CanShootRunning|uSub.GTC_Turn/CanTurn|uSub.IsTargetReachable/MG|uSub.SetPrimaryWeapon/MassD|uSub.SetWeapon/SingleWeapon|uSub.SMS_Assault/StandingOnly|uSub.SMS_FireHoldingPosition/G-Stand-NG-Crawl|uSub.SMS_Hide/MG|uSub.SMS_Move/CanNotMoveCrawling|uSub.SMS_Retreat/All|uSub.SMS_Turn/CanTurnCrowling
}
[: cEntityEvent]
{
Name = Hero_Lionsdale_sq
EventNames = Goal.RunTask_All_P.Eval|Goal.RunTask_All_P.Exec
}
[: cEntityEvent]
{
Name = Hero_Lionsdale_unit
EventNames = uCmd.Assault|uCmd.Delay|uCmd.Fire|uCmd.Mount|uCmd.Move|uCmd.PlayAnim|uCmd.RequestAirstrike|uCmd.RequestArtillery|uCmd.ReturnFire|uCmd.Stop|uCmd.TurnTo|uCmd.UnmountSoldier|Unit.Event.FormationChanged/All_AP|uSub.AimBeforeShooting/Yes|uSub.Fight|uSub.GetTargetCondition/A_All|uSub.GTC_Run/CanShootRunning|uSub.GTC_Turn/CanTurn|uSub.IsTargetReachable/All|uSub.SetPrimaryWeapon/Riffle|uSub.SetWeapon/SingleWeapon|uSub.SMS_Assault/All|uSub.SMS_FireHoldingPosition/All|uSub.SMS_Hide/CanCrawl|uSub.SMS_Move/All|uSub.SMS_Turn/CanTurnCrowling
}
[: cEntityEvent]
{
Name = Hero_Mitchells_sq
EventNames = Goal.RunTask_All_P.Eval|Goal.RunTask_All_P.Exec
}
[: cEntityEvent]
{
Name = Hero_Mitchells_unit
EventNames = uCmd.Assault|uCmd.Delay|uCmd.DetonateClaymore|uCmd.Fire|uCmd.Hide|uCmd.Mount|uCmd.Move|uCmd.PlaceClaymore|uCmd.PlayAnim|uCmd.RemoveTrap|uCmd.ReturnFire|uCmd.Stop|uCmd.ThrowGrenade/P|uCmd.TurnTo|uCmd.UnmountSoldier|Unit.Event.FormationChanged/All_AP|uSub.AimBeforeShooting/Yes|uSub.Fight|uSub.GetTargetCondition/A_All|uSub.GTC_Run/CanNotShootRunning|uSub.GTC_Turn/CanTurn|uSub.IsTargetReachable/All|uSub.SetPrimaryWeapon/Riffle|uSub.SetWeapon/Grenade_Riffle|uSub.SMS_Assault/All|uSub.SMS_FireHoldingPosition/All|uSub.SMS_Hide/CanCrawl|uSub.SMS_Move/All|uSub.SMS_Retreat/All|uSub.SMS_Turn/CanTurnCrowling
}
[: cEntityEvent]
{
Name = Hero_OBrady_sq
EventNames = Goal.RunTask_All_P.Eval|Goal.RunTask_All_P.Exec
}
[: cEntityEvent]
{
Name = Hero_OBrady_unit
EventNames = uCmd.Assault|uCmd.Delay|uCmd.DetonateClaymore|uCmd.Fire|uCmd.Hide|uCmd.Mount|uCmd.Move|uCmd.PlaceClaymore|uCmd.PlayAnim|uCmd.RemoveTrap|uCmd.ReturnFire|uCmd.Stop|uCmd.ThrowGrenade/P|uCmd.TurnTo|uCmd.UnmountSoldier|Unit.Event.FormationChanged/All_AP|uSub.AimBeforeShooting/Yes|uSub.Fight|uSub.GetTargetCondition/A_All|uSub.GTC_Run/CanNotShootRunning|uSub.GTC_Turn/CanTurn|uSub.IsTargetReachable/All|uSub.SetPrimaryWeapon/Riffle|uSub.SetWeapon/Grenade_Riffle|uSub.SMS_Assault/All|uSub.SMS_FireHoldingPosition/All|uSub.SMS_Hide/CanCrawl|uSub.SMS_Move/All|uSub.SMS_Retreat/All|uSub.SMS_Turn/CanTurnCrowling
}
[: cEntityEvent]
{
Name = Hero_Pablo_sq
EventNames = Goal.RunTask_All_P.Eval|Goal.RunTask_All_P.Exec
}
[: cEntityEvent]
{
Name = Hero_Pablo_unit
EventNames = uCmd.Assault|uCmd.Delay|uCmd.Fire/MortarFireMultiple|uCmd.Fire/MortarSingle|uCmd.Hide|uCmd.Mount|uCmd.Move|uCmd.PlayAnim|uCmd.ReturnFire|uCmd.Stop|uCmd.TurnTo|uCmd.UnmountSoldier|Unit.Event.MovementStyleChanged/MG_P|uSub.AimBeforeShooting/No|uSub.Fight|uSub.GetTargetCondition/A_All|uSub.GTC_Run/CanNotShootRunning|uSub.GTC_Turn/CanTurn|uSub.IsTargetReachable/MG|uSub.SetPrimaryWeapon/Sniper|uSub.SetWeapon/SingleWeapon|uSub.SMS_Assault/All|uSub.SMS_FireHoldingPosition/G-Stand-NG-Crawl|uSub.SMS_Hide/CanCrawl|uSub.SMS_Move/All|uSub.SMS_Retreat/All|uSub.SMS_Turn/CanTurnCrowling
}
[: cEntityEvent]
{
Name = Hero_Petty_sq
EventNames = Goal.RunTask_All_P.Eval|Goal.RunTask_All_P.Exec
}
[: cEntityEvent]
{
Name = Hero_Petty_unit
EventNames = uCmd.Assault|uCmd.Delay|uCmd.Fire|uCmd.Heal|uCmd.Mount|uCmd.Move|uCmd.PlayAnim|uCmd.ReturnFire|uCmd.Stop|uCmd.TurnTo|uCmd.UnmountSoldier|uSub.AimBeforeShooting/Yes|uSub.Fight|uSub.GetTargetCondition/A_All|uSub.GTC_Run/CanShootRunning|uSub.GTC_Turn/CanTurn|uSub.IsTargetReachable/All|uSub.SetPrimaryWeapon/Riffle|uSub.SetWeapon/SingleWeapon|uSub.SMS_Assault/All|uSub.SMS_FireHoldingPosition/All|uSub.SMS_Move/All|uSub.SMS_Retreat/All|uSub.SMS_Turn/CanTurnCrowling
}
[: cEntityEvent]
{
Name = Hero_Whitemore_sq
EventNames = Goal.RunTask_All_P.Eval|Goal.RunTask_All_P.Exec
}
[: cEntityEvent]
{
Name = Hero_Whitemore_unit
EventNames = uCmd.Assault|uCmd.Delay|uCmd.Fire|uCmd.Mount|uCmd.Move|uCmd.PlayAnim|uCmd.ReturnFire|uCmd.Stop|uCmd.TurnTo|uCmd.UnmountSoldier|Unit.Event.FormationChanged/All_AP|uSub.AimBeforeShooting/Yes|uSub.Fight|uSub.GetTargetCondition/A_All|uSub.GTC_Run/CanShootRunning|uSub.GTC_Turn/CanTurn|uSub.IsTargetReachable/All|uSub.SetPrimaryWeapon/Riffle|uSub.SetWeapon/SingleWeapon|uSub.SMS_Assault/All|uSub.SMS_FireHoldingPosition/All|uSub.SMS_Hide/CanCrawl|uSub.SMS_Move/All|uSub.SMS_Turn/CanTurnCrowling
}
[: cEntityEvent]
{
Name = Hero_Willis_sq
EventNames = Goal.RunTask_All_P.Eval|Goal.RunTask_All_P.Exec
}
[: cEntityEvent]
{
Name = Hero_Willis_unit
EventNames = uCmd.Delay|uCmd.Fire/MortarFireMultiple|uCmd.Fire/MortarSingle|uCmd.Mount|uCmd.Move|uCmd.Stop|uCmd.StopAiming|uCmd.TurnTo|Unit.Event.FormationChanged/All_AP|uSub.AimBeforeShooting/Yes|uSub.Fight|uSub.GetTargetCondition/A_All|uSub.GTC_Run/CanShootRunning|uSub.GTC_Turn/CanTurnAndAim|uSub.IsTargetReachable/All|uSub.SetPrimaryWeapon/MassD|uSub.SetWeapon/SingleWeapon|uSub.SMS_Assault/All|uSub.SMS_FireHoldingPosition/All|uSub.SMS_Hide/CanNotCrawl|uSub.SMS_Move/All|uSub.SMS_Retreat/All|uSub.SMS_Turn/CanNotTurnCrowling
}
}
}