;This is the list of EffectEvents that will be triggered in code:
;
;File Format:
; "EventName: Description"
;[Event] [Triggered by] [When it (is)] [Comments]
Spawned: Actor spawned
Alive: Actor spawned Untriggered when it is destroyed
Destroyed: Actor destroyed
PickedUp: Pickup picked up
Triggered: Actor triggered (ie. this SoundEvent is triggered when the Actor gets a traditional Unreal Trigger() call)
Opening: Mover begins opening
Opened: Mover finished opening (Opening is also UnTriggered then)
Closing: Mover begins closing
Closed: Mover finished closing (Closing is also UnTriggered then)
Damaged: Actor takes damage
DamagedDead: Pawn takes damage when it is dead
KarmaImpacted: KActor gets an event KImpact() call
Walking: Character walking (UnTriggered by other movement effects)
Running: Character running (UnTriggered by other movement effects)
Sprinting: Character sprinting (UnTriggered by other movement effects)
Skiing: Character skiing (UnTriggered by other movement effects)
Thrusting: Character thrusting (UnTriggered by other movement effects)
Sliding: Character sliding (UnTriggered by other movement effects)
Stopping: Character stopping (UnTriggered by other movement effects)
DamagedByMovement: Character damaged by movement
Hopped: Character hopped
Fired: Weapon fired
FiredEmpty: Weapon tried to fire but it's empty
Equipped: Weapon first equipped
Idle: Weapon equipped but idle
Reloading: Weapon reloading
Reloaded: Weapon reloaded
Hit: Projectile hits something
;Please Note: Only specify one Specification for EffectEvents that may be UnTriggered. This is because otheriwse, the Specification selected to be stopped may not be the same as the one selected to be played.