AreaEvent

Fires event on nearby P3S entities, with filtering.

Syntax

AreaEvent [eventname],[radius],[filter1],[filter2],[filter3],... -- Fires area event

Note

Filtering can be Manner, Faction, and State name.

[radius] is always multiplied by 32.

Events will be called OnAE_[eventname].

Multiple filters work via ANY execution, this means the function will execute the event on entities that meet ANY of the criteria!

Example


// This state is called when an NPC dies, let's do something else with it...
st_corpse
{
    Group Alert
    Patterns
    {
        pt_default:ignore_ext_events
        {
            actions
            {
                // This will only execute for the Player,
                // since it's Manner and Faction is always "Player"
                AreaEvent "YouDie,2,Player"

                // This however will only execute if an NPC's state is currently st_idle
                AreaEvent "ScaryCorpse,3,st_idle"

                // If you want to limit it to cops instead...
                // The event will only be fired if they are in st_idle state, and their Faction
                // is called Police
                AreaEvent "CopScaryCorpse,3,st_idle,Police"

                // Let's repeat it.. so events will get fired over and over again
                Wait 3
                Repeat 0
            }
        }
    }
}

// We assume this is an NPC behavior's st_idle state, pay attention to the events!
// Note: don't copy this as is, as it won't work, but it's an example how it should work
st_idle
{
    Group Neutral
    Patterns
    {
        ...
    }
}
events
{
    // Note: these events can be Global if you want, since AreaEvent will only get fired if
    // they are in st_idle state anyway!
    OnAE_ScaryCorpse    "State st_fear"
    OnAE_CopScaryCorpse "State st_investigate"
}