EvilEngine/SCRP

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A script is essentially a timeline of events. Upon receiving the Run event, the script will start to send events to other objects in the scene at the relative time offsets they are defined at.

Scripts can still receive and send events separately from its timed events.

Format

SCRP are object assets, so they start with their 0x8 byte header, then are followed by:

Offset Type Variable Description
0x08 float unknown Always 1. Maybe a speed multiplier?
0x0C int timedEventCount Number of timed events.
0x10 byte flag1 Always 0 or 1
0x11 byte flag2 Always 0
0x12 byte flag3 Always 0
0x13 byte flag4 Always 0
0x14 TimedEvent[timedEventCount] timedEvents Array of TimedEvent definitions. (See below)
Events
- Event[numberOfEvents] Events

TimedEvent

Offset Type Variable Description
0x00 float time Time of event in seconds, relative to the time the script starts running.
0x04 AssetID targetAssetID Asset to send this asset to.
0x08 int event Event ID enum. (See the list of events for your game to find the correct event ID)
0x0C number32[5] arguments Event parameters (can be floats, ints, AssetIDs, etc.)