The Escapists 2 Decompilation

T17.Slate

The Escapists 2 - T17.Slate system documentation

Game-specific ActionClip subclasses extending the Slate cutscene system for The Escapists 2's prison gameplay.


T17.Slate (15 clips)

T17 Camera

  • CameraFloorAndClipping (ActorActionTrack) — Sets the camera's floor index and near-clipping plane offset. Calculates the Z-position offset needed to clip the camera's near plane to a specified floor, using FloorManager data. Adds a CutsceneCameraTrackableObject at runtime.

  • SetCameraView (ActorActionTrack) — Sets the camera view mode on the trackable camera object via CameraView enum (e.g. orthographic/perspective).

T17 Characters

  • CharacterSetAppearance (ActorActionTrack) — Hijacks an in-game character via CS_HijackIngameCharacter and applies a full Customisation preset (body type, skin, hair, hat, face accessories, outfit). Restores original appearance on clip exit.

  • CharacterSetNaked (ActorActionTrack) — Toggles a character's naked state via CS_HijackIngameCharacter.SetCharacterNaked().

  • SetCharacterLayering (ActorActionTrack) — Enables/disables the character's layer animator system via CS_HijackIngameCharacter.EnableLayerAnimator().

  • SetHoldingItem (ActorActionTrack) — Sets the item visually held by a character via CharacterAnimator.SetMaterialHandHeld(). References ItemData for the held material and type.

T17 Environment Settings (DirectorActionClips)

  • SetLightTime — Overrides the global lighting time via LightingManager.SetTimeOverride(hour, min). Uses UIAnimatedEffectController.Effects for transitional modes.

  • SetWeatherEnabled — Toggles the global weather system via WeatherEffectManager.Enable()/Disable().

T17 FloorPosition

  • SetVisibleFloor (ActorActionTrack) — Sets the floor index on a CutsceneFlooredMonobehaviour, which automatically snaps the actor's Z-position to the correct floor level in LateUpdate.

T17 Camera Effects

  • TriggerFade — Plays a fullscreen fade effect via HUDMenuFlow.Instance.PlayGlobalEffect(). Configurable fade mode (e.g. fade-to-transparent) and duration.

Wwise Audio (DirectorActionClip on DirectorAudioTrack)

  • SetWwiseState — Sets a Wwise State Group to a specific state via AudioController.SetState(). Can opt to run even during skip.

  • SetWwiseSwitch — Sets a Wwise Switch Group on the in-game music/ambience object. Can opt to run even during skip.

  • StopRoutineMusic — Stops the current routine music via AudioController.StopRoutineMusic().

  • TriggerMusicAmbienceAudio — Sends a Wwise audio event to the music/ambience bus. Configurable sound area. Can opt to run during skip.

Wwise Audio (ActionClip on ActorAudioTrack)

  • TriggerAudioEvent — Sends a Wwise audio event targeted at the actor's game object.

T17.Slate.ActionClips (2 clips)

  • CharacterSpeak (ActorActionTrack) — Shows a speech bubble on an actor for the clip's duration. Uses CutsceneSpeechBubbleHandler with presets (Guard, Inmate, Medic, Dog, etc.) and SpeechTone. Text is localized via Localization.Get().

  • HoldDoorOpen (ActorActionTrack) — Forces a Door component on the actor to stay open for the clip's duration. On enter calls Cutscene_SetDoorOpen(true), on exit calls Cutscene_SetDoorOpen(false). Info string is "Hodor".


T17.UI.Carousel (2 files)

  • IndexSelectedHandler — Delegate: void IndexSelectedHandler(int index, SelectionDirections directionTravelledIn)

  • SelectionDirections — Enum: Unassigned = -1, Previous, Next

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