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m (Don't forget to mention the activators of GAMEEVENT_DOMINATION_CONTROL and GAMEEVENT_DOMINATION_POINT.) Tag: Source edit |
DrinkyBird (talk | contribs) (Documented GAMEEVENT_PLAYERLEAVESSERVER) Tag: Source edit |
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;{{Devfeature|3.2|alpha}} GAMEEVENT_DOMINATION_POINT 14 | ;{{Devfeature|3.2|alpha}} GAMEEVENT_DOMINATION_POINT 14 | ||
:When a team gets a point for controlling point sector in [[Game Modes#Domination|Domination]]. The activator is always the world, <tt>arg1</tt> is the team index that occupies the sector, and <tt>arg2</tt> is a dynamic ACS string containing the name of the sector. | :When a team gets a point for controlling point sector in [[Game Modes#Domination|Domination]]. The activator is always the world, <tt>arg1</tt> is the team index that occupies the sector, and <tt>arg2</tt> is a dynamic ACS string containing the name of the sector. | ||
;{{Devfeature|3.2|alpha}} GAMEEVENT_PLAYERLEAVESSERVER 15 | |||
:When a player disconnects from the server (the opposite of GAMEEVENT_PLAYERCONNECT). This is not to be confused with {{Zdoomwiki|Script types#DISCONNECT|DISCONNECT scripts}} which fire when a player leaves the game, including becoming a spectator. <tt>arg1</tt> indicates the reason the player disconnected, see [[#Leave reasons|Leave reasons]] below. | |||
== Event handling== | == Event handling== | ||
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It's recommended not to use these three event types in conjunction with <tt>CLIENTSIDE</tt> scripts, since the server must tell clients to execute the scripts every time the events are fired. Due to their frequent occurrence, this can create lots of network traffic, resulting in a huge drop in performance. Furthermore, the extra actor pointers available in damage events, along with the damage type stored in <tt>arg2</tt>, do not work properly in <tt>CLIENTSIDE</tt> scripts. | It's recommended not to use these three event types in conjunction with <tt>CLIENTSIDE</tt> scripts, since the server must tell clients to execute the scripts every time the events are fired. Due to their frequent occurrence, this can create lots of network traffic, resulting in a huge drop in performance. Furthermore, the extra actor pointers available in damage events, along with the damage type stored in <tt>arg2</tt>, do not work properly in <tt>CLIENTSIDE</tt> scripts. | ||
[[Category:Level Development]] | [[Category:Level Development]] | ||
=== Leave reasons === | |||
The argument passed to '''GAMEEVENT_PLAYERLEAVESSERVER''' indicates the reason a player disconnected from the server: | |||
;LEAVEREASON_LEFT 0 | |||
:The player disconnected from the server of their own accord. | |||
;LEAVEREASON_KICKED 1 | |||
:The player was kicked from the server by an admin. | |||
;LEAVEREASON_ERROR 2 | |||
:The client was disconnected due to an error. | |||
;LEAVEREASON_TIMEOUT 3 | |||
:The player timed out. | |||
;LEAVEREASON_RECONNECT 4 | |||
:The player is re-connecting; e.g. the <tt>map</tt> command was used. | |||
==Examples == | ==Examples == |