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(Added information about handling certain event types.) |
DrinkyBird (talk | contribs) (3.1 is released, so Devfeature templates have been removed) |
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;GAMEEVENT_ROUND_ABORTED 7 | ;GAMEEVENT_ROUND_ABORTED 7 | ||
:If the round is aborted (e.g. in duel where one of the combatants leaves the game). | :If the round is aborted (e.g. in duel where one of the combatants leaves the game). | ||
;GAMEEVENT_CHAT 8 | ;GAMEEVENT_CHAT 8 | ||
:When a chat message is sent. The activator is always the world, <tt>arg1</tt> is the number of the player who sent the message (if the server sent the message, -1 is passed instead), and <tt>arg2</tt> is set to 0 if it was a global chat message or 1 if it was a team chat message. | :When a chat message is sent. The activator is always the world, <tt>arg1</tt> is the number of the player who sent the message (if the server sent the message, -1 is passed instead), and <tt>arg2</tt> is set to 0 if it was a global chat message or 1 if it was a team chat message. | ||
;GAMEEVENT_PLAYERCONNECT 9 | ;GAMEEVENT_PLAYERCONNECT 9 | ||
:A client or bot connects to the server. The activator is the world, <tt>arg1</tt> is the number of the player, and <tt>arg2</tt> is set to 1 if the client had previously joined the server or 0 if not. | :A client or bot connects to the server. The activator is the world, <tt>arg1</tt> is the number of the player, and <tt>arg2</tt> is set to 1 if the client had previously joined the server or 0 if not. | ||
;GAMEEVENT_ACTOR_SPAWNED 10 | ;GAMEEVENT_ACTOR_SPAWNED 10 | ||
:When an non-player actor is spawned. Strictly speaking, this occurs just before the actor's first tic. The activator is the actor that spawned. | :When an non-player actor is spawned. Strictly speaking, this occurs just before the actor's first tic. The activator is the actor that spawned. | ||
;GAMEEVENT_ACTOR_DAMAGED 11 | ;GAMEEVENT_ACTOR_DAMAGED 11 | ||
:When an actor is just about to take damage, after all damage modifications are applied. The activator is the actor taking damage, <tt>arg1</tt> is the amount of damage received, and <tt>arg2</tt> is a dynamic ACS string containing the damage type. | :When an actor is just about to take damage, after all damage modifications are applied. The activator is the actor taking damage, <tt>arg1</tt> is the amount of damage received, and <tt>arg2</tt> is a dynamic ACS string containing the damage type. | ||
;GAMEEVENT_ACTOR_ARMORDAMAGED 12 | ;GAMEEVENT_ACTOR_ARMORDAMAGED 12 | ||
:Behaves exactly like GAMEEVENT_ACTOR_DAMAGED but is triggered slightly earlier, just before an actor's armor can absorb any damage. | :Behaves exactly like GAMEEVENT_ACTOR_DAMAGED but is triggered slightly earlier, just before an actor's armor can absorb any damage. | ||