EVENT scripts: Difference between revisions

Added the GAMEEVENT_LEVEL_INIT event.
(Correct arguments for GAMEEVENT_PLAYERLEAVESSERVER)
Tag: Source edit
(Added the GAMEEVENT_LEVEL_INIT event.)
 
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;{{Devfeature|3.2|alpha}} GAMEEVENT_PLAYERLEAVESSERVER 15
;{{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. The activator is the world, <tt>arg1</tt> is the number of the player who disconnected, and <tt>arg2</tt> indicates the reason the player disconnected - see [[#Leave reasons|Leave reasons]] below.
: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. The activator is the world, <tt>arg1</tt> is the number of the player who disconnected, and <tt>arg2</tt> indicates the reason the player disconnected - see [[#Leave reasons|Leave reasons]] below.
;{{Devfeature|3.2|alpha}} GAMEEVENT_LEVEL_INIT 16
:This event is executed early in map initialization, before things are spawned, OPEN scripts executed, etc. This script is usable as a way to manipulate map features early where the regular OPEN script doesn't work. This is not to be confused with said {{Zdoomwiki|Script types#OPEN|OPEN scripts}} which fire when a level initialized, happening much later down the line. The activator is the world.


== Event handling==
== Event handling==
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==Additional information==
==Additional information==
Due to risks of performance drops, '''GAMEEVENT_ACTOR_SPAWNED''', '''GAMEEVENT_ACTOR_DAMAGED''', and '''GAMEEVENT_ACTOR_ARMORDAMAGED''' are disabled by default. There are two methods for enabling these event types:
Due to risks of performance drops, '''GAMEEVENT_ACTOR_SPAWNED''', '''GAMEEVENT_ACTOR_DAMAGED''', and '''GAMEEVENT_ACTOR_ARMORDAMAGED''' are disabled by default. There are two methods for enabling these event types:
*'''Method A''': Add the properties <tt>ForceSpawnEventScripts</tt> or <tt>ForceDamageEventScripts</tt> in the [[zdoom:GameInfo_definition|GameInfo Definition]]. This helps if you want all actors to execute these events. Note that using this method in the case of '''GAMEEVENT_ACTOR_SPAWNED''', actors with the <tt>NOBLOCKMAP</tt> or <tt>NOSECTOR</tt> flags still won't execute the event. This way, only the non-trivial actors are accounted for.
*'''Method A''': Add the properties <tt>ForceSpawnEventScripts</tt> or <tt>ForceDamageEventScripts</tt> in the [[zdoom:GameInfo_definition|GameInfo Definition]]. This helps if you want all actors to execute these events. Note that using this method in the case of '''GAMEEVENT_ACTOR_SPAWNED''', actors with the <tt>NOBLOCKMAP</tt> (actors with <tt>ISMISSILE</tt> will still execute the event) or <tt>NOSECTOR</tt> flags still won't execute the event. This way, only the non-trivial actors are accounted for.
*'''Method B''': Add the <tt>USESPAWNEVENTSCRIPT</tt> or <tt>USEDAMAGEEVENTSCRIPT</tt> flags to the actor that you wish have execute the events. These are useful if you only want certain actors to trigger the events and not all of them, which can optimize your mod better.
*'''Method B''': Add the <tt>USESPAWNEVENTSCRIPT</tt> or <tt>USEDAMAGEEVENTSCRIPT</tt> flags to the actor that you wish have execute the events. These are useful if you only want certain actors to trigger the events and not all of them, which can optimize your mod better.