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Call back
functions are functions that are called from within code when an event
happens. This allows the scripting language to handle different events in
their own way. Click on the below categories to link to the corresponding
section. Each section is arranged by Argument and Description. The last
section of each document is the description of that function
GameBase |
DERIVED FROM:
SimMovement | |
This: The object being
added. |
When an object
gets created and placed in the mission. Example: When you buy a
flier or drop ammo those create an object and onAdd is
then called. |
This: The
object that is being initialized. |
EXPLAIN: When
objects are being read in from the mission script.
|
This: The
object that was removed. |
When an object
is removed from the mission. |
onCollision(This, Object) |
This: The object
being hit. Object: The object doing the colliding.
|
When a
collision occurs with another object. |
Moveable |
DERIVED FROM:
StaticBase | |
This: The
object on the first waypoint. |
When the object
reaches the first waypoint in the waypoint list.
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This: The
object on the last waypoint. |
When the object
reaches the last waypoint in the waypoint list.
|
This: The
object on the waypoint. |
When the object
hits each waypoint in the waypoint list.
|
This: The
object being blocked. Object: The object doing the
blocking. |
When an object is
blocking the moveable object. |
This: The
object. |
When the waypoint list
gets created. |
Player |
DERIVED FROM:
ShapeBase | |
This: The
player object that died |
When the player
dies. |
Player: The
Player object using the Item. Item: The Item to be used.
|
When a Player uses an
Item. |
Player: The
Player object dropping the Item. Item: The Item to be
dropped |
When a Player drops an
Item. |
onDeploy(Player, Item, Pos) |
Player: The
Player object deploying the Item. Item: The Item to be
deployed. Pos: This position is invalid and should not be
used. |
When a Player
deploys an Item. |
Player: The
Player mounting the Item. Item: The Item being
mounted. |
When a Player mounts an
Item to one of it slots. |
Player: The
Player unMounting the Item. Item: The Item being
unMounted. |
When a Player
unMounts an Item from one of its slots.
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onNoAmmo(Player, ImageSlot,
ItemType) |
Player: The
Player out of ammo. ImageSlot: The slot the out ammo weapon is
located. ItemType: The Item Type that is out of ammo. Example:
13 |
When a Player
runs out of ammo for the weapon currently being used.
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This: The
object that was activated. |
When an object becomes
active. Example: A Player turns on a Sensor Jammer
pack or Shield pack. |
This: The
object that was deactivated. |
When an object becomes
deactivated. Example: A Player turns off a Sensor Jammer
pack or Shield pack. |
This: The
object that fired the projectile. Slot: The slot that the weapon
that fired was in. |
When a
projectile is unknown it will allow the scripts to handle the firing of the
projectile. Example: if the disc for the disc launcher is
unknown then it will call the function
DiscLauncherImage::onFire();. |
Shapebase |
DERIVED FROM:
GameBase | |
onEndSequence(This, Thread) |
This: The
object that the sequence was run on. Thread: The thread the
sequence was setup on. |
When a sequence
is finished running on an object. |
StaticBase |
DERIVED FROM:
ShapeBase | |
This: The
object that is now active. |
When an object becomes
active. GameBase::setActive(obj, True) will set an object to be
active. |
This: The
object that is now deactivated. |
When an object becomes
inactive. GameBase::setActive(obj, False) will set an object to be
inactive. |
This: The
object whose state is unknown. |
When an object is not
Enabled, Disabled, or Destroyed then its state is set to
None. |
This: The
object that is enabled. |
When the object's state
has changed to Enabled. |
This: The
object that is disabled. |
When the object's state
has changed to Disabled. |
This: The
object that is destroyed. |
When the object's state
has changed to Destroyed. |
onPower(This, State,
Generator) |
This: The
object whose power state has changed. State: The new state of the
power. Generator: The generator that caused the state
change. |
When the
object's power state has changed because the Generators state has
changed to Enabled, Disabled, or
Destroyed. |
Trigger |
DERIVED FROM:
GameBase | |
This: The
trigger object. Object: The object that hit the trigger.
|
When an object
collides with a trigger. |
This: The
trigger object. Object: The object that is contacting the
trigger. |
When an object
is standing on a trigger. Will get called every second until the
object is no longer in contact with the trigger.
|
This: The
trigger object. Object: The object that is no longer contacting
the trigger. |
When an object
is no longer in contact with the
trigger. |
This: The
object that is now active. |
When an object becomes
active. GameBase::setActive(obj, True) will set an object to be
active. |
This: The
object that is now deactivated. |
When an object becomes
inactive. GameBase::setActive(obj, False) will set an object to be
inactive. |
Vehicle |
DERIVED FROM:
StaticBase | |
This: The
object that fired the projectile. Slot: The slot that the weapon
that fired was in. |
When a
projectile is unknown it will allow the scripts to handle the firing of the
projectile. Example: if the disc for the disc launcher is
unknown then it will call the function
DiscLauncherImage::onFire();. |
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