GameEvents
Constructors
Constructor |
Description |
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Events
Event |
Description |
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Invoked when an actor is created during a game. |
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Invoked when an actor dies. |
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Invoked when an actor dies. |
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Invoked when an actor has selected a loadout. |
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Invoked when an actor spawns. |
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Invoked when a capture point is captured. |
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Invoked when a capture point is neutralized |
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Invoked when an explosion goes off. |
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Invoked when an explosion goes off. |
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Invoked when a match ends. |
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Invoked when an overlay text is shown. |
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Invoked when the player deals damage. |
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Invoked when the player repairs a vehicle. |
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Invoked when a projectile is spawned. |
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Invoked when a squad is assigned a new order. |
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Invoked when a squad is created. |
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Invoked when a squad requested a new order, but none were available. |
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Invoked when a squad requests a new order. |
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Invoked when a turret is activated. |
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Invoked when a vehicle is destroyed. |
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Invoked when a vehicle starts burning. |
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Invoked when a vehicle stops burning. |
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Invoked when a vehicle is spawned. |
Methods
Method |
Description |
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Details
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class GameEvents
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GameEvents GameEvents()
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static const ScriptEvent onActorCreated
Callback Signature:
Invoked when an actor is created during a game. Please note this event is typically not invoked for actors created at the very start of the game, such as the default actors in the game. To access those actors, you can get
ActorManager.actors
in yourStart()
function.
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static const ScriptEvent onActorDied
Callback Signature:
Warning
This property is deprecated. Use onActorDiedInfo instead!
Invoked when an actor dies. Silent kills should typically not count towards team score. Example of silent kill: When the player takes over a bot, the bot actor is silently killed.
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static const ScriptEvent onActorDiedInfo
Callback Signature:
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void callback(Actor actor, DamageInfo info, bool isSilentKill)
Invoked when an actor dies. Silent kills should typically not count towards team score. Example of silent kill: When the player takes over a bot, the bot actor is silently killed.
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void callback(Actor actor, DamageInfo info, bool isSilentKill)
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static const ScriptEvent onActorSelectedLoadout
Callback Signature:
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void callback(Actor, LoadoutSet, LoadoutPickStrategy)
Invoked when an actor has selected a loadout. This function is called just before the actor spawns, allowing you to modify their spawn loadout by changing the loadout object. For the player actor, the loadout strategy is nil.
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void callback(Actor, LoadoutSet, LoadoutPickStrategy)
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static const ScriptEvent onActorSpawn
Callback Signature:
Invoked when an actor spawns.
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static const ScriptEvent onCapturePointCaptured
Callback Signature:
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void callback(CapturePoint capturePoint, Team newOwner)
Invoked when a capture point is captured. IE when it’s owner is set to Team.Blue or Team.Red.
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void callback(CapturePoint capturePoint, Team newOwner)
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static const ScriptEvent onCapturePointNeutralized
Callback Signature:
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void callback(CapturePoint capturePoint, Team previousOwner)
Invoked when a capture point is neutralized IE when it’s owner is set to Team.Neutral.
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void callback(CapturePoint capturePoint, Team previousOwner)
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static const ScriptEvent onExplosion
Callback Signature:
Warning
This property is deprecated. Use onExplosionInfo instead!
Invoked when an explosion goes off.
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static const ScriptEvent onExplosionInfo
Callback Signature:
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void callback(ExplosionInfo info)
Invoked when an explosion goes off.
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void callback(ExplosionInfo info)
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static const ScriptEvent onMatchEnd
Callback Signature:
Note
This event can be consumed by calling
CurrentEvent.Consume()
. Consuming this event stops the default victory screen from playing and the match ending.Invoked when a match ends.
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static const ScriptEvent onOverlayText
Callback Signature:
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void callback(string text, float showDuration)
Invoked when an overlay text is shown. This is a good event to drive custom UI from!
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void callback(string text, float showDuration)
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static const ScriptEvent onPlayerDealtDamage
Callback Signature:
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void callback(DamageInfo damage, HitInfo hit)
Invoked when the player deals damage. This is a good event to drive UI feedback effects such as hitmarkers from!
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void callback(DamageInfo damage, HitInfo hit)
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static const ScriptEvent onPlayerRepairedVehicle
Callback Signature:
Invoked when the player repairs a vehicle. This is a good event to drive UI feedback effects such as repair info from!
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static const ScriptEvent onProjectileSpawned
Callback Signature:
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void callback(Projectile)
Invoked when a projectile is spawned.
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void callback(Projectile)
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static const ScriptEvent onSquadAssignedNewOrder
Callback Signature:
Invoked when a squad is assigned a new order.
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static const ScriptEvent onSquadCreated
Callback Signature:
Invoked when a squad is created.
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static const ScriptEvent onSquadFailedToAssignNewOrder
Callback Signature:
Invoked when a squad requested a new order, but none were available.
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static const ScriptEvent onSquadRequestNewOrder
Callback Signature:
Note
This event can be consumed by calling
CurrentEvent.Consume()
. Consuming this event stops the squad from automatically being assigned an order.Invoked when a squad requests a new order.
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static const ScriptEvent onTurretActivated
Callback Signature:
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void callback(Vehicle turret, TurretSpawner spawner)
Invoked when a turret is activated.
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void callback(Vehicle turret, TurretSpawner spawner)
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static const ScriptEvent onVehicleDestroyed
Callback Signature:
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void callback(Vehicle vehicle, DamageInfo info)
Invoked when a vehicle is destroyed.
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void callback(Vehicle vehicle, DamageInfo info)
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static const ScriptEvent onVehicleDisabled
Callback Signature:
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void callback(Vehicle vehicle, DamageInfo info)
Invoked when a vehicle starts burning.
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void callback(Vehicle vehicle, DamageInfo info)
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static const ScriptEvent onVehicleExtinguished
Callback Signature:
Invoked when a vehicle stops burning.
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static const ScriptEvent onVehicleSpawn
Callback Signature:
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void callback(Vehicle vehicle, VehicleSpawner spawner)
Invoked when a vehicle is spawned. Note that if the vehicle isn’t spawned by a VehicleSpawner, the spawner value is nil.
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void callback(Vehicle vehicle, VehicleSpawner spawner)
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string ToString()
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GameEvents GameEvents()