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Events
Joko edited this page Mar 27, 2017
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8 revisions
Name | Arguments | Informations |
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missionStarted | None | code gets instanted executed when missionStarted allready run. |
playerChanged | 0: New Player Object 1: Old Player Object (if not exist objNull) |
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playerInventoryChanged | None | |
visibleMapChanged | Map Visible Bool
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playerSideChanged | 0: New Player Side 1: Old Player Side
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cursorTargetChanged | cursorTarget Object
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cursorObjectChanged | cursorObject Object
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groupUnitsChanged | Array of Units in current players Group Array<Objects>
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playerJoined | Joined Player Object
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currentThrowableChanged | 0: New currentThrowable 1: Old currentThrowable |
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currentWeaponChanged | 0: New currentWeapon 1: Old currentWeapon |
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vehicleChanged | 0: New Vehicle 1: Old Vehicle |
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assignedVehicleRoleChanged | 0: New assignedVehicleRole 1: Old assignedVehicleRole |
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sideChanged | 0: New Side 1: Old Side
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groupChanged | 0: New Group 1: Old Group
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leaderChanged | 0: New Leader Object 1: Old Leader Object
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getConnectedUAVChanged | 0: New UAV Object 1: Old UAV Object
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currentVisionModeChanged | 0: New VisionMode 1: Old VisionMode |
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InventoryOpened | Vanilla InventoryOpen Arguments | |
Killed | Vanilla Killed Arguments | |
Respawn | Vanilla Respawn Arguments | |
AnimStateChanged | Vanilla AnimStateChanged Arguments |
Name | Arguments | Description |
---|---|---|
hideObject | 0: Object that should get un/Hidden 1: Bool Status of Hidding |
Event Should get Executed via serverEvent |
enableSimulation | 0: Object that should get not/Simulated 1: Bool Status of Simulation |
Event Should get Executed via serverEvent |
assignCurator | 0: Player Object 1: Curator Object
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Event Should get Executed via serverEvent |