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# Script events
OpenMoHAA introduces a new way for scripts to monitor for specific events, like players spawning or getting killed. Multiple scripts can subscribe to the same events.
## Subscribing
Commands related to events:
```cpp
event_subscribe event_name script_label
Subscribes to an event, script_label will be called when the event is triggered
event_unsubscribe event_name script_label
Unsubscribe from an event, script_label will not be called anymore
```
When an event is not needed anymore, make sure to call `event_unsubscribe` with the same parameters used when subscribing to the event.
### Example
```cpp
main:
event_subscribe "player_spawned" event_player_spawned
// Can specify another script:
//event_subscribe "player_spawned" global/test_script::event_player_spawned
end
event_player_spawned:
iprintlnbold("player entity number " + self.entnum + " just spawned!")
end
```
## List of events
### Player events
The `self` object is the player object for all triggered player events.
#### player_connected
The player entered the game.
Called when:
- When a client spawns for the first time
- When the map restarts, or when the map changes (for all players)
- On the next round (for all players)
This is called after the player finished spawning, and before `player_spawned` event.
#### player_damaged
The player just got hit.
The parameters are the same as the `damage` command:
```
player_damaged local.attacker local.damage local.inflictor local.position local.direction local.normal local.knockback local.damageflags local.meansofdeath local.location
```
#### player_disconnecting
The player is disconnecting.
#### player_killed
The player got killed.
The parameters are the same as the `killed` command:
```
player_killed local.attacker local.damage local.inflictor local.position local.direction local.normal local.knockback local.damageflags local.meansofdeath local.location
```
#### player_spawned
The player just spawned.
Called when:
- The player has entered the battle
- The player respawned or spawned with weapons
This is called after the player finished spawning.
The event can be called even for spectators (when the spectator gets respawned).
#### player_textMessage
The player sent a text message.
```
player_textMessage local.text local.is_team
```
Parameters:
- local.text: The raw text message the client sent to the server
- local.is_team: `1` if it's a team message. `0` otherwise (everyone)
The script can optionally return the following value:
- `0`: the message won't be sent.
- Any string value: the message won't be sent and a reply will be sent to the player.
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