View source for Script/LogicCallbacks
You do not have permission to edit this page, for the following reason:
You can view and copy the source of this page.
Return to Script/LogicCallbacks.
You do not have permission to edit this page, for the following reason:
The action you have requested is limited to users in the group: Users.
You can view and copy the source of this page.
Return to Script/LogicCallbacks.
Below is a list of function signatures used to register event callbacks. All callback functions must return true if they want to be unregistered and false if they wish to be called again the next time the respective event occurs.
bool | TOnHeroPartyEvent (Creature&in _Creature) |
bool | TOnInventoryEvent (const uint8 _uPlayerFaction, const string&in _sItemName, const uint _uAmount) |
bool | TOnCreatureInventoryEvent (Creature&in _Creature, const string&in _sItemName, const uint _uAmount) |
bool | TOnCreatureEvent (Creature&in _Creature) |
bool | TOnBuildingEvent (Building&in _Building) |
bool | TOnBuildingCreatureEvent (Building&in _Building, Creature[]&in _Creatures) |
bool | TOnSectorEvent (Sector@ _Sector, const uint8 _uPreviousOwnerFaction, const uint8 _uNewOwnerFaction) |
bool | TOnUIEvent (const uint8 _uPlayerFaction) |
bool | TOnUIEntityEvent (const uint8 _uPlayerFaction, Entity&in _Entity) |
bool | TOnTimerEvent () |