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Re: Script callbacks
Posted: 14 Aug 2013, 10:19
by w1lla
Strange... Seems to be fixed Never mind my post then....
Had some issues with MatchStart as Callback but fixed it eventually.
Re: Script callbacks
Posted: 09 Sep 2013, 18:12
by w1lla
Re: Script callbacks
Posted: 24 Oct 2013, 14:51
by Eole
The list of methods and callbacks available in the Nadeo scripts is also on the ManiaPlanet GitHub documentation now :
http://maniaplanet.github.io/documentat ... ripts.html
Re: Script callbacks
Posted: 24 Oct 2013, 15:32
by steeffeen
so elite will keep being weird and different than ANY other mode causing more work for controller authors and unnecessary network usage?
Re: Script callbacks
Posted: 25 Oct 2013, 00:39
by w1lla
For elite its not aproblem just a way to code properly for authors
Re: Script callbacks
Posted: 25 Oct 2013, 18:16
by Eole
Elite already uses some generic callbacks and methods.
Callbacks:
LibXmlRpc_LoadingMap
LibXmlRpc_BeginMatch
LibXmlRpc_BeginMap
LibXmlRpc_BeginSubmatch
LibXmlRpc_BeginRound
LibXmlRpc_BeginTurn
LibXmlRpc_EndTurn
LibXmlRpc_EndRound
LibXmlRpc_EndSubmatch
LibXmlRpc_EndMap
LibXmlRpc_EndMatch
Methods:
LibXmlRpc_DisableAltMenu
LibXmlRpc_EnableAltMenu
LibXmlRpc_GetScores
In the next version the following callbacks will be added:
LibXmlRpc_BeginWarmUp
LibXmlRpc_EndWarmUp
LibXmlRpc_OnHit
LibXmlRpc_OnArmorEmpty
LibXmlRpc_OnPlayerRequestRespawn
LibXmlRpc_OnCapture
LibXmlRpc_OnShoot
LibXmlRpc_OnNearMiss
There will be a new setting S_UseLegacyCallback to turn on or off the old callbacks (by default they'll be turned on).
But as the new callbacks are generic, they will have far less informations about the events than the legacy ones.
Re: Script callbacks
Posted: 25 Oct 2013, 18:28
by steeffeen
okay my bad then, i wasn't aware that the new callbacks are available as well
good thing about being able to turn off the old (huge) ones

Re: Script callbacks
Posted: 07 Nov 2013, 16:15
by Eole
In which mode did you try? Currently it only works on Elite (version >= 2013-07-07), the other modes will be supported with the next update.
When I do my test I call something like that in my controller:
Code: Select all
client.query('TriggerModeScriptEvent', ['WarmUp_Stop', '']);
Then a "Warm up stop" message is displayed in the chat and the warm up stops immediately. If the match can't begin (because there's not enough players, ...) a new warmup starts but If all is ok, the match begins.