Script callbacks
Moderator: NADEO
Re: Script callbacks
I moved the "LibXmlRpc_BeginMap" callback between the map load and the synchro.
Re: Script callbacks
be careful on not asking for too much



Re: Script callbacks
Could you go into details? What do you want exactly? What should happen when you press alt with 'disableAltMenu'? And with 'enableAltMenu'? Is it for all game modes or only Battle/Royal/RoyalExp? If I remember correctly you said that it was possible before but not anymore after a certain update. If you have some links of your previous posts with details about that add them please.kremsy wrote: And please don't forget to make the new Scoreboard hideable via the TriggerModeScriptEvent Method.
Code: Select all
$client->query('TriggerModeScriptEvent', 'disableAltMenu', $login); $client->query('TriggerModeScriptEvent', 'enableAltMenu', $login);
Same thing, do you have some precisions? 3cm on a smartphone screen is big while on 30' screen its nothing. Do you have an approximate size for the manialink/widget you want to display on the side? Is there a problem only with some modes or all modes? Is there an "ideal" scores table size for you? If it's just a few pixels smaller then maybe we can do something. If you want a scoreboard of 4 pixels wide, then it will be more difficult.kremsy wrote: And please, please make the new Scoreboard 3cm smaller on the left and right site.

Re: Script callbacks
Mmmh, I thought that was what you requested: http://forum.maniaplanet.com/viewtopic. ... 97#p157922kremsy wrote:Another thing I think which is unnecessary is the Name: "Royal_RoundWinner" callback, because you send the rankings anyway on the end of the Round, and every server-controller and stuff can easily get the winner out of that.
I'll see what I can do for the scores table width. I suppose this is only problematic in Battle/Royal where the scores table is indeed wider than in the other modes.
Re: Script callbacks
For Elite the WeaponNum in OnArmorEmpty is always 0 it seems. Wich means I would have to track death_by_weapontype by resolving each hit. This is not as I thought you had "fixed" it back in febuary when I reported that attackers laserkills was bugged. 
Plz push a fixed version or state if it indeed is intentional.
I thought it was my workaround for the laserkills by attacker that needed a rewrite or just taken out so this is first time I get around to checking it out.

Plz push a fixed version or state if it indeed is intentional.
I thought it was my workaround for the laserkills by attacker that needed a rewrite or just taken out so this is first time I get around to checking it out.
Code: Select all
Name: "OnArmorEmpty"
Note: This callback is sent when a player reaches 0 armor (eliminated by another player, falling in an offzone)
Data example:
{
"Timestamp": 10117060,
"StartTime": 10080830,
"EndTime": 10140830,
"PoleTime": 10125830,
"Event": {
"Type": "EType::OnArmorEmpty",
"Damage": 0,
"WeaponNum": 0,
"MissDist": 0,
"Shooter": {
"Login": "eole2",
"Name": "$aafV².$fffAessi",
"CurrentClan": 2,
"Armor": 100,
"ArmorMax": 100,
"IsTouchingGround": true,
"IsCapturing": true,
"IsInOffZone": false,
"Score": {
"AtkPoints": 0,
"DefPoints": 0
}
},
"Victim": {
"Login": "eole",
"Name": "$i$888b$fff`$888Side.$fffEole",
"CurrentClan": 1,
"Armor": 0,
"ArmorMax": 100,
"IsTouchingGround": true,
"IsCapturing": true,
"IsInOffZone": false,
"Score": {
"AtkPoints": 0,
"DefPoints": 0
}
}
}
}
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