Ideas for triggers
From Bitfighter
Revision as of 08:16, 7 January 2010 by 97.120.105.92 (Talk)
A working list of ideas for triggers that could cause execution of code in a robot or supervisor script. Remember that robots are a kind of ship, so, generally, there's no need differentiate the two.
onLevelStart() // Called after level is loaded and is ready to go. // Here, zone could be any polygonal entity: loadout zones, nexus, goal zones, etc. onShipEnteredZone(ship, zone) onShipLeftZone(ship, zone) onFlagGrabbed(flag, ship) onFlagDropped(flag, dropper) onShipAboutToSpawn(ship) // Called just before player spawns onShipSpawned(ship) // Called just after player spawns onShipDamaged(ship, damager) onShipKilled(ship, killer) onPlayerAboutToJoinGame(ship) // Called just before player joins onPlayerJoinedGame(ship) // Called just after player joins onPlayerQuitGame(ship) onTurretKilled(turret, killer) onAllTurretsKilled(team) onForceFieldKilled(forcefield, killer) onAllForceFieldKilled(team) onTeamScored(team, score, scoringEvent, scoringShip) onIndividualScored(scoringShip, score, scoringEvent) onLeadingTeamChanged(team, previousLeadingTeam) onLeadingPlayerChanged(player, previousLeadingPlayer) onAsteroidSpawned(asteroid) onAsteroidShot(asteroid, shooter) onAsteroidDestroyed(asteroid, shooter) onHealthPackUsed(healthpack, ship) onHealthPackReplenished(healthpack) onTurretSelectedTarget(turret, target) onTurretFired(turret, target) // Game specific events: named on<Game>EventName onNexusOpen(nexus) onNexusClose(nexus) onNexusFlagCollected(flag, ship) onRabbitKilled(rabbit, killer) onRabbitGrabbedFlag(rabbit) onZoneControlZoneCaptured(zone, capturer) onZoneControlTouchDownScored(scoringShip) ( or onZonesReset() ) onHTFFlagReturnedToZone(flag, zone, returner) onHTFFlagRemovedFromZone(flag, zone, taker) onSoccerBallPossesionChanged(ball, possessingShip, previousPossesser) onSoccerGoalScored(ball, goal, scorer) onSoccerBallReset(ball) (when ball actually arrives back at starting position)