mirror of
https://github.com/omltcat/dcs-lua-definitions.git
synced 2025-11-10 15:48:52 +00:00
107 lines
2.6 KiB
Lua
107 lines
2.6 KiB
Lua
---@meta
|
|
|
|
|
|
---Mission load begin event.
|
|
function onMissionLoadBegin() end
|
|
|
|
function onMissionLoadProgress(progress, message)
|
|
end
|
|
|
|
function onMissionLoadEnd()
|
|
end
|
|
|
|
function onSimulationStart()
|
|
end
|
|
|
|
function onSimulationStop()
|
|
end
|
|
|
|
function onSimulationFrame()
|
|
end
|
|
|
|
function onSimulationPause()
|
|
end
|
|
|
|
function onSimulationResume()
|
|
end
|
|
|
|
function onGameEvent(eventName,arg1,arg2,arg3,arg4)
|
|
--"friendly_fire", playerID, weaponName, victimPlayerID
|
|
--"mission_end", winner, msg
|
|
--"kill", killerPlayerID, killerUnitType, killerSide, victimPlayerID, victimUnitType, victimSide, weaponName
|
|
--"self_kill", playerID
|
|
--"change_slot", playerID, slotID, prevSide
|
|
--"connect", playerID, name
|
|
--"disconnect", playerID, name, playerSide, reason_code
|
|
--"crash", playerID, unit_missionID
|
|
--"eject", playerID, unit_missionID
|
|
--"takeoff", playerID, unit_missionID, airdromeName
|
|
--"landing", playerID, unit_missionID, airdromeName
|
|
--"pilot_death", playerID, unit_missionID
|
|
end
|
|
|
|
function onNetConnect(localPlayerID)
|
|
end
|
|
|
|
function onNetMissionChanged(newMissionName)
|
|
end
|
|
|
|
function onNetMissionEnd()
|
|
end
|
|
|
|
function onNetDisconnect(reason_msg, err_code)
|
|
end
|
|
|
|
-- disconnect reason codes:
|
|
-- net.ERR_INVALID_ADDRESS
|
|
-- net.ERR_CONNECT_FAILED
|
|
-- net.ERR_WRONG_VERSION
|
|
-- net.ERR_PROTOCOL_ERROR
|
|
-- net.ERR_TAINTED_CLIENT
|
|
-- net.ERR_INVALID_PASSWORD
|
|
-- net.ERR_BANNED
|
|
-- net.ERR_BAD_CALLSIGN
|
|
-- net.ERR_TIMEOUT
|
|
-- net.ERR_KICKED
|
|
|
|
|
|
function onPlayerConnect(id)
|
|
end
|
|
|
|
function onPlayerDisconnect(id, err_code)
|
|
-- this is never called for local playerID
|
|
end
|
|
|
|
function onPlayerStart(id)
|
|
-- a player entered the simulation
|
|
-- this is never called for local playerID
|
|
end
|
|
|
|
function onPlayerStop(id)
|
|
-- a player left the simulation (happens right before a disconnect, if player exited by desire)
|
|
-- this is never called for local playerID
|
|
end
|
|
|
|
function onPlayerChangeSlot(id)
|
|
-- a player successfully changed the slot
|
|
-- this will also come as onGameEvent('change_slot', playerID, slotID),
|
|
-- if allowed by server.advanced.event_Connect setting
|
|
end
|
|
|
|
|
|
--- These 3 functions are different from the rest:
|
|
--- 1. they are called directly from the network code, so try to make them as fast as possible
|
|
--- 2. they return a result
|
|
-- The code shows the default implementations.
|
|
|
|
function onPlayerTryConnect(addr, name, ucid, playerID) --> true | false, "disconnect reason"
|
|
return true
|
|
end
|
|
|
|
function onPlayerTrySendChat(playerID, msg, to) -- -> filteredMessage | "" - empty string drops the message
|
|
return msg
|
|
end
|
|
|
|
function onPlayerTryChangeSlot(playerID, side, slotID) -- -> true | false
|
|
return true
|
|
end |