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# ApplyModOptions
function OnMsg.**ApplyModOptions**(mod_id)
: fired when loading the mod options and when the user applies changes to their mod options.
# ChangeMap
function OnMsg.**ChangeMap**()
: message fired when a new map loading begins
# ClassesBuilt
function OnMsg.**ClassesBuilt**()
: use this message to perform post-built actions on the final classes
# ClassesGenerate
function OnMsg.**ClassesGenerate**()
: use this message to mess with the classdefs (before classes are built)
# ClassesPostBuilt
function OnMsg.**ClassesPostBuilt**()
: use this message to perform actions after MapObject classes' info has been added to the C++ engine
# ClassesPostprocess
function OnMsg.**ClassesPostprocess**()
: use this message to make modifications to the built classes (before they are declared final)
# ClassesPreprocess
function OnMsg.**ClassesPreprocess**()
: use this message to do some processing to the already final classdefs (still before classes are built)
# LoadGame
function OnMsg.**LoadGame**( metadata, version )
: fired after a game has been loaded.
# ModUnloadLua
function OnMsg.**ModUnloadLua**( mod_id )
: fired just before unloading a mod with Lua code.
# ModsReloaded
function OnMsg.**ModsReloaded**()
: fired right after mods are loaded, unloaded or changed.
# NewMapLoadAdditionalObjects
function OnMsg.**NewMapLoadAdditionalObjects**()
: fired after objects.lua and GetMap()..autorun.lua
# NewMapLoaded
function OnMsg.**NewMapLoaded**()
: fired after a new map has been loaded
# PostLoadGame
function OnMsg.**PostLoadGame**( metadata, version )
: fired after LoadGame and with fixups. The loaded game is ready to run (e.g. UI can update).
# PreLoadGame
function OnMsg.**PreLoadGame**( metadata )
: fired before a game is loaded.
# SaveGameStart
function OnMsg.**SaveGameStart**()
: fired before the game is saved.
# SelectedObjChange
function OnMsg.**SelectedObjChange**(object, previous)
: fired when the user changes the selected object.
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