[0.8.9] Mod Script hooks

RawrRawr REGISTERED, Tester Posts: 510 Seed
edited December 2015 in Modding Tutorials
I did a little bit of searching around because I was wondering about why a modscript function like ModifyBiomeData would be raised. The answer is that there are currently three functions/hooks like this.
ModifyBiomeData			- NativeClasses.lua
LocalPlayerReady		- TUGGameMode.lua
PostLoad				- Postinitialize.lua
Not so much a tutorial yet but worth sharing.
Programmer, designer, artist.

Comments

  • johnycilohoklajohnycilohokla REGISTERED Posts: 283 Developer
    There is also the callback system (EternusEngine.CallbackManager)

    Raising a callback:
    	local callbackRet = EternusEngine.CallbackManager:Callback("CALLBACK_NAME", self, ...)
    if callbackRet.status == EternusEngine.ECallbackAction.Abort then
    return
    end
    Registering for a callback:
    EternusEngine.CallbackManager:RegisterCallback("CALLBACK_NAME", target, "TARGET_FUNC")

    And there are 2 callbacks in the Core:
    • SurvivalPlacementInput:ProcessGhostObjectOverride
    • SurvivalPlacementLogic:ServerEvent_PlaceAt
    My Blog
    jc.png
      yt.png  t.png  
Sign In or Register to comment.