LuaDoc_Msg.md.html - yasumitsu/JaggedAlliance3Modding GitHub Wiki

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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