LuaDoc_Msg.md.html - yasumitsu/JaggedAlliance3Modding GitHub Wiki
function OnMsg.ApplyModOptions(mod_id) : fired when loading the mod options and when the user applies changes to their mod options.
function OnMsg.ChangeMap() : message fired when a new map loading begins
function OnMsg.ClassesBuilt() : use this message to perform post-built actions on the final classes
function OnMsg.ClassesGenerate() : use this message to mess with the classdefs (before classes are built)
function OnMsg.ClassesPostBuilt() : use this message to perform actions after MapObject classes' info has been added to the C++ engine
function OnMsg.ClassesPostprocess() : use this message to make modifications to the built classes (before they are declared final)
function OnMsg.ClassesPreprocess() : use this message to do some processing to the already final classdefs (still before classes are built)
function OnMsg.LoadGame( metadata, version ) : fired after a game has been loaded.
function OnMsg.ModUnloadLua( mod_id ) : fired just before unloading a mod with Lua code.
function OnMsg.ModsReloaded() : fired right after mods are loaded, unloaded or changed.
function OnMsg.NewMapLoadAdditionalObjects() : fired after objects.lua and GetMap()..autorun.lua
function OnMsg.NewMapLoaded() : fired after a new map has been loaded
function OnMsg.PostLoadGame( metadata, version ) : fired after LoadGame and with fixups. The loaded game is ready to run (e.g. UI can update).
function OnMsg.PreLoadGame( metadata ) : fired before a game is loaded.
function OnMsg.SaveGameStart() : fired before the game is saved.
function OnMsg.SelectedObjChange(object, previous) : fired when the user changes the selected object.
(insert footer.md.html here)
<style class="fallback">body{visibility:hidden;white-space:pre;font-family:monospace}</style><script src="markdeep.min.js" charset="utf-8"></script><script>window.alreadyProcessedMarkdeep||(document.body.style.visibility="visible")</script>