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RigsofRods
2023.09
Soft-body Physics Simulation
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@ SE_ANGELSCRIPT_MANIPULATIONS
triggered when the user tries to dynamically use the scripting capabilities (prevent cheating) args: ...
@ SE_GENERIC_MODCACHE_ACTIVITY
Triggered when status of modcache changes, args: #1 type, #2 entry number, for other args see RoR::mo...
@ SE_TRUCK_BEACONS_TOGGLE
triggered when the user toggles beacons, the argument refers to the Actor Instance ID (use game....
@ SE_TRUCK_TELEPORT
triggered when the user teleports the truck, the argument refers to the Actor Instance ID (use game....
@ SE_GENERIC_DELETED_TRUCK
triggered when the user deletes a truck, the argument refers to the Actor Instance ID (use game....
@ SE_TRUCK_LIGHT_TOGGLE
triggered when the main light is toggled, the argument refers to the Actor Instance ID (use game....
Pseudo-namespace; it doesn't exist in code or script runtime, only in this documentation.
@ SE_ANGELSCRIPT_THREAD_STATUS
Sent by background threads (i.e. CURL) when there's something important (like finishing a download)....
@ SE_TRUCK_ENTER
triggered when switching from person mode to truck mode, the argument refers to the Actor Instance ID...
@ SE_GENERIC_MESSAGEBOX_CLICK
triggered when the user clicks on a message box button, the argument refers to the button pressed
@ SE_TRUCK_PARKINGBRAKE_TOGGLE
triggered when the user toggles the parking brake, the argument refers to the Actor Instance ID (use ...
@ SE_TRUCK_ENGINE_FIRE
triggered when the planes engines start to get on fire, the argument refers to the Actor Instance ID ...
@ SE_TRUCK_CPARTICLES_TOGGLE
triggered when the user toggles custom particles, the argument refers to the Actor Instance ID (use g...
@ SE_ANGELSCRIPT_MSGCALLBACK
The diagnostic info directly from AngelScript engine (see asSMessageInfo), args: #1 ScriptUnitID,...
@ SE_ANGELSCRIPT_LINECALLBACK
The diagnostic info directly from AngelScript engine (see SetLineCallback()), args: #1 ScriptUnitID,...
@ SE_TRUCK_TOUCHED_WATER
triggered when any part of the truck touches water, the argument refers to the Actor Instance ID (use...
@ SE_GENERIC_NEW_TRUCK
triggered when the user spawns a new truck, the argument refers to the Actor Instance ID (use game....
@ SE_TRUCK_RESET
triggered when the user resets the truck, the argument refers to the Actor Instance ID (use game....
@ SE_EVENTBOX_EXIT
An actor or person entered an eventbox; Arguments of eventCallbackEx(): #1 type, #2 Actor Instance ID...
@ SE_TRUCK_EXIT
triggered when switching from truck mode to person mode, the argument refers to the Actor Instance ID...
@ SE_TRUCK_TIE_TOGGLE
triggered when the user toggles ties, the argument refers to the Actor Instance ID (use game....
@ SE_TRUCK_MOUSE_GRAB
triggered when the user uses the mouse to interact with the actor, the argument refers to the Actor I...
@ SE_GENERIC_TRUCK_LINKING_CHANGED
Triggered when 2 actors become linked or unlinked via ties/hooks/ropes/slidenodes; args: #1 state (1=...
@ SE_GENERIC_EXCEPTION_CAUGHT
Triggered when C++ exception (usually Ogre::Exception) is thrown; #1 ScriptUnitID,...
scriptEvents
Binding of RoR::scriptEvents; All the events that can be used by the script; use (`game....
@ SE_TRUCK_ENGINE_DIED
triggered when the trucks engine dies (from underrev, water, etc), the argument refers to the Actor I...
@ SE_ANGELSCRIPT_EXCEPTIONCALLBACK
The diagnostic info directly from AngelScript engine (see SetExceptionCallback()),...
@ SE_EVENTBOX_ENTER
An actor or person entered an eventbox; Arguments of eventCallbackEx(): #1 type, #2 Actor Instance ID...