|Bob Bobster (Bobster82)||04.12.2021 16:08|
When I 'Sell' a vehicle, the event 'onDelete' is triggered. But when u 'Reset' a vehicle, the same 'onDelete' is triggered. (after that the onLoad)
I have a copy of the vehicle list. I need to drop the vehicle that is sold, but I cant do that in 'onDelete' , as the vehicles that are reset also use that event.
I can work around it with checking my list against the game list every update.... But it would be nice if that wasnt needed ;) (perfomance wise)
What event or function or value can I use to indentify a vehicle that is sold.
I hope I made myself clear, thanks in advance
|Espen K. (estyx)||05.12.2021 18:35|
|Event for selling vehicle: SellVehicleEvent
|Bob Bobster (Bobster82)||05.12.2021 20:46|
|Hello Espen K.,
Thanks for replying, but I cant find that event... Can u give me some pointers?
|Espen K. (estyx)||06.12.2021 01:19|
|I haven't tested it out but you can try something like
local function observeRunFunction(self, func)
-- if event is run on server side self.vehicle will be nil
SellVehicleEvent.run = Utils.appendedFunction(SellVehicleEvent.run, observeRunFunction)
You also have other options as well if you can't get this to work (these probably on work on single player)
function sellVehicleYesNoFunction(self, func, yes)
if yes then
WorkshopScreen.sellVehicleYesNo = Utils.prependedFunction(WorkshopScreen.sellVehicleYesNo, sellVehicleYesNoFunction)
You can probably also subscribe to SellVehicleEvent something like this
g_messageCenter:subscribe(SellVehicleEvent, callback, callbackTarget)
|Bob Bobster (Bobster82)||06.12.2021 16:44|
This is exactly what I needed. I had my work around, but this is much cleaner (I was checking if the vehicle table exists every update loop)
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