Category | Scripting |
Created | 04.12.2021 16:08 |
Bob Bobster (Bobster82) | 04.12.2021 16:08 |
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Hello, 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 Bob |
Espen K. (estyx) | 05.12.2021 18:35 |
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Event for selling vehicle: SellVehicleEvent |
Bob Bobster (Bobster82) | 05.12.2021 20:46 |
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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 |
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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 print_r(self.vehicle, 1) end 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 print_r(self.vehicle) end end 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 |
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Thanks Espen! 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) Thanks! |
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