sg1efc, you forgot to re-loginaubergine wrote:Wooohooo!!!![]()
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Thank you!!!
P.S. +1.

sg1efc, you forgot to re-loginaubergine wrote:Wooohooo!!!![]()
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Thank you!!!

Perhaps, but is it called whenever ANY game object, including those not owned by the player, is destroyed?Per wrote:eventDestroyed() is not throttled. It can be used to monitor object destruction.



heh, I've been wanting string params to setTimer/queue since 3.1 Beta 1, hence the sg1efc-style homage.NoQ wrote:sg1efc, you forgot to re-loginaubergine wrote:Wooohooo!!!![]()
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Thank you!!!
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Huh?aubergine wrote:eventDestroyed() gets called for your own objects, and features (players 12 and 99)


While it may not be needed for AI developers, something like an eventDestroyedAny() function could be useful for scripting certain special effects to happen (like spawning a new object, or creating a damaging explosion on death) whenever particular objects get destroyed (such as if a critical mission objective is destroyed, or if an object equipped with a certain component was destroyed). This would be most useful in both campaign scripts and rules.js.Per wrote:Anyway, your opinion - should I extend eventDestroyed() to also be called for non-owned objects (which may require you to change your event handlers to account for this), or add a new event (eg eventDestroyedOther...) for these?






