Torque3D/Templates/BaseGame/game/data/ExampleModule/ExampleModule.tscript
Areloch ae8eca48e1 Implementation of Subscenes, SceneGroups and Gamemodes
Standardizes Gamemodes to be an actual class with data and utility functions that can be parsed
Adds inspector field handling for selecting gamemodes
Updated Scene class to work with Gamemodes for the gamemode field
Updates editor suite elements to be able to create SubScenes, SceneGroups and Gamemodes
Adds ability to convert SimGroup to SubScene
Updates BaseUI's chooselevel menu to have gamemode selection and filters shown levels based on selected gamemode
2024-09-01 16:39:00 -05:00

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function ExampleModule::onCreate(%this)
{
}
function ExampleModule::onDestroy(%this)
{
}
//This is called when the server is initially set up by the game application
function ExampleModule::initServer(%this)
{
%this.queueExec("./scripts/server/ExampleGameMode");
}
//This is called when the server is created for an actual game/map to be played
function ExampleModule::onCreateGameServer(%this)
{
}
//This is called when the server is shut down due to the game/map being exited
function ExampleModule::onDestroyGameServer(%this)
{
}
//This is called when the client is initially set up by the game application
function ExampleModule::initClient(%this)
{
%this.queueExec("./scripts/client/inputCommands");
//client scripts
exec("./scripts/client/defaultkeybinds");
%prefPath = getPrefpath();
if(isScriptFile(%prefPath @ "/keybinds"))
exec(%prefPath @ "/keybinds");
%this.queueExec("./scripts/server/ExampleGameMode");
}
//This is called when a client connects to a server
function ExampleModule::onCreateClientConnection(%this)
{
ExampleMovemap.push();
}
//This is called when a client disconnects from a server
function ExampleModule::onDestroyClientConnection(%this)
{
}