player events

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Betelgeuse
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One problem with having events for the player is that with mods you could break needed events. (by not having them mostly) Plus it makes lots of duplicate work.

onFire
onPrimaryWeaponSwitch
onLaucherSwitch
onAmmoSwitch
onPlayerDocking
onGate
onTurn
onThrust
onUseItemMenu
onUsePowerMenu
onComunicate

These would run a script and return a True if that action is allowed and nil if that action is not allowed. This would allow many statuses.

For example

confuse: an onTurn status that reverses controls
alien control: an onPrimaryWeaponSwitch status that prevents you from changing your weapon

anything that the player could do in flight that I missed or any details on any of these events that you would like to see.
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alterecco
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It would be really nifty if OnTurn and OnThrust were called with the current power of the turn or thrust. Then you could return a new number, specifying the altered power. A bit like OnDamage works.

eg. For OnTurn you could return a number between -360 <-> 360, to make the ship turn a full round clockwise, or anti-clockwise.

OnThrust should be invoked on thrust change, so it would also trigger on braking.

Additional Events:

(these we have had before, but they deserve additional mention)
OnPlayerEnterSystem
OnPlayerExitSystem

OnPlayerUndock
OnPlayerShieldsDown
OnPlayerParalyzed (possibly replaced by overlays, else also for emp, radiation)

.]
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Arisaya
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alterecco wrote: OnPlayerParalyzed (possibly replaced by overlays, else also for emp, radiation)
And for when the player is blinded too?
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alterecco
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Wolfy wrote:And for when the player is blinded too?
That would make sense, yes!

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Arisaya
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lol - just remembered device damage too
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