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e.g. "farming" is a vanilla system keyword, "portal" is a modded system keyword.
This is referred as key in the code and below.
Use your own key in your mods.
e.g. SPortalCore.lua from Portal Gun
Those are mostly the parameters passed through args in ShGO.createCGO and other client functions described below.
e.g. see Moats.modDataKeys from Moats
e.g. CPortalCore.lua from Portal Gun
It requires init phases to be completed.
Note: this is only for the initial object instance creation. At server restart (or game restart in solo) as well as when the associated square is re-loaded, creation is handled by the generic code. You have nothing to do. You can still receive the potential creation messages if you have specific code to do, see client events.
Use event registration as usual:
Very important: the IsoObject may not be loaded at this point, only the lua object.
All data that can be used while the object is not loaded must be in the luaObject.
To know if the IsoObject is loaded, you have to store the luaObject and poll by calling
Use event registration as usual:
Use event registration as usual:
isoObj: client side Global Object of type 'key' you clicked on
playerNum: local num of the clicking player
x: position on screen
y: position on screen
test: boolean, vanilla, not sure, you probably should not do anything when test is true
Event subscription requires ShGO.initCGO(key) to have been called before.
Use event registration as usual:
playerObj: server side player obj related to the client initiating the command
args: client command arguments
result: depends on the command:
- add_-> nil if failed or created lua object if succeeded
- remove_-> lua object about to be removed from system.
- custom command -> nil
objectSystemInstance: the instance of the object system for ease of use. (you probably should neglect that, it seems broken I still do not know why)e.g. SMoatsContinuity.lua from Moats.