Lua in SpringRTS/Callins
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Callins
[edit | edit source]Callins are functions defined in your script that Spring calls when a determined event takes place.
You should think of callins as event handlers that are met in some programming languages. In every event inside the engine a call comes to your script and invokes your function.
Here's an example:
function widget:Initialize()
Spring.Echo("Widget has loaded")
end
As you see in the table bellow the Initialize() callin is invoked whenever a script is loaded. So in this example once the script is loaded by the engine, everything inside the chunk of our function is executed.
In our example we will get a message "Widget has loaded". As the callin Initialize() is only invoked once per game, we get that message only once and that is in the beginning of the game.
Callin name | Description | Synced mode | Unsynced mode |
---|---|---|---|
AddConsoleLine() | |||
AllowCommand() | |||
AllowFeatureBuildStep() | |||
AllowFeatureCreation() | |||
AllowResourceLevel() | |||
AllowResourceTransfer() | |||
AllowUnitBuildStep() | |||
AllowUnitCreation() | |||
AllowUnitTransfer() | |||
CobCallback() | |||
CommandFallback() | |||
CommandNotify() | |||
CommandsChanged() | |||
ConfigureLayout() | |||
DrawGenesis() | DON'T USE | ||
DrawInMiniMap() | |||
DrawScreen() | |||
DrawScreenEffects() | |||
DrawWorld() | DON'T USE | ||
DrawWorldPreUnit() | DON'T USE | ||
DrawWorldReflection() | |||
DrawWorldRefraction() | |||
DrawWorldShadow() | |||
Explosion() | |||
FeatureCreated() | |||
FeatureDestroyed() | Runs when a feature in the game gets destroyed | ||
GameFrame() | |||
GameOver() | Runs when the game ending condition is met | ||
GamePreload() | |||
GameStart() | Runs when the game starts | ||
GetTooltip() | |||
GroupChanged() | Runs when the values in a group table change | ||
Initialize() | Runs once the script is loaded | Yes | Yes |
IsAbove() | |||
KeyPress() | Runs when a keyboard key is pressed(not released) | ||
KeyRelease() | Runs when a keyboard key is released(after being pressed) | ||
LayoutButtons() | |||
MapDrawCmd() | |||
MouseMove() | Runs when the mouse cursor is moved | ||
MousePress() | Runs when one of the mouse buttons is being pressed(not released) | ||
MouseRelease() | Runs when one of the mouse buttons is released(after being pressed) | ||
ProjectileCreated() | |||
ProjectileDestroyed() | |||
ShockFront() | |||
Shutdown() | |||
StockpileChanged() | |||
TeamDied() | Runs when a team gets elimintaed | ||
TerraformComplete() | |||
UnitCloaked() | Runs when a unit is being cloaked | ||
UnitCmdDone() | |||
UnitCommand() | |||
UnitCreated() | Runs when a unit instance is being made | Yes | Yes |
UnitDamaged() | Runs when a unit is being attacked(and damaged) by an other unit | ||
UnitDecloaked() | Runs when a unit is being decloaked | ||
UnitDestroyed() | Runs when a unit gets destroyed | Yes | Yes |
UnitEnteredAir() | |||
UnitEnteredLos() | |||
UnitEnteredRadar() | |||
UnitEnteredWater() | Runs when a unit enters the water | ||
UnitFinished() | |||
UnitFromFactory() | Runs when a unit is done being built from a factory | ||
UnitGiven() | Runs when a unit is given to a player | ||
UnitIdle() | Runs when a unit becomes idle | ||
UnitLeftAir() | |||
UnitLeftLos() | |||
UnitLeftRadar() | |||
UnitLeftWater() | |||
UnitLoaded() | |||
UnitMoveFailed() | |||
UnitPreDamaged() | Runs when a unit gets damaged for some reason. This can be either due to an attack or a side effect(other unit's explosions for example) | Yes | |
UnitSeismicPing() | |||
UnitTaken() | |||
UnitUnloaded() | |||
WorldTooltip() |