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noticeSystem.tscript
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63 lines (48 loc) · 1.89 KB
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// The general flow of a gane - server's creation, loading and hosting clients, and then destruction is as follows:
// First, a client will always create a server in the event that they want to host a single player
// game. Torque3D treats even single player connections as a soft multiplayer game, with some stuff
// in the networking short-circuited to sidestep around lag and packet transmission times.
// initServer() is called, loading the default server scripts.
// After that, if this is a dedicated server session, initDedicated() is called, otherwise initClient is called
// to prep a playable client session.
// When a local game is started - a listen server - via calling StartGame() a server is created and then the client is
// connected to it via createAndConnectToLocalServer().
function noticeSystem::onCreate( %this )
{
}
function noticeSystem::onDestroy( %this )
{
}
function noticeSystem::initServer(%this)
{
//server scripts
%this.queueExec("./scripts/server/chat");
%this.queueExec("./scripts/server/commands");
%this.queueExec("./scripts/server/centerPrint");
}
function noticeSystem::onCreateGameServer(%this)
{
}
function noticeSystem::onDestroyGameServer(%this)
{
}
function noticeSystem::initClient(%this)
{
//guis
%this.queueExec("./guis/chatHud.gui");
%this.queueExec("./guis/playerList.gui");
%this.queueExec("./scripts/client/playGui");
%this.queueExec("./scripts/client/playerList");
%this.queueExec("./scripts/client/message");
%this.queueExec("./scripts/client/chatHud");
%this.queueExec("./scripts/client/messageHud");
%this.queueExec("./scripts/client/centerPrint");
//keybind scripts
%this.queueExec("./scripts/client/defaultkeybinds");
}
function noticeSystem::onCreateClientConnection(%this)
{
}
function noticeSystem::onDestroyClientConnection(%this)
{
}