Description: Called before handling a user's chat command, return non-null to cancel default behaviour. Note that it is not recommended to cancel default commands.
Description: Called when players have been selected in the zombie gamemode. Return List to override selected zombies. You could use this to e.g. give certain players reduced chance to become zombie after they just were zombies, or other custom selection logic.
Description: Called when the map/gamemode pool has been initialized. This is useful if you want to exclude some maps or gamemodes via script. Return a list of to override the initialized pool, the initialized pool will be then used for random maps in map votes.
Description: Called right before the map vote starts. Note that there is a maximum number of votemap entries, and extra entries are removed. Return a list of to override the maps used for the map vote.
object Tick()
Description: Called every server tick. This could be used for e.g. timers, state machine logic, visibility checks, distance checks.
Description: Called when player's next team is being set. Return a PlayerTeam value to override the team. This is the hook used forcing zombie team in zombie gamemode.
object OnSpawnPlayer(PlayerProxy playerProxy)
Description: Called right before spawning player at a position. Return a Vector3 to override the spawnpoint.
Description: Called when the player's spawn protection timer is being set. Return a float value to override the default spawn protection time for the specific player.
Description: Called after fall damage has been calculated for a player. Return a float value to override the fall damage. Return exactly 0 to cancel the fall damage.
Description: Called when trying to initialize player to use new class. Returning class identifier string will override the used class (and for the moment select some default items and blueprints). This is useful for when you want to force player to use certain class when player respawns (e.g.zombie).
object CanJoinTeam(PlayerTeam newTeam, int clientId)
Description: Called when players next team is being selected. Return true to allow joining to team. Return string to disallow joining to team (string will be used as error message)
Description: Called right before reseting game environment and configuration. This is useful if you need e.g. change available classes for next round.
object OnGameEnvironmentAndConfigurationReset()
Description: Called when round has started and game environment and configuration has been reset.
object CanSelectClass(string identifier)
object OnVoteOutcomeDetermined(List<int> votes, int indexOfMaxVotes, VoteType voteType)
Description: Return negative integer to cancel the vote. Return a non-negative integer that is index to the votes list to override the outcome of the vote.
Description: Called right before actually destroying voxels. Modify the list to change which voxels will be destroyed. Useful for e.g. protecting a certain area from destruction. Note: this only protects against direct destruction (not necessarily against structure collapse)
Description: Invoked if entity is damaged. Every entity damage event invokes this callback.
Parameters:
initiator: initiator entity who initiated the damage. this may be null e.g. if server is the initiator
target: damage receiver
ownerInfo: owner info of the owner of the damage, this may or may not be the initiator. if for example turret shoots at player, initiator is the turret but owner info is the turrets owner (player, bot, etc.)
used_item_identifier: used item identifier, this may be null
initiator: may be null if e.g. server is the initiator
ownerInfo: owner info of the owner of the damage, this may or may not be the initiator. if for example turret shoots at player, initiator is the turret but owner info is the turrets owner (player, bot, etc.)
systemKillReason: kill reason, this is non default only when killed by the system (e.g. player switched teams)
used_item_identifier: used item identifier, this may be null