Order of Events
Some events don't always occur in the same order. These have been marked with an asterisk (*).
Some events don't occur under some circumstances. These have been enclosed in parentheses ().
Load sequence to Login Screen
PLUGINS_LOADED =>
CHAT_MSG_PRINT =>
FLIGHT_MODE_CHANGED =>
CHAT_MSG_PRINT =>
AUTOAIM_MODE_CHANGED =>
rHUDxscale =>
START
Login to Character select
CHAT_MSG_PRINT =>
LOGIN_SUCCCESSFUL =>
CHAT_MSG_MOTD =>
UPDATE_CHARACTER_LIST
Character select to Ingame
PLAYER_ENTERED_GAME => CHAT_MSG_SERVER_CHANNEL_ACTIVE => NAVROUTE_CHANGED => SECTOR_CHANGED => CHAT_MSG_SERVER_SECTOR => (CONQUERED_SECTORS_UPDATED) => UPDATE_FRIENDKEY_LIST => (CHAT_MSG_SERVER) => (UPDATE_BUDDY_LIST) => (GUILD_MOTD_UPDATED) => (CHAT_MSG_GUILD_MOTD) => (GUILD_PRIVILEGES_UPDATED) => (GUILD_MEMBERS_UPDATED) => PLAYER_ENTERED_SECTOR* => UPDATE_CHARINFO* => PLAYER_GUILD_TAG_UPDATED* => (INVENTORY_ADD) => (MISSION_ADDED) => (SHIP_CHANGED) => INVENTORY_RECEIVED => (KEYADDED) => PLAYER_UPDATE_STATS => STORM_STOPPED => SECTOR_LOADING => UPDATE_NEWS_HEADLINES* => SECTOR_LOADED => PLAYER_STATS_UPDATED* =>
Continuation of sequence in space:
HUD_HIDE =>
SHIP_SPAWNED =>
SHIP_SPAWN_CINEMATIC_FINISHED =>
HUD_SHOW
Continuation of sequence in station:
CHAT_MSG_BARLIST =>
ENTERING_STATION =>
HUD_HIDE =>
CHAT_MSG_BARENTER =>
SHOW_STATION =>
ENTERED_STATION =>
TRANSACTION_COMPLETED
Notes
The CONQUERED_SECTORS_UPDATED event will not occur if there are no conquered sectors in Deneb. The UPDATE_BUDDY_LIST and CHAT_MSG_SERVER events only occur if you have at least one buddy. The GUILD_MOTD_UPDATED, CHAT_MSG_GUILD_MOTD, GUILD_PRIVILEGES_UPDATED, and GUILD_MEMBERS_UPDATED events only occur if you are a member of a guild. One INVENTORY_ADD event triggers for every item you own within the game, regardless of where it is located. The MISSION_ADDED event only triggers if you have an active mission. The SHIP_CHANGED event triggers only after your active ship has been added in this manner. Similarly, a KEYADDED event triggers for each key on your keychain. UPDATE_NEWS_HEADLINES will trigger during the time the SECTOR_LOADING events are triggering, if the sector needs to be loaded. Otherwise it will trigger after SECTOR_LOADED. PLAYER_STATS_UPDATED sometimes will trigger after HUD_SHOW.
Logoff Sequence
MSG_LOGOFF_TIMER => CHAT_MSG_SERVER => COMMAND => PLAYER_LEFT_SECTOR => PLAYER_LOGGED_OUT
Notes
The events MSG_LOGOFF_TIMER and CHAT_MSG_SERVER both print messages counting down the time to logoff.
Sector-to-Sector Jump sequence
HUD_HIDE => CINEMATIC_START => PLAYER_LEFT_SECTOR => NAVROUTE_CHANGED => SECTOR_CHANGED => CHAT_MSG_SERVER_SECTOR => WARP_OUT_CINEMATIC_FINISHED => PLAYER_ENTERED_SECTOR* => PLAYER_UPDATE => PLAYER_UPDATE_STATS => STORM_STOPPED => SECTOR_LOADING => SECTOR_LOADED => UPDATE_NEWS_HEADLINES* => HUD_HIDE => SHIP_SPAWNED => CINEMATIC_START => PLAYER_ENTERED_SECTOR => PLAYER_STATS_UPDATED* => SHIP_SPAWN_CINEMATIC_FINISHED => HUD_SHOW
Notes
PLAYER_LEFT_SECTOR triggers for each (N)PC in the sector that is within the sector list range (15km). Similarly, PLAYER_ENTERED_SECTOR triggers for every (N)PC, excluding the active player, after the CINEMATIC_START event. UPDATE_NEWS_HEADLINES will trigger during the time the SECTOR_LOADING events are triggering, if the sector needs to be loaded. Otherwise it will trigger after SECTOR_LOADED.
Wormhole Jump Sequence
ENTER_ZONE_wormhole => HUD_HIDE => CINEMATIC_START => PLAYER_LEFT_SECTOR => SECTOR_CHANGED => CHAT_MSG_SERVER_SECTOR => WARP_OUT_CINEMATIC_FINISHED => PLAYER_ENTERED_SECTOR => PLAYER_UPDATE_STATS => STORM_STOPPED => SECTOR_LOADING => UPDATE_NEWS_HEADLINES* => SECTOR_LOADED => HUD_HIDE => SHIP_SPAWNED => CINEMATIC_START => PLAYER_ENTERED_SECTOR => PLAYER_STATS_UPDATED => MSG_NOTIFICATION => ENTER_ZONE_wormhole => SHIP_SPAWN_CINEMATIC_FINISHED => HUD_SHOW
Notes
See notes from Sector-to-Sector Jump Sequence.
Station Docking Sequence
MSG_NOTIFICATION => ENTER_ZONE_dock => CHAT_MSG_BARLIST => ENTERING_STATION => HUD_HIDE => CHAT_MSG_BARENTER => LEAVE_ZONE_dock* => LEAVE_ZONE_NFZ* => SHOW_STATION => ENTERED_STATION => TRANSACTION_COMPLETED
Notes
With Auto-Dock turned on, it is possible for ENTER_ZONE_dock to trigger out of order before LEAVE_ZONE_dock triggers.
Station Launching Sequence
HUD_HIDE => LEAVING_STATION => SHIP_SPAWNED => CINEMATIC_START => ENTER_ZONE_NFZ => SHIP_SPAWN_CINEMATIC_FINISHED => HUD_SHOW
ReloadInterface() (Ingame)
UNLOAD_INTERFACE => PLUGINS_LOADED => PLAYER_ENTERED_GAME => CHAT_MSG_SERVER_CHANNEL_ACTIVE => NAVROUTE_CHANGED => SHOW_STATION or HUD_SHOW
Notes
Depending on whether you are docked will determine whether the SHOW_STATION event or the HUD_SHOW event triggers at the end of the sequence.