Difference between revisions of "Order of Events"
Chocolateer (Talk | contribs) m (→Character select to Ingame: changed CHAT_MSG_SERVER_CHANNEL to CHAT_MSG_SERVER_CHANNEL_ACTIVE) |
Chocolateer (Talk | contribs) (→Character select to Ingame: separate sequence for starting in space/station) |
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[[Eventtype#UPDATE_NEWS_HEADLINES|UPDATE_NEWS_HEADLINES]]* => | [[Eventtype#UPDATE_NEWS_HEADLINES|UPDATE_NEWS_HEADLINES]]* => | ||
[[Eventtype#SECTOR_LOADED|SECTOR_LOADED]] => | [[Eventtype#SECTOR_LOADED|SECTOR_LOADED]] => | ||
+ | [[Eventtype#PLAYER_STATS_UPDATED|PLAYER_STATS_UPDATED]]* => | ||
+ | |||
+ | Continuation of sequence in space:<br> | ||
[[Eventtype#HUD_HIDE|HUD_HIDE]] => | [[Eventtype#HUD_HIDE|HUD_HIDE]] => | ||
[[Eventtype#SHIP_SPAWNED|SHIP_SPAWNED]] => | [[Eventtype#SHIP_SPAWNED|SHIP_SPAWNED]] => | ||
[[Eventtype#SHIP_SPAWN_CINEMATIC_FINISHED|SHIP_SPAWN_CINEMATIC_FINISHED]] => | [[Eventtype#SHIP_SPAWN_CINEMATIC_FINISHED|SHIP_SPAWN_CINEMATIC_FINISHED]] => | ||
− | [[Eventtype#HUD_SHOW|HUD_SHOW]] => | + | [[Eventtype#HUD_SHOW|HUD_SHOW]] |
− | [[Eventtype# | + | |
+ | Continuation of sequence in station:<br> | ||
+ | [[Eventtype#CHAT_MSG_BARLIST|CHAT_MSG_BARLIST]] => | ||
+ | [[Eventtype#ENTERING_STATION|ENTERING_STATION]] => | ||
+ | [[Eventtype#HUD_HIDE|HUD_HIDE]] => | ||
+ | [[Eventtype#CHAT_MSG_BARENTER|CHAT_MSG_BARENTER]] => | ||
+ | [[Eventtype#SHOW_STATION|SHOW_STATION]] => | ||
+ | [[Eventtype#ENTERED_STATION|ENTERED_STATION]] => | ||
+ | [[Eventtype#TRANSACTION_COMPLETED|TRANSACTION_COMPLETED]] | ||
'''Notes'''<br> | '''Notes'''<br> |
Revision as of 11:08, 18 February 2012
Some events don't always occur in the same order. These have been marked with an asterisk (*).
Contents
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 => 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
One INVENTORY_ADD event triggers for every item you own within the game, regardless of where it is located. 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.
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.