Order of Events: Difference between revisions
→Character select to Ingame: Added notes. |
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[[Eventtype#rHUDxscale|rHUDxscale]] => | [[Eventtype#rHUDxscale|rHUDxscale]] => | ||
[[Eventtype#START|START]] | [[Eventtype#START|START]] | ||
<br> | |||
==Login to Character select== | ==Login to Character select== | ||
[[Eventtype#CHAT_MSG_PRINT|CHAT_MSG_PRINT]] => | [[Eventtype#CHAT_MSG_PRINT|CHAT_MSG_PRINT]] => | ||
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[[Eventtype#CHAT_MSG_MOTD|CHAT_MSG_MOTD]] => | [[Eventtype#CHAT_MSG_MOTD|CHAT_MSG_MOTD]] => | ||
[[Eventtype#UPDATE_CHARACTER_LIST|UPDATE_CHARACTER_LIST]] | [[Eventtype#UPDATE_CHARACTER_LIST|UPDATE_CHARACTER_LIST]] | ||
<br> | |||
==Character select to Ingame== | ==Character select to Ingame== | ||
[[Eventtype#PLAYER_ENTERED_GAME|PLAYER_ENTERED_GAME]] => | [[Eventtype#PLAYER_ENTERED_GAME|PLAYER_ENTERED_GAME]] => | ||
Line 36: | Line 36: | ||
[[Eventtype#SHIP_CHANGED|SHIP_CHANGED]] => | [[Eventtype#SHIP_CHANGED|SHIP_CHANGED]] => | ||
[[Eventtype#INVENTORY_RECEIVED|INVENTORY_RECEIVED]] => | [[Eventtype#INVENTORY_RECEIVED|INVENTORY_RECEIVED]] => | ||
[[Eventtype#KEYADDED|KEYADDED]] => | [[Eventtype#KEYADDED|KEYADDED]] => | ||
[[Eventtype#PLAYER_UPDATE_STATS|PLAYER_UPDATE_STATS]] => | [[Eventtype#PLAYER_UPDATE_STATS|PLAYER_UPDATE_STATS]] => | ||
[[Eventtype#STORM_STOPPED|STORM_STOPPED]] => | [[Eventtype#STORM_STOPPED|STORM_STOPPED]] => | ||
[[Eventtype#SECTOR_LOADING|SECTOR_LOADING]] => | [[Eventtype#SECTOR_LOADING|SECTOR_LOADING]] => | ||
[[Eventtype#UPDATE_NEWS_HEADLINES|UPDATE_NEWS_HEADLINES]]* => | |||
[[Eventtype#SECTOR_LOADED|SECTOR_LOADED]] => | [[Eventtype#SECTOR_LOADED|SECTOR_LOADED]] => | ||
[[Eventtype#HUD_HIDE|HUD_HIDE]] => | [[Eventtype#HUD_HIDE|HUD_HIDE]] => | ||
[[Eventtype#SHIP_SPAWNED|SHIP_SPAWNED]] => | [[Eventtype#SHIP_SPAWNED|SHIP_SPAWNED]] => | ||
Line 49: | Line 48: | ||
[[Eventtype#PLAYER_STATS_UPDATED|PLAYER_STATS_UPDATED]] | [[Eventtype#PLAYER_STATS_UPDATED|PLAYER_STATS_UPDATED]] | ||
''Notes''<br> | '''Notes'''<br> | ||
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. | 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. | ||
<br> | |||
==Sector-to-Sector Jump sequence== | |||
[[Eventtype#HUD_HIDE|HUD_HIDE]] => | |||
[[Eventtype#CINEMATIC_START|CINEMATIC_START]] => | |||
[[Eventtype#PLAYER_LEFT_SECTOR|PLAYER_LEFT_SECTOR]] => | |||
[[Eventtype#NAVROUTE_CHANGED|NAVROUTE_CHANGED]] => | |||
[[Eventtype#SECTOR_CHANGED|SECTOR_CHANGED]] => | |||
[[Eventtype#CHAT_MSG_SERVER_SECTOR|CHAT_MSG_SERVER_SECTOR]] => | |||
[[Eventtype#WARP_OUT_CINEMATIC_FINISHED|WARP_OUT_CINEMATIC_FINISHED]] => | |||
[[Eventtype#PLAYER_ENTERED_SECTOR|PLAYER_ENTERED_SECTOR]]* => | |||
[[Eventtype#PLAYER_UPDATE|PLAYER_UPDATE]] => | |||
[[Eventtype#PLAYER_UPDATE_STATS|PLAYER_UPDATE_STATS]] => | |||
[[Eventtype#STORM_STOPPED|STORM_STOPPED]] => | |||
[[Eventtype#SECTOR_LOADING|SECTOR_LOADING]] => | |||
[[Eventtype#SECTOR_LOADED|SECTOR_LOADED]] => | |||
[[Eventtype#UPDATE_NEWS_HEADLINES|UPDATE_NEWS_HEADLINES]]* => | |||
[[Eventtype#HUD_HIDE|HUD_HIDE]] => | |||
[[Eventtype#SHIP_SPAWNED|SHIP_SPAWNED]] => | |||
[[Eventtype#CINEMATIC_START|CINEMATIC_START]] => | |||
[[Eventtype#PLAYER_ENTERED_SECTOR|PLAYER_ENTERED_SECTOR]] => | |||
[[Eventtype#PLAYER_STATS_UPDATED|PLAYER_STATS_UPDATED]]* => | |||
[[Eventtype#SHIP_SPAWN_CINEMATIC_FINISHED|SHIP_SPAWN_CINEMATIC_FINISHED]] => | |||
[[Eventtype#HUD_SHOW|HUD_SHOW]] | |||
'''Notes'''<br> | |||
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. | |||
<br> | |||
==Wormhole Jump Sequence== | |||
[[Eventtype#ENTER_ZONE_wormhole|ENTER_ZONE_wormhole]] => | |||
[[Eventtype#HUD_HIDE|HUD_HIDE]] => | |||
[[Eventtype#CINEMATIC_START|CINEMATIC_START]] => | |||
[[Eventtype#PLAYER_LEFT_SECTOR|PLAYER_LEFT_SECTOR]] => | |||
[[Eventtype#SECTOR_CHANGED|SECTOR_CHANGED]] => | |||
[[Eventtype#CHAT_MSG_SERVER_SECTOR|CHAT_MSG_SERVER_SECTOR]] => | |||
[[Eventtype#WARP_OUT_CINEMATIC_FINISHED|WARP_OUT_CINEMATIC_FINISHED]] => | |||
[[Eventtype#PLAYER_ENTERED_SECTOR|PLAYER_ENTERED_SECTOR]] => | |||
[[Eventtype#PLAYER_UPDATE_STATS|PLAYER_UPDATE_STATS]] => | |||
[[Eventtype#STORM_STOPPED|STORM_STOPPED]] => | |||
[[Eventtype#SECTOR_LOADING|SECTOR_LOADING]] => | |||
[[Eventtype#UPDATE_NEWS_HEADLINES|UPDATE_NEWS_HEADLINES]]* => | |||
[[Eventtype#SECTOR_LOADED|SECTOR_LOADED]] => | |||
[[Eventtype#HUD_HIDE|HUD_HIDE]] => | |||
[[Eventtype#SHIP_SPAWNED|SHIP_SPAWNED]] => | |||
[[Eventtype#CINEMATIC_START|CINEMATIC_START]] => | |||
[[Eventtype#PLAYER_ENTERED_SECTOR|PLAYER_ENTERED_SECTOR]] => | |||
[[Eventtype#PLAYER_STATS_UPDATED|PLAYER_STATS_UPDATED]] => | |||
[[Eventtype#MSG_NOTIFICATION|MSG_NOTIFICATION]] => | |||
[[Eventtype#ENTER_ZONE_wormhole|ENTER_ZONE_wormhole]] => | |||
[[Eventtype#SHIP_SPAWN_CINEMATIC_FINISHED|SHIP_SPAWN_CINEMATIC_FINISHED]] => | |||
[[Eventtype#HUD_SHOW|HUD_SHOW]] | |||
'''Notes''' | |||
See notes from Sector-to-Sector Jump Sequence. | |||
<br> | |||
==Station Docking Sequence== | |||
[[Eventtype#MSG_NOTIFICATION|MSG_NOTIFICATION]] => | |||
[[Eventtype#ENTER_ZONE_dock|ENTER_ZONE_dock]] => | |||
[[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#LEAVE_ZONE_dock|LEAVE_ZONE_dock]]* => | |||
[[Eventtype#LEAVE_ZONE_NFZ|LEAVE_ZONE_NFZ]]* => | |||
[[Eventtype#SHOW_STATION|SHOW_STATION]] => | |||
[[Eventtype#ENTERED_STATION|ENTERED_STATION]] => | |||
[[Eventtype#TRANSACTION_COMPLETED|TRANSACTION_COMPLETED]] | |||
'''Notes'''<br> | |||
With Auto-Dock turned on, it is possible for ENTER_ZONE_dock to trigger out of order or multiple times before LEAVE_ZONE_dock triggers. | |||
<br> | |||
==Station Launching Sequence== | |||
[[Eventtype#HUD_HIDE|HUD_HIDE]] => | |||
[[Eventtype#LEAVING_STATION|LEAVING_STATION]] => | |||
[[Eventtype#SHIP_SPAWNED|SHIP_SPAWNED]] => | |||
[[Eventtype#CINEMATIC_START|CINEMATIC_START]] => | |||
[[Eventtype#ENTER_ZONE_NFZ|ENTER_ZONE_NFZ]] => | |||
[[Eventtype#SHIP_SPAWN_CINEMATIC_FINISHED|SHIP_SPAWN_CINEMATIC_FINISHED]] => | |||
[[Eventtype#HUD_SHOW|HUD_SHOW]] |
Revision as of 08:32, 18 December 2011
Some events don't always occur in the same order. These have been marked with an asterisk (*).
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 => 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 => HUD_HIDE => SHIP_SPAWNED => SHIP_SPAWN_CINEMATIC_FINISHED => HUD_SHOW => PLAYER_STATS_UPDATED
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.
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 or multiple times 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