Order of Events
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