Detecting event
Hello,
i was wondering if there is any event manager that fires with these 2 events: UNIT_REMOVED UNIT_ADDED ty in advance :p |
Moved to the correct forum
Answer: If you check the API documentation txt files linked at the API version at the WIki you will find all events (search for EVENT_) and a list of EVENT_UNIT* in it. EVENT_UNIT_CREATED EVENT_UNIT_DESTROYED Wiki: https://wiki.esoui.com/Main_Page API versions: https://wiki.esoui.com/APIVersion Check the entry at the current "live" version: "API TXT Documentation" You can also have a look at the Wiki's Event list but it maybe not up2date! So be carefull with that event list and compar to the most current API version txt file contents!!! https://wiki.esoui.com/Events |
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EVENT_UNIT_CREATED i can't track it, do you have any suggestion? |
No sorry, maybe someone else got info about this.
Afaik there is nothing to do such as the game does not provide information about "ungrouped" units, unless you move the mouse cursor (reticle) above them. |
Afaik those two events have something to do when the player summons pets (maybe also assistants and such)
There is no specific event for unit spawns as you described. Sometimes a EVENT_COMBAT_EVENT is triggered, indicating a unit spawn. I think there is a more generic id used in multiple cases and it can also be case specific e.g. abomination spawns in RG. However those are situation where adds are summoned within a fight. I dont know how it is done in Maelstrom. You can record events during a spawn using zgoo or torchbug and check, if there is any other event triggered. Anyhow this would need a case to case investigation anyways. Afaik maelstrom spawns are triggered by the death of certain units, so you can track those deaths if you get a little creative. |
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I haven't been in maelstroms for ages.
The way I understood the mechanics is that the death of certain units trigger the spawn of the next wave. |
Ok i found it finally, as u suggested to use zgoo, i scrolled every event stopping when unit spawned, and found out that i can track portal spawn with that eventManager:
EVENT_MANAGER:RegisterForEvent(Shuba.name .."spawn", EVENT_EFFECT_CHANGED, Shuba.CombatEvent) finally did it, thanks all :) |
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