Engine handlers reference¶
Engine handler is a function defined by a script, that can be called by the engine.
|Can be defined by any script|
Called once when the script is created (not loaded). InitData can
be assigned to a script in openmw-cs (not yet implemented).
Called every frame if the game is not paused. dt is the time
from the last update in seconds.
|onSave() -> savedData||
Called when the game is saving. May be called in inactive
state, so it shouldn’t use openmw.nearby.
Called on loading with the data previosly returned by
onSave. During loading the object is always inactive. initData is
the same as in onInit.
Called if the current script has an interface and overrides an
|Only for global scripts|
|onNewGame()||New game is started|
|onPlayerAdded(player)||Player added to the game world. The argument is a Game object.|
|onActorActive(actor)||Actor (NPC or Creature) becomes active.|
|Only for local scripts|
Called when the object becomes active (either a player
came to this cell again, or a save was loaded).
Object became inactive. Since it is inactive the handler
can not access anything nearby, but it is possible to send
an event to global scripts.
Called if recordId (e.g. a potion) is consumed.
|Only for local scripts attached to a player|
Called every frame (if the game is not paused) right after
processing user input. Use it only for latency-critical stuff.
Key is pressed.
Key is released.
A button on a game controller is pressed. Usage example:
A button on a game controller is released. Usage example:
Game control is pressed.