Sandworm Posted September 3, 2018 Share Posted September 3, 2018 callback onShotFired(entityId) Executed whenever a shot is fired in the sector Parameters entityId The index of the firing entity After at least an hour of quit/edit/load/quit/edit/load/quit/edit/load/quit/edit/load/quit/edit/load/ quit/edit/load/quit/edit/load/quit/edit/load/quit/edit/load/quit/edit/load/ quit/edit/load/quit/edit/load/quit/edit/load/quit/edit/load/quit/edit/load/... I finally figured out that the entityId returned to the callback is the turret id ***NOT THE CRAFT ID*** Don't get me wrong, I understand *now* that turret id is returned - I just don't understand why you couldn't specify that it was the turret id returned - not the ship id. Ship is an Entity --True Turret is an Entity --True Callback returns 'index of the firing entity' Did the ship fire a shot --Yes Did the turret fire a shot --Yes To make my point clear - you simply cannot label everything in the documentation an 'Entity' without clarifying what 'Entity' refers to. I'd be really interested in knowing the developers position on modding - is it something they're adding as a 'little extra' - or do they realize that a heavily modifiable game makes for a dedicated modding community which makes for a quantifiably bigger reason to by the game. Link to comment Share on other sites More sharing options...
Boxelware Team cepheni Posted September 6, 2018 Boxelware Team Share Posted September 6, 2018 Modding is cool, and we definitely want to support it. But please keep in mind that we are only so few people and always work with the code -> Some things that are obvious to us might not be obvious to you guys without it being bad intent on our side ::) So just keep reporting these instances so that we can improve our documentation :) Link to comment Share on other sites More sharing options...
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