Server Events

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What is a Server Event

Main article: Events

Server events are events which are communicated to the server, and may affect all stakeholders. An example of this is the activation of a measure. These events may affect the 3D world and the indicator scores.

How do Server Events relate to the Tygron Engine

Server Events can be used in multiple locations in the Tygron Engine; as part of a measure, at the start of a level, as part of a larger event bundle in the action menu, etc. Server Events allow for events to be triggered during a session, which will result in a reaction from the server.

Different Server Event types

There are two flavors of Server Events: Logic Events and Player Events. The difference between these is that for Player Events at least one dedicated stakeholder needs to be assigned to the Server Event properties. A good example of this is the asking for or receiving of a money transfer (MONEY_TRANSFER_ASK & MONEY_TRANSFER_GIVE) as a Server Event.

Logic Events do not require such a dedicated stakeholder and can be fired without one being assigned as property. A good example of this is the activation of a specific terrain type (TERRAIN_SET_ACTIVE) when creating a flooding as part of a measure. The event CINEMATIC_STAKEHOLDER_START is also a Logic Event Type, because the stakeholder is not a property of the event, but of the linked cinematic.

Logic Event Types

Below is a list describing available Logic Server Event Types:

ACTION_MENU_SET_FUNCTION_AVAILABLE

Add or remove a function from a particular Action Menu

ACTION_MENU_SET_MEASURE_AVAILABLE

Add or remove a measure from a particular Action Menu

ACTION_MENU_SET_UPGRADE_AVAILABLE

Add or remove an upgrade from a particular Action Menu

BEAMER_SET_LAYER

Set the beamer layer to a specific overlay type

CINEMATIC_STAKEHOLDER_START

Start a cinematic for a specific stakeholder

CINEMATIC_STAKEHOLDER_STOP

Stop any cinematic for a specific stakeholder

LEVEL_SET_ACTIVE

Activate a game level

MEASURE_UPDATE_CUSTOM

Update a custom made measure

MESSAGE_ACTIVATE

Activate a specific message

MESSAGE_REVOKE

Revoke a message. Effects are not revoked

MESSAGE_RESET

Reset a message. Sets the message as inactive and clears the send date.

SETTINGS_ALLOW_GAME_INTERACTION

Allow interaction with the project during a session, after a pause moment or level switch

SETTINGS_SET_MESSAGE_AUTO_RESPOND

When activated, messages to non-human players and game-leaders are auto responded

SPECIAL_EFFECT_SET_ACTIVE

Activate/deactivate a special effect

TERRAIN_SET_ACTIVE

Activate/deactivate a terrain

TERRAIN_SET_POLYGON

Activate/deactivate a polygon as terrain (Safe Zone, Flood Hazard Zone, etc)

TIME_SET_SIM_MULTIPLIER

Set the game time multiplier. A value of 1 means that 1 sec in real life is also 1 sec in simulation time. 2 means 1 sec in real life is 2 sec in simulation time

UNIT_SET_ACTIVE

Activate/deactivate a unit (vehicles etc)

WEATHER_SET_DATA

Set rain data of the weather

ZOOMLEVEL_SET_ACTIVE

Activate or deactivate a zoom level


Player Event Types

ACTION_MENU_SET_ACTIVE

MEASURE_CANCEL_CONSTRUCTION

MEASURE_PLAN_CONSTRUCTION

MESSAGE_NEW

MONEY_TRANSFER_ASK

MONEY_TRANSFER_GIVE

SETTINGS_SET_ALLOWED_WATER_LEVEL_INCREASE

Adding Server Side Events to a project

Changing the properties of a Server Side Event in a project