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Event Mode
Socket connections may be set to eventmode by entering eventmode as a command from one. From then on, the socket will receive several event notifications (listed below). Once activated,
event mode runs until you close the connection.
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chat from=<player> id=<client-id> type=<type> [to=<recipient> idto=<recipient-client-id>] text=<text>-
player: Character name sending the message -
client-id: Client ID of sender -
type: Eitheruniverse,system,grouporplayer -
recipient/recipient-client-id: Only sent whentypeisplayer -
text: Raw text of the message
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kill victim=<player> type=<type> [by=<killer>]-
player: Character name of the victim -
type: Eitherselfkill,player,npcorsuicide -
killer: Character name of the killer, iftypeisplayer
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login char=<player> accountdirname=<dirname> id=<client-id> ip=<ip>- Occurs when player selects a character in the character selection menu
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player: Character name of the newly selected character -
dirname: Short directory name of the player's account -
client-id: Client ID of the player -
ip: Public IP of the player
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launch char=<player> id=<client-id> base=<basename> system=<systemname>- Occurs when a player undocks from a base/planet
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player: Character name of the launching player -
client-id: Client ID of the player -
basename: Name of the base being launched from -
systemname: System name the character is now in
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baseenter/baseexit char=<player> id=<client-id> base=<basename> system=<systemname>- Occurs when player enters/exits a base (includes disconnect/F1)
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player: Character name -
client-id: Client ID of the player -
basename: Name of the base -
systemname: System name the base is in
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jumpin/switchout char=<player> id=<client-id> system=<systemname>- Occurs when player jumps in/out a system
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player: Character name -
client-id: Client ID of the player -
systemname: Destination/origin system
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spawn char=<player> id=<client-id> system=<systemname>- Occurs when player selects a character and launches in space
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player: Character name -
client-id: Client ID of the player -
systemname: System spawned into
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connect id=<client-id> ip=<ip>- Occurs when player connects to the server
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client-id: Client ID of the player -
ip: Public IP of the player
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disconnect char=<player> id=<client-id>- Occurs when player disconnects from the server
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client-id: Client ID of the player -
player: Character name at time of disconnect