
Variables that are not prefixed by a dollar sign ($) are minigame member fields.The application lets you work with complex structures, collect resources and build architectural marvels on your PC. This is a list of all default Slayer preferences. %teamHandler, %shuffleMode, %doNotRespawn %observer, %camera, %button, %state, %client %capturePoint, %color, %oldColor, %client

This table is meant to be a quick reference, not a complete guide. More detail, including descriptions and return values, is available in the "doc" folder of Gamemode_Slayer.zip. This is a list of all included game mode callbacks and their arguments. Appendix A: Game Mode Callbacks Reference Whether to snap to tick marks in the GUI.Ħ.1.

The class of objects this preference represents. The variable that this preference will modify. The type of the variable that this preference modifies. If true, the server must be restarted after changing this variable. If true, the minigame will automatically reset when this preference is changed. See Appendix D: Permission Levels for more information.Īffects the order that this preference is saved and transmitted over the network. The minimum permission level required to change this setting. Whether to alert players that this preference was changed. Used by the GUI for display grouping purposes. If true, this preference will not be transmitted over the network and cannot be modified by clients. If true, this preference will never be reset to its defaultValue. This will be the initial setting of the preference. m圜allback(%1,%2) where %1 is new and %2 is old value. Possible preference fields are listed below: FieldĪ function to be called when this preference is changed. Other aspects of this example preference can be determined using the table below. This will create an integer preference called "Example Title" with a default value of 42. PermissionLevel = $Slayer::PermissionLevel Here is an example: new ScriptObject(Slayer_PrefSO) The preference API is very similar to the game mode API. Team preferences follow the same conventions as game mode preferences.Īdditional minigame preferences may be found at Appendix B: Minigame Preferences List, and team preferences may be found at Appendix C: Team Preferences List. It is recommended that locked settings be used sparingly - give the user as much flexibility as possible!ĭefault teams can be created by creating ScriptObjects inside the game mode template. Locked minigame settings, denoted by "locked_*" are the same as default settings, except that they cannot be changed by the user. These settings are set the given values when the game mode starts, but a user may change them at any time. 'useTeams' specifies whether this is a team-based game mode.ĭefault minigame settings can be set using "default_*" fields.'uiName' is the name that players will see.'className' is a unique class name that will be used in callbacks for this game mode.

These fields are required for every game mode. The first line specifies that this object is a ScriptGroup of class "Slayer_GameModeTemplateSG". Locked_playerDatablock = nameToID("PlayerStandardArmor") Here is an example game mode definition: new ScriptGroup(Slayer_GameModeTemplateSG) Every Slayer game mode is defined using a template that contains information such as the name, default preferences, and teams.
