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40 === <tt>onAmmoStoreInit()</tt> === |
40 === <tt>onAmmoStoreInit()</tt> === |
41 This function is called when the game is initialized to request the available ammo, ammo probabilities and other ammo settings. Use `SetAmmo` here. |
41 This function is called when the game is initialized to request the available ammo, ammo probabilities and other ammo settings. Use `SetAmmo` here. |
42 |
42 |
43 If you add this event handler, then the weapon scheme (in a multiplayer game) will be ignored, and the settings of all ammos be initialized to the following values: |
43 If you add this event handler, then the weapon scheme (in a multiplayer game) will be ignored, and the settings of all ammos be initialized to the following values: |
44 |
44 |
45 * Initial ammo: 0 |
45 * Initial ammo: 0 |
46 * Crate probability: 0 |
46 * Crate probability: 0 |
47 * Number in crate: 0 |
47 * Number in crate: 0 |
48 * Delay: 0 |
48 * Delay: 0 |
49 |
49 |
50 If this event handler is *not* present, then the game will use the weapon scheme that the player selected (in multiplayer games). In missions, all ammos are always initialized at 0 by default, even without this event handler. |
50 If this event handler is *not* present, then the game will use the weapon scheme that the player selected (in multiplayer games). In missions, all ammos are always initialized at 0 by default, even without this event handler. |
51 |
51 |
52 === <tt>onNewAmmoStore(team/clan index, hog index)</tt> === |
52 === <tt>onNewAmmoStore(team/clan index, hog index)</tt> === |
53 This function is identical to `onAmmoStoreInit` in function, but is called once per ammo store. This allows different ammo sets for each clan, team or hedgehog depending on the mode. |
53 This function is identical to `onAmmoStoreInit` in function, but is called once per ammo store. This allows different ammo sets for each clan, team or hedgehog depending on the mode. |