-- blank script for phasor version 2 function GetRequiredVersion() return 200 end -- Do not return a value. function OnScriptLoad(process, game, persistent) end -- Do not return a value. function OnScriptUnload() end -- Called when a player has changed teams. -- returns boolean indicating whether or not the player should change teams. -- Note: relevant is similar to voluntary (1) or involuntary (0). If relevant is 1 the return value is considered, if it's 0 then the return value is ignored. function OnTeamChange(player, old_team, new_team, relevant) return nil end -- Called when a server command is being executed. -- returns boolean indicating whether or not Phasor should process the command. function OnServerCommand(player, command) return nil end -- Called when a player without the correct password is trying to execute a server command. -- returns boolean indicating whether or not the command can be processed. function OnServerCommandAttempt(player, command, password) return nil end -- Called when a new game is starting. -- Do not return a value. 'map' is the map the game is running. function OnNewGame(map) end -- Called when a game is ending. -- Do not return a value. function OnGameEnd(stage) -- stages: -- 1 The game has just ended, and the ingame score card is shown. -- 2 The postgame scorecard is shown. -- 3 Players can now leave. end -- Called when a player is attempting to join. -- returns boolean indicating whether or not the player is allowed to join. function OnBanCheck(hash, ip) return nil end -- Called when a client sends its update packet. This function is called 30 times a second for every player in the server. -- Do not process this event unless you absolutely have to, and when processing it make your code as efficient as possible -- Do not return a value. function OnClientUpdate(player) end -- Called when a player successfully joins the game. -- Do not return a value. function OnPlayerJoin(player) end -- Called when a player quits. -- Do not return a value. function OnPlayerLeave(player) end -- Called when a player needs to be assigned a team. -- return the team you want the player on, or nil if you don't care. function OnTeamDecision(team) return nil end -- Called when a player has spawned. -- Do not return a value. function OnPlayerSpawn(player, m_objectId) end -- Called when the server has been notified on the player's spawn. -- Do not return a value. function OnPlayerSpawnEnd(player, m_objectId) end -- Called when an object has just been created. You can modify most object settings and have it sync. -- Do not return a value. function OnObjectCreation(m_objectId) end -- Called when an object wants to be created. You can block it. -- returns boolean indicating whether or not the object should be created OR map id of object to create instead. function OnObjectCreationAttempt(mapid, parentid, player) return nil end -- Called when an object is being assigned their spawn weapons. -- For this to have any effect the gametype must have starting equipment set to generic. -- returns the map id as 'weap_id' of the weapon you wish to assign. function OnWeaponAssignment(player, owner_id, order, weap_id) -- nil if you don't want to change the assigned weapon. -- or the map id of the weapon you wish to assign -- or -1 if you don't want the weapon to be assigned. return nil end -- Called when a player interacts with an object (ie stands on it) -- returns boolean indicating whether or not to allow the interaction. function OnObjectInteraction(player, objid, mapid) return nil end -- Called when the server needs to apply damage to an object. -- returns boolean indicating whether or not to allow the damage. function OnDamageLookup(receiver, causer, tagid) return nil end -- Called when the server is about to apply damage to an object. -- returns boolean indicating whether or not to allow the damage. function OnDamageApplication(receiving, causing, tagid, hit, backtap) -- return true to allow, false to block return nil end -- Called when a player chats in the server. -- returns allow, msg, type. return true to allow, false to block function OnServerChat(player, type, msg) -- type: -- 0 All chat -- 1 Team chat -- 2 Vehicle chat -- 3 Server message -- 4 Private server message return nil end -- Called when a player is wanting to enter a vehicle. -- returns boolean indicating whether or not they should be allowed to enter. function OnVehicleEntry(player, veh_id, seat, mapid, relevant) return nil end -- Called when a player is leaving a vehicle. -- returns boolean indicating whether or not you can stop them leaving function OnVehicleEject(player, relevant) return nil end -- Called when a player is killed. Killer can be nil. victim is never nil. -- Do not return a value. function OnPlayerKill(killer, victim, mode) -- modes: -- 0 Killed by the server. -- 1 Killed by fall damage. -- 2 Killed by the guardians. -- 3 Killed by a vehicle. -- 4 Killed by killer -- 5 Betrayed by killer -- 6 Suicide end -- Called when a player gets a kill streak. -- Do not return a value. function OnKillMultiplier(player, multiplier) -- Valid multipliers are: -- 7 Double kill -- 9 Triple kill -- 10 Killtacular -- 11 Killing spree -- 12 Running riot -- I think the these happen in Slayer: -- 16 Double kill -- 15 Triple kill -- 14 Killtacular -- 18 Killing spree -- 17 Running riot end -- Called when a weapon is being reloaded. -- returns Boolean indicating whether or not they can reload. function OnWeaponReload(player, objid) return nil end