Category:ProtoFlux:Flow:Events: Difference between revisions

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{{Table ProtoFluxCategoryNodes
{{Table ProtoFluxCategoryNodes
|On Activated|| Fires when this node's hierarchy is enabled.
|OnActivated|| Fires when this node's hierarchy is enabled.
|On Deactivated|| Fires when this node's hierarchy is disabled.
|OnDeactivated|| Fires when this node's hierarchy is disabled.
|On Destroy|| Fired upon the destruction of the node.
|OnDestroy|| Fired upon the destruction of the node.
|On Destroying|| Fires when the node is marked for destruction in the next game tick.
|OnDestroying|| Fires when the node is marked for destruction in the next game tick.
|On Duplicate|| Fires when the node under something duplicated
|OnDuplicate|| Fires when the node under something duplicated
|On Loaded|| Fires when the node has initialized and compiled.
|OnLoaded|| Fires when the node has initialized and compiled.
|On Paste|| Fires when the node is under something pasted (Ex: Via ResRec URI)
|OnPaste|| Fires when the node is under something pasted (Ex: Via ResRec URI)
|On Saving|| Fires on the game tick before the item is saved with the world or to inventory.
|OnSaving|| Fires on the game tick before the item is saved with the world or to inventory.
|On Start|| Only Fires if the node is loaded with the world save in a new session. (Ex: Previously saved in the world)
|OnStart|| Only Fires if the node is loaded with the world save in a new session. (Ex: Previously saved in the world)
}}
}}
[[Category:ProtoFlux:Flow]]

Latest revision as of 19:55, 24 August 2025

Nodes
Node Name Description
OnActivated Fires when this node's hierarchy is enabled.
OnDeactivated Fires when this node's hierarchy is disabled.
OnDestroy Fired upon the destruction of the node.
OnDestroying Fires when the node is marked for destruction in the next game tick.
OnDuplicate Fires when the node under something duplicated
OnLoaded Fires when the node has initialized and compiled.
OnPaste Fires when the node is under something pasted (Ex: Via ResRec URI)
OnSaving Fires on the game tick before the item is saved with the world or to inventory.
OnStart Only Fires if the node is loaded with the world save in a new session. (Ex: Previously saved in the world)