14 Jan 14, 11:25AM
Hi,
I made this script about a year ago, and I don't think I'm going to be working on it again any time soon. It needs somebody to maintain and improve it, that's why I'm literally giving it away here.
It was built around the callbacks you can already use in ac1.2, except it is more flexible and scalable. What it does is allow you to register a callback (→ a function) that will be called whenever a specific event is detected ingame. There are now 42 events available in the script (it needs more imo), among which are events like
There's a lot of potential in the application of this (Bukz had started building a stats modules on top of hook.cfg), and I'm curious to see what kind of things the community will come up with.
License: MIT
Script
Tests/Examples
I made this script about a year ago, and I don't think I'm going to be working on it again any time soon. It needs somebody to maintain and improve it, that's why I'm literally giving it away here.
It was built around the callbacks you can already use in ac1.2, except it is more flexible and scalable. What it does is allow you to register a callback (→ a function) that will be called whenever a specific event is detected ingame. There are now 42 events available in the script (it needs more imo), among which are events like
[SELECT ALL] Code:
ev_connected, ev_primary_used, etc
There's a lot of potential in the application of this (Bukz had started building a stats modules on top of hook.cfg), and I'm curious to see what kind of things the community will come up with.
License: MIT
Script
Tests/Examples