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4rpl:commands:func_awake [2021/10/06 16:37] – Clarified Awake in Global Control scripts Karsten75 | 4rpl:commands:func_awake [2025/02/14 14:57] (current) – external edit 127.0.0.1 |
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'':Awake'' is called whenever a unit with this script attached is created. This can happen at game load, or during a game when a unit is created with [[4rpl:commands:createunit|CreateUnit]]. | '':Awake'' is called whenever a unit with this script attached is created. This can happen at game load, or during a game when a unit is created with [[4rpl:commands:createunit|CreateUnit]]. |
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A critical distinction exists between scripts attached to units and scripts scheduled to run during Pre- or Post-phases of Global Control. | Please refer to [[cw4:Programming Notes]] for an in-depth discussion and comparison between ''[[func_Once| :Once]]'', ''[[func_GameLoaded|:GameLoaded]]'', and ''[[func_Awake|:Awake]]''. |
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Functionally, the '':Awake'' function in pre- or Post Global Control phases are equivalent to a ''[[func_once|:Once]]'' function. It is not executed until the appropriate moment in processing (before or after all units are processed for every game tick). This may cause execution of '':Awake'' functions to appear in the incorrect order, where each unit will execute it's '':Awake" function as it is instantiated during map load (either initial load or load from a save, there is no difference), and the '':Awake'' in a Global Control script will execute at the beginning or end, respectively, of a game tick. | |
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===== Examples ===== | ===== Examples ===== |
SetUnitDebugText(self "I Live") | SetUnitDebugText(self "I Live") |
</code> | </code> |
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| ===== See Also ===== |
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| [[cw4:Programming notes]] |
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