These quest hooks are stubs for global functions that object scripts can define, which will be called by the C++ engine. No documentation for them is available, but they're mentionned (april 2017) in /assets/quests/scripts/generated/common.lua
Called when the quest is loaded
Called when the quest is unloaded
Called each scriptDelta ticks
Called when the quest is offered
Called when the player declines the quest
Called when the player accepts the quest
Called when the player completes the quest
Called when the player fails the quest
Called when the player interacts with something?
Called when the player meets the requirements to return the quest?
Alternatively, the C++ engine sends messages to quest scripts which can be handled by
Seems to be sent whenever the player scans an object. Parameters:
Seems to be sent whenever the player scans an "interesting" object, in the context of scan-type quests.