KillPed: Difference between revisions

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===Optional Arguments===
===Optional Arguments===
* '''theKiller:''' The ped responsible for the kill
* '''theKiller:''' The ped responsible for the kill
* '''weapon:''' The ID of the weapon that should appear to have killed the ped (doesn't affect how they die)
* '''weapon:''' The ID of the [[weapon]] or [[Damage Types]] that should appear to have killed the ped (doesn't affect how they die)
* '''bodyPart:''' The ID of the body part that should appear to have been hit by the weapon (doesn't affect how they die)
* '''bodyPart:''' The ID of the body part that should appear to have been hit by the weapon (doesn't affect how they die)
{{BodyParts}}
{{BodyParts}}
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addEventHandler ( "onPlayerDamage", getRootElement(), headshotKill )
addEventHandler ( "onPlayerDamage", getRootElement(), headshotKill )
</syntaxhighlight>
</syntaxhighlight>
== Issues ==
{{Issues|
{{IssuePR|27|Fix stealthkill crash and add killPed client side}}
}}


==See Also==
==See Also==
{{Ped functions}}
{{Ped functions}}
[[ru:killPed]]
[[ru:killPed]]

Latest revision as of 10:28, 30 January 2022

This function kills the specified ped.

From v1.5.3 onwards this function is now available client side. Only works on client side peds.

Syntax

bool killPed ( ped thePed, [ ped theKiller = nil, int weapon=255, int bodyPart=255, bool stealth = false ] )

OOP Syntax Help! I don't understand this!

Method: ped:kill(...)


Required Arguments

  • thePed: The ped to kill

Optional Arguments

  • theKiller: The ped responsible for the kill
  • weapon: The ID of the weapon or Damage Types that should appear to have killed the ped (doesn't affect how they die)
  • bodyPart: The ID of the body part that should appear to have been hit by the weapon (doesn't affect how they die)
  • 3: Torso
  • 4: Ass
  • 5: Left Arm
  • 6: Right Arm
  • 7: Left Leg
  • 8: Right Leg
  • 9: Head
  • stealth: Boolean value, representing whether or not this a stealth kill

Returns

Returns true if the ped was killed, false if the ped specified could not be killed or is invalid.

Example

Example 1: This simple example adds a kill command to commit suicide.

function commitSuicide ( sourcePlayer )
	-- kill the player and make him responsible for it
	killPed ( sourcePlayer, sourcePlayer )
end
-- attach our handler to the "kill" command
addCommandHandler ( "kill", commitSuicide )

Example 2: This example enables 1 hit kills if a player is shot in the head.

function headshotKill ( attacker, attackerweapon, bodypart, loss )
	if bodypart == 9 then --if the bodypart is the head
		--kill the player, emulating the correct killer, weapon and bodypart.
		killPed ( source, attacker, attackerweapon, bodypart )
	end
end
addEventHandler ( "onPlayerDamage", getRootElement(), headshotKill )

See Also