OnClientPlayerWasted: Difference between revisions

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__NOTOC__
__NOTOC__
{{Client event}}
{{Client event}}
{{New feature/item|3.0161|1.6.0|22620|
This event is triggered whenever a player, including those remote, dies.
This event is triggered whenever a player, including those remote, dies.
}}


==Parameters==
==Parameters==
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
element killer, int weapon, int bodypart
element killer, int weapon, int bodypart, bool stealth, int animGroup, int animID
</syntaxhighlight>  
</syntaxhighlight>


*'''killer''': A [[player]] [[element]] representing the killer.
*'''killer''': A [[player]], [[ped]] or [[vehicle]] [[element]] representing the killer.
*'''weapon''': An integer representing the weapon ID the killer used
*'''weapon''': An [[int|integer]] representing the [[Weapons|killer weapon]] or the [[Damage Types|damage types]].
*'''bodypart''': An integer representing the bodypart the player was damaged
*'''bodypart''': An [[int|integer]] representing the bodypart the player was damaged.
{{BodyParts}}
{{BodyParts}}
*'''stealth''': A [[boolean]] representing whether or not this was a stealth kill.
{{New feature/item|3.0161|1.6.0|22620|
*'''animGroup''': an [[int|integer]] representing the player's current animation group.
}}
{{New feature/item|3.0161|1.6.0|22620|
*'''animID''': an [[int|integer]] representing the player's current animation ID.
}}


==Source==
==Source==
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This example outputs a mocking message when the local player dies.
This example outputs a mocking message when the local player dies.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
messages = {  
local messages = {
"Better luck next time",
"Better luck next time",
"Don't think you're so cool now, do you?",
"Don't think you're so cool now, do you?",
"Nice one, pal",
"Nice one, pal",
"Your opinion is void"  
"Your opinion is void"
}
}


function wastedMessage ( killer, weapon, bodypart )
-- add an event for the local player only
local randomID = math.random ( 1, #messages ) --get a random ID from the table
addEventHandler("onClientPlayerWasted", localPlayer, function(killer, weapon, bodyPart)
local randomMessage = messages[randomID] --use that to retrieve a message
local randomMessage = messages[math.random(#messages)] -- get a random message from the table
outputChatBox ( randomMessage, 255, 0, 0 ) --output the message
outputChatBox(randomMessage, 255, 0, 0) -- output the message
end
end)
addEventHandler ( "onClientPlayerWasted", getLocalPlayer(), wastedMessage ) --add an event for the local player only
</syntaxhighlight>
</syntaxhighlight>



Latest revision as of 12:23, 1 June 2025

ADDED/UPDATED IN VERSION 1.6.0 r22620:

This event is triggered whenever a player, including those remote, dies.

Parameters

element killer, int weapon, int bodypart, bool stealth, int animGroup, int animID
  • killer: A player, ped or vehicle element representing the killer.
  • weapon: An integer representing the killer weapon or the damage types.
  • bodypart: An integer representing the bodypart the player was damaged.
    • 3: Torso
    • 4: Ass
    • 5: Left Arm
    • 6: Right Arm
    • 7: Left Leg
    • 8: Right Leg
    • 9: Head
  • stealth: A boolean representing whether or not this was a stealth kill.
ADDED/UPDATED IN VERSION 1.6.0 r22620:
  • animGroup: an integer representing the player's current animation group.
ADDED/UPDATED IN VERSION 1.6.0 r22620:
  • animID: an integer representing the player's current animation ID.

Source

The source of this event is the player that died.

Example

This example outputs a mocking message when the local player dies.

local messages = {
	"Better luck next time",
	"Don't think you're so cool now, do you?",
	"Nice one, pal",
	"Your opinion is void"
}

-- add an event for the local player only
addEventHandler("onClientPlayerWasted", localPlayer, function(killer, weapon, bodyPart)
	local randomMessage = messages[math.random(#messages)] -- get a random message from the table
	outputChatBox(randomMessage, 255, 0, 0) -- output the message
end)

See Also

Client player events


Client event functions