OnClientPlayerWasted: Difference between revisions

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*'''killer''': A [[player]] [[element]] representing the killer.
*'''killer''': A [[player]] [[element]] representing the killer.
*'''weapon''': An integer representing the weapon ID the killer used
*'''weapon''': An integer representing the [[Weapons|killer weapon]] or the [[Death Reasons|death reason]].
*'''bodypart''': An integer representing the bodypart the player was damaged
*'''bodypart''': An integer representing the bodypart the player was damaged.
{{BodyParts}}
{{BodyParts}}



Revision as of 16:01, 23 January 2011

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

Parameters

element killer, int weapon, int bodypart
  • killer: A player element representing the killer.
  • weapon: An integer representing the killer weapon or the death reason.
  • 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

Source

The source of this event is the player that died.

Example

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

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

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

See Also

Client player events


Client event functions