KillPlayer: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
This function kills the specified player | {{Server function}} | ||
{{Deprecated|killPed|}} | |||
This function kills the specified player. | |||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua">bool | <syntaxhighlight lang="lua">bool killPlayer ( player thePlayer, [ player theKiller = nil, int weapon=255, int bodyPart=255 ] )</syntaxhighlight> | ||
===Required Arguments=== | ===Required Arguments=== | ||
* ''' | * '''thePlayer:''' The [[player]] to kill | ||
===Optional Arguments=== | |||
* '''theKiller:''' The player responsible for the kill | |||
* '''weapon:''' The ID of the weapon that should appear to have killed the player (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) | |||
===Returns=== | ===Returns=== | ||
Returns true if the | Returns ''true'' if the player was killed, ''false'' if the player specified could not be killed or is invalid. | ||
==Example== | ==Example== | ||
<syntaxhighlight lang="lua">player | '''Example 1:''' This simple example adds a '''kill''' command to commit suicide. | ||
<syntaxhighlight lang="lua"> | |||
function commitSuicide(sourcePlayer) | |||
-- kill the player and make him responsible for it | |||
killPlayer(sourcePlayer, sourcePlayer) | |||
end | |||
-- attach our handler to the "kill" command | |||
addCommandHandler("kill", commitSuicide) | |||
</syntaxhighlight> | |||
'''Example 2:''' This example enables 1 hit kills if a player is shot in the head. | |||
<syntaxhighlight lang="lua"> | |||
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. | |||
killPlayer ( source, attacker, attackerweapon, bodypart ) | |||
end | |||
end | |||
addEventHandler ( "onPlayerDamage", root, headshotKill ) | |||
</syntaxhighlight> | |||
==See Also== | |||
{{Player functions}} |
Latest revision as of 07:08, 4 November 2020
This function is deprecated. This means that its use is discouraged and that it might not exist in future versions. | |
Please use killPed instead. |
This function kills the specified player.
Syntax
bool killPlayer ( player thePlayer, [ player theKiller = nil, int weapon=255, int bodyPart=255 ] )
Required Arguments
- thePlayer: The player to kill
Optional Arguments
- theKiller: The player responsible for the kill
- weapon: The ID of the weapon that should appear to have killed the player (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)
Returns
Returns true if the player was killed, false if the player 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 killPlayer(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. killPlayer ( source, attacker, attackerweapon, bodypart ) end end addEventHandler ( "onPlayerDamage", root, headshotKill )
See Also
- getPlayerTeam
- getPlayerBlurLevel
- setPlayerBlurLevel
- getPlayerSerial
- forcePlayerMap
- getPlayerScriptDebugLevel
- getPlayerFromName
- getPlayerMoney
- getPlayerName
- getPlayerNametagColor
- getPlayerNametagText
- getPlayerPing
- getPlayerWantedLevel
- givePlayerMoney
- isPlayerMapForced
- isPlayerNametagShowing
- setPlayerHudComponentVisible
- setPlayerMoney
- setPlayerNametagColor
- setPlayerNametagShowing
- setPlayerNametagText
- takePlayerMoney
- countPlayersInTeam
- getPlayersInTeam
- isVoiceEnabled
- setControlState
- getControlState