OnClientPlayerWasted: Difference between revisions

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(Add new arguments (animGroup & animID))
(Add correct type for the new arguments (animGroup & animID))
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{{BodyParts}}
{{BodyParts}}
*'''stealth''': A [[boolean]] representing whether or not this was a stealth kill.
*'''stealth''': A [[boolean]] representing whether or not this was a stealth kill.
*'''animGroup''': A [[number]] representing the player's current animation group.
*'''animGroup''': A [[int|integer]] representing the player's current animation group.
*'''animID''': A [[number]] representing the player's current animation ID.
*'''animID''': A [[int|integer]] representing the player's current animation ID.


==Source==
==Source==

Revision as of 12:58, 15 July 2024

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

Parameters

element killer, int weapon, int bodypart, bool stealth
  • 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.
  • animGroup: A integer representing the player's current animation group.
  • animID: A 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

Shared