OnPlayerWasted: Difference between revisions
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*'''totalAmmo''': an integer representing the total ammo the victim had when he died. | *'''totalAmmo''': an integer representing the total ammo the victim had when he died. | ||
*'''killer''': an [[element]] representing the player or vehicle who was the killer. If there was no killer this is ''false''. | *'''killer''': an [[element]] representing the player or vehicle who was the killer. If there was no killer this is ''false''. | ||
*'''killerWeapon''': an integer representing the weapon the killer used to kill the player. | *'''killerWeapon''': an integer representing the [[weapon]] the killer used to kill the player. | ||
*'''bodypart''': an integer representing the bodypart ID the victim was hit on when he died. | *'''bodypart''': an integer representing the bodypart ID the victim was hit on when he died. | ||
{{BodyParts}} | {{BodyParts}} |
Revision as of 08:18, 24 February 2008
This event is triggered when a player is killed or dies.
Parameters
int totalAmmo, element killer, int killerWeapon, int bodypart
- totalAmmo: an integer representing the total ammo the victim had when he died.
- killer: an element representing the player or vehicle who was the killer. If there was no killer this is false.
- killerWeapon: an integer representing the weapon the killer used to kill the player.
- bodypart: an integer representing the bodypart ID the victim was hit on when he died.
- 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 or got killed.
Example
This example prints the killer and bodypart to the chat when a player dies.
-- register player_Wasted as a handler for onPlayerWasted function player_Wasted ( ammo, attacker, weapon, bodypart ) -- if there was an attacker if ( attacker ) then -- we declare our variable outside the following checks local tempString -- if the element that killed him was a player, if ( getElementType ( attacker ) == "player" ) then -- put the attacker, victim and weapon info in the string tempString = getClientName ( attacker ).." killed "..getClientName ( source ).." ("..getWeaponNameFromID ( weapon )..")" -- else, if it was a vehicle, elseif ( getElementType ( attacker ) == "vehicle" ) then -- we'll get the name from the attacker vehicle's driver local tempString = getClientName ( getVehicleController ( attacker ) ).." killed "..getClientName ( source ).." ("..getWeaponNameFromID ( weapon )..")" end -- if the victim was shot in the head, append a special message if ( bodypart == 9 ) then tempString = tempString.." (HEADSHOT!)" -- else, just append the bodypart name else tempString = tempString.." ("..getBodyPartName ( bodypart )..")" end -- display the message outputChatBox ( tempString ) -- if there was no attacker, else -- output a death message without attacker info outputChatBox ( getClientName ( source ).." died. ("..getWeaponNameFromID ( weapon )..") ("..getBodyPartName ( bodypart )..")" ) end end addEventHandler ( "onPlayerWasted", getRootElement(), player_Wasted )
See Also
Player events
- onPlayerACInfo
- onPlayerBan
- onPlayerChangeNick
- onPlayerChat
- onPlayerClick
- onPlayerCommand
- onPlayerConnect
- onPlayerContact
- onPlayerDamage
- onPlayerJoin
- onPlayerLogin
- onPlayerLogout
- onPlayerMarkerHit
- onPlayerMarkerLeave
- onPlayerModInfo
- onPlayerMute
- onPlayerNetworkStatus
- onPlayerPickupHit
- onPlayerPickupLeave
- onPlayerPickupUse
- onPlayerPrivateMessage
- onPlayerQuit
- onPlayerScreenShot
- onPlayerSpawn
- onPlayerStealthKill
- onPlayerTarget
- onPlayerUnmute
- onPlayerVehicleEnter
- onPlayerVehicleExit
- onPlayerVoiceStart
- onPlayerVoiceStop
- onPlayerWasted
- onPlayerWeaponFire
- onPlayerWeaponSwitch
Event functions
- addEvent
- addEventHandler
- cancelEvent
- cancelLatentEvent
- getEventHandlers
- getLatentEventHandles
- getLatentEventStatus
- removeEventHandler
- triggerEvent
- wasEventCancelled