OnPlayerWasted: Difference between revisions
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__NOTOC__ | |||
* ''' | This event is triggered when a player dies. | ||
* ''' | |||
* ''' | ==Syntax== | ||
* ''' | <syntaxhighlight lang="lua"> | ||
void onPlayerWasted ( int totalammo, player killer, int killerweapon, int bodypart ) | |||
</syntaxhighlight> | |||
==Variables== | |||
*'''totalammo''': An integer representing the total ammo the player had when he died | |||
*'''killer''': A player element representing the player who was the killer. If there was no killer this returns false. | |||
*'''killerweapon''': An integer representing the weapon the killer used to kill the player | |||
*'''bodypart''': An integer representing the bodypart ID the player was hit on when he died. | |||
{{BodyParts}} | |||
==Example== | |||
This example prints the killer and body part to the chat on the wasted/kill event. | |||
<syntaxhighlight lang="lua"> | |||
addEventHandler ( "onPlayerWasted", getElementRoot(), "onPlayerWasted" ) | |||
function onPlayerWasted ( ammo, attacker, weapon, bodypart ) | |||
if ( attacker ) then -- if we have an attacker | |||
if ( getElementType ( attacker ) == "player" ) then -- make sure the element that killed him was a player | |||
tempString = getClientName ( attacker ).." killed "..getClientName ( source ).." ("..getWeaponNameFromID ( weapon )..")" | |||
if ( bodypart == 9 ) then -- if he was shot in the head | |||
tempString = tempString.." (HEADSHOT!)" | |||
else | |||
tempString = tempString.." ("..getBodyPartName ( bodypart )..")" | |||
end | |||
chat ( tempString ) | |||
else | |||
chat ( getClientName ( source ).." died. ("..getWeaponNameFromID ( weapon )..") ("..getBodyPartName ( bodypart )..")" ) | |||
end | |||
else | |||
chat ( getClientName ( source ).." died. ("..getWeaponNameFromID ( weapon )..") ("..getBodyPartName ( bodypart )..")" ) | |||
end | |||
end | |||
</syntaxhighlight> |
Revision as of 23:14, 17 November 2006
This event is triggered when a player dies.
Syntax
void onPlayerWasted ( int totalammo, player killer, int killerweapon, int bodypart )
Variables
- totalammo: An integer representing the total ammo the player had when he died
- killer: A player element representing the player who was the killer. If there was no killer this returns false.
- killerweapon: An integer representing the weapon the killer used to kill the player
- bodypart: An integer representing the bodypart ID the player was hit on when he died.
- 3: Torso
- 4: Ass
- 5: Left Arm
- 6: Right Arm
- 7: Left Leg
- 8: Right Leg
- 9: Head
Example
This example prints the killer and body part to the chat on the wasted/kill event.
addEventHandler ( "onPlayerWasted", getElementRoot(), "onPlayerWasted" ) function onPlayerWasted ( ammo, attacker, weapon, bodypart ) if ( attacker ) then -- if we have an attacker if ( getElementType ( attacker ) == "player" ) then -- make sure the element that killed him was a player tempString = getClientName ( attacker ).." killed "..getClientName ( source ).." ("..getWeaponNameFromID ( weapon )..")" if ( bodypart == 9 ) then -- if he was shot in the head tempString = tempString.." (HEADSHOT!)" else tempString = tempString.." ("..getBodyPartName ( bodypart )..")" end chat ( tempString ) else chat ( getClientName ( source ).." died. ("..getWeaponNameFromID ( weapon )..") ("..getBodyPartName ( bodypart )..")" ) end else chat ( getClientName ( source ).." died. ("..getWeaponNameFromID ( weapon )..") ("..getBodyPartName ( bodypart )..")" ) end end