OnPlayerWasted: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
This event is triggered when a player dies. | This event is triggered when a player is killed or dies. | ||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
void onPlayerWasted ( int | void onPlayerWasted ( int totalAmmo, element killer, int killerWeapon, int bodypart ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
== | ==Parameters== | ||
* The source of this event refers to the player who died. | * The '''source''' of this event refers to the player who died. | ||
*''' | *'''totalAmmo''': an integer representing the total ammo the victim had when he died. | ||
*'''killer''': | *'''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''': | *'''bodypart''': an integer representing the bodypart ID the victim was hit on when he died. | ||
{{BodyParts}} | {{BodyParts}} | ||
==Example== | ==Example== | ||
This example prints the killer and | This example prints the killer and bodypart to the chat when a player dies. | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
-- register player_Wasted as a handler for onPlayerWasted | |||
addEventHandler ( "onPlayerWasted", getElementRoot(), "player_Wasted" ) | addEventHandler ( "onPlayerWasted", getElementRoot(), "player_Wasted" ) | ||
function player_Wasted ( ammo, attacker, weapon, bodypart ) | 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 | end | ||
</syntaxhighlight> | </syntaxhighlight> | ||
==See also== | |||
{{Event functions}} |
Revision as of 19:21, 22 April 2007
This event is triggered when a player is killed or dies.
Syntax
void onPlayerWasted ( int totalAmmo, element killer, int killerWeapon, int bodypart )
Parameters
- The source of this event refers to the player who 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.
- 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
Example
This example prints the killer and bodypart to the chat when a player dies.
-- register player_Wasted as a handler for onPlayerWasted addEventHandler ( "onPlayerWasted", getElementRoot(), "player_Wasted" ) 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
See also
- addEvent
- addEventHandler
- cancelEvent
- cancelLatentEvent
- getEventHandlers
- getLatentEventHandles
- getLatentEventStatus
- removeEventHandler
- triggerEvent
- wasEventCancelled