OnPlayerWasted: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
{{Server event}} | |||
This event is triggered when a player is killed or dies. | This event is triggered when a player is killed or dies. | ||
== | ==Parameters== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
int totalAmmo, element killer, int killerWeapon, int bodypart | |||
</syntaxhighlight> | </syntaxhighlight> | ||
*'''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''. | ||
| Line 14: | Line 13: | ||
*'''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}} | ||
==Source== | |||
The [[event system#Event source|source]] of this event is the [[player]] that died or got killed. | |||
==Example== | ==Example== | ||
Revision as of 05:17, 30 December 2007
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", getElementRoot(), player_Wasted )
See also
- addEvent
- addEventHandler
- cancelEvent
- cancelLatentEvent
- getEventHandlers
- getLatentEventHandles
- getLatentEventStatus
- removeEventHandler
- triggerEvent
- wasEventCancelled