OnPlayerWasted: Difference between revisions
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*'''totalAmmo''': an [[int]] representing the total ammo the victim had when they died. | *'''totalAmmo''': an [[int]] representing the total ammo the victim had when they died. | ||
*'''killer''': an [[element]] representing the [[player]], [[vehicle]] or [[object]] who was the killer. Deaths resulting from fall damage provide the [[vehicle]] or [[object]] landed on as the killer. If there is no killer this is ''false''. | *'''killer''': an [[element]] representing the [[player]], [[ped]], [[vehicle]] or [[object]] who was the killer. Deaths resulting from fall damage provide the [[vehicle]] or [[object]] landed on as the killer. If there is no killer this is ''false''. | ||
*'''killerWeapon''': an [[int]] representing the [[Weapons|killer weapon]] or the [[Damage Types|damage type]]. | *'''killerWeapon''': an [[int]] representing the [[Weapons|killer weapon]] or the [[Damage Types|damage type]]. | ||
*'''bodypart''': an [[int]] representing the bodypart ID the victim was hit on when they died. | *'''bodypart''': an [[int]] representing the bodypart ID the victim was hit on when they died. |
Revision as of 21:46, 14 November 2022
This event is triggered when a player is killed or dies.
Parameters
int totalAmmo, element killer, int killerWeapon, int bodypart, bool stealth
- totalAmmo: an int representing the total ammo the victim had when they died.
- killer: an element representing the player, ped, vehicle or object who was the killer. Deaths resulting from fall damage provide the vehicle or object landed on as the killer. If there is no killer this is false.
- killerWeapon: an int representing the killer weapon or the damage type.
- bodypart: an int representing the bodypart ID the victim was hit on when they died.
- 3: Torso
- 4: Ass
- 5: Left Arm
- 6: Right Arm
- 7: Left Leg
- 8: Right Leg
- 9: Head
- stealth: a boolean value representing whether or not this was a stealth kill.
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 = getPlayerName ( attacker ).." killed "..getPlayerName ( 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 tempString = getPlayerName ( getVehicleController ( attacker ) ).." killed "..getPlayerName ( 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 ( getPlayerName ( source ).." died. ("..getWeaponNameFromID ( weapon )..") ("..getBodyPartName ( bodypart )..")" ) end end addEventHandler ( "onPlayerWasted", root, player_Wasted )
And another example, this will spawn you in the middle of GTA SA world (x=0, y=0, z=3) after 2 seconds of your death
addEventHandler( "onPlayerWasted", root, function() setTimer( spawnPlayer, 2000, 1, source, 0, 0, 3 ) end )
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