Poll

Good Idea?

This is genius!
2 (25%)
I'd download it.
1 (12.5%)
.....
0 (0%)
Why bother?
1 (12.5%)
I HATE YOU!!!
1 (12.5%)
We can already do this.
3 (37.5%)

Total Members Voted: 8

Author Topic: onKill  (Read 728 times)

 It's an input event that is triggered when a player kills another player! It could be used for all sorts of scenarios from kill counters to RP set ups and the like. As for where to put it, it would be put on an out-of the way master kill brick, that holds all of those events and changes VCE variables accordingly. Thoughts?

Use a player value check in the VCE. If the value comes back as NULL (Or nothing) that means that the player is dead.

Wouldn't I need to be checking every second?

No. Just about once every 2.5 seconds.

Wait, but that wouldn't return WHO killed the player, which is the point. It's an "onKill" not an "onDeath"

onKill>Player>VCEModVariable kills add 1

That's what I'm going for.

Im sure minigame events are lurking somewhere on RTB,
Check for it. It includes " On Minigame Kill "

Yes. Heres a example:
Onminigamekill<client(Killer)<VCE_modvarible>(Your Varible Here)
« Last Edit: April 06, 2010, 09:36:46 PM by Theportalmaster »

its not all that cool dude.

Never said it was cool. I Said it would be useful. I personally would like to see this.

I know something along these lines is possible and I'm just suggesting someone make it.

Onminigamekill<self<...


Mingame events
OnMinigameKillF-

Thank you. That's all I needed.  :cookieMonster:

I seem to have passed over that addon when I was downloading before...

Locking.