Author Topic: onPlayer events.  (Read 624 times)

onPlayerShot--When the player get shot
onPlayerActivated--When the player gets activated
onPlayerActivate--When a player activates(clicks)
onPlayerJump--When a player jumps
onPlayerSit--When a player sits
onPlayerMountVehicle--When a player gets in a vehicle
onPlayerDie--When a player dies/is killed
onPlayerKill--When a player kills a bot or another player
onPlayerShoot--When a player shoots
Ect.

I think events like these would improve RPGs and evented stores, houses, malls etc. They could be good for prison RPs too.

But what player would they respond to? Events only go on bricks, so you need a way of selecting what player it responds to. Additionally, checking every brick would be extremely laggy on large builds, so it can't work like that, either.

But what player would they respond to? Events only go on bricks, so you need a way of selecting what player it responds to. Additionally, checking every brick would be extremely laggy on large builds, so it can't work like that, either.

On the player spawn.

Yes, but what if there is no spawn? And how do you deal with randomized spawns in a way that still lets you respond to specific players? Will it be compatible with TDM? Will it require VCE? Can it work without a minigame?

(These questions are to encourage people to think, not because I can't think of any solution myself. If people can find answers, it means that there will be more details for any interested scripter to use. You can ask someone to build you a house, and you may get a 30000-block spamfest of red 1x1 plates, or maybe a 10 block mini house that barely looks useable. If you give them more details, the end result will be far better than if you just assume they know what type of house you want.)