Author Topic: onPlayerDeath  (Read 609 times)

Hi, I am making an RPG type of build and it needs something and I just found out what. onPlayerDeath! It's basically and event so that when the player dies on that brick, not because of the brick but if someone shot me on that brick, and I died, I would be able to spawn back at a checkpoint  like in call of duty story mod. Do you get it?

well it just sounds like you want to be killed and still be spawned on that brick, i suggest downloading the "SetPlayerCheckpoint"(i think thats right) but other than this it sounds like a good idea, i could see some uses for it

well it just sounds like you want to be killed and still be spawned on that brick, i suggest downloading the "SetPlayerCheckpoint"(i think thats right) but other than this it sounds like a good idea, i could see some uses for it

Yeah, that's exactly what I mean,  could you give  me a link to the checkpoint event?h

Yes, i need this, like Onplayerdeath>Ones(named brick)>increaseprint [1]

or something per kill, this can be used for some short of CTF with upgradable fortress

Yes, i need this, like Onplayerdeath>Ones(named brick)>increaseprint [1]

or something per kill, this can be used for some short of CTF with upgradable fortress

Yeah. That would be nice


This suggestion appears every few months. Search for my various replies as to why it shouldn't happen.

If you want varied spawns, either use the Checkpoint Events or Team Deathmatch - using the setTeamAllied event on Spawn Points or Team Spawn Points will shift them for each team, so you can have a forward base area if you capture something.

You can simulate this using variables and checkpoints.

This would be nice for like in a variable rpg you kill a player you get 5 gold or something like that.