| Blockland Forums > Modification Help |
| Checking For Death by explosion |
| << < (3/5) > >> |
| Headcrab Zombie:
Yeah, wrong arguments --- Code: ---... function GameConnection::onDeath(%this,%obj,%killer,%type,%area) ... --- End code --- |
| Greek2me:
--- Quote from: Headcrab Zombie on August 08, 2011, 01:23:26 AM ---Yeah, wrong arguments --- End quote --- Yes. GameConnection is the class for clients, therefore the first argument is always the client. |
| Swollow:
sorry bout that guys :| heres the new code --- Code: ---package bloodbath { function GameConnection::onDeath(%client,%obj,%killer,%type,%area) { echo(%client TAB %obj TAB %killer TAB %type TAB %area); %cp=%client.player; %cp.mountImage(BleedImage,0); %p = new projectile() { dataBlock = GoryDeathExplosionProjectile; scale = ("0.5 0.5 0.5"); initialVelocity = ("0 0 0"); initialPosition = %cp.getPosition(); sourceObject = %cp; sourceSlot = 0; client = %this; }; Parent::OnDeath(%client,%obj,%killer,%type,%area); } }; --- End code --- console says on death by rocketlauncher: 6701^8379(different everytime hurdur)^6701^14^body |
| Amade:
1. If you don't want this to only work on players (ie you want it to affect bots) then you would want to package player::damage instead. 2. Check if $Damage::Direct[%type] is 0. If it is, it's radius damage that killed the player. If not, it was direct. |
| Swollow:
What variables are defined in player::damage? |
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