Blockland Forums > Modification Help
Checking if you've killed someone.
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MrPickle:
Yeah so is there a way to check if you have killed someone without < and all that shizzle.

Also, How would you check for something in someones text Example:


--- Code: ---function serverCmdSetName(%this, %text){
%this.player.setShapeName(//what they typed here);
}
--- End code ---

So then you'd type /setName HowdyHo and it would set name above you to HowdyDo
Space Guy:
Actually, that HowdyHo code would work. Every word in the chat text after "/command" is an argument:


--- Code: ---function servercmdEchoArgs(%client,%a,%b,%c,%d,%e)
{
 echo(%client.name," called the function!");
 error(%a NL %b NL %c NL %d NL %e);
}
--- End code ---

If I typed "/EchoArgs 1 2 AAAAA 4 V MoreArgs Lots" I would get:


--- Quote ---Space Guy called the function!
1
2
AAAAA
4
V
--- End quote ---

... Because the function doesn't have more arguments it will ignore the ones after %e ("V") but still use the rest. Your function might be:


--- Code: ---function serverCmdSetName(%this, %t1,%t2,%t3,%t4,%t5,%t6)
{
 if(isObject(%this.player))
 {
   %text = %t1 SPC %t2 SPC %t3 SPC %t4 SPC %t5 SPC %t6;
   %this.player.setShapeName(%text);
 }
}
--- End code ---

The long line could be replaced with a for loop like for(%i = 0;%t[%i] !$= "";%i++){%str = %str SPC %t[%i];} - looping through arguments with arrays and allowing easy addition of more. (%t7,%t8,etc)

The only other method I know of an on death check still uses packages but no > <:

--- Code: ---package DeathCheck
{
 function GameConnection::onDeath(%this, %sourceObject, %sourceClient, %damageType, %damLoc)
 {
  if(isObject(%sourceClient.player))
  {
   %sourceClient.player.mountImage(0,wrenchImage);
  }
  Parent::onDeath(%this, %sourceObject, %sourceClient, %damageType, %damLoc);
 }
};
activatePackage(DeathCheck);
--- End code ---

I may have been able to use %sourceObject, but I'm unsure whether that is the killer's player or not.
MrPickle:
Thanks, Ill Try all this Shizzle now.

Thanks for that, The text ones work, Havent tryed the death one yet.
VerticalHorizon:
I have been looking through coding discussions trying to get a better idea on how to understand Torque Script, and I've seen bunches like this, and I'm wondering; where do you put these type of scripts?
MrPickle:
In the add-ons folder. Right click > New > Text Document > Open > Save as > BlahdeBlah.cs
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