Author Topic: OnPlayerdeath  (Read 2434 times)

Can someone please make this? With the victim/killer target. It would also be nice have a Variable% event where you either get or lose or neither a % of how much you have, and if it goes to Killer/victim.

This would greatly help me and my RuneScape server.

Now, how does this connect to a brick? Think here.

onPlayerTouch - the player must touch a brick.
onActivate - Player must click the brick with no weapon.

onPlayerDeath - Player must die

What does a player's death have to do with a brick? It has no effect.

It could be used for events after the player is killed by a brick. (An example would be for a sacrificial table, once a player is touching the brick, he loses health and after he dies something happens.)

It could be used for events after the player is killed by a brick. (An example would be for a sacrificial table, once a player is touching the brick, he loses health and after he dies something happens.)
Then why not just link it with the brick's kill events in the first place?

Because maybe you don't want it to kill someone as soon as they touch it.

Also couldn't it be used so if the person is touching it when they are killed something happens? So in that case if a person is touching a brick and someone kills them something could happen.

I thought that once you click 'finish' or whatever its like onActivate when any player dies.


This would greatly help me and my RPG server.

Is why I want it. OnBot Death too.

Because maybe you don't want it to kill someone as soon as they touch it.

Also couldn't it be used so if the person is touching it when they are killed something happens? So in that case if a person is touching a brick and someone kills them something could happen.
Use variables for it. Something like

plate that is touched by player:

0 || onPlayerTouch > Brick > SetVaraible | brick | 0 | dead
400 || onPlayerTouch > Brick > SetVaraible | brick | 1 | dead
0 || onPlayerTouch > self > Cancel events


Brick:
(might wish to activate it's self some how
0 || onRelay > self > fire relay
0 || onRelay > self > ifVariable | brick | equal to | 1 | dead
0 || variableTrue > [EVENTS HERE]
« Last Edit: May 05, 2009, 03:26:51 PM by General Omega »

Yeah, I was going to say. Without a delay on the 2nd one that wouldn't work well. Also does cancel events work on events that happen at the same time as the cancel? I've never tested it before.

The events are followed in order. So it would play the events before the cancel event. This does work however, at such a speed that it is almost instantaneous, which is why events can be measured in milliseconds.

Nonetheless, wouldn't 1 event be better than 6 or 7?

The point is that onPlayerDeath should not be a brick input event, and well, the only thing we have access to is brick input events.

Nonetheless, wouldn't 1 event be better than 6 or 7?
Not the point. You can mimic it with the events I stated.  That and what does dieing have to affect a brick for? You can touch a brick but not die a brick. You can kill a brick and fake kill it.

In short:

hao 2 die a brick?

You can't make something to check if a player who was touching a brick half a second ago is dead?

How do you death a brick?