Author Topic: Kill message wont show up?  (Read 777 times)

For some reason, the kill message wont come up when a player is killed by the continuous damage script.

Code: [Select]
function MolotovroostertailProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
   %player = %obj;
   %client = %obj.client;
 if(isObject(%player.client.minigame))
{

   continuousDamage(%obj,%pos,%this.damageRadius,%this.radiusDamage,"molotovfire",0,10000);
}
return;

}

function continuousDamage(%sourceObject, %position, %radius, %damage, %damageType, %impulse,%duration)
{


radiusDamage(%sourceObject, %position, %radius, %damage, %damageType, %impulse);
if (%duration<0) return;
schedule(200,0,"continuousDamage",%sourceObject, %position, %radius, %damage, "molotovfire", %impulse,%duration-500);

}

I have the
   radiusDamageType  = $DamageType::Molotovfire;
in the projectile data already.

Does radiusDamage even work with Blockland damage types?

You might want to make your own radius damage function which works properly.

Bump. Current situation: Kill message only comes up if the projectile hits derectly and player dies. It wont show if player dies from radius damage.

Code: [Select]
function MolotovroostertailProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
   %player = %obj;
   %client = %obj.client;
 if(isObject(%player.client.minigame))
{

   continuousDamage(%obj,%pos,%this.damageRadius,%this.radiusDamage,%this.radiusDamageType,0,10000);
}
return;

}
      // %this.minigame.messageAll('',%msg);


function continuousDamage(%sourceObject, %position, %radius, %damage, %damageType, %impulse,%duration)
{


radiusDamage(%sourceObject, %position, %radius, %damage, %damageType, %impulse);
if (%duration<0) return;
schedule(200,0,continuousDamage,%sourceObject, %position, %radius, %damage, %damagetype, %impulse,%duration-500);

}