Author Topic: OnOwnerDeath - Possible?  (Read 1026 times)

No.

You didn't understand my post.

When you send the events (click the 'send' button at the bottom) it checks the events to see if they have the input "OnOwnerDeath". If they do, they store that brick in a simset.

This way, the simset is the only thing looped through. It could have a limit, and there wouldn't be too many bricks in that simset anyways.

No 20,000 brick loop.

ahaha
all you scripters are getting confuzeled over this, while i have the solution in variable events XD
player values reset on death to 0

v4 VCE
onactivate>self>firerelay
onactivate>player>setvariable[roar][5]
onrelay>self>firerelay
onrelay>self>ifvariable[player][roar][notequals][5]
onvaraibletrue>player>setvariable[roar][5]
onvaraibletrue>client>bottomprint[You died! Rejoice!!!][3]

Anyways onto the logic of events.
How does an owner death a brick?

Anyways onto the logic of events.
How does an owner death a brick?
err... damit
works for anybody tho =D
ooh, maybe 2 bricks, one on top checking for ID and one on the bottom with the ondeath stuffs?

Anyways onto the logic of events.
How does an owner death a brick?

Same way a Zombie deaths a brick, apparently.

Zombie mod is broken anyways.

Zombie mod is broken anyways.

Just throwing that in there. :S

Zombies are related to one brick: the brick they're spawned on.
Owners could be related to up to 128,000 bricks.

Zombies are related to one brick: the brick they're spawned on.
Owners could be related to up to 128,000 bricks.
or maybe to a spawn brick? not sure how that would work
and my events are somewhat decent...

The specific brick you spawn on is not recorded by the game, only the position/rotation your actual player is placed at.

The specific brick you spawn on is not recorded by the game, only the position/rotation your actual player is placed at.
i know, that was just a random idea i had

Just before anybody tries to suggest it.

It wouldn't be hard to have the game record what spawn you spawned at.