tell when player gotkill?
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tell when player gotkill?
has any1 found a good way of detecting when a player gets a kill?, using script i mean.
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Rookie One.pl
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just been lay in bed thinkin and maybe a combination of things cud do it?
* triggers setting who shot last
* when dead loop to sdee who is looking at the player and if more then one is then chech agaisnt who shot last.
* for nades maybe time them from ppl chucking themn. then if u died at 900 go bk 3 level seconds and see who chucked a nade at 8.98.
or maybe just the trigger thing:(.
* triggers setting who shot last
* when dead loop to sdee who is looking at the player and if more then one is then chech agaisnt who shot last.
* for nades maybe time them from ppl chucking themn. then if u died at 900 go bk 3 level seconds and see who chucked a nade at 8.98.
or maybe just the trigger thing:(.
- Deutsche Dogge
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Maybe this has been tried but, i've been away for a while and missed many discussions, has this method been tested?
- loop each player;
- $player[local.variable].gotkill setthread yourkillcounterthread
Maybe waittill can't be used with player because it's waiting (blocking), but using this sets the called method if the event occur (like delegates in C#) which would be the best approach imo. But if the event isn't even fired or has an empty body (programmer had no time to add the code maybe) then as Rookie said, there's no way to know and it's a dead end.
Throwing another idea, if a killed player knows who killed him (MOD message variables filled with names), couldn't this be used to implement something? Or is it internal to the engine too?
- loop each player;
- $player[local.variable].gotkill setthread yourkillcounterthread
Maybe waittill can't be used with player because it's waiting (blocking), but using this sets the called method if the event occur (like delegates in C#) which would be the best approach imo. But if the event isn't even fired or has an empty body (programmer had no time to add the code maybe) then as Rookie said, there's no way to know and it's a dead end.
Throwing another idea, if a killed player knows who killed him (MOD message variables filled with names), couldn't this be used to implement something? Or is it internal to the engine too?
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Rookie One.pl
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lol., it dont matter if it dont work for player though!..well it does:'( but it dont matter what gotkill is for if its friggin uslessRookie One.pl {sfx} wrote:Elgan, why are you still trying to impair my authority!It is a player class event!
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To be specific, the kill messages are handled by the game library, the source of which I'd be really eager to get.
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Rookie One.pl
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It would be nice to have a list of events that you could actually use. Every time I try to use one I get an "invalid waittill" error 
New Gametypes for Medal of Honor
Capture-The-Flag | Freeze-Tag | Demolition
www.planetmedalofhonor.com/mefy
Capture-The-Flag | Freeze-Tag | Demolition
www.planetmedalofhonor.com/mefy
It would be nice to have a list of events that you could actually use. Every time I try to use one I get an "invalid waittill" error
Code: Select all
death
movedone
animdone
prespawn
spawn
saydoneEDITED to include saydone
Last edited by lizardkid on Mon Apr 25, 2005 12:37 am, edited 1 time in total.
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Rookie One.pl
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ive never botherd trying it cos for ever way i can think of to make it accurate i can think of 2 reasons it wud be inacurate.Rookie One.pl {sfx} wrote:+ saydone.
@Elgan - it won't work 100%, as bullet collision detection is model mesh-based, not bounding box or hitbox based one.
slider says his is excellent http://www.modtheater.com/forum/thread24226.html
maybe ill try it see how accurate it can be made.
if only u cud detect where the trig was hit:(. if only gotkill worked.


