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  #16  
Old 03-17-2006, 02:28 AM
jake13jake jake13jake is offline
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Quote:
Originally Posted by Projectshifter
That really doesn't seem to make much sense. You're going to have an NPC in a level that reads onPlayerKills(player)? I'm not sure you're getting the concept of all of this object orientation, onPlayerKills(player) would be a member of what object? If you're wanting to do that, whenever a player is hit you can store the attacker in a string, and if that player dies then trigger to an NPC to calculate it. Otherwise I'm really not seeing the merit of it.
Okay. You let me try to explain.


The "created" event handler doesn't imply a player object assignment:
Graal Script Code:
function onCreated() {
  
player.chat "blahdeedaregarfg"//doesn't work because no player was involved in the creating

On the other hand, the "playerenters" event handler does imply a player object assignment:
Graal Script Code:
function onPlayerEnters() {
  
player.chat "blahdeedaregarfg"//works because the player was involved in the entering

It would make sense for the player that was killing to be assigned to the player object of the event handler for "playerkills." However, it would also make sense to know who was killed, so it would make sense for params[0] to contain the player who died's object reference.

In clientside scripting the player object assignment is always assigned to the only clientside player.
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  #17  
Old 03-17-2006, 11:06 AM
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I support Mr.Jake's ideas.
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  #18  
Old 01-29-2010, 06:36 AM
Gamerkid7 Gamerkid7 is offline
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I would really really like to see this functionality added

I've been having a hassle of a time trying to figure out how to determine when a player kills another player with the default hit system, and this would make things so much easier
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  #19  
Old 01-29-2010, 06:59 AM
coreys coreys is offline
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...you just revived a 4 year old thread.
Good God, man, look at the timestamps before replying.
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  #20  
Old 01-29-2010, 02:12 PM
Immolate Immolate is offline
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Quote:
Originally Posted by coreys View Post
...you just revived a 4 year old thread.
Good God, man, look at the timestamps before replying.
There's nothing wrong with reviving a perfectly good suggestion, which I've needed plenty of times, that has not been added yet.
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  #21  
Old 01-29-2010, 03:40 PM
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Hmmm could be interesting especially since we are using the classic hitpoint system on iPhone
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  #22  
Old 01-29-2010, 04:06 PM
Immolate Immolate is offline
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Quote:
Originally Posted by Admins View Post
Hmmm could be interesting especially since we are using the classic hitpoint system on iPhone
It'd also be helpful on Final Star so that I don't have to use a work around, since it's needed for the Kills Leaderboard.
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  #23  
Old 01-29-2010, 04:11 PM
DustyPorViva DustyPorViva is offline
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This is a little disappointing
This feature and many others for default have been begged for, for so so long... tracking kills, tracking hits, fixed bombs and arrows, and it only gets a higher priority/interest since iPhone uses it?

Meh, least it's getting done I guess.
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  #24  
Old 01-29-2010, 05:37 PM
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Ok with the next update of gserver and npcserver there should be a onPlayerKilled(victim,killer).
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  #25  
Old 01-29-2010, 05:47 PM
Immolate Immolate is offline
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Originally Posted by Admins View Post
Ok with the next update of gserver and npcserver there should be a onPlayerKilled(victim,killer).
Niiiice.
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  #26  
Old 01-29-2010, 05:57 PM
DustyPorViva DustyPorViva is offline
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What about a way to detect the last person to hurt the player via default hits(sword, arrows, bombs)?

player.lasthitby? It would actually make the new function for detecting who killed the player fairly redundant.
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