IntruderDZ 1 Posted August 12, 2002 Is there anyone i mean anyone (Suma Himself,if he has time??) that can figure this out. I want to make a script where when someone shoots a specific person he will get penalized. For example a squad of maybe 10 soldiers attack a town but he shoots a civilian, deduct 50 points from him. I have kinda a way to do it and its by using the Death.sqs Onplayerkilled.sqs and DeathDefault.sqs , the only problem is that i missing somthing that relays to the script who the _ killer is out of so many players. Is there a way to find out who killed who like in single player missions when the ai shoots u it zooms in on him (_killer). </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_animace = ["deathDefault.sqs", "death1.sqs"] _this exec ( _animace select ( random ( (count _animace) - 0.5 ) ) ) <span id='postcolor'> </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _player = _this select 0 _killer = _this select 1 _camera = "camera" camCreate [9578.59,3540.29,1.66] _camera cameraEffect ["internal","back"] enableEndDialog <span id='postcolor'> i know that   _player = _this select 0 and _killer = _this select 1  have to be pointed out like this [R1,K1] exec "Death.sqs"  R1 being the killed and K1 being the killer. But how is Killer identified by not knowing who is going to shoot him in the first place ??! Thanks for any help Share this post Link to post Share on other sites
ralphwiggum 6 Posted August 12, 2002 as far as i know, such things cannot be done by script alone. it's within the game engine itself, and no script can access that detailed info. Share this post Link to post Share on other sites
IntruderDZ 1 Posted August 12, 2002 well i hope ur wrong lol MARUK SUMA !!! HEEEELP ! Share this post Link to post Share on other sites
kegetys 2 Posted August 12, 2002 Well, right now it is pretty much impossible to do that, only way of doing it would propably be to constantly monitor the player scores in an infinite loop, and right after the person has died see who lost a point... But that would be rather hard to make and would be very unreliable. Share this post Link to post Share on other sites
-A-V-Trekkie 0 Posted August 27, 2002 class Item13 { position[]={11774.716797,42.632229,4855.582031}; a=0.000000; b=0.000000; repeating=1; age="UNKNOWN"; text="Player: Saboteur-Abfrage"; expCond="(not (side Player == WEST or side Player == EAST or side Player == CIVILIAN )) and alive Player"; expActiv="Saboteur = true; Player setdammage 1; PublicVariable ""Saboteur"""; class Effects { }; synchronizations[]={}; }; class Item14 { position[]={11774.808594,42.397987,4851.601563}; a=0.000000; b=0.000000; repeating=1; age="UNKNOWN"; text="Player: Saboteur-Meldung"; expCond="Saboteur"; expActiv="Saboteur = false; TitleText[""\n\n\nSoeben wurde ein\nSaboteur hingerichtet!"",""Plain Down""]"; class Effects { }; synchronizations[]={}; }; This are 2 Triggers who kill person after he makes a teamkill Perhaps it helps you Script is by [Vienna] (if you use it, name him in briefing or s.th else ) Share this post Link to post Share on other sites
Chris Death 0 Posted August 27, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">This are 2 Triggers who kill person after he makes a teamkill Perhaps it helps you <span id='postcolor'> hoppala, are you  really sure, that these two triggers aren't only checking a specific side of the player. I can't find a condition for any kill in there. ~S~ CD Share this post Link to post Share on other sites