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AstralC

[Help] Killed event handler

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Hello! I'm trying to have a killed event handler that causes a hint / something I choose to be executed on the killer and not the player who is actually killed, however I can't seem to figure out how I would do it. It always seems to only hint to the player killed. Does anybody know how I would make this work? I'm fairly new so idk what the solution to this is.

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@AstralC,

Quote

Does anybody know how I would make this work? I'm fairly new so idk what the solution to this is.

Me too.

Something like this perhaps,

this addEventHandler ["killed", {

killed = _this select 0;

killer = _this select 1;

systemchat format ["%1", killer];

};

I'll test it as soon as I get the editor loaded up.

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10 minutes ago, wogz187 said:

@AstralC,

Me too.

Something like this perhaps,


this addEventHandler ["killed", {

killed = _this select 0;

killer = _this select 1;

systemchat format ("%1", killer)

}

I'll test it as soon as I get the editor loaded up.

 

No I was needing something that would do something only for the killer, like a hint appearing only on the killers screen and not the actual person killed. I'm making a KDR script that would need this for the killer:

profileNamespace setVariable ["p_kills", (profileNamespace getVariable "p_kills") + 1];

profileNamespace setVariable ["p_kdr", ((profileNamespace getVariable "p_kills") / (profileNamespace getVariable "p_deaths"))];

titleText [format ["Your KDR is now %1!.\nYou have %2 kills, and %3 deaths.", (profileNamespace getVariable "p_kdr"), (profileNamespace getVariable "p_kills"), (profileNamespace getVariable "p_deaths")], "PLAIN"];

 

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Okay. I have no idea.

Maybe something like this,

addMissionEventHandler ["entityKilled", {params ["_killed","_killer"];if (local _killer) then {hint format ["%1", _killer];}}];

It returns the killer, maybe that's a start.

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https://community.bistudio.com/wiki/remoteExec

this addEventHandler ["Killed", {
	params ["_unit", "_killer", "_instigator", "_useEffects"];
	["Test"] remoteExec ["hintSilent",_killer];
}];

 

This is one way of doing it, but if you're creating a MP mission you're usually going to need remoteExec anyway. There's also the "MPKilled" event handler (as well as others), but it just depends on what you want to achieve. "Killed" may be best for now.

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Would you not be able to use player variables instead of profileNamespace?
You'd be able to do something along the lines of 

player addEventHandler ["Killed", {
    params ["_unit", "_killer", "_instigator", "_useEffects"];
    _killer setVariable["p_kills", ((_killer getVariable ["p_kills", 0])+1, true);
}];

 

Just a thought 🙂

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40 minutes ago, bumyplum said:

Would you not be able to use player variables instead of profileNamespace?
You'd be able to do something along the lines of 

player addEventHandler ["Killed", {
    params ["_unit", "_killer", "_instigator", "_useEffects"];
    _killer setVariable["p_kills", ((_killer getVariable ["p_kills", 0])+1, true);
}];

 

Just a thought 🙂

 

The OP wants something that's executed on the killer though, and even specifies a hint as an example. If written correctly, you're example would add 1 to that variable, but it's not executing any code on the killer's client.

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