Should be possible
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Should be possible
Done !! It works in SPEARHEAD!!
add line in DMprecache.scr
Code:local.result = registerev "kill" global/Who_killer.scr::kill
fill Who_killer.scr with:
and put it into global folder.Code:kill local.attacker local.damage local.inflictor local.position local.direction local.normal local.knockback local.damageflags local.meansofdeath local.location local.player:
local.victim = local.player
iprintlnbold_noloc ("KILLER: " + local.attacker.netname + ".") //SHOWS A MESSAGE TO THE PLAYER
iprintln ("VICTIM: " + local.victim.netname + ".") //SHOWS A MESSAGE TO THE PLAYER
//local.attacker - attacker entity (player) that killed
//local.damage - float damage, damage amount
//local.inflictor - inflictor entity, in most cases it isn't a player entity, it can be a weapon entity or world entity
//local.position - vector position
//local.direction - vector direction
//local.normal - vector normal
//local.knockback - int knockback value
//local.damageflags - int damageflags
//local.meansofdeath - int meansofdeath
//local.location - int location id
//local.player - player entity that got killed
end
Test yourself!
Hello mates !!
NEW UPDATE!
Quote:
NightFall 1.1.1 Released! Latest
This version offers crash reporting, ssl support for API client, and other fixes.
SpearHead 2.15: Download NightFall SH2.15 V1.1.1.zip
BreakThrough 2.30 Download NightFall BT2.30 V1.1.1.zip
BreakThrough 2.40 Download NightFall BT2.40 V1.1.1.zip
For debugging, use NightFall.PDBs.V1.1.1.zip for debugging symbols and source code zip for source code.
https://github.com/mohabhassan/NightFall/releases
GREAT JOB!
PS: After testing:
Is it possible that this command is causing a delay in the map transition?Quote:
==== NightFall Wrapper Shutdown ====
NightFall IPFilter: saved 0 ip entries in mainta/ipfilter.cfg
NightFall NameFilter: saved 0 name entries in mainta/namefilter.cfg
NightFall Protected NameFilter: saved 0 name entries in mainta/protectednamefilter.cfg
NightFall Update Client: Checking for updates...
In version 1.1.0 it causes a crash, in version 1.1.1 a bit of a delay...
I keep testing...
Disable the server updates, it problably fix that