function onPlayerKills()
I can't find my other thread for this and I can't find it with surch so... w/e. Stefan should really incorporate this command into GS2.
onPlayerKills(specific account/npc id) I know it would help with pking systems. Stefan if you read this. Please make this command. :'( |
For the default hitpoint system ?
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Well, I would say it would be extremely useful if custom hit systems could use this without lagging the server to death.
Perhaps there could be objectarray.trigger() that could somehow get rid of all the lag created by using a for loop? like npcs.trigger("PlayerDied",obj_attacker) or npcs.trigger("PlayerKills",obj_deadplayer) or player.weapons.trigger("Blah",null); or temp.triggerthese = findareanpcs(player.x-player.x%64,player.y-player.y%64,64,64); temp.triggerthese.trigger("PlayerDied",attacker); |
uh, if you had a custom hit system, you could just send a 'playerkills' message back to the player who killed the one who died. The only thing this would be neat to have in would be the default HP system.
I don't see why you'd really want to alert everyone in the level that someone killed someone else? |
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I mean, the NPCs in the level. Could be used for tracking the amount of kills from a certain time outside of the damage system. Do you have any idea how to make a custom hit system? |
yea jake understands what I'm saying. I mean something like this
if (playerkills) { player.ap ++; } please pardon the GS1 but you undertsnad hopefully |
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I like what jake is saying. onPlayerKills(obj) onPlayerDied(obj) Where obj is a reference to the attacker. |
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I think this has been proposed for a long time, but is there really a need for it? I thought pretty much every server was doing some kind of a custom hit system now?
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