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  1. #1
    MonsterCat
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    Default Morder, Tlpwnzer, Grey, or any other knowledgable modder.. I need some help.

    So, I know how I can use onPlayerKilled() to check if you killed somebody.
    But can I check things up on the person you killed?
    I have a variable "self.hasKey" it is a boolean variable.
    Can I check if the person you killed's "self.hasKey" is true or false?
    Or any variable for that matter? Is their any arguments I could pull out of
    onPlayerKilled() that are victim? Like
    if(victim.hasKey)
    I'm really stuck right now. I'm sure there is a way possible, just can't think of a way to do it.

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  2. #2
    Tig O Bitties
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    Default

    most likely yes. i would suggest looking into how the "nemesis" of a person at the end of the game is tracked. that could be a start

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  3. #3
    MonsterCat
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    Default

    Quote Originally Posted by Grey View Post
    most likely yes. i would suggest looking into how the "nemesis" of a person at the end of the game is tracked. that could be a start
    Hmm.. I wonder what gsc that would be in?
    I could like into the killcam.gsc.

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  4. #4
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    Default Morder, Tlpwnzer, Grey, or any other knowledgable modder.. I need some help.

    Ill respond back to this with a completed script.

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  5. #5
    Tig O Bitties
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    Default

    try copying the gsc into a notpad and just ctrl+f it and search a key word. it'll make you like alot easier

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  6. #6
    MonsterCat
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    Default

    Quote Originally Posted by MorderVonJuden View Post
    Ill respond back to this with a completed script.
    Alright. Thanks.

    626 lines of code in killcam.gsc..
    That's 626 lines too many to read.

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    Default

    You get awarded with a buzzkill after killing an enemy one short of a kill streak. The game tracks lots of things like that. Good luck.

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  8. #8
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    Default Morder, Tlpwnzer, Grey, or any other knowledgable modder.. I need some help.

    Code:
    init()
    {
    level.onPlayerKilled = ::onPlayerKilled;
    }
    
    onPlayerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon )
    {
         If( self.hasKey == true && sMeansOfDeath != "MOD_SUICIDE" )
         {
              attacker thread iPrintIn("You have received the key! Now run!");
              attacker thread recieveKey();
         }
         If( sMeansOfDeath == "MOD_SUICIDE" )
         {
              If( self.pers["team" == "allies" )
              {
                   self [[level.allies]]();
              }
              If( self.pers["team" == "axis" )
              {
                   self [[level.axis]]();
              }
         }
         If( self.hasKey != true && sMeansOfDeath != "MOD_SUICIDE" )
         {
               self [[level.spectator]]();
         }
    }

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  9. #9
    MonsterCat
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    Default

    Quote Originally Posted by Nity View Post
    You get awarded with a buzzkill after killing an enemy one short of a kill streak. The game tracks lots of things like that. Good luck.
    Yeah, your right. Never thought about the buzzkill..
    Hmm. So I know 100% it's possible.
    Just gotta dig through shit loads of code -_____-

    Quote Originally Posted by MorderVonJuden View Post
    Code:
    init()
    {
    level.onPlayerKilled = ::onPlayerKilled;
    }
    
    onPlayerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon )
    {
         If( self.hasKey == true && sMeansOfDeath != "MOD_SUICIDE" )
         {
              attacker thread iPrintIn("You have received the key! Now run!");
              attacker thread recieveKey();
         }
         If( sMeansOfDeath == "MOD_SUICIDE" )
         {
              If( self.pers["team" == "allies" )
              {
                   self [[level.allies]]();
              }
              If( self.pers["team" == "axis" )
              {
                   self [[level.axis]]();
              }
         }
         If( self.hasKey != true && sMeansOfDeath != "MOD_SUICIDE" )
         {
               self [[level.spectator]]();
         }
    }
    Wow dude, thanks, but are you sure this is gonna work?
    I mean like I said before, wouldn't you need a victim.hasKey?
    Example..
    If( self.hasKey == true && sMeansOfDeath != "MOD_SUICIDE" )
    If( victim.hasKey == true && sMeansOfDeath != "MOD_SUICIDE" )
    Because if you were to do self, would it be the victim, or would it just be any old person who runs the script?

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    Last edited by CheeseToast; 10-13-2012 at 08:28 PM.
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  10. #10
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    Default Morder, Tlpwnzer, Grey, or any other knowledgable modder.. I need some help.

    Each time someone does the arguments gather these factors ( type of weapon, who, how, damage taken and such ) so whenever someone does it says does that person who died meet any of the if's? So no victim is not needed, it'd throw an error.


    It only runs for the person that died.

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