Dekonpriv Posted March 26, 2023 Posted March 26, 2023 I have a pass out script when life gets to 30%. I would like to know how do I make it so that if someone knocks down another player, the information appears (who knocked out who with what object). Example: João knocked Jonas out with an Uzi. faint = when someone drops to 30% health
Dekonpriv Posted March 26, 2023 Author Posted March 26, 2023 20 minutes ago, AngelAlpha said: recurso padrão "killmessages" in this case, is it just me editing the killmessages?
FLUSHBICEPS Posted March 27, 2023 Posted March 27, 2023 If you use the default resource for kill messages then yes
Doongogar Posted March 28, 2023 Posted March 28, 2023 (edited) On 3/26/2023 at 4:07 PM, Dekonpriv said: I have a pass out script when life gets to 30%. I would like to know how do I make it so that if someone knocks down another player, the information appears (who knocked out who with what object). Example: João knocked Jonas out with an Uzi. faint = when someone drops to 30% health usually in fainting mods they use the onClientPlayerDamage to check for each damage the player has if he has less than a certain life, if he has less than a certain life he faints, since in the event there is the attacker argument that is the aggressor, you could use a getPlayerName(attacker) that if you are really using the onClientPlayerDamage event as I imagine text translated by google translator* Edited March 28, 2023 by SciptNovato
Dekonpriv Posted March 30, 2023 Author Posted March 30, 2023 On 28/03/2023 at 09:19, SciptNovato said: usually in fainting mods they use the onClientPlayerDamage to check for each damage the player has if he has less than a certain life, if he has less than a certain life he faints, since in the event there is the attacker argument that is the aggressor, you could use a getPlayerName(attacker) that if you are really using the onClientPlayerDamage event as I imagine text translated by google translator* if (getElementHealth(target) > 30) then ... end
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