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Event onPlayerWasted [Finished]


.:HyPeX:.

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Hey guys, if i want to know how many players are alive, onClientPlayerWasted will return the actual alive players after the current trigger, or before the trigger? like if the player who died was the 3rd and only two remaining, then a # on getAlivePlayers will return 3 or 2?

And this applies as same to the server-side trigger?

Thanks

HyPeX

Edited by Guest
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Please, just answer my question, i now know only this could be done server side and sent client side after ir eaded the functions, I want to know if onPlayerWasted will display the number of people left after the source died, or before it died (SUPPOSING OBIOUSLY I TRIGGER getAlivePlayers ON IT!)

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You should test that by yourself? I'm guessing that when you are using onPlayerWasted is triggered if the player dies, so that means that he is actually dead, just test it with a friend or someone else,just stop the resource play or anything else what is making you spawn, run your script, kill him and check if it's working. If you don't have anyone to test it, then just say it that you wasn't be able to test it.

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function AlivePlayersCheck() 
    local theTable = { } 
local players = getElementsByType ( "player" ) 
  
    for i,v in pairs(players) do 
      if not isPedDead(v) then 
        theTable[#theTable+1]=v 
      end 
    end 
  
    return theTable 
end 
addEventHandler("onPlayerWasted", getRootElement(), 
function () 
 local count = #AlivePlayersCheck() or 0 -- g alive players. 
if count == "" then 
outputChatBox ( "0 players are alive " ) 
--trigger it 
else 
-- trigger it 
outputChatBox (tonumber(count) .." players are alive.") 
end 
end ) 

getAlivePlayers will return a table of alive player and yes if 3rd player dies then it will output the names of the 2 alive players but if nobody is alive then it will output none.

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function AlivePlayersCheck() 
    local theTable = { } 
local players = getElementsByType ( "player" ) 
  
    for i,v in pairs(players) do 
      if not isPedDead(v) then 
        theTable[#theTable+1]=v 
      end 
    end 
  
    return theTable 
end 
addEventHandler("onPlayerWasted", getRootElement(), 
function () 
 local count = #AlivePlayersCheck() or 0 -- g alive players. 
if count == "" then 
outputChatBox ( "0 players are alive " ) 
--trigger it 
else 
-- trigger it 
outputChatBox (tonumber(count) .." players are alive.") 
end 
end ) 

getAlivePlayers will return a table of alive player and yes if 3rd player dies then it will output the names of the 2 alive players but if nobody is alive then it will output none.

Yeah, that was my supposition after i readed the none thingy.

But, how will it output if i do #getAlivePlayers and count is none, will it be nil?

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It will be 0. It will return nil when it fails doing it's job, which should not happen.

But the benefit of the function a both, is that you can filter the list in every possible ways.

(money,score, health, armor, vehicle,ping,location,rotation and many more...)

Else just use getAlivePlayers() it is much faster then isPedDead per player.

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It will be 0. It will return nil when it fails doing it's job, which should not happen.

But the benefit of the function a both, is that you can filter the list in every possible ways.

(money,score, health, armor, vehicle,ping,location,rotation and many more...)

Else just use getAlivePlayers() it is much faster then isPedDead per player.

Yes it worked with 0. But only with getAlivePlayers and im getting problems im trying to fix over here

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