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Hello everyone,
I am trying to get a death count in a level with spikes, fire, and portals. I heard that m.Type == "tele" would work, but because there are portals, it would be inaccurate. Does anyone know a better way of doing this?
Thanks,
AK712
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There's one death message, which is tell. To tell if a user died by spikes or fire you would need to track their movement and then check where they died and check which block is at that X and Y
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There's one death message, which is tell. To tell if a user died by spikes or fire you would need to track their movement and then check where they died and check which block is at that X and Y
Unless you are better than everyone, that way is almost impossible to do.
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Unless you are better than everyone, that way is almost impossible to do.
Step 1 - Get the player's x and y right before death.
Step 2 - Check if they're identical to the block's x and y.
Doesn't look like it's impossible to me.
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It's not impossible or terribly hard, i haven't messed with ee physics in a while but i can try to show you how to do that when i get back from spring break.
[Edit]:
/*# tele - Owner reset the world
[0] <Boolean> True = used /reset command, False = Someone got killed by hazard
[1] <Integer> UserID
[2] <Integer> SpawnPosX
[3] <Integer> SpawnPosY
[..] If more users exists*/
if(m.type == "tele")
{
if(!m.GetBoolean(0))
{
if(users.ContainsKey(m.GetInt(1)))
{
string username = users[m.GetInt(1)];
if(blocks[0,m.GetInt(2), m.GetInt(3)] == SpikeId)
{
//Player was killed by spike
}
else if(blocks[0,m.GetInt(2), m.GetInt(3)] == FireId)
{
//Player was killed by fire
}
}
}
}
Sorry i looked at the messages again and it looks like they added an X and Y message to tele...
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The X and Y specify where the player spawns though.
[Edit] The X and Y at #tele contain the coords the player spawns at, since it is sent once the player is "teleported" back to the spawn.
While the coords at #kill specify the death location, so that should do it.
#tele Player was teleported
[0] ‹bool› (true) - #kill exists
[1] ‹int› User ID
[2] ‹int› Spawn X
[3] ‹int› Spawn Y
[..] If more users exist
#kill Player died *CHECK*
[0] ‹int› User ID
[1] ‹int› Spawn X
[2] ‹int› Spawn Y
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I didn't even know there was a kill message
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I might make something for this.
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