Difference between revisions of "Category:Damageinfo functions"
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− | Damageinfo is an object that's passed along whenever a player is damaged or dies. By intercepting this object, you can detect events in the game, or change the outcome of those events. Damageinfo can be accessed from within the callbacks [[Lua:player_ondamage|player_ondamage]] and [[Lua: | + | Damageinfo is an object that's passed along whenever a player is damaged or dies. By intercepting this object, you can detect events in the game, or change the outcome of those events. Damageinfo can be accessed from within the callbacks [[Lua:player_ondamage|player_ondamage]] and [[Lua:player_killed|player_killed]]. |
===Usage=== | ===Usage=== |
Revision as of 10:01, 12 May 2009
Damageinfo is an object that's passed along whenever a player is damaged or dies. By intercepting this object, you can detect events in the game, or change the outcome of those events. Damageinfo can be accessed from within the callbacks player_ondamage and player_killed.
Usage
CTakeDamageInfo: function(parameters)
Example
function player_ondamage( player, damageinfo ) -- if no damageinfo do nothing if not damageinfo then return end local attacker = damageinfo:GetAttacker() local inflictor = damageinfo:GetInflictor() -- hunted has body armor on and only takes damage from certain things if player:GetTeamId() == Team.kBlue then local weapon = damageinfo:GetInflictor():GetClassName() local attacker_is_buildable = false if IsSentrygun(attacker) or IsDispenser(attacker) or IsSentrygun(inflictor) or IsDispenser(inflictor) then attacker_is_buildable = true end if attacker_is_buildable ~= true and weapon ~= "ff_weapon_sniperrifle" and weapon ~= "ff_weapon_crowbar" and weapon ~= "ff_projectile_dart" and weapon ~= "ff_weapon_knife" then damageinfo:ScaleDamage(0) else end -- hunted also has quad damage else if IsPlayer( attacker ) then attacker = CastToPlayer( attacker ) if attacker:GetTeamId() == Team.kBlue and player:GetTeamId() ~= HUNTED_ALLIES_TEAM then damageinfo:ScaleDamage(4) attacker:AddFortPoints( POINTS_PER_HUNTED_ATTACK * 10, "Hunted Attack" ) ConsoleToAll( "The Hunted, " .. attacker:GetName() .. ", dealt quad damage to" .. player:GetName() .. "!" ) end end end end
Functions
TODO: list parameters, return types, and descriptions
GetAttacker GetInflictor GetDamage GetDamageForce GetDamagePosition GetDamageType GetAmmoType ScaleDamage SetDamage
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