A Good Pianist wrote:
EMP wrote:
Have you thought about how hard it would be to track when deaths kill a player? It would have to be manually configured for each and every trap on each and every map. Unless people want to go through every map and set apl that up.
I did honestly think this was the most risky and unlikely one to actually happen yes I did due to the fact of how difficult it would be to even get set up in the first place and I just thought I would first of all do it as a suggestion to get exactly this other people's opinions i can't force things to happen i just made my suggestions in hopes that some of them will be accepted due to the changes being like and accepted and that it promotes people wanting to finish maps and even prevent people breaking the death avoid rule in this case as they will want the currency for the upgrades
I totally understand where u are coming from and thanks for the feedback
Don't know if this can be used:
hook.Call("DeathrunPlayerDeath", self, ply, inflictor, attacker) -- support for when traps kill players
--table.insert( DR.KillList, {ply, attacker} )
if IsValid(attacker) then
if attacker:IsPlayer() then
attackerName = attacker:Nick()
else
attackerName = table.Random(causesOfDeath)
end
end
local msg = attackerName.."\t"..("✕").."\t"..ply:Nick()
DR:DeathNotification( msg, 1 )
print(msg)
end
It's apart of the neue gamemode, so switching to that gamemode would include a lot of great extra features.