Yes I did, even though it might work it's not the most reliable way, I have given this some thought about how the new rust changed the death types and I'm going to release the version 2.0 which will change completely how the plug-in works. The new version will work in way that if devs add more death types or weapons to the game it will be easier to patch them to the plug-in.
DeathNotes
Broadcasts players and animals deaths to chat
Total Downloads: 65,994 - First Release: Feb 14, 2015 - Last Update: May 13, 2018
- 4.98519/5, 270 likes
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It would be a great idea to add serveral random messages for each kind of dead, something like this:
On death by bleeding:
"player has been bitten by edward cullen from Twilight and dead by bleeding",
"player didnt had blue blood like royalty and dead by bleeding like normal humans"
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Sorry for the bad english. -
LookupPrefabName() is going to be so helpful, I mean I've read this code you gave me tons of times, and I was foolish enough to not see it. Thanks a lot dude! -
np also as i showed you:
StringPool.Get(hitinfo.HitBone);
dunno what kind of locations it gives you but it should give you the body part also -
I would rather have a .ini file which Pythonicly speaking it would be the best thing ever for this type of system. I will still try to convince the Oxide team to add a Python library called ConfigObj which pretty much parses .ini files to Python dictionaries. They are cleaner, easier to configure and would spare me lots of code!
Just to give you a quick example on how easy it would be to add the system you're suggesting with .ini files:
Code:[HEAT] "$username burned to death." "$username is a human torch." "$username turned to ashes."[COLD] "$username froze to death." "$username turned to ice, ice baby." "$username is now a ice cold corpse."
I have so many cool ideas for Death Notes and Notifier but for now I gotta live with Oxide's limits.
And though let me be clear that I'm not complaining anything or criticizing their work, they are the best, and they have been helping me a lot, I'm just giving you guys the idea of how it would be if I had the tools I need. -
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Code:{ "Messages" = { "Heat" = [ "$username burned to death.", "$username is a human torch.", "$username turned to ashes." ], "Cold" = [ "$username froze to death.", "$username turned to ice, ice baby.", "$username is now a ice cold corpse." ] } }
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For some reason this quit working for me today and it was working just fine since you released it. I did install the chat handler plugin also recently, do you think that plugin could mess this one up? I tried stopping chathandler and reloading this one but still nothing
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Hello, will be update?
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SkinN õ.Õ'.|. updated Death Notes with a new update entry:
Death Notes | Total re-work!
I tested every single death type, with help of other people to make sure each and everyone is working right. This new version will force the config file to auto-update it self, deleting any older info and replacing the new messages and settings as pretty much everything was changed, I am sorry for the inconvenience but had to be done this way, or else I know people will just spam the discussion with errors.
I hope you guys enjoy this new version.
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One love
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Code:
[2/20/2015 8:44:21 AM] [Oxide] 8:44 AM [Error] KeyNotFoundException while calling OnEntityDeath: (KeyNotFoundException: BITE) [2/20/2015 8:43:07 AM] [Oxide] 8:43 AM [Debug] at IronPython.Runtime.PythonDictionary.GetItem (object) <0x0006c> at IronPython.Runtime.PythonDictionary.get_Item (object) <0x00024> at (wrapper dynamic-method) object.CallSite.Target (System.Runtime.CompilerServices.Closure,System.Runtime.CompilerServices.CallSite,object,object) <0x000a2> at Microsoft.Scripting.Interpreter.DynamicInstruction`3<object, object, object>.Run (Microsoft.Scripting.Interpreter.InterpretedFrame) <0x00113> at Microsoft.Scripting.Interpreter.Interpreter.Run (Microsoft.Scripting.Interpreter.InterpretedFrame) <0x000c8>
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SkinN õ.Õ'.|. updated Death Notes with a new update entry:
Death Notes | Hotfix
[DOUBLEPOST=1424412938][/DOUBLEPOST]
Either way I did a small change to the code to prevent that error, even though I'm pretty sure the code is alright.