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New postPosted: 2008-07-05, 7:32 pm 
   Post subject: AntiKill

AntiKill 1.0
Posted by: carbon-14 on 2008-07-05 19:59:36.

Requirements:Description:
    AntiKill
    Description:
    When a player dies by fall damage or suiciding, they get their death credited to the last person to hurt them!

    Why:
    This stops people from killing themselves when they have been damaged to stop anyone from killing them.

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    Requires:
    EST
    ES 2.0
Download: Installation:
    Extract and add es_load antikill to your autoexec.cfg
Version Notes:
  • 1.0 - Initial Release





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New postPosted: 2008-07-05, 7:57 pm 

Cool, nice idea.
+Woot!

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New postPosted: 2008-07-05, 8:16 pm 

Nice addon ;)

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New postPosted: 2008-07-05, 8:22 pm 

Brilliant addon! I'm going to try this out!


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New postPosted: 2008-07-05, 8:31 pm 

It uses EST's pre-event hooks, so if you want to learn how to do them read this!


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New postPosted: 2008-07-06, 2:04 am 

Very nice! Maybe if you could make it the person who did the most damage. If the person who did the most damage is dead, then the person with second most ect.

That'd ear teh wewt :P

maybe somehting like this

PYTHON:
    import es, playerlib



    damage = {}



    def player_hurt(ev):

       userid = int(ev['userid'])

       attacker = int(ev['attacker'])

       ddone = int(ev['dmg_health'])

       if userid in damage:

          damage[userid][attacker] = damage[userid][attacker] + ddone if attacker in damage[userid] else ddone

       else:

          damage[userid] = {}

          damage[userid][attacker] = ddone



    def round_start(ev):

       damage.clear()



    def player_death(ev):

       userid = int(ev['userid'])

       killer = None

       if not userid or userid == int(ev['attacker'])):

          if userid in damage:

             for uid in sorted(damage[userid], key=lambda x: damage[userid][x]):

                if not playerlib.getPlayer(uid).get('isdead'):

                   killer = uid

          if killer:

             es.msg('#multi', '#lightgreen%s#default was killed by #lightgreen%s'%(es.getplayername(userid), es.getplayername(killer))

          else:

             es.msg('#multi', '#lightgreen%s#default committed suicide at full health!'%es.getplayername(userid)


:P

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SicmanAdrian wrote:
I don't think it is possible but maybe SuperDave could try?

abcdefghijklmnopqrstuvwxyz
"It doesn't work" doesn't help us out, help us help you, be more specific!
Remember, when posting non Python code, post in the ES 1.x discussion forum, you'll get better help!
SuperDave wrote:
It's very difficult to see errors in that script because it is some of the worst looking code I have ever seen. And I've seen bonbon's code

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New postPosted: 2008-07-06, 5:25 am 

I thought it would be easier to do the last damaged. It also throws up problems about if someone damaged them the same as another person (say 25hp each).


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New postPosted: 2008-07-06, 8:06 am 

Niiiicee:) like in TF2

but why is esT needed :/

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New postPosted: 2008-07-06, 10:30 am 

It hooks player_death. Before the event is sent, it sees who killed the person who has died. If they killed themselves, or the world killed them, it sets the event_var attacker to the person who last attacked them, then lets the event pass, meaning it shows up and the game thinks that the last person who attacked them killed them.

Thats why.


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New postPosted: 2008-07-06, 11:35 am 

Welll, the example I showed you should work, if they do the same damage (unlikely 1 in a 10000 chance (1/100 * 1/100))


youc ould make an option :P

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SicmanAdrian wrote:
I don't think it is possible but maybe SuperDave could try?

abcdefghijklmnopqrstuvwxyz
"It doesn't work" doesn't help us out, help us help you, be more specific!
Remember, when posting non Python code, post in the ES 1.x discussion forum, you'll get better help!
SuperDave wrote:
It's very difficult to see errors in that script because it is some of the worst looking code I have ever seen. And I've seen bonbon's code

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New postPosted: 2008-09-26, 3:45 am 

this addon was working perfect but now I have updated to the newest eventscript it seems to work half the time, like it wont load each map or something.

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New postPosted: 2008-09-26, 4:57 am 

bonbon wrote:
Welll, the example I showed you should work, if they do the same damage (unlikely 1 in a 10000 chance (1/100 * 1/100))


youc ould make an option :P


well, that depends bonbon - in certain cases it would be more like 1:1 or 1:3

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New postPosted: 2008-09-26, 4:11 pm 

Very smart idea.
+w00t

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New postPosted: 2008-09-27, 12:36 am 

Woot+ 28fps your comp fails :P


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New postPosted: 2008-09-27, 3:55 pm 

he ping is 28 not fps :P
My scripting pc is about -10 FPS :(

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Last edited by 3R10N on 2008-09-27, 4:09 pm, edited 1 time in total.

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New postPosted: 2008-09-27, 6:39 pm 

sicman_adrian wrote:
Woot+ 28fps your comp fails :P


400fps for the server, while running 15 bots + me, and this script, and EST
Also running iTunes and ventrillo, and of course CSS. So, for that, 41 FPS isn't that bad


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New postPosted: 2008-09-28, 1:43 am 

sure you were :P joking around...


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New postPosted: 2008-10-26, 4:30 pm 

It doesn't seem to the damage done each round ~ players who get damaged before round end and do not die, upon suiciding, die by anti_kill by the player who last damaged.

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