Player onconc

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Revision as of 18:48, 11 May 2009 by Crazycarl (talk | contribs) (New page: {{Infobox manual/Header}} ==player_onconc(player_entity, effector_entity)== This function is called whenever a player receives a concussion effect. Returning false will prevent players fro...)
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player_onconc(player_entity, effector_entity)

This function is called whenever a player receives a concussion effect. Returning false will prevent players from being concussed

Inputs

  • player_entity(CBaseEntity) The entity that got conced
  • effector_entity(CBaseEntity) The entity that caused the concussion

Variables

The following variables are set in the global lua namespace before this function is called:

  • conc_duration: The amount of time the conc effect will last in seconds. -1 means forever
  • conc_iconduration: The amount of time the conc indicator icon will stay on the player's screen. -1 means forever
  • conc_concspeed: Don't know if this does anything.

Changing these variables will alter the duration of the conc effect. Ignoring them will leave them at default values.

Examples


function player_onconc(player_entity, effector_entity)
	-- make conc effect last 20 seconds
	conc_duration = 20
	-- make conc status icon last 1 second
	conc_iconduration = 1

	return EVENT_ALLOWED
	-- or you can just return “true” to let the conc happen. If you return false no conc effect happens
end
-- player_entity is guy getting conc’d
-- effector_entity is the one doing the conc’ing
function player_onconc(player_entity, effector_entity)
	--effector_entity is a CBaseEntity type, we need to verify that it's a player before we do anything with it
	if isPlayer(effector_entity) then
		local concer = CastToPlayer(effector_entity)
		--Award some fortress points for concing somebody.
		concer:AddFortPoints(5, "Conc-Tagging a player")
	end
	--Don't actually concuss the other guy
	return false
end