ReDragon2013 Posted June 21, 2019 Share Posted June 21, 2019 (edited) This time gap is probably the reason why vanilla scripts (for example "defaultGhostScript")are using OnDying() instead of OnDeath() event. The dying event is triggered aprox. 2 seconds before death event comes true. Explosion PROPERTY MyBang auto ; explosion like fire attronach to show damage Message PROPERTY MyMSG auto EVENT OnDying(Actor akKiller) IF (akKiller == Game.GetPlayer()) myF_Action(akKiller) ENDIF ENDEVENT FUNCTION myF_Action(Actor player) ;-------------------------------- self.PlaceAtMe(MyBang) ; exlosion near of skeever corpse player.DamageActorValue("Health", 50) ; let the player damage by 50 hit points MyMSG.show() ENDFUNCTION Edited June 21, 2019 by ReDragon2013 Link to comment Share on other sites More sharing options...
antstubell Posted June 21, 2019 Author Share Posted June 21, 2019 Holy ****. This is exactly how it should happen. What a difference, compare videos... https://onedrive.live.com/?cid=B60C11D037429D8E&id=B60C11D037429D8E%2134167&parId=B60C11D037429D8E%21191&o=OneUp Thanks a lot. Link to comment Share on other sites More sharing options...
maxarturo Posted June 22, 2019 Share Posted June 22, 2019 Well...well...well... every day you learn something new... I didn't know about this, and i was wondering for quite some time what's the actual and fundamental difference between "OnDying() vs OnDeath()". Thanks once again ReDragon... Link to comment Share on other sites More sharing options...
Nightman0 Posted June 22, 2019 Share Posted June 22, 2019 (edited) Ignore. I did not see ReDragon's post. Sorry Edited June 22, 2019 by samuro_ Link to comment Share on other sites More sharing options...
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