Why using radiusDamage does not show that I killed, a player?
<origin> = placePHP Code:
radiusDamage(place, 220, 200, 20, player);
<range> = 220
<max damage> = 200
<min damage> = 20
[attacker] = player
player = players[i]
Why using radiusDamage does not show that I killed, a player?
<origin> = placePHP Code:
radiusDamage(place, 220, 200, 20, player);
<range> = 220
<max damage> = 200
<min damage> = 20
[attacker] = player
player = players[i]
RadiusDamage: Does damage to all damageable objects within a given radius. The amount of damage is linear according to how close the object is to the radius.
~zeroy.com/script
For damage "player-player" use: self FinishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
P.S. You can find it in gametype.gsc
There is no argument for attacker/player. These are the only arguments radiusdamage() accepts:
From the Official COD2 Script Documentation (no need to link to Zeroy, who has plagiarized IW's documentation and passes it off as his own):
Code:radiusdamage(<origin>, <range>, <max damage>, <min damage>)
What happens when you call radiusdamage ON a player? Wouldnt it make that player the attacker/inflicter?
Well, unless you can carry the player argument through the function, it wouldn't mean jack shit, would it? And in the case of radiusdamage() there is no such argument parameter, so the game engine would never know who the attacker/inflicter is.
In a multiplayer environment, it is always better to use finishPlayerDamage() if you are wanting to register damage on a player. Obviously because this function has an inflicter parameter. However, it is limited in that it can 1) only be used in MP, and does not work in SP; and 2) it does not do damage on world entities - only players. If you want to destroy a S&D objective for example, it is useless. In that case, it is better to use radiusdamage().