[Request] All death messages?

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[Request] All death messages?

Postby nituvious » Thu Dec 31, 2009 7:31 am

Can someone post all death messages in this thread please? Preferably with a description of how you get them?
Like, when you're killed with the nex, or when you kill someone with a nex? I've got a miscellaneous project going. :mrgreen:

Thank you guys!
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Re: [Request] All death messages?

Postby cortez » Thu Dec 31, 2009 7:10 pm

nituvious wrote:Can someone post all death messages in this thread please? Preferably with a description of how you get them?
Like, when you're killed with the nex, or when you kill someone with a nex? I've got a miscellaneous project going. :mrgreen:

Thank you guys!


as a mapper you can modify the death messages as you want. like cortez believed he could fly, or cortez didnt know that lava is hot
Aneurysm 4 the win !!!!! :D
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Re: [Request] All death messages?

Postby FruitieX » Thu Dec 31, 2009 8:17 pm

Code: Select all
trunk/data/qcsrc/server $ grep deathtypestring *
defs.qh:float WR_SUICIDEMESSAGE = 7; // sets w_deathtypestring or leaves it alone (and may inspect w_deathtype for details)
defs.qh:float WR_KILLMESSAGE    = 8; // sets w_deathtypestring or leaves it alone
defs.qh:string w_deathtypestring;
g_damage.qc:               w_deathtypestring = "couldn't resist the urge to self-destruct";
g_damage.qc:                bprint("^1", s, "^1 ", w_deathtypestring, "\n");
g_damage.qc:                  w_deathtypestring = "was blasted by";
g_damage.qc:                  p = strstrofs(w_deathtypestring, "#", 0);
g_damage.qc:                     bprint("^1", s, "^1 ", w_deathtypestring, " ", a, "\n");
g_damage.qc:                     bprint("^1", s, "^1 ", substring(w_deathtypestring, 0, p), a, "^1", substring(w_deathtypestring, p+1, strlen(w_deathtypestring) - (p+1)), "\n");
nexball.qc:      w_deathtypestring = "is a weirdo";
nexball.qc:      w_deathtypestring = "got killed by #'s black magic";
w_campingrifle.qc:         w_deathtypestring = "shot themself automatically";
w_campingrifle.qc:         w_deathtypestring = "sniped themself somehow";
w_campingrifle.qc:            w_deathtypestring = "failed to hide from #'s bullet hail";
w_campingrifle.qc:            w_deathtypestring = "died in #'s bullet hail";
w_campingrifle.qc:            w_deathtypestring = "failed to hide from #'s rifle";
w_campingrifle.qc:               w_deathtypestring = "got hit in the head by #";
w_campingrifle.qc:               w_deathtypestring = "was sniped by #";
w_crylink.qc:      w_deathtypestring = "succeeded at self-destructing themself with the Crylink";
w_crylink.qc:         w_deathtypestring = "could not hide from #'s Crylink"; // unchecked: SPLASH (SECONDARY can't be)
w_crylink.qc:         w_deathtypestring = "was too close to #'s Crylink"; // unchecked: SECONDARY
w_crylink.qc:         w_deathtypestring = "took a close look at #'s Crylink"; // unchecked: SECONDARY
w_electro.qc:         w_deathtypestring = "could not remember where they put plasma";
w_electro.qc:         w_deathtypestring = "played with plasma";
w_electro.qc:            w_deathtypestring = "just noticed #'s blue ball";
w_electro.qc:            w_deathtypestring = "got in touch with #'s blue ball";
w_electro.qc:            w_deathtypestring = "felt the electrifying air of #'s combo";
w_electro.qc:            w_deathtypestring = "got too close to #'s blue beam";
w_electro.qc:            w_deathtypestring = "was blasted by #'s blue beam";
w_fireball.qc:         w_deathtypestring = "should have used a smaller gun";
w_fireball.qc:         w_deathtypestring = "forgot about some firemine";
w_fireball.qc:               w_deathtypestring = "could not hide from #'s fireball";
w_fireball.qc:               w_deathtypestring = "saw the pretty lights of #'s fireball";
w_fireball.qc:            w_deathtypestring = "got too close to #'s fireball";
w_fireball.qc:            w_deathtypestring = "tasted #'s fireball";
w_fireball.qc:            w_deathtypestring = "tried to catch #'s firemine";
w_fireball.qc:            w_deathtypestring = "fatefully ignored #'s firemine";
w_grenadelauncher.qc:         w_deathtypestring = "tried out his own grenade";
w_grenadelauncher.qc:         w_deathtypestring = "detonated";
w_grenadelauncher.qc:            w_deathtypestring = "didn't see #'s grenade";
w_grenadelauncher.qc:            w_deathtypestring = "almost dodged #'s grenade";
w_grenadelauncher.qc:         w_deathtypestring = "ate #'s grenade";
w_hagar.qc:      w_deathtypestring = "played with tiny rockets";
w_hagar.qc:         w_deathtypestring = "hoped #'s missiles wouldn't bounce";
w_hagar.qc:         w_deathtypestring = "was pummeled by";
w_hlac.qc:      w_deathtypestring = "should have used a smaller gun";
w_hlac.qc:      w_deathtypestring = "was cut down by";
w_hook.qc:      w_deathtypestring = "did the impossible";
w_hook.qc:      w_deathtypestring = "has run into #'s gravity bomb";
w_laser.qc:      w_deathtypestring = "lasered themself to hell";
w_laser.qc:      w_deathtypestring = "was lasered to death by"; // unchecked: SPLASH
w_minstanex.qc:      w_deathtypestring = "did the impossible";
w_minstanex.qc:      w_deathtypestring = "has been vaporized by";
w_nex.qc:      w_deathtypestring = "did the impossible";
w_nex.qc:      w_deathtypestring = "has been vaporized by";
w_porto.qc:      w_deathtypestring = "did the impossible";
w_porto.qc:      w_deathtypestring = "felt # doing the impossible to him";
w_rocketlauncher.qc:      w_deathtypestring = "exploded";
w_rocketlauncher.qc:         w_deathtypestring = "got too close to #'s rocket";
w_rocketlauncher.qc:         w_deathtypestring = "almost dodged #'s rocket";
w_rocketlauncher.qc:         w_deathtypestring = "ate #'s rocket";
w_shotgun.qc:      w_deathtypestring = "did the impossible";
w_shotgun.qc:      w_deathtypestring = "was gunned by"; // unchecked: SECONDARY
w_tuba.qc:      w_deathtypestring = "hurt his own ears with the @!#%'n Tuba";
w_tuba.qc:      w_deathtypestring = "died of #'s great playing on the @!#%'n Tuba";
w_uzi.qc:      w_deathtypestring = "did the impossible";
w_uzi.qc:         w_deathtypestring = "was sniped by";
w_uzi.qc:         w_deathtypestring = "was riddled full of holes by";
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Re: [Request] All death messages?

Postby Samual » Fri Jan 01, 2010 12:30 pm

Damnit I was going to do that today FruitieX... I actually JUST DID THAT in fact, you bastard :(

Except, mine was better as it was a regex search pattern for strings only :P
Do it yourself, or stop complaining.
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Re: [Request] All death messages?

Postby The mysterious Mr. 4m » Mon Jan 04, 2010 12:15 pm

You show-offs.
4m [PB] (amoebios)

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