Syntax: Select all
@SayCommand('!slay')
def slay(player, teamonly, CCommand):
myPlayer = PlayerEntity(userid_from_playerinfo(player))
for players in PlayerGenerator():
victim = PlayerEntity(index_from_playerinfo(players))
teamA = victim.team
teamB = myPlayer.team
msg('Team of Victim: %s \n Team of Slayer: %s'%(teamA,teamB))
if teamA != teamB:
msg('Damaging %s'%(victim.name))
myPlayer.damage(index_from_playerinfo(players), 100, DamageTypes.BULLET, hitgroup=2)
Console Output
Code: Select all
[D&D] Team of Victim: 2 Team of Slayer: 3
[D&D] Damaging Arawra
[D&D] Team of Victim: 3 Team of Slayer: 3
[D&D] Team of Victim: 3 Team of Slayer: 3
[D&D] Team of Victim: 2 Team of Slayer: 3
[D&D] Damaging Wyatt
[D&D] Team of Victim: 3 Team of Slayer: 3
[D&D] Team of Victim: 2 Team of Slayer: 3
[D&D] Damaging Tim
[D&D] Team of Victim: 3 Team of Slayer: 3
[D&D] Team of Victim: 2 Team of Slayer: 3
[D&D] Damaging Tom
[D&D] Team of Victim: 2 Team of Slayer: 3
[D&D] Damaging Paul
[D&D] Team of Victim: 3 Team of Slayer: 3
All these players (including myself) were on the same team. I'm assuming the iteration is moving too quickly to pause and calculate accurate results per player?