24.05.2011, 12:21
Quote:
Won't there just be an issue when let's say; 'Rustler fires upon other rustler until black smoke rises, then the attacking rustler flies of (flees the 'crime-scene') since he knows the vehicle (his victim rustler) will be death in seconds. Then when onvehicledeath is called the attacker is long gone and chances are he is no longer firing.
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Ok, this is again more complex, and will use a higher amount of CPU, but this is the best solution i can think of spontaneously
(thats about a variation of a method i use to detect the killer of a player who killed him with fire of explosions, and not with the explosion itself, in one of my scripts )