Talk:Combat Log
Damageable Object Deaths
DAMAGEABLE objects don't generate system messages when their health is reduced to 0 as the health is entirely managed and responsibility of the script with the damage processing events.
Thus, I propose that the community generates synthetic death messages. It should follow the same message format as the existing one but with the name being OBJECT_DEATH, thus:
Key | Value | Description |
---|---|---|
"event" | "OBJECT_DEATH" | Object-generated message written into the COMBAT_CHANNEL declaring that the object had died |
"type" | JSON_NUMBER | DAMAGE_TYPE_* or any number defined by the scripter of the damage source |
"source" | JSON_STRING | UUID key of damage source |
"source_pos" | JSON_ARRAY | Array representing the position of the damage source |
"target" | JSON_STRING | UUID key of damage target |
"target_pos" | JSON_ARRAY | Array representing the position of the damage target |
"owner" | JSON_STRING | UUID key of damage source owner |
"rezzer" | JSON_STRING | UUID key of damage source rezzer |
OBJECT_DEATH is specifically about the main damageable object. Not for sub-damageable parts (e.g. no OBJECT_DEATH messages for a damageable door on a damageable car; No OBJECT_DEATH message for parts of armor or equipment on an avatar).
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I'm going to add this to the page as well I think at the end. I feel it's quite important to note and a very good combat log message to have.
-- Nexii Malthus 22:34, 11 August 2024 (PDT)