Method:
On_EntityDeployed
Argument(s):
1: Fougerite.Player player (First Placer, which is the owner, can be null if offline)
2: Entity e
3: Fougerite.Player ActualPlacer (The player who actually places the object)
Examples:
Python:
Javascript:
Lua:
C#:
On_EntityDeployed
Argument(s):
1: Fougerite.Player player (First Placer, which is the owner, can be null if offline)
2: Entity e
3: Fougerite.Player ActualPlacer (The player who actually places the object)
Examples:
Python:
Python:
def On_EntityDeployed(self, Player, Entity, ActualPlacer):
if Entity.Name == "WoodPillar":
Entity.Destroy()
ActualPlacer.Inventory.AddItem("Wood Pillar")
ActualPlacer.InventoryNotice("1 x Wood Pillar")
ActualPlacer.Message("You are not allowed to place pillars on this server!")
Javascript:
JavaScript:
function On_EntityDeployed(Player, Entity, ActualPlacer) {
if (Entity.Name == "WoodPillar") {
Entity.Destroy();
ActualPlacer.Inventory.AddItem("Wood Pillar");
ActualPlacer.InventoryNotice("1 x Wood Pillar");
ActualPlacer.Message("You are not allowed to place pillars on this server!");
}
}
Code:
function On_EntityDeployed(Player, Entity, ActualPlacer)
if (Entity.Name == "WoodPillar") then
Entity.Destroy()
ActualPlacer.Inventory:AddItem("Wood Pillar")
ActualPlacer:InventoryNotice("1 x Wood Pillar")
ActualPlacer:Message("You are not allowed to place pillars on this server!")
end
end
C#:
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