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Copy pathserver.lua
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server.lua
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function player_died(event)
local player = event.player_index
if game.players[player].name ~= nil then
print("[PUPDATE] | "..game.players[player].name.." | died | "..game.players[player].force.name)
end
end
function player_respawned(event)
local player = event.player_index
if game.players[player].name ~= nil then
print("[PUPDATE]| "..game.players[player].name.." | respawn | "..game.players[player].force.name)
end
end
function player_joined(event)
local player = event.player_index
if game.players[player].name ~= nil then
print("[PUPDATE]| "..game.players[player].name.." | join | "..game.players[player].force.name) -- Print for human readability
print("PLAYER$join," .. player .. "," .. game.players[player].name .. "," .. game.players[player].force.name) -- Print for computer parsing
end
end
function player_left(event)
local player = event.player_index
if game.players[player].name ~= nil then
print("[PUPDATE]| "..game.players[player].name.." | leave | "..game.players[player].force.name) -- Print for human readability
print("PLAYER$leave," .. player .. "," .. game.players[player].name .. "," .. game.players[player].force.name) -- Print for computer parsing
end
end
Event.register(defines.events.on_player_died, player_died)
Event.register(defines.events.on_player_respawned, player_respawned)
Event.register(defines.events.on_player_joined_game, player_joined)
Event.register(defines.events.on_player_left_game, player_left)