roum:match.entity.takedamage - Signalise an entity took damage¶
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roum:match.entity.takedamage¶
This packet is used to tell a player that an entity took damage.
| Internal Name | roum:match.entity.takedamage |
| Direction | Clientbound |
| Since Version | v0.1.0dev |
| Valid Modes | match only |
Purpose¶
This packet is intended to signalise to a player that a certain entity took damage. This can be beneficial to inform the player that for example one of his drones or an allied weapon factory is being attacked.
Structure¶
Note that all examples shown here contain placeholder data and will have different content in actual packets.:
{
"time":8374
"entity":"94e28628-b83d-498a-8dce-8e2cbc8aff3f"
"origin":"0dd967e3-d418-4815-b347-feecb1d1eb6d"
"components":{...}
}
The time is the timestamp in game ticks, at which the entity took damage.
The origin is the source which damaged the entity. If the source was another player or one of his projectiles,
the player’s uuid will be transmitted. If the player was damaged by an passive object, the objects uuid will
be transmitted. Here, the time is the serverside time.
components Structure¶
components is a mapping of all the entities components damaged.
Structure of component values::
{
"warhead":{"amount":24.13, "type":"ion"},
"body":{"amount":96.67, "type":"ion"},
...
}
Todo
Add list for components (And how do they even work?)
amount indicates the amount of damage the specified component took. type indicates the
type of the damage.