the name of the player who did the killing
same as CharacterInfoMessage
the empire affiliation of the killer
true, if the killer was in a vehicle at the time of the kill; false, otherwise
na; but does not like being set to 0
modifies the icon in the message, related to the way the victim was killed
the name of the player who was killed
same as CharacterInfoMessage
the empire affiliation of the victim
true, if the victim was in a vehicle when he was killed; false, otherwise
the name of the player who did the killing
same as CharacterInfoMessage
the empire affiliation of the killer
true, if the killer was in a vehicle at the time of the kill; false, otherwise
modifies the icon in the message, related to the way the victim was killed
na; but does not like being set to 0
the name of the player who was killed
same as CharacterInfoMessage
the empire affiliation of the victim
true, if the victim was in a vehicle when he was killed; false, otherwise
Display a message in the event window that informs of a player death.
The message is composed of three parts:
1) killer information
2) method information
3) victim information
In the case of a player kill, the player's name will be attributed directly. In the case of an absentee kill, a description of the method of death will be attributed. In the case of a suicide, the player attributed is the player who was killed (message format displays only the victim).
The four bytes that follow each name seems to be important to the identification of the associated player. The same value will be seen in every
DestroyDisplayMessage
that includes that player, with respect to whether they are listed as the "killer" or as the "victim." This holds true for every entry within the same login session, at least. Blanking either of these values out does not change anything about the format of the event message. If the two ids match, the packet will interpreted as the "suicide" format, even if the names do not match. In the case of absentee kills where there is no killer listed, this field is zero'd.When marked as being in a vehicle or a turret, the player's name will be enclosed within square brackets. The length of the player's name found at the start of the character string does not reflect whether or not there will be square brackets (fortunately). The color of the resulting icon is borrowed from the attributed killer's faction affiliation if it can be determined and the type of icon is the same as an object id. An unidentified method or a missing icon defaults to a skull and crossbones.
the name of the player who did the killing
same as CharacterInfoMessage
the empire affiliation of the killer
true, if the killer was in a vehicle at the time of the kill; false, otherwise
na; but does not like being set to 0
modifies the icon in the message, related to the way the victim was killed
the name of the player who was killed
same as CharacterInfoMessage
the empire affiliation of the victim
true, if the victim was in a vehicle when he was killed; false, otherwise