local Event = require 'utils.event' local Game = require 'utils.game' Event.add( defines.events.on_player_died, function(event) local player = event.player_index if Game.get_player_by_index(player).name ~= nil then print('PLAYER$die,' .. player .. ',' .. Game.get_player_by_index(player).name .. ',' .. Game.get_player_by_index(player).force.name) end end ) Event.add( defines.events.on_player_respawned, function(event) local player = event.player_index if Game.get_player_by_index(player).name ~= nil then print('PLAYER$respawn,' .. player .. ',' .. Game.get_player_by_index(player).name .. ',' .. Game.get_player_by_index(player).force.name) end end ) Event.add( defines.events.on_player_joined_game, function(event) local player = event.player_index if Game.get_player_by_index(player).name ~= nil then print('PLAYER$join,' .. player .. ',' .. Game.get_player_by_index(player).name .. ',' .. Game.get_player_by_index(player).force.name) end end ) Event.add( defines.events.on_player_left_game, function(event) local player = event.player_index if Game.get_player_by_index(player).name ~= nil then print('PLAYER$leave,' .. player .. ',' .. Game.get_player_by_index(player).name .. ',' .. Game.get_player_by_index(player).force.name) end end ) function heartbeat() --Do nothing, this is just so managepgm can call something as a heartbeat without any errors occurring end function playerQuery() if #game.connected_players == 0 then print('output$pquery$none') else local response = 'output&pquery$' for _, player in pairs(game.connected_players) do local playerdata = player.name .. '-' .. player.force.name response = response .. playerdata .. ',' end print(response:sub(1, #str - 1)) end end