According to deathevents.lua from the baseevents resource, the arguments should be this:
killerType, killer type aka ped type, which is represented as an int, determined using the following native:

coordinates a table (vector3) containing the coords of where the player died.
probably the best way is to listen for this event, and then figure out the cause of death in your own script by getting the entity that killed the player, and checking if it’s a weapon/vehicle, or some other cause. Then based on that create your own “reason” messages.
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