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DangerRuss

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Posts posted by DangerRuss

  1. If anyone wants a system chat message to pop up in addition to the kill feed with pictures, use these 2 files.
    server_playerDied.sqf

    private ["_characterID","_minutes","_newObject","_playerID","_infected","_victim","_victimName","_killer","_killerName","_weapon","_distance","_message","_loc_message","_key","_death_record"];
    //[unit, weapon, muzzle, mode, ammo, magazine, projectile]
    _characterID = 	_this select 0;
    _minutes =		_this select 1;
    _newObject = 	_this select 2;
    _playerID = 	_this select 3;
    _infected =		_this select 4;
    if (((count _this) >= 6) && {(typeName (_this select 5)) == "STRING"} && {(_this select 5) != ""}) then {
    	_victimName =	_this select 5;
    } else {
    	_victimName =  if (alive _newObject) then {name _newObject;} else {"";};
    };
    _victim = _newObject;
    _newObject setVariable ["bodyName", _victimName, true];
    
    sleep 3;
    
    _killer = _victim getVariable["AttackedBy", "nil"];
    _killerName = _victim getVariable["AttackedByName", "nil"];
    
    // when a zombie kills a player _killer, _killerName && _weapon will be "nil"
    // we can use this to determine a zombie kill && send a customized message for that. right now no killmsg means it was a zombie.
    if ((typeName _killer) != "STRING") then
    {
    	_weapon = _victim getVariable["AttackedByWeapon", "nil"];
    	_distance = _victim getVariable["AttackedFromDistance", "nil"];
    
    	if ((owner _victim) == (owner _killer)) then 
    	{
    		_message = format["%1 killed himself",_victimName];
    		_loc_message = format["PKILL: %1 killed himself", _victimName];
    	}
    	else
    	{
    		_message = format["%1 was killed by %2 with weapon %3 from %4m",_victimName, _killerName, _weapon, _distance];
    		_loc_message = format["PKILL: %1 was killed by %2 with weapon %3 from %4m", _victimName, _killerName, _weapon, _distance];
    	
    	
    		_pic = _victim getVariable["AttackedByWeaponImg", "nil"];
    		
                    if ((gettext (configFile >> 'cfgWeapons' >> (currentWeapon _killer) >> 'displayName')) != "Throw") then {
    			if (!isNil "_pic") then {
    				_kill_txt = format ["<t align='left' size='0.7'>%1 </t>",_killerName,_pic,_victimName,(ceil _distance)];
    				_kill_txt = _kill_txt + format ["<img size='0.9' align='left' image='%2'/>",_killerName,_pic,_victimName,(ceil _distance)];
    				_kill_txt = _kill_txt + format ["<t align='left' size='0.7'> %3 </t>",_killerName,_pic,_victimName,(ceil _distance)];
    				_kill_txt = _kill_txt + format ["<t align='left' size='0.7'>[%4m]</t>",_killerName,_pic,_victimName,(ceil _distance)];
    
    				_msg = format ["<Playerkill>: %1 was killed by %2 with a %3 from %4 meters",_victimName,_killerName,_weapon,(ceil _distance)]; // <--- Edit HERE Your MSG
    				customkillMessage = [_kill_txt,_msg];
    				publicVariable "customkillMessage";
    			};
    		}; 
    	
    	
    	};
    
    	diag_log _loc_message;
    
    	if(DZE_DeathMsgGlobal) then {
    		[nil, nil, rspawn, [_killer, _message], { (_this select 0) globalChat (_this select 1) }] call RE;
    	};
    	/* needs customRemoteMessage
    	if(DZE_DeathMsgGlobal) then {
    		customRemoteMessage = ['globalChat', _message, _killer];
    		publicVariable "customRemoteMessage";
    	};
    	*/
    	if(DZE_DeathMsgSide) then {
    		[nil, nil, rspawn, [_killer, _message], { (_this select 0) sideChat (_this select 1) }] call RE;
    	};
    	if(DZE_DeathMsgTitleText) then {
    		[nil,nil,"per",rTITLETEXT,_message,"PLAIN DOWN"] call RE;
    	};
    
    	// build array to store death messages to allow viewing at message board in trader citys.
    	_death_record = [
    	_victimName,
    	_killerName,
    	_weapon,
    	_pic,
    	_distance,
    	ServerCurrentTime
    ];
    PlayerDeaths set [count PlayerDeaths,_death_record];
    PV_DeathBoard = PlayerDeaths;
    publicVariable "PV_DeathBoard"; 
    
    	// Cleanup
    	_victim setVariable["AttackedBy", "nil", true];
    	_victim setVariable["AttackedByName", "nil", true];
    	_victim setVariable["AttackedByWeapon", "nil", true];
    	_victim setVariable["AttackedFromDistance", "nil", true];
    };
    
    // Might not be the best way...
    /*
    if (isnil "dayz_disco") then {
    	dayz_disco = [];
    };
    */
    
    // dayz_disco = dayz_disco - [_playerID];
    _newObject setVariable["processedDeath",diag_tickTime];
    
    if (typeName _minutes == "STRING") then
    {
    	_minutes = parseNumber _minutes;
    };
    
    diag_log ("PDEATH: Player Died " + _playerID);
    
    if (_characterID != "0") then
    {
    	_key = format["CHILD:202:%1:%2:%3:",_characterID,_minutes,_infected];
    	#ifdef DZE_SERVER_DEBUG_HIVE
    	diag_log ("HIVE: WRITE: "+ str(_key));
    	#endif
    	_key call server_hiveWrite;
    }
    else
    {
    	deleteVehicle _newObject;
    };
    

     

    kill_msg.sqf

    /*** Written by 0verHeaT ***/
    fnc_kill_message = {
    	private ["_finaltxt","_systemmsg"];
    	_finaltxt = _this select 0;
    	_systemmsg = _this select 1;
    	systemChat _systemmsg;
    	[_finaltxt,[safezoneX + 0.01 * safezoneW,2.0],[safezoneY + 0.01 * safezoneH,0.3],30,0.5] spawn BIS_fnc_dynamicText;
    };
    "customkillMessage" addPublicVariableEventHandler {(_this select 1) call fnc_kill_message;}; 
    
    

     

    It will look like this
    NdywL8K.jpg

  2.  

    what are the differences in the new version, in addition to sleep 3;
    and this fix?
     
    and where the hell i can see this killboard on chernarus?
    someone give me a screenshot, i cant find it in google.

     

    If you go back one page, there is a guy asking for the updated files, which I linked to him my post from the page before that with all of the correct files you need to use. Copy and paste.

    The deathboards are in the safe zones, I think default safe zones only have one in Stary. It looks like a white sign on 2 wooden legs standing up about face level near the vehicle trader/weapon tent traders. Classname is "Info_Board_EP1"

  3. Would anyone know why infiSTAR is blocking these actions from showing when these exceptions are in the list?
     

    "s_player_setVectorsReset","s_player_setVectorsForward",
    	"s_player_setVectorsBack","s_player_setVectorsLeft","s_player_setVectorsRight","s_player_setVectors1","s_player_setVectors5","s_player_setVectors45",
    	"s_player_setVectors90"
    

    The Vectors and Degrees options no longer show up on the scroll wheel for non admin players.

     

    Gonna try adding these and see if that works

    "s_player_toggleDegree","s_player_toggleVectors"
    
  4. customkillMessage = [_kill_txt,_msg];
    

    thanks I missed that. The system chat message shows up but it says  A was killed by B with C from Scalar meters

     

    The kill feed and the deathboard both display the correct distance, just the system chat message does not.

     

    should this

    _msg = format ["<Playerkill>: %1 was killed by %2 with a %3 from %4 meters",_victimName,_killerName,_weapon,(ceil distance)]; // <--- Edit HERE Your MSG
    

    be this?

    _msg = format ["<Playerkill>: %1 was killed by %2 with a %3 from %4 meters",_victimName,_killerName,_weapon,(ceil _distance)]; // <--- Edit HERE Your MSG
    
    

    Yes that is the problem and I have resolved it.

  5. The problem with host installed mods is, you don't learn how to do it yourself. So when you want to add new things or update a script, you have absolutely no idea what you're doing.

    Also, I dont really think this is the right section for this kind of question. This is supposed to be for scripting help.

  6. I have an issue on my overpoch server with corpses occasionally disappearing instantly or very quickly after death and more often then not, not leaving a skull and crossbones. This doesn't happen on every death and I can't seem to recreate it, it just happens sporadically. Where do I even start to try to find this issue? No errors in the RPT.

     

    Some mods I have installed

    Souls custom coin system

    NPC Bankers

    Custom kill messages (pictures) with updated deathboard.

    InifiStar safe zones

    Snap Building Pro

    Vectoring

    Precise base building

    Service points

    Indestructible locked vehicles near plot poles

    Take Clothes

    DZMS

    Welcome Credits

    Basic mission side spawn loadout script

     

    That should be all, not 100% sure if  Ilisted everything but this is definitely 99% of what I have installed. Any pointers would be a huge help thanks.
     

  7. If you want a systemChat message additionally

    server_playerDied.sqf

    _pic = _victim getVariable["AttackedByWeaponImg", "nil"];
    		
    if ((gettext (configFile >> 'cfgWeapons' >> (currentWeapon _killer) >> 'displayName')) != "Throw") then {
    	if (_pic != "nil") then {
    		_kill_txt = format ["<t align='left' size='0.9'>%1 </t>",_killerName,_pic,_victimName,(ceil _distance)];
    		_kill_txt = _kill_txt + format ["<img size='1.0' align='left' image='%2'/>",_killerName,_pic,_victimName,(ceil _distance)];
    		_kill_txt = _kill_txt + format ["<t align='left' size='0.9'> %3 </t>",_killerName,_pic,_victimName,(ceil _distance)];
    		_kill_txt = _kill_txt + format ["<t align='left' size='0.9'>[%4m]</t>",_killerName,_pic,_victimName,(ceil _distance)];
    
    		_msg = format ["<Playerkill>: %1 was killed by %2 with a %3 from %4 meters",_victimName,_killerName,_weapon,(ceil distance)]; // <--- Edit HERE Your MSG
    		customkillMessage = [_kill_txt,_msg];
    		publicVariable "customkillMessage";
    	};
    }; 

    kill_msg.sqf

    fnc_kill_message = {
    	private ["_finaltxt","_systemmsg"];
    	_finaltxt = _this select 0;
    	_systemmsg = _this select 1;
    	systemChat _systemmsg;
    	[_finaltxt,[safezoneX + 0.01 * safezoneW,2.0],[safezoneY + 0.01 * safezoneH,0.3],30,0.5] spawn BIS_fnc_dynamicText;
    };
    "customkillMessage" addPublicVariableEventHandler {(_this select 1) call fnc_kill_message;}; 

    Hey man these didnt work for me. Did I miss something?

    server_playerDied.sqf

    private ["_characterID","_minutes","_newObject","_playerID","_infected","_victim","_victimName","_killer","_killerName","_weapon","_distance","_message","_loc_message","_key","_death_record"];
    //[unit, weapon, muzzle, mode, ammo, magazine, projectile]
    _characterID = 	_this select 0;
    _minutes =		_this select 1;
    _newObject = 	_this select 2;
    _playerID = 	_this select 3;
    _infected =		_this select 4;
    if (((count _this) >= 6) && {(typeName (_this select 5)) == "STRING"} && {(_this select 5) != ""}) then {
    	_victimName =	_this select 5;
    } else {
    	_victimName =  if (alive _newObject) then {name _newObject;} else {"";};
    };
    _victim = _newObject;
    _newObject setVariable ["bodyName", _victimName, true];
    
    sleep 3;
    
    _killer = _victim getVariable["AttackedBy", "nil"];
    _killerName = _victim getVariable["AttackedByName", "nil"];
    
    // when a zombie kills a player _killer, _killerName && _weapon will be "nil"
    // we can use this to determine a zombie kill && send a customized message for that. right now no killmsg means it was a zombie.
    if ((typeName _killer) != "STRING") then
    {
    	_weapon = _victim getVariable["AttackedByWeapon", "nil"];
    	_distance = _victim getVariable["AttackedFromDistance", "nil"];
    
    	if ((owner _victim) == (owner _killer)) then 
    	{
    		_message = format["%1 killed himself",_victimName];
    		_loc_message = format["PKILL: %1 killed himself", _victimName];
    	}
    	else
    	{
    		_message = format["%1 was killed by %2 with weapon %3 from %4m",_victimName, _killerName, _weapon, _distance];
    		_loc_message = format["PKILL: %1 was killed by %2 with weapon %3 from %4m", _victimName, _killerName, _weapon, _distance];
    	
    	
    		_pic = _victim getVariable["AttackedByWeaponImg", "nil"];
    		
                    if ((gettext (configFile >> 'cfgWeapons' >> (currentWeapon _killer) >> 'displayName')) != "Throw") then {
    			if (!isNil "_pic") then {
    				_kill_txt = format ["<t align='left' size='0.7'>%1 </t>",_killerName,_pic,_victimName,(ceil _distance)];
    				_kill_txt = _kill_txt + format ["<img size='0.9' align='left' image='%2'/>",_killerName,_pic,_victimName,(ceil _distance)];
    				_kill_txt = _kill_txt + format ["<t align='left' size='0.7'> %3 </t>",_killerName,_pic,_victimName,(ceil _distance)];
    				_kill_txt = _kill_txt + format ["<t align='left' size='0.7'>[%4m]</t>",_killerName,_pic,_victimName,(ceil _distance)];
    
    				_msg = format ["<Playerkill>: %1 was killed by %2 with a %3 from %4 meters",_victimName,_killerName,_weapon,(ceil distance)]; // <--- Edit HERE Your MSG
    				customkillMessage = [_kill_txt];
    				publicVariable "customkillMessage";
    			};
    		}; 
    	
    	
    	};
    
    	diag_log _loc_message;
    
    	if(DZE_DeathMsgGlobal) then {
    		[nil, nil, rspawn, [_killer, _message], { (_this select 0) globalChat (_this select 1) }] call RE;
    	};
    	/* needs customRemoteMessage
    	if(DZE_DeathMsgGlobal) then {
    		customRemoteMessage = ['globalChat', _message, _killer];
    		publicVariable "customRemoteMessage";
    	};
    	*/
    	if(DZE_DeathMsgSide) then {
    		[nil, nil, rspawn, [_killer, _message], { (_this select 0) sideChat (_this select 1) }] call RE;
    	};
    	if(DZE_DeathMsgTitleText) then {
    		[nil,nil,"per",rTITLETEXT,_message,"PLAIN DOWN"] call RE;
    	};
    
    	// build array to store death messages to allow viewing at message board in trader citys.
    	_death_record = [
    	_victimName,
    	_killerName,
    	_weapon,
    	_pic,
    	_distance,
    	ServerCurrentTime
    ];
    PlayerDeaths set [count PlayerDeaths,_death_record];
    PV_DeathBoard = PlayerDeaths;
    publicVariable "PV_DeathBoard"; 
    
    	// Cleanup
    	_victim setVariable["AttackedBy", "nil", true];
    	_victim setVariable["AttackedByName", "nil", true];
    	_victim setVariable["AttackedByWeapon", "nil", true];
    	_victim setVariable["AttackedFromDistance", "nil", true];
    };
    
    // Might not be the best way...
    /*
    if (isnil "dayz_disco") then {
    	dayz_disco = [];
    };
    */
    
    // dayz_disco = dayz_disco - [_playerID];
    _newObject setVariable["processedDeath",diag_tickTime];
    
    if (typeName _minutes == "STRING") then
    {
    	_minutes = parseNumber _minutes;
    };
    
    diag_log ("PDEATH: Player Died " + _playerID);
    
    if (_characterID != "0") then
    {
    	_key = format["CHILD:202:%1:%2:%3:",_characterID,_minutes,_infected];
    	#ifdef DZE_SERVER_DEBUG_HIVE
    	diag_log ("HIVE: WRITE: "+ str(_key));
    	#endif
    	_key call server_hiveWrite;
    }
    else
    {
    	deleteVehicle _newObject;
    };
    

     

    kill_msg.sqf

    /*** Written by 0verHeaT ***/
    fnc_kill_message = {
    	private ["_finaltxt","_systemmsg"];
    	_finaltxt = _this select 0;
    	_systemmsg = _this select 1;
    	systemChat _systemmsg;
    	[_finaltxt,[safezoneX + 0.01 * safezoneW,2.0],[safezoneY + 0.01 * safezoneH,0.3],30,0.5] spawn BIS_fnc_dynamicText;
    };
    "customkillMessage" addPublicVariableEventHandler {(_this select 1) call fnc_kill_message;}; 
    
    

  8. I followed the instructions on the first post, the kill messages show up but it will be like killer - victim [distance] and a popup will come up saying nil picture not found. I had skimmed through the entire thread but didn't really see any posts that people were saying worked.

    You didnt look hard enough man. Literally one page back I posted

  9. Here is the updated server_playerDied.sqf to be compatible with the updated murdermenu. I'll post them both.

     

    server_playerDied.sqf

    private ["_characterID","_minutes","_newObject","_playerID","_infected","_victim","_victimName","_killer","_killerName","_weapon","_distance","_message","_loc_message","_key","_death_record"];
    //[unit, weapon, muzzle, mode, ammo, magazine, projectile]
    _characterID =     _this select 0;
    _minutes =        _this select 1;
    _newObject =     _this select 2;
    _playerID =     _this select 3;
    _infected =        _this select 4;
    if (((count _this) >= 6) && {(typeName (_this select 5)) == "STRING"} && {(_this select 5) != ""}) then {
        _victimName =    _this select 5;
    } else {
        _victimName =  if (alive _newObject) then {name _newObject;} else {"";};
    };
    _victim = _newObject;
    _newObject setVariable ["bodyName", _victimName, true];
    
    sleep 3;
    
    _killer = _victim getVariable["AttackedBy", "nil"];
    _killerName = _victim getVariable["AttackedByName", "nil"];
    
    // when a zombie kills a player _killer, _killerName && _weapon will be "nil"
    // we can use this to determine a zombie kill && send a customized message for that. right now no killmsg means it was a zombie.
    if ((typeName _killer) != "STRING") then
    {
        _weapon = _victim getVariable["AttackedByWeapon", "nil"];
        _distance = _victim getVariable["AttackedFromDistance", "nil"];
    
        if ((owner _victim) == (owner _killer)) then
        {
            _message = format["%1 killed himself",_victimName];
            _loc_message = format["PKILL: %1 killed himself", _victimName];
        }
        else
        {
            _message = format["%1 was killed by %2 with weapon %3 from %4m",_victimName, _killerName, _weapon, _distance];
            _loc_message = format["PKILL: %1 was killed by %2 with weapon %3 from %4m", _victimName, _killerName, _weapon, _distance];
        
        
            _pic = _victim getVariable["AttackedByWeaponImg", "nil"];
            
                    if ((gettext (configFile >> 'cfgWeapons' >> (currentWeapon _killer) >> 'displayName')) != "Throw") then {
                if (!isNil "_pic") then {
                    _kill_txt = format ["<t align='left' size='0.7'>%1 </t>",_killerName,_pic,_victimName,(ceil _distance)];
                    _kill_txt = _kill_txt + format ["<img size='0.9' align='left' image='%2'/>",_killerName,_pic,_victimName,(ceil _distance)];
                    _kill_txt = _kill_txt + format ["<t align='left' size='0.7'> %3 </t>",_killerName,_pic,_victimName,(ceil _distance)];
                    _kill_txt = _kill_txt + format ["<t align='left' size='0.7'>[%4m]</t>",_killerName,_pic,_victimName,(ceil _distance)];
    
                    customkillMessage = [_kill_txt];
                    publicVariable "customkillMessage";
                };
            };
        
        
        };
    
        diag_log _loc_message;
    
        if(DZE_DeathMsgGlobal) then {
            [nil, nil, rspawn, [_killer, _message], { (_this select 0) globalChat (_this select 1) }] call RE;
        };
        /* needs customRemoteMessage
        if(DZE_DeathMsgGlobal) then {
            customRemoteMessage = ['globalChat', _message, _killer];
            publicVariable "customRemoteMessage";
        };
        */
        if(DZE_DeathMsgSide) then {
            [nil, nil, rspawn, [_killer, _message], { (_this select 0) sideChat (_this select 1) }] call RE;
        };
        if(DZE_DeathMsgTitleText) then {
            [nil,nil,"per",rTITLETEXT,_message,"PLAIN DOWN"] call RE;
        };
    
        // build array to store death messages to allow viewing at message board in trader citys.
        _death_record = [
        _victimName,
        _killerName,
        _weapon,
        _pic,
        _distance,
        ServerCurrentTime
    ];
    PlayerDeaths set [count PlayerDeaths,_death_record];
    PV_DeathBoard = PlayerDeaths;
    publicVariable "PV_DeathBoard";
    
        // Cleanup
        _victim setVariable["AttackedBy", "nil", true];
        _victim setVariable["AttackedByName", "nil", true];
        _victim setVariable["AttackedByWeapon", "nil", true];
        _victim setVariable["AttackedFromDistance", "nil", true];
    };
    
    // Might not be the best way...
    /*
    if (isnil "dayz_disco") then {
        dayz_disco = [];
    };
    */
    
    // dayz_disco = dayz_disco - [_playerID];
    _newObject setVariable["processedDeath",diag_tickTime];
    
    if (typeName _minutes == "STRING") then
    {
        _minutes = parseNumber _minutes;
    };
    
    diag_log ("PDEATH: Player Died " + _playerID);
    
    if (_characterID != "0") then
    {
        _key = format["CHILD:202:%1:%2:%3:",_characterID,_minutes,_infected];
        #ifdef DZE_SERVER_DEBUG_HIVE
        diag_log ("HIVE: WRITE: "+ str(_key));
        #endif
        _key call server_hiveWrite;
    }
    else
    {
        deleteVehicle _newObject;
    }; 

     

    player_murderMenu.sqf

    EpochDeathBoardLoad = {
        createdialog "EpochDeathBoardDialog";
        {
            private ["_index"];
            _index = lbAdd [21000,_x select 0];
        } count PV_DeathBoard;
    };
    
    EpochDeathBoardClick = {
        disableSerialization;
        private ["_index","_record","_output","_record_stxt","_name","_image","_h","_m","_format","_victim","_attacker","_time","_distance"];
            _quotes = [
                "Death is God's way of telling you not to be such a wise guy.",
                "What happens if you get scared half to death, twice?",
                "Don't upset me.. I'm running out of places to hide the bodies.",
                "Don't run, you'll just die tired.",
                "Give me immortality || give me death.",
                "I can't live with death; he's always leaving the toilet seat up.",
                "Why won't you die?!?!",
                "Guns don't kill people; death kills people. It's a proven medical fact."
            ];
        _index = _this select 0;
        if (_index < 0) exitWith {};
        _output = _this select 1;
        _record = PV_DeathBoard select _index;
    
        _victim = _record select 0;
        _attacker = _record select 1;
        _name = _record select 2;
        _image = _record select 3;
        _distance = _record select 4;
        _time = _record select 5;
    
        if (isNil "_victim" || isNil "_attacker" || isNil "_name" || isNil "_distance" || isNil "_time") exitWith {_output ctrlSetStructuredText parseText "<br/><br/><br/><br/><t size='1.6' align='center'>There are some information missing for this entry</t>";};
    
        _format = {
            private ["_codeCount","_str"];
            _str = format["%1", _this];
            _codeCount = (count (toArray _str));
            if (_codeCount == 1) then {_str = format["0%1", _str];    };
            _str;
        };
        _h = (_time select 0) + timezoneswitch;
        _m = _time select 1;
    
        _record_stxt = format["<t size='1.6' align='left'>%1</t><br/><br/>",_victim];
        _record_stxt = _record_stxt + format["<t size='1' align='left'>Died at %1:%2</t><br/><br/>",(_h call _format),(_m call _format)];
        _record_stxt = _record_stxt + format["<t size='1' align='left'>Was killed by %1</t><br/><br/>",_attacker];
        _record_stxt = _record_stxt + format["<t size='1' align='left'>With a %1<br/><img size='3' image='%2' /></t><br/><br/>",_name,_image];
        _record_stxt = _record_stxt + format["<t size='1' align='left'>At a distance of %1m</t><br/><br/>",_distance];
        _record_stxt = _record_stxt + format["<t font='Bitstream'>%1</t>",(_quotes call BIS_fnc_selectRandom)];
    
        _output ctrlSetStructuredText parseText _record_stxt;
    };

  10.  

    Anyone ever find a fix for that nil weapon issue? I read through the entire thread and didn't really see anything about a working fix...

     

    I just kinda made my own fix for weapons... but was seeing if there was a better way to do it...

    _message = format["%1 was killed by %2 with weapon %3 from %4m",_victimName, _killerName, _weapon, _distance];
    _loc_message = format["PKILL: %1 was killed by %2 with weapon %3 from %4m", _victimName, _killerName, _weapon, _distance];
    //_pic = _victim getVariable["AttackedByWeaponImg", "nil"];
    _picture = getText (configFile >> 'cfgWeapons' >> (currentWeapon _killer) >> 'picture'); // get weapon picture of killer
    // not tested from here...
    if (vehicle _killer != _killer) then {
    _picture = getText (configFile >> 'cfgVehicles' >> (vehicle _killer) >> 'picture');
    };
    //.... to here
            if ((gettext (configFile >> 'cfgWeapons' >> (currentWeapon _killer) >> 'displayName')) != "Throw") then {
    if (!isNil "_picture") then {
    _kill_txt = format ["<t align='left' size='0.9'>%1 </t>",_killerName,_picture,_victimName,(ceil _distance)];
    _kill_txt = _kill_txt + format ["<img size='1.0' align='left' image='%2'/>",_killerName,_picture,_victimName,(ceil _distance)];
    _kill_txt = _kill_txt + format ["<t align='left' size='0.9'> %3 </t>",_killerName,_picture,_victimName,(ceil _distance)];
    _kill_txt = _kill_txt + format ["<t align='left' size='0.9'>[%4m]</t>",_killerName,_picture,_victimName,(ceil _distance)];
     
    customkillMessage = [_kill_txt];
    publicVariable "customkillMessage";
    };
    };

    what nil weapon issue? I have no issue with these kill messages at all.

  11. Alright one more for you if you dont mind :)

     

    		_notInSafeZone =
    		[
    			'MAAWS','RPG7V','M136','RPG18','STINGER',
    			'MeleeHatchet_DZE','MeleeHatchet','MeleeCrowbar','MeleeMachete','MeleeFishingPole','MeleeSledge',
    			'MeleeBaseBallBatNails','MeleeBaseBallBatBarbed','MeleeBaseBallBat'
    		];
    

    I want to block all launchers from the safe zone.. do I have to just add them one by one to the array or can I just use a base like launchers? What would be the easiest way?

     

    to be clear I already went ahead and just manually added every launcher to this array but for the sake of learning I just wanted to know if theres an easier way.

  12. Currently using infiStar's safe zone and using the speed limit. However, I dont want helicopters to be effected by the speed limit, only land vehicles
     

                    if (_USE_SPEEDLIMIT) then
                    {
                        _obj = vehicle player;
                        if !(_obj isKindOf 'Plane') then
                        {
                            _speed = abs speed _obj;
                            if ((_obj != player) && (_speed > _speedlimit)) then
                            {
                                _vel = velocity _obj;
                                _x = 0.8;
                                if (_speed > 50) then {_x = 0.1;};
                                _velNew = [(_vel select 0) * _x, (_vel select 1) * _x,(_vel select 2) * _x];
                                _obj SetVelocity _velNew;
                            };
                        };
                    };
    

    can I just change "Plane" to "Air" ? or is there some other way to add another exception? thanks

  13. We would love to have you, and have many mature admins :)

     

    Join my TS, will be glad to talk to you. Sorry for your loss, its hard to shut a server down. H1ZI and SA are killing the community. Sad cause both games are actually garbage......

    Also the devs not patching well known exploits and letting the script kiddies roam free.

  14. Yea I recently started an overpoch server in addition to my overwatch server thats been running for a couple years. Super hard to get players. Hackers are killing the game. Which is a shame cause arma 3 is still pretty new and doesn't have nearly the content of arma 2.

  15. If the message does not show up, I would rather consider the fnc_plyrhit.sqf.

    This is actually the reason why some kills are not displayed/logged because the player hit isn't detected right.

    I don't know yet if this missing hit detection is caused by the EventHandler itself or if it's just lagg.

    I already tried to use the EventHandler 'MPKilled', but this did not lead to a practical result either..

    (cf. https://community.bistudio.com/wiki/ArmA_2:_Event_Handlers)

    It shows up fine if you put a sleep in the script and give it time to catch up. Its very similar to how my custom kill messages are on overwatch. I'd love to get a system chat message working in conjuction with it, so you see the picture and also get the system chat message which would allow you to scroll up in chat. The built in epoch ones only show a percentage of the time.

  16. I did plenty of "research" I saw all the reddit flaming and dung flinging, etc. Yes, that video is an extreme opinion. And yes it is an opinion. What is an opinion? Well the dictionary says a defintion is: a view or judgment formed about something, not necessarily based on fact or knowledge. My post was an opinion, your post was an opinion. These are all opinions.

    I never said H1Z1 was original, Im simply saying that it appears to run much better than dayz stand alone. The zombies in stand alone are still broken a year later. They're too busy adding new backpacks and hats to fix issues with the game. Furthermore,  when they said "you can't buy weapons, etc." they mean you can't purchase them directly, which is true. The carepackage system has been talked about for months and was explained pretty thoroughly.. you'd know that if you did your research.

     

    Dont get me wrong, Im a dayz fanboy. I run 2 dayz servers. I love arma. I want nothing but the best for dayz, Im rooting for dayz standalone, but so far it hasn't delivered. More to the point, ever since H1Z1 came out, my servers have gotten noticeably quieter.

  17. That's an interesting point, so did you remove tank traps and wire from the array of items that can be removed with a crowbar? Think I may give that a go...

    I think in overwatch all they need is a toolbox? I forget. But no, I just counted on the general laziness of people. You could always just add barriers in the map editor which aren't removable.

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