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Death Messages "KILLED HIMSELF" - for every death


stonXer

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Title says it all really :/  Every death is showing up as "killed himself", zed, player, suicide, all same..  Having a dull day and can't get my head round it :)

Anyone else having this problem?

 

Thank you anyone who reads :)

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Check in server_playerDied.sqf at around like 26-35.

	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];
	};

You can modify that and see if that changes anything for you.

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Same problem on our server, all deaths are being announced as killed self. Started happening after 1051.

Same here. I do not use infiSTAR so it's not connected.

This is a fresh installation plus a few additions (DZAI+EMS+Take Clothes) but not a total mod soup (just yet) so I guess it is because of 1.0.5.1 update... I hope someone can find a fix for this as everybody looks suicidal now.

 

Details

(I think) Side chat killmessage reads "<player was killed>".

(I'm sure about this one) The middle of the screen killmessage reads "<player killed himself>".

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Been having the same problems.. After checking the RPT log, it appears that at some occations when this happens, the PHIT marks is logged AFTER the PKILL, so at the time the PKILL message arrives, there is no shooter, so it seems like they killed themselves.. Dont know for sure tho, but if someone who knows more about this than me can check things out, it would be great..

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Been having the same problems.. After checking the RPT log, it appears that at some occations when this happens, the PHIT marks is logged AFTER the PKILL, so at the time the PKILL message arrives, there is no shooter, so it seems like they killed themselves.. Dont know for sure tho, but if someone who knows more about this than me can check things out, it would be great..

 

Looking at my log, I found the same thing.

The problem is that hard or sudden hits happen too quickly for the system to keep up. Repeated hits with lower strength weapons get reported fine, but high-powered weapons, head shots and hits to near-dead people seem get marked as suicides.

This got me thinking... and I had a hunch that maybe delaying the script from looking for a killer would give better results, as the killing hit would then always be at least a few seconds before a death is counted.

Updating server_playerDied.sqf with a sleep line seems to have completely ended the fake suicides for me:

_victim = _newObject;
_newObject setVariable ["bodyName", _victimName, true];

sleep 2;

_killer = _victim getVariable["AttackedBy", "nil"];
_killerName = _victim getVariable["AttackedByName", "nil"];

Could be a coincidence and as I've only tested on my server I can't guarantee anything.

Give it a try anyway, it might be a solution!

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