0verHeaT Posted September 23, 2014 Report Share Posted September 23, 2014 Description Get all kill notification nicely displayed in the left upper corner. This will include the picture of the gun and the shot distance. The format will look like that: [killer] ['image'] [victim] ['distance in meters'] To see how it will look like in game: UPDATE fixed bug where dead players spawn near their bodies with their old gear message will only appear when a player is shot by someone else if an attacker killed another player with a vehicle the message will show the picture of the vehicle instead of the gun Download and installation http://github.com/0verHeaT/kill_msg Step by Step Guide (if you have already other mods) (Has been removed! Please use my Github!) Done. BigCrazyCat, Spodermayt, Mates31cz and 6 others 9 Link to comment Share on other sites More sharing options...
SadBoy1981 Posted September 23, 2014 Report Share Posted September 23, 2014 Description Get all kill notification nicely displayed in the left upper corner. This will include the picture of the gun and the shot distance. The format will look like that: [killer] ['image'] [victim] ['distance in meters'] To see how it will look like in game: Download and installation http://github.com/0verHeaT/kill_msg Copy and replace the server_playerDied.sqf in 'day_server/compile'. But if i have allready this 2 custom files, if i replase it some another mod stop work Link to comment Share on other sites More sharing options...
0verHeaT Posted September 23, 2014 Author Report Share Posted September 23, 2014 Copy and replace the server_playerDied.sqf in 'day_server/compile'. But if i have allready this 2 custom files, if i replase it some another mod stop work I will make a step by step guide where you just have to add the necessary lines. Link to comment Share on other sites More sharing options...
SadBoy1981 Posted September 23, 2014 Report Share Posted September 23, 2014 I will make a step by step guide where you just have to add the necessary lines. Thanks, this help a lot! Link to comment Share on other sites More sharing options...
xO_Zero_Ox Posted September 23, 2014 Report Share Posted September 23, 2014 Works it all the Time? Mine doesnt work all the time only ~50% the time EDIT: May take this note Kill Messages doesnt work all the Time, due to the Server sometimes doesnt get the PKILL Link to comment Share on other sites More sharing options...
0verHeaT Posted September 23, 2014 Author Report Share Posted September 23, 2014 Works it all the Time? Mine doesnt work all the time only ~50% the time EDIT: May take this note Kill Messages doesnt work all the Time, due to the Server sometimes doesnt get the PKILL Thats right. Any kill message will only be displayed when the server gets the PKILL. (e.g. the DZE_DeathMsgGlobal does also not work all the time..) Link to comment Share on other sites More sharing options...
xO_Zero_Ox Posted September 23, 2014 Report Share Posted September 23, 2014 Thats right. Any kill message will only be displayed when the server gets the PKILL. (e.g. the DZE_DeathMsgGlobal does also not work all the time..) Have you found any fix for it, or are the developers of epoch aware of this problem? Link to comment Share on other sites More sharing options...
Chunk. No Captain Chunk. Posted September 23, 2014 Report Share Posted September 23, 2014 Not too sure if this will work, but for more of a better feel (or server owners which run a less militarized server). _pic = gettext(configFile >> 'cfgWeapons' >> (currentWeapon _killer) >> 'picture'); _kill_txt = _kill_txt + format ["%1 was killed with %3 from %4m",_victimName, _killerName, _pic, _distance]; customkillMessage = [_kill_txt]; publicVariable "customkillMessage"; Well... It might work. Link to comment Share on other sites More sharing options...
CartoonrBOY Posted September 23, 2014 Report Share Posted September 23, 2014 Great...I love to brag about kill range. Beans. Link to comment Share on other sites More sharing options...
Guest Posted September 23, 2014 Report Share Posted September 23, 2014 anyone having issues when a player dies and respawns, he ends up next to his old body? WITH his old gear... its like it dupes itself Link to comment Share on other sites More sharing options...
PeterBeer Posted September 23, 2014 Report Share Posted September 23, 2014 anyone having issues when a player dies and respawns, he ends up next to his old body? WITH his old gear... its like it dupes itself This would not course this in any way buddy Link to comment Share on other sites More sharing options...
Guest Posted September 23, 2014 Report Share Posted September 23, 2014 17:07:39 Error in expression <>%1 </t>",_killerName,_pic,_victimName,(ceil _distance)]; _kill_txt = _kill_txt > 17:07:39 Error position: <ceil _distance)]; _kill_txt = _kill_txt > 17:07:39 Error ceil: Type String, expected Number 17:07:39 File z\addons\dayz_server\compile\server_playerDied.sqf, line 40 Link to comment Share on other sites More sharing options...
Guest Posted September 23, 2014 Report Share Posted September 23, 2014 anyone? Link to comment Share on other sites More sharing options...
0verHeaT Posted September 23, 2014 Author Report Share Posted September 23, 2014 17:07:39 Error in expression <>%1 </t>",_killerName,_pic,_victimName,(ceil _distance)]; _kill_txt = _kill_txt > 17:07:39 Error position: <ceil _distance)]; _kill_txt = _kill_txt > 17:07:39 Error ceil: Type String, expected Number 17:07:39 File z\addons\dayz_server\compile\server_playerDied.sqf, line 40 Looks like your '_distance' is not correctly defined. It has to be defined like that in order to work: _distance = _victim getVariable["AttackedFromDistance", "nil"]; Link to comment Share on other sites More sharing options...
Guest Posted September 23, 2014 Report Share Posted September 23, 2014 I do have it defined. It's an awesome script, btw! My server_playerDied.sqf is in the spoiler below... private ["_characterID","_minutes","_newObject","_playerID","_infected","_victim","_victimName","_killer","_killerName","_weapon","_distance","_message","_loc_message","_key","_death_record","_pic","_kill_txt"]; //[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]; _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"];<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Defined here,Overheat :) 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]; }; diag_log _loc_message; _pic = gettext(configFile >> 'cfgWeapons' >> (currentWeapon _killer) >> 'picture'); _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)]; customkillMessage = [_kill_txt]; publicVariable "customkillMessage"; if(DZE_DeathMsgGlobal) then { [nil, nil, rspawn, [_killer, _message], { (_this select 0) globalChat (_this select 1) }] call RE; }; 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, _distance, ServerCurrentTime ]; PlayerDeaths set [count PlayerDeaths,_death_record]; // 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; }; Link to comment Share on other sites More sharing options...
MGT Posted September 23, 2014 Report Share Posted September 23, 2014 Yep, this is causing players to respawn at their dead bodies. Link to comment Share on other sites More sharing options...
SadBoy1981 Posted September 23, 2014 Report Share Posted September 23, 2014 Works fine for me, thanks! Link to comment Share on other sites More sharing options...
Guest Posted September 23, 2014 Report Share Posted September 23, 2014 It works, but your players WILL die and spawn right in front of the dead corpse.. WITH all gear. Trust.. Its not everyone or all the time.. but it will happen. I like the script. Hope there's a fix. Works fine for me, thanks! Link to comment Share on other sites More sharing options...
MGT Posted September 24, 2014 Report Share Posted September 24, 2014 ok, the fix is as follows Change _pic = gettext(configFile >> 'cfgWeapons' >> (currentWeapon _killer) >> 'picture'); _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)]; to _pic = gettext(configFile >> 'cfgWeapons' >> (currentWeapon _killer) >> 'picture'); _kill_txt = format ["<t align='left' size='0.9'>%1 </t>",_killerName,_pic,_victimName,_distance]; _kill_txt = _kill_txt + format ["<img size='1.0' align='left' image='%2'/>",_killerName,_pic,_victimName,_distance]; _kill_txt = _kill_txt + format ["<t align='left' size='0.9'> %3 </t>",_killerName,_pic,_victimName,_distance]; _kill_txt = _kill_txt + format ["<t align='left' size='0.9'>[%4m]</t>",_killerName,_pic,_victimName,_distance]; Ceil is trying to round up a string _distance as it's not a number, so incorrect syntax, by removing ceil you remove the rounding up and you get no error freakystyle, Darth_Rogue, CartoonrBOY and 1 other 4 Link to comment Share on other sites More sharing options...
0verHeaT Posted September 24, 2014 Author Report Share Posted September 24, 2014 It works, but your players WILL die and spawn right in front of the dead corpse.. WITH all gear. Trust.. Its not everyone or all the time.. but it will happen. I like the script. Hope there's a fix. This issue occurs due to a syntax error in the fnc_plyrHit.sqf. 19:33:24 "PHIT: B 1-1-C:1 (XXX) REMOTE was hit by B 1-1-D:1 (XXX) REMOTE with DMR from 0m with 0.1625 dmg" 19:33:24 Error in expression <; _weapon = weaponState _attacker; if (_weapon select 0 == "Throw") then { _we> 19:33:24 Error position: <_weapon select 0 == "Throw") then { _we> 19:33:24 Error Nicht definierte Variable in Ausdruck: _weapon 19:33:24 File z\addons\dayz_server\compile\fnc_plyrHit.sqf, line 12 As you can see the distance is here defined as a string due to this bug. This will lead to the ceil error. In my case i could fix this by replacing the current fnc_plyrHit.sqf with this: private ["_victim", "_attacker","_weapon","_distance","_damage"]; _victim = _this select 0; _attacker = _this select 1; _damage = _this select 2; if (!isPlayer _victim || !isPlayer _attacker) exitWith {}; if ((owner _victim) == (owner _attacker)) exitWith { _victim setVariable["AttackedBy", _victim, true]; }; _weapon = gettext (configFile >> 'cfgWeapons' >> (currentWeapon _attacker) >> 'displayName'); _vehicle = typeOf (vehicle _attacker); if ((getText (configFile >> "CfgVehicles" >> _vehicle >> "vehicleClass")) in ["CarW","Car","CarD","Armored","Ship","Support","Air","ArmouredW","ArmouredD","SupportWoodland_ACR"]) then { _weapon = getText (configFile >> "CfgVehicles" >> _vehicle >> "displayName"); }; _distance = _victim distance _attacker; diag_log format["PLAYERHIT: %1 was hit by %2 with %3 from %4m with %5 dmg", _victim, _attacker, _weapon, _distance, _damage]; _victim setVariable["AttackedBy", _attacker, true]; _victim setVariable["AttackedByName", (name _attacker), true]; //_victim setVariable["AttackedByWeapon", (currentWeapon _attacker), true]; _victim setVariable["AttackedByWeapon", _weapon, true]; _victim setVariable["AttackedFromDistance", _distance, true]; Now you won't get any errors on the fnc_plyrHit.sqf and the ceil command works correctly now. Link to comment Share on other sites More sharing options...
Richie Posted September 24, 2014 Report Share Posted September 24, 2014 Nice :D Link to comment Share on other sites More sharing options...
DECO1919 Posted September 24, 2014 Report Share Posted September 24, 2014 Hey Dude, iam trying to get kill messages so many days. No script works! We need one, cause we are a pve server.... So i think, something in my files are broken, can you check it or send me yours? I thinks the basic files are damaged anywhere..... anywhere more files to check? Greeting, Sebi fnc_plyrHit.txt init.txt server_playerDeaths.txt server_playerDied.txt Link to comment Share on other sites More sharing options...
Pro_Speedy Posted September 24, 2014 Report Share Posted September 24, 2014 Hey Dude, iam trying to get kill messages so many days. No script works! We need one, cause we are a pve server.... So i think, something in my files are broken, can you check it or send me yours? I thinks the basic files are damaged anywhere..... anywhere more files to check? Greeting, Sebi fnc_plyrHit.txt init.txt server_playerDeaths.txt server_playerDied.txt Can i ask why they are .txt and not .sqf? Link to comment Share on other sites More sharing options...
Richie Posted September 24, 2014 Report Share Posted September 24, 2014 This works well and looks great :d I'm a sucker for perdy pictures :lol: Link to comment Share on other sites More sharing options...
DECO1919 Posted September 24, 2014 Report Share Posted September 24, 2014 Its just .txt cause most of the Boards dont accdept sqf as uploads. In my pbos they are sqf`s ;) Please, I need your support / help :wacko: Link to comment Share on other sites More sharing options...
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