Ghostrider-GRG Posted January 31, 2016 Report Share Posted January 31, 2016 2 hours ago, Tarabas said: Good to know about that server_publicEH. So it's not my fault. It would be nice to know how they're getting shown now. Maybe script can get changed to be working again. I will be looking at this as I have time. An event is still sent to clients as there is still a basic kill message displayed in system chat. Do any of you see how this is handled? Link to comment Share on other sites More sharing options...
viper179 Posted January 31, 2016 Report Share Posted January 31, 2016 Any idea why removing // from inside the epoch server that calls the deadplayer pvs still doesnt work omg i need this Link to comment Share on other sites More sharing options...
zxbutchxz Posted February 1, 2016 Report Share Posted February 1, 2016 A new file CfgRemoteExec.hpp in @Epoch\Addons\a3_epoch_config\Configs Maybe it's in it? Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted February 1, 2016 Report Share Posted February 1, 2016 6 minutes ago, zxbutchxz said: 6 minutes ago, zxbutchxz said: A new file CfgRemoteExec.hpp in @Epoch\Addons\a3_epoch_config\Configs Maybe it's in it? A new file CfgRemoteExec.hpp in @Epoch\Addons\a3_epoch_config\Configs Maybe it's in it? From what I can see so far, you either have to add your own event handler for handling messaging when the player is killed then modify BE exceptions accordingly (Scripts and publicvariable) or add a line in the code Epoch calls when a player dies that calls Halv's function for messaging players. The first solution is cleaner in the long run because it is independent of Epoch code. Link to comment Share on other sites More sharing options...
rvg?! Posted February 1, 2016 Report Share Posted February 1, 2016 18 hours ago, Ghostrider-DbD- said: The first solution is cleaner in the long run because it is independent of Epoch code. Can confirm that. Eventhandler protects you from weird internal epoch changes and you can cutomize it. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted February 2, 2016 Report Share Posted February 2, 2016 @rvg?! Did you get an event handler running ? I would think it just has to call the server-side function that handles generating and broadcasting the messages after a player is killed. Link to comment Share on other sites More sharing options...
rvg?! Posted February 2, 2016 Report Share Posted February 2, 2016 Look at the MPkilled event. It will give you the killer and the victim. The rest is just dintance calc and weapon classes. I am working on the pictures to make it independent from every mod and mod updates. It will use the Arma3 classes incl external pics. We always had the issue, if you got killed by a sapper or unknown object in general, an error will appear. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted February 2, 2016 Report Share Posted February 2, 2016 For AI in blckeagls and other applications, I use the "killed" event but I will look into "MPKilled as well. I know I did a bunch of tweaks at one point to address minor bugs that resulted in script errors with certain types of deaths but don't remember the details. Link to comment Share on other sites More sharing options...
fishmooney Posted February 2, 2016 Report Share Posted February 2, 2016 mm mb use a EPOCH_server_deadPlayer.sqf>>? ['deathlog', format['%1 (%2) Killed By %3 (%4) with weapon %5 from %6m at %7', _playerName, _plyrUID, name _killer, getPlayerUID _killer, currentWeapon _killer, _playerObj distance _killer, _pos]] call EPOCH_fnc_server_hiveLog; ^^it's goodlooking for me )) btw also present EPOCH_sendPublicVariableClient..... Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted February 3, 2016 Report Share Posted February 3, 2016 1 hour ago, fishmooney said: mm mb use a EPOCH_server_deadPlayer.sqf>>? ['deathlog', format['%1 (%2) Killed By %3 (%4) with weapon %5 from %6m at %7', _playerName, _plyrUID, name _killer, getPlayerUID _killer, currentWeapon _killer, _playerObj distance _killer, _pos]] call EPOCH_fnc_server_hiveLog; ^^it's goodlooking for me )) btw also present EPOCH_sendPublicVariableClient..... I think that approach will work with the caveat that you need to update every time an epoch update is released. Link to comment Share on other sites More sharing options...
fishmooney Posted February 3, 2016 Report Share Posted February 3, 2016 agree. but updates coming not so fast so it solution for me. Link to comment Share on other sites More sharing options...
rvg?! Posted February 4, 2016 Report Share Posted February 4, 2016 I switched this internal epoch killmessage off, because it overwrites my variables. And you can use full customized code, without changing epoch internals on every update. bismarck100 1 Link to comment Share on other sites More sharing options...
bismarck100 Posted February 6, 2016 Report Share Posted February 6, 2016 On 04.02.2016 at 3:16 PM, rvg?! said: I switched this internal epoch killmessage off, because it overwrites my variables. And you can use full customized code, without changing epoch internals on every update. I wrote to you about this report ... Link to comment Share on other sites More sharing options...
PryMary Posted February 6, 2016 Report Share Posted February 6, 2016 Does anyone have this working with 0.3.7.0? Would love to have the dynamic killfeed working!! Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted February 6, 2016 Report Share Posted February 6, 2016 20 minutes ago, PryMary said: Does anyone have this working with 0.3.7.0? Would love to have the dynamic killfeed working!! Pry, I have it working with the stock EpochAH. My patch still needs a little testing with players who are not admin but I think I have things sorted. Link to comment Share on other sites More sharing options...
PryMary Posted February 6, 2016 Report Share Posted February 6, 2016 Awesome!! Care to share it? I only use the stock AH anyway ;-) Link to comment Share on other sites More sharing options...
viper179 Posted February 8, 2016 Report Share Posted February 8, 2016 Yeh care to share with all of us since halv has up and left us. Link to comment Share on other sites More sharing options...
sCorporation Posted February 11, 2016 Report Share Posted February 11, 2016 So its ready to share? Would be nice :D Link to comment Share on other sites More sharing options...
bismarck100 Posted February 13, 2016 Report Share Posted February 13, 2016 On 11.02.2016 at 6:43 PM, sCorporation said: So its ready to share? Would be nice :D согласен! в массы !!! zxbutchxz 1 Link to comment Share on other sites More sharing options...
viper179 Posted February 13, 2016 Report Share Posted February 13, 2016 Ok finally got it working as ghost dbd said in its current state it works with the stock epoch anti hack and changing the line of code as was stated in a earlier post, but i have it working with infistar and it shows the nice dynamictext plus weapons and distance now still tweaking it up some though but yes killfeed messages are working on my server as of now. Link to comment Share on other sites More sharing options...
Fleischer111 Posted February 14, 2016 Report Share Posted February 14, 2016 what exactly did you change , so that it works Link to comment Share on other sites More sharing options...
Fleischer111 Posted February 14, 2016 Report Share Posted February 14, 2016 8 hours ago, viper179 said: Ok finally got it working as ghost dbd said in its current state it works with the stock epoch anti hack and changing the line of code as was stated in a earlier post, but i have it working with infistar and it shows the nice dynamictext plus weapons and distance now still tweaking it up some though but yes killfeed messages are working on my server as of now. viper179 what exactly did you change , so that it works Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted February 14, 2016 Report Share Posted February 14, 2016 You need to set up a "killed" event handler for the player and have that send a public variable to the server with the [_killed,_killer] as variables. Let me compare notes with viper after which we can release the results of our combined efforts to make my patch run under the default AH and ale infiStar. PryMary and Tophi 2 Link to comment Share on other sites More sharing options...
Tophi Posted February 14, 2016 Report Share Posted February 14, 2016 1 hour ago, Ghostrider-DbD- said: You need to set up a "killed" event handler for the player and have that send a public variable to the server with the [_killed,_killer] as variables. Let me compare notes with viper after which we can release the results of our combined efforts to make my patch run under the default AH and ale infiStar. Thank you so much Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted February 15, 2016 Report Share Posted February 15, 2016 Still working on one issue - give us another few days please. Link to comment Share on other sites More sharing options...
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