Jump to content
Halvhjearne

Easy Kill feed/messages w/study & bury body function (Beta)

Recommended Posts

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?

Share this post


Link to post
Share on other sites
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.

Share this post


Link to post
Share on other sites
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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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. 

Share this post


Link to post
Share on other sites

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.....

Share this post


Link to post
Share on other sites
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.

Share this post


Link to post
Share on other sites
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 ...

Share this post


Link to post
Share on other sites
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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites
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

 

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites
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

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Similar Content

    • By Harkness
      DayZ Expansion Namalsk Mods/Features;
      ATM Banking
      More Weapons
      More Cars
      More Loot
      Namalsk Igloo
      Light Saber Mod
      No-Vehicle-Crash-Damage
      Trader Wallet - Money/Item Storage
      Custom Namalsk Spawn Selection
      Custom Trader City at Sebjan Factory
      All items added to traders
      Namalsk Airdrops
      Notification System
      Territories System
      Auto-run System
      No Stamina System
      Safezone System
      Mission System
      Skin System
      Map UI and 2D/3D Markers System
      KillFeed System
      Towing System
      Player Attachement
      Custom lighting
      Custom interiors
      Custom ocean
      Working Street lights
      Builderitems
      Gravecross
      KillFeed
      Notifications
      Gravecross
      Horn
      Autorun
      No stamina
      MoreGuns
      Street lights
      Car Keys
      CodeLock
      Map UI and 2D/3D Markers
      Global/Transport/Party Chat
      Book (Server Info, Rules, player stats, party management , territory management) System
      Extras;
      Address: 86.10.6.13 Port: 2402
      Discord Invite Link
    • By natoed
      from here
      Greeting to All,
      Whist I love the killfeed, its lacking as epoch has grown. Wanting to add killed/eaten by zombie to the killfeed.
      First of just adding ryan's zombie then added sm zombz and epoch's zombies.
      I've tried a couple of time but failing hard.
      I just can not get my head around all the nested if and else statements, most likely have inserted code in the wrong spot again.
      so here's what I've got so far from line 143 (notepad ++).
      File in question - halv_fnc_playerdied.sqf
      Any and all help would be great, thanks
       
      cheers
      natoed
       
       
       
       
    • By Halvhjearne
      so i realized that some server owners has been checking out my github and noticed the Taru pods mod/script i made.
       
      however, unfortunatly not as many has had the courtesy of actually reporting back to me about functionality/bugs, so i decided to just release it here for everyone to enjoy and i can see what everyone has to say about it.
       
      What is this?
       
      this script was inspired by this mod:
      http://www.armaholic.com/page.php?id=27532
       
      one of my players asked me to add this mod, but i feelt that this could be done without having to add an extra mod to every client, so i created this:
       
      this is a script that will allow players to attach the taru pods to the base taru that does not have a pod attached by default, if the pod is dropped above 25m height, the pod will be dropped in a parachute, else the pod is just dropped.
       

      (more pics soon)
       
      i also made possibility to sell pods at the traders without getting in as driver (claim action) that i will be uploading to my github soon.
       
      to attach a pod:
      Land "on" the pod with a wheel on each side as close as possible make sure wheels are touching ground scroll and use the attach scroll action to attach a pod scroll to detach/para drop it again.
       
      to make sure the pod saves new position after being moved, then either enter the pod or change inventory in it.
      pods should now save when dropped.
       
      so here goes:
      https://github.com/Halvhjearne/taru-pods
       
      to install this, add to the bottom of your init.sqf:
      execVM "addons\taru_pods\taru_init.sqf"; (or wherever you decide to install it, folder is not important)
       
      if you have antihack, you will need to disable attach and scroll actions checks (more info on this will come soon).
       
      you will also need to add the pods to traders / epochconfog.hpp
      the pod classnames are:
      "Land_Pod_Heli_Transport_04_bench_F" "Land_Pod_Heli_Transport_04_covered_F" "Land_Pod_Heli_Transport_04_medevac_F" "Land_Pod_Heli_Transport_04_box_F" "Land_Pod_Heli_Transport_04_fuel_F" "Land_Pod_Heli_Transport_04_repair_F" "Land_Pod_Heli_Transport_04_ammo_F"
    • By Halvhjearne
      i just threw this together, cause i wanted to backup my database once in a while, however i do not want be held responsible for anything you do to your system.
       
      pls remeber to backup anything you hold dearly before using this and NEVER use this with root permissions!
       
      http://pastebin.com/iBiZkvUb
       
      if setup correctly the script will backup the database to a folder named the day of the week, database name/folder will be something like:
      /whatever/dayoftheweek/dump_2015_26-07_14.00-01.rdb If you do not plan to use the same user, that runs redis-server to run the backup script, then you will need to make sure the dump.rdb is written with permissions to allow this.
       
      by default redis-server will be starting with --umask 007 flag, to change it you need to change the redis-server init script (mine was located at /etc/init.d/redis-server).
       
      find the line that starts like this:
      if start-stop-daemon --start --quiet --umask 003 this is whats important:
      --umask 007 we will need to change this to something like:
      --umask 003 now it will write the file with read permissions for all users (-rw-rw-r--).
       
      now make sure to restart redis-server:
      service redis-server restart change the path's on top of the script to determin where the database is located:
      # set path to where your redis.rdb file is located REDISDBDIR=/var/lib/redis and where you want the files to end up:
      # set path to where you want the db file to end up DBBACKUPDIR=/media/9c2af2c6-2d7e-4383-9255-6fa2b6d58a28/SysDisk/armabackup if you want it to delete or show you old database files you can use/uncomment the lines on the bottom:
      ########################################################## # Change how long you want to save a database copy below # ########################################################## #show old db's, uncomment to use: #-mmin = +minutes #find ${DBBACKUPDIR} -type f -mmin +240 #-mtime = +days #find ${DBBACKUPDIR} -type f -mtime +3 ################## IMPORTANT: ############################ # delete db's older than 7days, change the 7 below # # or comment out with a # infront of the line to disable # ########################################################## #find $DBBACKUPDIR -type f -mtime +7 -delete have fun
       
      Regards
      Halv
    • By Suppe
      /*
          HS Blackmarket
          by Halv & Suppe
      */

      The HS Blackmarket is a 'new' Trader-system for A3 Epoch, it was created in collaboration with Halv, Halv wrote the main part of the script, he is the true genius.

      Features:
      - Trader with Custom Dialog (Menu)
      - Trader with unlimited supply
      - You control how many Trader will spawn
      - Trader will spawn random over the Map
      - Trader will spawn in 5 different "Camps"
      - With persistent Vehicles or not persistent Vehicles
      - Easily edit/add Prices, Items, Vehicles, Weapons
      - Easily Blacklist Items, Vehicles, Weapons
      - Easily control about Vehicleammo
      - Vehicleammo count over restart (10 bullets left for the restart = 10 bullets left after restart)
      - Static and Random Traders
      - Work with stock Epoch AH and infistar
      - Work without emod !
      - Work on every Map
       
      Pictures:



       
      Download:
      https://github.com/GBR-Suppe/a3_epoch_HSBlackmarket
       
       
      Install:
      - Copy the "trader" Folder and the Stringtable.xml in your epoch.Mission

      - Add to your init:
        [] execVM "trader\init.sqf"; [] execVM "trader\resetvehicleammo.sqf";   [] execVM "trader\HALV_takegive_crypto_init.sqf";  - Add to your description.ext  ( on the very top and if you use Halv's spawn script as well, you need only 1x the Halv_defines.hpp)
        #include "trader\Halv_defines.hpp" #include "trader\tradedialog.hpp"   #include "trader\HSPricing.hpp" - (optional) Open epoch.Mission/trader/init.sqf to configurate the HS Blackmarket
       
      - (optional) Open epoch.Mission/trader/settings.sqf and resetvehicleammo.sqf to configurate the Vehicleammo

      - (optional) Open epoch.Mission/trader/HSPricing.hpp to configurate prices, or to add Items, Vehicles, Weapons and so on

      - (optional) Remove 1 Epoch Trader for every Blackmarket Trader you added (remove Epoch Trader: \Arma 3\@epochhive\epochconfig.hpp  ,search for NPCSlotsLimit)
       
      - (optional) To get all messages of the traders (like the vehicleworldlimit check) you need:
       
      Edit your BE Filter:



       
      For infistar Server:



       
       
        for Halv                              for Suppe
       
      Copyright © 2015 Halvhjearne & Suppe

      This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your    option) any later version.

      This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

      You should have received a copy of the GNU General Public License along with this program. If not, see http://www.gnu.org/licenses/.
  • Advertisement
  • Supporters
  • Discord

×
×
  • Create New...