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onPlayerKilled.sqf does not prevent the vanilla Arma 3 death screen to happen.

playerKilledScript.sqs take's it's place.

_start would be to check is the death screen hasn't already appeared (but that is just me guessing - as I said, this script was made out of deductions since 18 years old commands like enableEndDialog don't work on their own anymore... Arma 3 is a mess.)

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