mr_shadow 4 Posted January 26, 2014 Hello, I am just wondering if someone have a script with death messages like player 1 was killed by player 2 with a weapon weaponname from distance 123. It will be also great if you have a code that will say player was been ran over by player 2. I have seen this feature on wasteland server, but the author posted only 1 script but it also required the second script which I don't have. Here is the code that was posted _player = _this select 0; _killer = _this select 1; _distance = _killer distance _player; _distance = floor(_distance); if (_distance > 3000) exitWith { //Killed while respawning (or when driving over a mine and the killer is over 3km away) _killerName = name _killer; if (isNull _killerName) then { [player, nil, rGlobalChat, format["soldier K.I.A."]] call RE; } else { [player, nil, rGlobalChat, format["got killed by «%1»",name _killer]] call RE; }; }; //_distance = format["%1",round(_distance)]; switch (true) do { case (_distance < 300) : { // Close range kills _distance = format[" from close range"];}; case (_distance > 300 && _distance < 800) : { //Show no distance _distance = format[""];}; case (_distance > 800 && _distance < 1500) : { //Long distance kills _distance = format[" over long range"];}; case (_distance > 1500 && _distance < 3000) : { //Show the distance in meters only for really remarkable long shots _distance = format[" from far (%1 meters)",_distance];}; default {}; }; // Define the name for killer and his weapon _killerName = name _killer; _killerWep = currentWeapon _killer; _weaponName = (configFile >> "cfgWeapons" >> _killerWep); _weaponName = format["%1",getText(_weaponName >> "displayName")]; _killerWep = format[" with «%1»",_weaponName]; if (_killerName == "ERROR: NO UNIT") exitWith { // Drive a car into a wall/rock etc. or drive over a mine [player, nil, rGlobalChat, format["should learn how to drive"]] call RE; }; if (_weaponName == "HORN") exitWith { // Same as before, but different (suitable for passengers) [player, nil, rGlobalChat, format["died in a tragic car accident"]] call RE; }; if (side _killer == Civilian) exitWith { if (_player == _killer) then { // Respawn suicide or killed by a explosion of a vehicle [player, nil, rGlobalChat, format["soldier K.I.A."]] call RE; } else { //AI Kill (not always AI so I removed the "AI" from the killmessage) [player, nil, rGlobalChat, format["killed by «%1»%2%3",name _killer,_distance,_killerWep]] call RE; }; }; if(_player == _killer) then { //Suicide - Might be obsolete since respawning suicide get's catched in the "Civilian" section [player, nil, rGlobalChat, format["soldier K.I.A."]] call RE; } else { //Normal kill - Player kills Player with a weapon [player, nil, rGlobalChat, format["got killed by «%1»%2%3",name _killer,_distance,_killerWep]] call RE; }; which runs clientside and gets called in the onKilled.sqf via [_player,_killer] execVM "client\functions\killMessage.sqf"; directly below these two lines _player = (_this select 0) select 0; _killer = (_this select 0) select 1; Share this post Link to post Share on other sites
ck-claw 1 Posted January 26, 2014 There is one Here but not sure if it helps? Share this post Link to post Share on other sites
mr_shadow 4 Posted January 26, 2014 Yeah, it will help a lot, thanks. Share this post Link to post Share on other sites