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GF Headshot + Killfeed Script
by

 

GEORGE FLOROS [GR]

 


Description:

Adding a notification , for Headshot + Killfeed , to spice it a little bit .
You are free to do anything but i would like to give me Credits for this!
Simple and easy to use and adapt .
Have Fun !

 


Installation / Usage:

For usage instructions and information of how to use the GF Headshot + Killfeed Script  , please refer to the included documentation and/or example mission.

Place in your mission the files . There is everything included , in the init.sqf , to copy paste in your mission .

 

 

https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.

For everything that is with comment // in front or between /*
means that it is disabled , so there is no need to delete the extra lines.

You can open this ex:
with notepad++
https://notepad-plus-plus.org/

and also use the extra pluggins
(this way will be better , it will give also some certain colours to be able to detect ex. problems )
http://www.armaholic.com/page.php?id=8680

or use any other program for editing .

For the Compilation List of my GF Scripts , you can search in:

https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/

 

 

Notes:

It is 2 scripts , that you can use also seperate.
It is possible , to select between 3 different type of notification ,
for both scripts.
Working on Multiplayer + Spawned Units
Display kills on global
 


Credits & Thanks:

For the Killfeed Script ,source used from :
https://forums.bistudio.com/forums/topic/183541-creating-a-basic-kill-feed/
by kaysio Posted August 5, 2015

 

Thanks to All script contributors
Thanks to everyone who tries to do the best for this game!
Thanks to BIS for such a great platform .
Thanks to BIS Community and BIS Community Forums .
Thanks to Armaholic Community and Forums .

 


Changelog:


Version 3.2
The Known issues :
[There will be a headshot notification also for the ai , BUT only for the server
Server Kills will not show on global on the left corner up ]
are know fixed.
Minor fixes .

 

Version 3.1
Changed the name of all the scripts , starting now with GF .

 

Version 3.0
    Compatible with Ravage Mod
    The Kills will also show in Global in the chat and Left corner up with the weapon image
    The sounds of Headshot will display as 3D
    Added onPlayerKilled to have a notification
    Minor fixes


Version 2.0
    Refixed the codes
    Killfeed now working with every weaponry
    The Kills shows on global ( systemChat )
    Headshot will not display more than once (dead or alive)
    Added 20 Headshot sounds
    Option for randomize the Headshot sound


Version 1.0

 

 

Forum topic:
- BI forums
- Armaholic forums

 

 

Armaholic

download_pages.png

GF Headshot + Killfeed Script

On 12/16/2019 at 12:49 PM, law-giver said:

Hi George just posting the issue and your fix that we discussed via PM so others can see what didn't work originally and also see that you took the time out to fix it.

 

So i had this issue below when playing my edit of Warlord on my personal server and I sent it to George.

 

Arma-3-15-12-2019-10-14-41.jpg

 

He replied quickly with this fix which worked a charm, also adding []execVM "GF_Killfeed\GF_Killfeed.sqf"; to initPlayerLocal.sqf instead of init.sqf. So I just wish to thank George for taking the time on a Sunday to fix this issue. Top man!

 


//________________	Author : GEORGE FLOROS [GR]	___________	30.07.19	___________

/*
________________ GF Killfeed Script ________________

https://forums.bohemia.net/forums/topic/206593-headshot-killfeed-script/

Please keep the Credits or add them to your Diary

https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.
For everything that is with comment  //  in front  or between /*
means that it is disabled , so there is no need to delete the extra lines.

You can open this ex:
with notepad++
https://notepad-plus-plus.org/

ArmA 3 | Notepad ++ SQF tutorial
https://www.youtube.com/watch?v=aI5P7gp3x90

and also use the extra pluggins
(this way will be better , it will give also some certain colors to be able to detect ex. problems )
http://www.armaholic.com/page.php?id=8680

or use any other program for editing .

For the Compilation List of my GF Scripts , you can search in:
https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/

BI Forum Ravage Club Owner :
https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/
*/


diag_log "//________________ GF Killfeed Script _____________";


if(hasInterface)then{
    addMissionEventHandler ["EntityKilled",{
        params ["_killed", "_killer", "_instigator"];
        if(isNull _instigator)then{_instigator = _killer};    // player driven vehicle road kill

            if(isPlayer _killer)then{

                if(
                    _killed isKindOf "CAManBase"

				/*	
				//________________	You can filter the side here	________________
				
				&& {((side group _killed) == west or 
					 (side group _killed) == east or 
					 (side group _killed) == independent or 
					 (side group _killed) == civilian)}
					
				*/				
     			)then{
                
                _killed_Name = "";
                _kill_HUD = "";
                _killed_Color = "#99D5FF";

                if(!(isplayer _killed))then{
                    _killed_Name = getText (configFile >> "CfgVehicles" >> format["%1",typeOf _killed] >> "Displayname");
                    }else{_killed_Name = name _killed};
                
                private _distance = _killer distance2D _killed;
                private _weapon = getText(configFile >> "CfgWeapons" >> currentWeapon (vehicle _killer) >> "displayname");
                _killed_Color = (side group _killed call BIS_fnc_sideColor) call BIS_fnc_colorRGBtoHTML;
                
                _weapon = currentWeapon _killer;
                _pictureweapon = gettext (configFile >> "cfgWeapons" >> _weapon >> "picture");
                if(_pictureweapon == "")then{
                    _weapon = typeOf (vehicle _killer);
                _pictureweapon = (getText (configFile >> "cfgVehicles" >> _weapon >> "picture"));
                };

                //________________    1. Player HUD Notification    ________________
                //   https://community.bistudio.com/wiki/BIS_fnc_dynamicText
                _kill_HUD = format["<t size='0.5'>Killed  <t size='0.8'> <t color='%1'>  %2  <t color='#FFD700'>  %3 m</t>",_killed_Color,_killed_Name,floor _distance];    
                [_kill_HUD,0,0.3,2,0,0,7017] spawn bis_fnc_dynamicText;
                
                //________________    2. systemChat Notification    ________________
                //    runs on every PC showing kills on global , * You can disable the default arma
                [[format["%1  Killed  %2  from  %3 m  with  %4", name player,_killed_Name,floor _distance,_weapon]]remoteExec["systemChat"]];
                
                //________________    3. 2 Different notification types    ________________
                _kill_info = format["<img size='1' shadow='1' image='%1'/>  %2  Killed <t color='%3'>  %4  <t color='#FFD700'> from   %5 m   with  <t color='#FF0000'> %6 </t>",_pictureweapon,name _killer,_killed_Color,_killed_Name,floor _distance,_weapon];

                //________________    1. Hint parsetext     ________________
                //    hintsilent parsetext _kill_info;        

                //________________    2. Left Corner up display    ________________
                _Spawn_kill_info=[["<t size='0.6' align='left' with  %4 >" + _kill_info + "</t>",safeZoneX,safeZoneY,10,0,0,7016] remoteExec ["BIS_fnc_dynamicText"]];

                //________________    playSound notification     ________________
                playSound "Killfeed_notification";
            };
        };            
    }];
};

Also love the headshot script with audio, very amusing! 😉

Edited by GEORGE FLOROS GR
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You will have to wait a little bit, as it says up,

Download : in progress .!

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how do i take the sound off cause the folder isnt even being recognized

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Mondetta

 

As i wrote in the Installation / Usage:

 

There is everything included ,
in the description.ext and init.sqf , to copy paste in your mission .

 

In the description.ext

copy the following :

class CfgSounds
{
	sounds[] = {};
		
	//adjust the volume from db0
	
	//Killfeed
	class Killfeed_notification{name = "Killfeed_notification";sound[] = {"Killfeed_GF\Killfeed_notification.ogg", db-5, 1.0};titles[] = {};};
	//HEADSHOT
	class HEADSHOT_notification_Damn{name = "HEADSHOT_notification_Damn";sound[] = {"Killfeed_GF\HEADSHOT_notification_Damn.ogg", db0, 1.0};titles[] = {};};
		
	};

 

and in the init.sqf

copy the following :

[] execVM "Killfeed_GF\Killfeed_GF.sqf";
[] execVM "Killfeed_GF\Headshot_GF.sqf";

 

also in the :

Killfeed_GF.sqf + Headshot_GF.sqf  ,

to make any change to the sounds ,

you need to change this :

 

publicVariable "Killfeed_notification";
playSound "Killfeed_notification";    

 

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1 hour ago, GEORGE FLOROS GR said:

Mondetta

 

As i wrote in the Installation / Usage:

 

There is everything included ,
in the description.ext and init.sqf , to copy paste in your mission .

 

In the description.ext

copy the following :


class CfgSounds
{
	sounds[] = {};
		
	//adjust the volume from db0
	
	//Killfeed
	class Killfeed_notification{name = "Killfeed_notification";sound[] = {"Killfeed_GF\Killfeed_notification.ogg", db-5, 1.0};titles[] = {};};
	//HEADSHOT
	class HEADSHOT_notification_Damn{name = "HEADSHOT_notification_Damn";sound[] = {"Killfeed_GF\HEADSHOT_notification_Damn.ogg", db0, 1.0};titles[] = {};};
		
	};

 

and in the init.sqf

copy the following :


[] execVM "Killfeed_GF\Killfeed_GF.sqf";
[] execVM "Killfeed_GF\Headshot_GF.sqf";

 

also in the :

Killfeed_GF.sqf + Headshot_GF.sqf  ,

to make any change to the sounds ,

you need to change this :

 


publicVariable "Killfeed_notification";
playSound "Killfeed_notification";    

 

thankyou

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Where do I place the information copied from the description.ext?

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3 minutes ago, GEORGE FLOROS GR said:

If you dont have a   description.ext  or init.sqf  , use the one from the included mission .

I changed out the default headshot sound for a new sound.ogg, but when I get a headshot it says that it cannot find the sound even though both sounds are in the Killfeed_GF folder.

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Extra information

Installation / Usage:
 
As i wrote in the Installation / Usage:


There is everything included ,
in the description.ext and init.sqf , to copy paste in your mission .


In the description.ext
copy the following :
 
class CfgSounds
{
	sounds[] = {};
		
	//adjust the volume from db0
	
	//Killfeed
        class Killfeed_notification{name = "Killfeed_notification";sound[] = {"Killfeed_GF\Killfeed_Sounds\Killfeed_notification.ogg", db-5, 1.0};titles[] = {};};

	//HEADSHOT
	class HEADSHOT_notification_Damn{name = "HEADSHOT_notification_Damn";sound[] = {"Killfeed_GF\Killfeed_Sounds\HEADSHOT_Damn_i_m_good.ogg", db0, 1.0};titles[] = {};};
		
	};

and in the init.sqf
copy the following :
 
[] execVM "Killfeed_GF\Killfeed_GF.sqf";
[] execVM "Killfeed_GF\Headshot_GF.sqf";


If you want to change the name of the sound also , then you need to change it inside the :

description.ext
 
//Killfeed
class Killfeed_notification{name = "Killfeed_notification";sound[] = {"Killfeed_GF\Killfeed_Sounds\Killfeed_notification.ogg", db-5, 1.0};titles[] = {};};

to Your_Name_Sound_notification
 
//Killfeed
class Your_Name_Sound_notification{name = "Your_Name_Sound_notification";sound[] = {"Killfeed_GF\Killfeed_Sounds\Your_Name_Sound_notification.ogg", db-5, 1.0};titles[] = {};};

also in the :
Killfeed_GF.sqf + Headshot_GF.sqf ,
to make any change to the sounds ,
you need to change this :
 
playSound "Killfeed_notification";  

to Your_Name_Sound_notification
 
playSound  "Your_Name_Sound_notification"; 

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Hey George, i noticed that also if your AI Squadmembers make a HS it will start your script.

Maybe its intended but if not you can consider a change in a possibly update.

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Hello there!

Muecke

Actually i didn't know about it ,  but i will check it.

Thank you for telling me about!

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Known Issues

( so far ! )

 

 

  • if your AI Squadmembers do a Headshot , there will be a Headshot notification.

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For any further

A1lqDStoTzS-qQEYqiisow.png

Creation - Modification of this script ,

feel free to share here with the others!

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Error in expression < {

if (!(isPlayer _x)) then {
_x spawn HEADSHOT};

_x setVariable ["added_EV2",>
Error position: <HEADSHOT};

_x setVariable ["added_EV2",>
Error Nicht definierte Variable in Ausdruck: headshot

Getting this error in rpt.

variable headshot not defined.

Says its in \Headshot_GF.sqf, line 92

 

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Muecke

 

Do you get this on the sample mission and where?

Cause as i checked also on the dedicated didn't notice anything

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9 hours ago, GEORGE FLOROS GR said:

 

Muecke

 

Do you get this on the sample mission and where?

Cause as i checked also on the dedicated din't notice anything

No its implemented in my CTI mission. Got this error in my rpt after a match on dedicated server.

Our server does not write rpt logs so I cant tell if the error will show up there.

I have a InitPublicVariables.sqf in my mission and have now added HEADSHOT = []; in it.

Seems to do the trick.

 

 

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Thank you so much for this script, I added it to my server and put all credits in the diary.

Question: Could you make this script work with mortars? I also don't seem to get a notification from Air to Ground missile kills. This is on a home dedicated server.

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starm1

 

Thanks also!

The Headshot script , will work with any weaponry,

but the Killfeed not .

 

I will try ,  ( if i can! ) , to fix this .

Maybe i will add something extra , instead of tweak this!

 

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Soon will be the update of the script ,

with the Killfeed as you can see here , working with every weaponry

zkEv2LHlQq_EuHJzgOufhw.png

I will release this when i will be off work (soon) !

cause there is not so much time!

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Updating to version 2.0

 

in progress
 
Changelog:

Version 2.0
Refixed the codes
Killfeed now working with every weaponry
The Kills shows on global ( systemChat )
Headshot will not display more than once (dead or alive)
Added 20 Headshot sounds
Option for randomize the Headshot sound

Notes:

It is 2 scripts , that you can use also seperate.
It is possible , to select between 3 different type of notification ,
for both scripts.
Working on Multiplayer + Spawned Units
Display kills on chat . The Kills shows on global ( systemChat )
Known issues :
There will be a headshot notification , also for the ai of Your team!

QfnxVJ6GTKSSbefem4YmFw.png4_7e9GOwRSyFXa2gOgj6ng.pngMuN4z-ITTRqbvvMVCzCC4g.pngwaDff7cJTZCF8L_3DqRHEQ.pngKE3LITaNQOG2iBJIWqSpXg.pngGaXpHy7ZRgmS23GeyzIvPg.png
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