Jump to content

Recommended Posts

Changelog:


v3.2
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 .

Share this post


Link to post
Share on other sites

Hey George Floros! Sick killfeed you made. I just had a quick question about it... How would you modify the script so that the killfeed will only show players killing other players, player dieing to AI's and NOT showing players killing other AI's?

  • Thanks 1

Share this post


Link to post
Share on other sites
1 hour ago, IIRS3II PUN1SH3R said:

player dieing to AI's

 

Thank you very much IIRS3II PUN1SH3R !

 

Just to get this straight , show only the kills for players but show also when a player died from an AI , right?

Share this post


Link to post
Share on other sites
6 hours ago, GEORGE FLOROS GR said:

 

Thank you very much IIRS3II PUN1SH3R !

 

Just to get this straight , show only the kills for players but show also when a player died from an AI , right?

 

Yes correct but also when a player kills any AI it does not show up on the kill feed.  I'm using it for my exile server so I don't want the player base seeing when players kill AI's at missions because it will give it away too easily that someone is attempting a mission but if the AI's kill them everyone can see it since that is the trade off of dieing to the mission guards. Like: (gunpicture Mission Guard killed Player). And of course any player that kills another I want to be on the killfeed as well. 

 

  • Thanks 1

Share this post


Link to post
Share on other sites
9 hours ago, IIRS3II PUN1SH3R said:

exile server

 

Ok , just you will give me  a little bit time to check it  , because i have set some -script- priorities !

Thanks !

 

Welcome also to BIS forums ! i see these are your first posts !

Share this post


Link to post
Share on other sites
14 hours ago, GEORGE FLOROS GR said:

 

Ok , just you will give me  a little bit time to check it  , because i have set some -script- priorities !

Thanks !

 

Welcome also to BIS forums ! i see these are your first posts !

 

Alright thanks a lot I appreciate it. and thanks btw! Yea I'm  new to these forums. Most forums I post on no one responds ever but so far so good on here ;P 

  • Like 1

Share this post


Link to post
Share on other sites
On 16/10/2018 at 7:40 PM, IIRS3II PUN1SH3R said:

Most forums I post on no one responds ever but so far so good on here ;P 

 

On 15/10/2018 at 7:40 PM, IIRS3II PUN1SH3R said:

exile server

 

You can check here :

 

 

 

  • Like 1

Share this post


Link to post
Share on other sites
22 hours ago, GEORGE FLOROS GR said:

 

 

You can check here :

 

 

 

 

Wow thanks a million you are the man! Going to try it out now will let you know it works or if I encounter any errors or not 

  • Thanks 1

Share this post


Link to post
Share on other sites

Does this new script depend on the original script by any chance and does the description.exe need to match yours exactly in order to work? Your description.exe was a little different than mine on some of the options that will affect some specific exile assets. I went to go test it and it didn't show the AI's getting killed by players which is good but when i died to them it didn't show that either. I did not test the player to player yet since i need to get a player online to do so i'll let you know the results as soon as i get another tester on.

  • Like 1

Share this post


Link to post
Share on other sites
3 hours ago, IIRS3II PUN1SH3R said:

Does this new script depend on the original script

 

No it's a different one , it doesn't need the description.ext  , check only the options and did you add the line from the initplayerlocal ?

Share this post


Link to post
Share on other sites
On 10/21/2018 at 9:50 PM, GEORGE FLOROS GR said:

 

No it's a different one , it doesn't need the description.ext  , check only the options and did you add the line from the initplayerlocal ?

 

Hey sorry for the delayed response (was out of town for the last couple of days) So ok Im running it separately from the original script and i'm using my own description.exe. I also have that line in my initplayerlocal.sqf. I just tested the Ai killing me and player killing me and vise versa and i got no killfeed popping up at all. Is there a settings or option config somewhere that may fix it? Or maybe is it the way i installed it... It's just placed in my missions folder for an exile ran server. Your original killfeed works perfectly btw on my server.  

  • Like 1

Share this post


Link to post
Share on other sites
On 24/10/2018 at 4:13 AM, IIRS3II PUN1SH3R said:

response

 

Thanks for the feedback !

 

I 'm sending you a message with a possible solution.

  • Like 1

Share this post


Link to post
Share on other sites

Hey @GEORGE FLOROS GR (or anyone), did you ever try getting a kill feed to work with kills that weren't by the players currentWeapon? For example, mines and grenades? I had a quick look through your scripts to see if there was anything like that but didn't find anything. It's not looking like a promising prospect though. As far as I can tell there's no simple way of getting reliable returns for that.

  • Like 1

Share this post


Link to post
Share on other sites
On 7/10/2019 at 3:31 PM, beno_83au said:

getting a kill feed to work with kills that weren't by the players currentWeapon? For example, mines and grenades?

 

Hello there Beno !

 

If i remember i was reading in the forum about it , for the grenades , i don't know though about the mines !

 

I can't remember though if my script is working with the grenades because it's actually from my first scripts , so i don't really remember and can't say anything if i don't check this !

I'll try to see about this !

 

If you have any more news , post this here as well if you want !

Thanks !

  • Like 1

Share this post


Link to post
Share on other sites

Hey thanks mate. I found one by HallyG. It wasn't compatible with MP, and didn't quite cover everything, but I managed to work it into a deathmatch I've been making and expanded it to cover a few more weapons. I changed a bit of it specifically for my mission, but he did say on his post that if anyone improves on his script to post it there, so I'll certainly be doing that at some point. I'll let you know 👍

 

  • Like 1

Share this post


Link to post
Share on other sites
On 7/14/2019 at 3:02 AM, beno_83au said:

he did say on his post that if anyone improves on his script to post it there, so I'll certainly be doing that at some point. I'll let you know 👍

 

Progress , is all about sharing knowledge !

Thanks Beno !

Share this post


Link to post
Share on other sites
On 7/13/2019 at 11:15 PM, GEORGE FLOROS GR said:

If i remember i was reading in the forum about it , for the grenades , i don't know though about the mines !

On 7/10/2019 at 3:31 PM, beno_83au said:

For example, mines and grenades?

 

I just checked it and the

addMissionEventHandler ["EntityKilled",{

is also about exlposives , mines and missiles etc.

 

 

For Everyone who is following this ,

here is an update for this script :

 

Changelog:

 

Version 3.3
    Code updates , general appearence and minor details.

 

 

+GF_Headshot+Killfeed_Script.VR.zip

Expires in: 29 days 20:59:16   |   Size: 258.7 KB   | 30.07.19

 

code only :

 

GF_Killfeed.sqf

Spoiler




//________________	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 _____________";


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";
		};
	};			
}];

 

 

GF_Headshot.sqf

Spoiler




//________________	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 Headshot Script _____________";


/*
3 different type of notification available , 3 now is selected . 
To enable the others remove the  // comments 
*/


GF_Killfeed_Headshot = { 

	_this addEventHandler ["hitpart", {
	(_this select 0) params ["_target", "_shooter", "_projectile", "_position", "_velocity", "_selection", "_ammo", "_vector", "_radius", "_surfaceType", "_isDirect"];

	if(isPlayer _shooter)then{ 

		if("head" in (_this select 0 select 5))then{
			((_this select 0) select 0) RemoveEventHandler ["HitPart",0];


			/*
			//________________	1. BIS_fnc_typeText	________________
			//________________	Letters appear gradually, upper part of the screen, center	________________
			any=[
				[
					["Headshot","<t align = 'center' size = '1.5'>%1</t>"]
				]
			] spawn BIS_fnc_typeText; 

			*/

			//________________	or	________________

			/*
			//________________	2. BIS_fnc_infoText	________________

				//Individual letters appear quickly in random order, then disappear. Bottom right corner.
			any= [
			"Headshot"
			] spawn BIS_fnc_infoText;

			*/


			//________________	or	________________


			//________________	3. BIS_fnc_textTiles	________________		
			//	https://community.bistudio.com/wiki/BIS_fnc_textTiles
			//	[content, position, tileSize, duration, fadeInOutTime, tileTransparency]	

			[parseText format  
			//["img size='20' image='02.paa'/>" ], 
			["<t align='center' font='PuristaBold' size='2.8'>""HEADSHOT""</t>" ], 
			true, nil,  1, 0.7, 0] spawn BIS_fnc_textTiles; 

			//________________	_sounds	________________

			_sounds = selectRandom[
				"Headshot_Blow_it_out_your_ass","Headshot_Come_get_some","Headshot_Come_on","Headshot_Damn_i_m_good",
				"Headshot_Eat_shit_and_die","Headshot_Game_over","Headshot_Gotta_hurt","Headshot_Holy_shit",
				"Headshot_It_hurts_to_be_you","Headshot_lets_rock","Headshot_Make_day","Headshot_Mess",
				"Headshot_Ooooh_thats_gotta_hurt","Headshot_See_you_in_hell","Headshot_Shake_it_baby","Headshot_Shit_happens",
				"Headshot_Terminated","Headshot_Ugly","Headshot_Wasted","Headshot_Yippie_kaiay"
			];
				
			[[_shooter,_sounds] remoteExec ["say3D"]];


			};
		};
	}];
};


[]spawn{
	while{true}do{		
		{		
		if(
			((alive _x)) 
			&&(!(_x getVariable ["Var_GF_Killfeed",false]))		
			
			/*
			//________________	You can filter the side here	________________	
			&& {((side group _x) == west || 
				(side group _x) == east || 
				(side group _x) == independent || 
				(side group _x) == civilian)}
			*/
			
			//	&& (side group _x == playerSide)
			//	&& (!(side group _x == playerSide))
		
		)then{			
			_x spawn GF_Killfeed_Headshot;			
			};						
			_x setVariable ["Var_GF_Killfeed",true];
			{waitUntil {!alive _x};
			_x setVariable ["Var_GF_Killfeed",false];
			};
		}forEach allUnits;
		uisleep 3;
	};
};

 

 

Thanks and have fun !

  • Thanks 2

Share this post


Link to post
Share on other sites

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! 😉

  • Thanks 1

Share this post


Link to post
Share on other sites
10 hours ago, law-giver said:

Hi George

 

Thank you very much for everything , for the feedback and tests !

There are a lot of scripts that need an update , but currently there is not much time !

Have fun !

Share this post


Link to post
Share on other sites
10 hours ago, law-giver said:

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

 

The sounds are from DUKE NUKEM !

 

Share this post


Link to post
Share on other sites
Quote

The sounds are from DUKE NUKEM !

 

I was playing my Warlords edit yesterday and it was making me laugh, was so glad i recorded it. I played it back and i laughed again. 🤣

  • Haha 1

Share this post


Link to post
Share on other sites
7 hours ago, law-giver said:

I was playing my Warlords edit yesterday

 

Is it possible to share your mission in private in order to take a look ?!

Share this post


Link to post
Share on other sites
5 hours ago, GEORGE FLOROS GR said:

 

Is it possible to share your mission in private in order to take a look ?!

 

For you George of course i will. 😉

  • Thanks 1

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×