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9 hours ago, nagyszebi07 said:




chat:Error no vehicle killed

How to fix?





Hello there nagyszebi07 !

Thanks for the feedback but i haven't update the script , but here is the fix:

(as said in the previous page )

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.




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 ________________


Please keep the Credits or add them to your Diary

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++

ArmA 3 | Notepad ++ SQF tutorial

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 )

or use any other program for editing .

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

BI Forum Ravage Club Owner :

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{

                    _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)}
                _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

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@GEORGE FLOROS GR I would love to use this on my server as I think it is exactly what I've been looking for. I just have one question. what part of the script works with Ravage mod? When a player gets killed by a Zombie will it display a global message on the server? 

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Hello there sniperb !


Sorry that i didn't reply , i was away.

What exacly you would you like to do actually ?

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Hello ! First of all, i want to say this it's a great Script !! Thx.


Now... i am facing a problem. When someones suicides, i am getting this error:



Picture pictureheal not found.

any workaround to fix this ?? Thx for the time !!!!!

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On 3/23/2020 at 5:26 PM, Feriksson said:

Picture pictureheal not found.

any workaround to fix this ?? Thx for the time !!!!!


Hello there Feriksson and thank you very much !


This is not from my script , but i can fix this for you if you send me the files.

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Hi George. I really appreciate your willingness to help me. But today I realized I cannot use the script in my A3wasteland mission. 

Because this mission does not trigger the event "unit killed", when  you get shooted, it is replaced by a state of "wounded" where you can be revived in a certain period of time by a medic.


The Killfeed will only Show, when you are Injured on the floor, and picks "suicide" for respawn, showing you as the "killer".

I will add my mision file here if you want to take a look ! srry for the time.



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Mod is amazing, ive fixed the error vehicle msg with the fix in comments but i have a problem now, whenever one of us kill an AI we all get the kill for it, like it will say i killed th AI too when i havent fired a shot.

have I done something wrong implementing the code or is there a fix for this? can send my pbo if needed

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