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9 hours ago, nagyszebi07 said:

Hello

@GEORGE FLOROS GR

https://imgur.com/a/j3NVioF

chat:Error no vehicle killed

How to fix?

 

Thanks

 

 

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.

 

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! 😉

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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:

Sin-t-tulo.jpg

 

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.

 

https://drive.google.com/open?id=1AzDpVuVgjFh4m8wYe47zrown4HL2Mc7Z

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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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hello guys I was wondering if anyone had any ideas on where to add this to exile so that the headshot notification displays. for me it displays sometimes but only when the headshot doesnt kill. on a kill since exile displays the respect/score notification it doesnt show the headshot notification. so if anyone has any ideas on how to have both notifications display together that would be really helpful 🙂

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16 hours ago, Ravenger2709 said:

Hi GEORGE FLOROS! Your fix dont working on MP now. Can u create a worked MP version of the script? Thx u.

 

13 hours ago, pierremgi said:

If anyone has news...

George hasn't been on the forum since September 17, 2020, I had sent him a pm a while back and then sent another one back in March.

The last i had spoke with him, which was last year, he said he was dealing with testicular cancer, and that things are going well,

i'm afraid that it may have turned for the worse for him.

    I really cant say and dont want to say that but its been many months since hes been here so, i dont want to give my hopes up of

him not coming back, but something tells me that either hes in dire trouble with his issue, or for the worst has passed because of it. 😥

 

     Until he comes back and we can only hope and pray for our fellow brother to be well, then i guess we wait for his message,

theres a few of us concerned about him so, about all i can say is keep him in your prayers and hope that hes ok and comes back,

with some good news.

 

    On the flip side he may have gotten over his illness but then we dont know the situation in Greece where he lives, how Covid

has effected him and his family, maybe he had to cancel the internet for a bit but then i can only assume he has a phone and access

the forum through that like many do. About all i can say on his behalf, no other way to contact him, and you know he hasn't stopped

and moved on from Arma, i mean he was always very excited about the game, his scripts, and his Ravage Club,

so something else has happened i wish i knew.

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On 5/13/2021 at 9:42 AM, Gunter Severloh said:

 

George hasn't been on the forum since September 17, 2020, I had sent him a pm a while back and then sent another one back in March.

The last i had spoke with him, which was last year, he said he was dealing with testicular cancer, and that things are going well,

i'm afraid that it may have turned for the worse for him.

    I really cant say and dont want to say that but its been many months since hes been here so, i dont want to give my hopes up of

him not coming back, but something tells me that either hes in dire trouble with his issue, or for the worst has passed because of it. 😥

 

     Until he comes back and we can only hope and pray for our fellow brother to be well, then i guess we wait for his message,

theres a few of us concerned about him so, about all i can say is keep him in your prayers and hope that hes ok and comes back,

with some good news.

 

    On the flip side he may have gotten over his illness but then we dont know the situation in Greece where he lives, how Covid

has effected him and his family, maybe he had to cancel the internet for a bit but then i can only assume he has a phone and access

the forum through that like many do. About all i can say on his behalf, no other way to contact him, and you know he hasn't stopped

and moved on from Arma, i mean he was always very excited about the game, his scripts, and his Ravage Club,

so something else has happened i wish i knew.

 

Thank you for this Gunter!

 

It was George who started me on the scripting path many many months ago and he is a very kind and special individual who will always have a special place in my heart.

 

I really hope he is doing ok and that he somehow defeated his cancer. Perhaps he used scripting as therapy during his healing and now he has just returned to a normal life away from the keyboard.

 

All in all he has my prayers and my appreciation, always.

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Hey there,

 

first of all, I'm pretty new to this and I just get into the arma world. But I love it. So for a kind of battle with my friend I just asked me, when we do missions "is there a way to see which one of us did the killshot?". So I finally got this damn cool script. And it works kind of well for me. Not in every mission but thats ok. 

But there is one thing I want to know and maybe fix this. Is there any way to get by the phrase " Player killed ...XY" the real name of the AI? When I kill someone there is always "only" the unit class...like "grenadier" or so. But I want to see "Player killed "Brad Schmidt" or something like this. Because every AI Unit has its random name, right? When I look in the editor under identity there is a name. Is that possible in this script?

Would be great if you guys could help me!

 

Greetings from germany

 

Coach

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On 11/30/2021 at 11:23 PM, MCM2005 said:

Hey there,

 

first of all, I'm pretty new to this and I just get into the arma world. But I love it. So for a kind of battle with my friend I just asked me, when we do missions "is there a way to see which one of us did the killshot?". So I finally got this damn cool script. And it works kind of well for me. Not in every mission but thats ok. 

But there is one thing I want to know and maybe fix this. Is there any way to get by the phrase " Player killed ...XY" the real name of the AI? When I kill someone there is always "only" the unit class...like "grenadier" or so. But I want to see "Player killed "Brad Schmidt" or something like this. Because every AI Unit has its random name, right? When I look in the editor under identity there is a name. Is that possible in this script?

Would be great if you guys could help me!

 

Greetings from germany

 

Coach

 

Hi,

I believe if you replace this part of the script

if(!(isplayer _killed))then{
_killed_Name = getText (configFile >> "CfgVehicles" >> format["%1",typeOf _killed] >> "Displayname");
}else{_killed_Name = name _killed};

with this

_killed_Name = name _killed;

it should work the way you want it.

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