GEORGE FLOROS GR 4207 Posted July 6, 2017 (edited) 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 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. 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 January 3, 2020 by GEORGE FLOROS GR 6 Share this post Link to post Share on other sites
Mondetta 5 Posted July 6, 2017 i cant find the link to download this at 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 6, 2017 You will have to wait a little bit, as it says up, Download : in progress .! Share this post Link to post Share on other sites
Guest Posted July 6, 2017 An Armaholic mirror is now available:Headshot + Killfeed Script v1.0 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 6, 2017 Thank you very much for your support ! also available in Armaholic forums Share this post Link to post Share on other sites
Muecke 114 Posted July 6, 2017 I like it ! Cool idea ! 1 Share this post Link to post Share on other sites
Mondetta 5 Posted July 6, 2017 how do i take the sound off cause the folder isnt even being recognized 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 6, 2017 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"; Share this post Link to post Share on other sites
Mondetta 5 Posted July 6, 2017 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 1 Share this post Link to post Share on other sites
Cryonic. 2 Posted July 7, 2017 Where do I place the information copied from the description.ext? 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 7, 2017 If you dont have a description.ext or init.sqf , use the one from the included mission . Updating to v2.3 including my new Headshot + Killfeed Script v2.0 Share this post Link to post Share on other sites
Cryonic. 2 Posted July 7, 2017 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. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 7, 2017 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"; Share this post Link to post Share on other sites
Muecke 114 Posted July 7, 2017 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. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 7, 2017 Hello there! Muecke Actually i didn't know about it , but i will check it. Thank you for telling me about! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 7, 2017 Known Issues ( so far ! ) if your AI Squadmembers do a Headshot , there will be a Headshot notification. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 9, 2017 For any further Creation - Modification of this script , feel free to share here with the others! Share this post Link to post Share on other sites
Muecke 114 Posted July 9, 2017 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 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 9, 2017 Muecke Do you get this on the sample mission and where? Cause as i checked also on the dedicated didn't notice anything Share this post Link to post Share on other sites
Muecke 114 Posted July 10, 2017 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. 1 Share this post Link to post Share on other sites
triggz671 5 Posted July 10, 2017 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. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 10, 2017 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! 1 Share this post Link to post Share on other sites
triggz671 5 Posted July 10, 2017 wow! thanx for the quick response! also im using your script for the DAC created units that come with this invade and annex version http://www.armaholic.com/page.php?id=28344 if it helps any. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 11, 2017 Soon will be the update of the script , with the Killfeed as you can see here , working with every weaponry I will release this when i will be off work (soon) ! cause there is not so much time! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 17, 2017 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 soundNotes: 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! 1 Share this post Link to post Share on other sites