GEORGE FLOROS GR 4207 Posted July 29, 2019 Hello there to everyone ! Just now, GEORGE FLOROS GR said: 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 Reveal hidden contents //________________ 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 Reveal hidden contents //________________ 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 ! 1 1 Share this post Link to post Share on other sites
_Unnamed_ 8 Posted July 31, 2019 Hello, I've got a question about your 'visor script'. Is there a way to have the UI on top of the mask picture when in 1st person ? At the moment it hides the bottom left and top right of the UI, aside from that it works really great with the new contact NRBC content 😀 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 31, 2019 9 minutes ago, _Unnamed_ said: Is there a way to have the UI on top of the mask picture when in 1st person ? Hello there _Unnamed_ and thank you very much , but to be honest i don't really understand , plus i don't own the Contact DLC. Is there a picture or somehow ? Share this post Link to post Share on other sites
_Unnamed_ 8 Posted July 31, 2019 1 hour ago, GEORGE FLOROS GR said: Hello there _Unnamed_ and thank you very much , but to be honest i don't really understand , plus i don't own the Contact DLC. Is there a picture or somehow ? My bad I really didn't explain well 😛 here's a screen In fact I was talking about the teammate icons / order menu / weapon display being hidden behind the 'mask' effect. I tried messing semi-randomly with the 'GF_Visors_HPP.hpp' but didn't get a good result. Nothing related to contact dlc, just it adds gasmasks so it's a good dlc to use this script. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 31, 2019 You can edit the paa easy if you want , i have also included inside the script folder 3 samples : 1 Share this post Link to post Share on other sites
_Unnamed_ 8 Posted July 31, 2019 All right, in fact I immediately thought about editing the paa. but I wasn't sure if you would mind it. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 31, 2019 13 minutes ago, _Unnamed_ said: I wasn't sure if you would mind it. If you notice in all my scripts i always write : ////////////////////////////////////////////////////////////////////////// Description: GF Visors , will simulate wearing helmets and goggles. 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 ! ////////////////////////////////////////////////////////////////////////// 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted July 31, 2019 Here are also some more samples if you want to mess with : Spoiler 1 Share this post Link to post Share on other sites
_Unnamed_ 8 Posted August 1, 2019 25 minutes ago, GEORGE FLOROS GR said: If you notice in all my scripts i always write : ////////////////////////////////////////////////////////////////////////// Description: GF Visors , will simulate wearing helmets and goggles. 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 ! ////////////////////////////////////////////////////////////////////////// That's what happens when you read diagonally. 😀 23 minutes ago, GEORGE FLOROS GR said: Here are also some more samples if you want to mess with : Reveal hidden contents Excellent, thanks ! I'm gonna take a look at that tomorrow. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted August 1, 2019 It's generally easy to work with and i think is better as well since you are adding your personal work ! I don't know if you are familiar with editing ( pics ) , i'm using a free program called GIMP : https://www.gimp.org/ it might be not like photoshop , though it's very good ! 2 Share this post Link to post Share on other sites
zagor64bz 1225 Posted August 1, 2019 8 hours ago, GEORGE FLOROS GR said: I don't know if you are familiar with editing ( pics ) , i'm using a free program called GIMP : https://www.gimp.org/ it might be not like photoshop , though it's very good ! 2 Share this post Link to post Share on other sites
_Unnamed_ 8 Posted August 1, 2019 14 hours ago, GEORGE FLOROS GR said: It's generally easy to work with and i think is better as well since you are adding your personal work ! I don't know if you are familiar with editing ( pics ) , i'm using a free program called GIMP : https://www.gimp.org/ it might be not like photoshop , though it's very good ! Yeah I'm using GIMP and must agree that for a free software it's really good. 2 Share this post Link to post Share on other sites
lordfrith 401 Posted August 1, 2019 15 hours ago, GEORGE FLOROS GR said: Here are also some more samples if you want to mess with : hi @GEORGE FLOROS GR are they from arma files somewhere or did you make them? those dirt layers look pretty nice for texturing uses. i'd add them to my huge collection of pictures of dirt haha 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted August 1, 2019 3 hours ago, lordfrith said: i'd add them to my huge collection of pictures of dirt haha Haha ! 🤣 Don't thank me , thanks Google ! I just did a little editing ! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted August 6, 2019 On 7/24/2019 at 3:48 AM, GEORGE FLOROS GR said: Hello there to Everyone ! This is the WIP GF_Zone_Spawner , just add the zones in the editor and the enemies will spawn and despawn in a certain distance. Here is a update of this script : 6 minutes ago, GEORGE FLOROS GR said: +GF_Zone_Spawner.Stratis.zip Expires in: 29 days 20:56:43 | Size: 19.7 KB | 06.08.19 uploaded included some more spawn types , infantry , land vehicle and helicopter. Once i'll have time i'll try to finish it and probably if it's possible this will be part of the new code for the population spawners. Thanks you very much and have fun ! 2 4 Share this post Link to post Share on other sites
Gill93 342 Posted August 6, 2019 15 hours ago, GEORGE FLOROS GR said: Here is a update of this script : included some more spawn types , infantry , land vehicle and helicopter. Once i'll have time i'll try to finish it and probably if it's possible this will be part of the new code for the population spawners. Thanks you very much and have fun ! Thank You buddy (: gonna put this to work 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted October 3, 2019 Hello there Guys ! I'm not doing anything generally with the arma on right now to be honest because there is not much spare time lately , but i do have some stuff to share more with the community ! Here is an explosive object terrain script , that you can set your desired classnames of the map's objects : 23 minutes ago, GEORGE FLOROS GR said: edited hastily from my GF Explosive Objects Script - Mod : ( in the test below it will blow every building ) Reveal hidden contents //________________ Author : GEORGE FLOROS [GR] ___________ 09.04.19 ___________ /* ________________ GF Explosive Objects Script - Mod ________________ https://forums.bohemia.net/forums/topic/222789-gf-explosive-objects-script-mod/ 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/ */ waituntil{time > 5;}; //________________ Settings ________________ //________________ Set true or false ________________ GF_EXO_Systemchat_info = true; GF_EXO_Hintsilent_info = true; GF_EXO_diag_log_info = true; GF_EXO_Debug = true; GF_EXO_Systemchat_info_count_items = true; GF_EXO_diag_log_info_count_items = true; GF_EXO_items_number = 100; // Number of the spawned items GF_EXO_buildingPositions = 2; // This way it will spawn to the buildings with >2 buildingPositions GF_EXO_Blacklist_Zone_distance = 1000; // Add here the distance from the Blacklist Zones GF_EXO_Distance = 200; // Add here the distance from players GF_EXO_Cleaner_Spawn_Enabled = true; // If true , it will clean the items and spawn them again GF_EXO_Cleaner_Spawn_Loop = 14400; // ex : every 4 hours = 14400 sec // There are 3 arrays with explosions , adjust below ( GF_EXO_Ammo ) if (GF_EXO_Systemchat_info) then { systemchat "GF Explosive Objects Script initializing"; }; if (GF_EXO_diag_log_info) then { diag_log "//________________ GF Explosive Objects Script initializing ________________"; }; GF_EXO_centerPosition = getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition"); GF_EXO_size = worldsize; // https://community.bistudio.com/wiki/Arma_3_CfgMagazines //________________ GF_EXO_Ammo_Large ________________ GF_EXO_Ammo_Large = [ // Large "Bo_Mk82", "Bo_GBU12_LGB", "Bomb_03_F", "Bomb_04_F", "BombCluster_01_Ammo_F", "BombCluster_02_Ammo_F", "BombCluster_03_Ammo_F" ]; //________________ GF_EXO_Ammo_Medium ________________ GF_EXO_Ammo_Medium = [ // Medium "ATMine_Range_Ammo", "SatchelCharge_Remote_Ammo", "IEDLandBig_Remote_Ammo", "IEDLandSmall_Remote_Ammo", "IEDUrbanBig_Remote_Ammo", "IEDUrbanSmall_Remote_Ammo", "M_NLAW_AT_F", "M_Scalpel_AT", "M_AT", "M_PG_AT", "M_Air_AA", "M_SPG9_HE" ]; //________________ GF_EXO_Ammo_Small ________________ GF_EXO_Ammo_Small = [ // Small "APERSBoundingMine_Range_Ammo", "APERSMine_Range_Ammo", "APERSTripMine_Wire_Ammo", "DemoCharge_Remote_Ammo" ]; //________________ 3 arrays with explosions ________________ /* There are 3 arrays with explosions , adjust below ( GF_EXO_Ammo ) GF_EXO_Ammo = ["M_NLAW_AT_F"]; // Test ex : GF_EXO_Ammo = GF_EXO_Ammo_Small; ex : GF_EXO_Ammo = GF_EXO_Ammo_Large + GF_EXO_Ammo_Medium + GF_EXO_Ammo_Small; */ GF_EXO_Ammo = GF_EXO_Ammo_Medium + GF_EXO_Ammo_Small; //________________ GF_EXO_Delete ________________ if(isMultiplayer)then{ GF_EXO_Delete = { uisleep 1; deleteVehicle _this; hideobjectglobal _this; }; }else{ GF_EXO_Delete = { uisleep 1; deleteVehicle _this; hideobject _this; }; }; //________________ GF_EXO_Hit ________________ GF_EXO_Hit = { _this addEventHandler ["HitPart", { (_this select 0) params ["_target", "_shooter", "_projectile", "_position", "_velocity", "_selection", "_ammo", "_vector", "_radius", "_surfaceType", "_isDirect"]; _target removeEventHandler ["HitPart",_thisEventHandler]; _Ammo = selectrandom GF_EXO_Ammo createVehicle (_target modelToWorld [0,0,0]); _Ammo setDamage 1; _target spawn GF_EXO_Delete; }]; }; //________________ GF_EXO_Explosion ________________ GF_EXO_Explosion = { _this addEventHandler ["Explosion", { params ["_vehicle", "_damage"]; _vehicle removeEventHandler ["Explosion",_thisEventHandler]; _Ammo = selectrandom GF_EXO_Ammo createVehicle (_vehicle modelToWorld [0,0,0]); _Ammo setDamage 1; _vehicle spawn GF_EXO_Delete; }]; }; /////////////////////////////// // TEST GF_EXO_Array = nearestObjects [GF_EXO_centerPosition, ["House"], worldsize]; /* GF_EXO_Array = nearestObjects [GF_EXO_centerPosition, [ "FlexibleTank_01_forest_F", "FlexibleTank_01_sand_F", "Land_MetalBarrel_F", "Land_CanisterFuel_F", "Land_CanisterFuel_Blue_F", "Land_CanisterFuel_Red_F", "Land_CanisterFuel_White_F", "Land_CanisterPlastic_F", "Land_GasTank_01_blue_F", "Land_GasTank_01_khaki_F", "Land_GasTank_01_yellow_F", "Land_GasTank_02_F", "Land_WeldingTrolley_01_F" ], worldSize]; */ _a = 0; { _Pos = getPos _x; if!(_Pos isEqualTo [0,0,0]) then{ _x call GF_EXO_Hit; _x call GF_EXO_Explosion; _a = _a + 1; //________________ GF_EXO_Debug ________________ //if(GF_EXO_Debug && {!(isNull _x)})then{ _Text = str [typeOf _x]; _Color = "ColorEAST"; // https://community.bistudio.com/wiki/CfgMarkerColors_Arma_3 _Marker_id = format ["GF_EXO_%1",_Pos]; _Marker = createMarker [_Marker_id,getpos _x]; _Marker setMarkerShape "ICON"; _Marker setMarkerType "mil_dot"; _Marker setMarkerColor _Color; _Marker setMarkerText _Text; _Marker setMarkerSize [0.6,0.6]; //}; if (GF_EXO_Systemchat_info_count_items) then { systemchat format ["Items : %1",_a]; }; if (GF_EXO_diag_log_info_count_items) then { diag_log format ["Items : %1",_a]; }; }; //}; }forEach GF_EXO_Array; if (GF_EXO_Systemchat_info) then { systemchat "GF Explosive Objects Script initialized"; }; if (GF_EXO_diag_log_info) then { diag_log "//________________ GF Explosive Objects Script initialized ________________"; }; So by changing the GF_EXO_Array you can set your exploding objects. and as my friend @wogz187 says have fun ! 3 6 Share this post Link to post Share on other sites
zagor64bz 1225 Posted October 4, 2019 Nice work, George... as usual. Cheers, and keep up man!!! 1 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted October 4, 2019 7 hours ago, zagor64bz said: Cheers, and keep up man!!! Thanks everyone very much , for all the support all this time ! 5 Share this post Link to post Share on other sites
LSValmont 789 Posted October 5, 2019 20 hours ago, GEORGE FLOROS GR said: Thanks everyone very much , for all the support all this time ! We should be thanking you! I hope to keep seeing awesome and unique content coming from you! 2 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted October 12, 2019 On 10/8/2019 at 5:35 PM, Valken said: I was playing escape with the peeps on outkasts and wondering if it is possible to create a "dead man's switch" mod? It would be added to a C4 or satchel charge, and activated then press FIRE to trigger it. If the player is shot or dead and "lets go" of the mouse button, it blows up. Basically player based suicide bomber. It would be cool to have a slow blinking red light and or beep but not necessarily. 1 minute ago, GEORGE FLOROS GR said: initplayerlocal.sqf Reveal hidden contents player execvm "GF_Dead_Man_Switch\GF_Dead_Man_Switch.sqf"; GF_Dead_Man_Switch.sqf Reveal hidden contents //________________ Author : GEORGE FLOROS [GR] ___________ 12.10.19 ___________ /* ________________ GF_Dead_Man_Switch Script - Mod ________________ 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/ */ //________________ Settings _____________ //________________ Set true or false _____________ GF_DMS_Systemchat_info = true; GF_DMS_diag_log_info = true; if(GF_DMS_Systemchat_info)then{ systemchat "GF_Dead_Man_Switch Script initializing"; }; if(GF_DMS_diag_log_info)then{ diag_log "//________________ GF_Dead_Man_Switch Script initializing ________________"; }; // https://community.bistudio.com/wiki/Arma_3_CfgMagazines GF_DMS_Ammo = [ // "M_NLAW_AT_F"]; // test // Small "APERSBoundingMine_Range_Ammo", "APERSMine_Range_Ammo", "APERSTripMine_Wire_Ammo", "DemoCharge_Remote_Ammo", // Medium "ATMine_Range_Ammo", "SatchelCharge_Remote_Ammo", "IEDLandBig_Remote_Ammo", "IEDLandSmall_Remote_Ammo", "IEDUrbanBig_Remote_Ammo", "IEDUrbanSmall_Remote_Ammo", "M_NLAW_AT_F", "M_Scalpel_AT", "M_PG_AT", "M_Air_AA", "M_AT", "M_SPG9_HE", // Large "Bo_Mk82", "Bo_GBU12_LGB", "Bomb_03_F", "Bomb_04_F", "BombCluster_01_Ammo_F", "BombCluster_02_Ammo_F", "BombCluster_03_Ammo_F" ]; GF_DMS = { _explosives =["SatchelCharge_Remote_Mag","ATMine_Range_Mag","APERSMine_Range_Mag","APERSBoundingMine_Range_Mag","SLAMDirectionalMine_Wire_Mag","APERSTripMine_Wire_Mag","ClaymoreDirectionalMine_Remote_Mag","DemoCharge_Remote_Mag","IEDUrbanBig_Remote_Mag","IEDLandBig_Remote_Mag","IEDUrbanSmall_Remote_Mag","IEDLandSmall_Remote_Mag","HandGrenade","MiniGrenade","HandGrenade_Stone"]; _hasExplosive = false; if (count (_explosives arrayIntersect magazines _this) > 0) then { _hasExplosive = true; _this addAction [ "<t size=""1.2"" font=""RobotoCondensedBold"" color=""#FF0000"">Enable Dead Man's Switch</t>", { params ["_target", "_caller", "_actionId", "_arguments"]; _caller addEventHandler ["Killed", { params ["_unit", "_killer", "_instigator", "_useEffects"]; _unit removeEventHandler ["Killed",_thisEventHandler]; _Ammo = selectrandom GF_DMS_Ammo createVehicle (_unit modelToWorld [0,0,0]); _Ammo setDamage 1; }]; _caller removeAction _actionId; }, [], 1.5, true, true, "", "true", // _target, _this, _originalTarget -1, false, "", "" ]; }; _this addEventHandler ["Respawn", { params ["_unit", "_corpse"]; _unit spawn GF_DMS; }]; }; player spawn GF_DMS; if(GF_DMS_Systemchat_info)then{ systemchat "GF_Dead_Man_Switch Script initialized"; }; if(GF_DMS_diag_log_info)then{ diag_log "//________________ GF_Dead_Man_Switch Script initialized ________________"; }; +GF_Dead_Man_Switch.VR.zip Expires in: 29 days 21:59:13 | Size: 6.9 KB | 12.10.19 4 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 13, 2019 custom coef : 3 minutes ago, GEORGE FLOROS GR said: I don't know if this is a proper solution but there is also this option : initplayerlocal.sqf GF_coef = getCustomAimCoef player; GF_isRested = 0.2; GF_isDeployed = 0; player addEventHandler ["WeaponRested", { params ["_unit", "_isRested"]; if(_isRested)then{ player setCustomAimCoef GF_isRested; player setVariable ["GF_Var_isRested",true]; systemchat str GF_isRested; systemchat "_isRested"; }else{ if!(player getVariable ["GF_Var_isDeployed",false])then{ player setCustomAimCoef GF_coef; player setVariable ["GF_Var_isRested",false]; systemchat str GF_coef; systemchat "!_isRested"; }; }; }]; player addEventHandler ["WeaponDeployed", { params ["_unit", "_isDeployed"]; if(_isDeployed)then{ player setCustomAimCoef GF_isDeployed; player setVariable ["GF_Var_isDeployed",true]; systemchat str GF_isDeployed; systemchat "_isDeployed"; }else{ player setCustomAimCoef GF_coef; player setVariable ["GF_Var_isDeployed",false]; systemchat str GF_coef; systemchat "!_isDeployed"; }; }]; []spawn{ while{true}do{ hintsilent format ["%1",getCustomAimCoef player]; sleep 0.1; }; }; Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 16, 2019 10 hours ago, 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! 😉 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted December 17, 2019 This is a simple teamkiller script : initplayerlocal.sqf GF_TEAM_Killer_UID = []; publicvariable "GF_TEAM_Killer_UID"; if(hasInterface)then{ addMissionEventHandler ["EntityKilled",{ params ["_killed", "_killer", "_instigator"]; if(isNull _instigator)then{_instigator == _killer}; // player driven vehicle road kill if!(isPlayer _killer)exitwith{}; if((isPlayer _killer)&& (_killer == _killed))exitwith{}; if!((side group _killed) isEqualto playerside)exitwith{}; _name = name _killed; if!(isPlayer _killed)then{_name = format["[AI %1]",name _killed]}; _uid = getPlayerUID _killer; diag_log format ["### TEAM-Killer : %1 UID : %2 --> Killed : %3 ###",_killer,_uid,_name]; [format["### TEAM-Killer : %1 UID : %2 --> Killed : %3 ###",_killer,_uid,_name]] remoteExec ["systemChat", 0, true]; _exit = { disableuserinput true; "TEAM-Killer :" hintC [ "You should not kill your teammates", "You are kicked from the server !." ]; uisleep 5; ["LOSER", false, 2] call BIS_fnc_endMission; }; GF_TEAM_Killer_UID pushback _uid; _killer spawn _exit; systemChat format ["%1",GF_TEAM_Killer_UID]; }]; }; if(hasInterface)then{ addMissionEventHandler ["PlayerConnected", { params ["_id", "_uid", "_name", "_jip", "_owner", "_idstr"]; _exit = { disableuserinput true; "TEAM-Killer :" hintC [ "You should not kill your teammates", "You are kicked from the server !." ]; uisleep 5; ["LOSER", false, 2] call BIS_fnc_endMission; }; if(_uid in GF_TEAM_Killer_UID)then{ player spawn _exit; }; }]; }; 1 Share this post Link to post Share on other sites