GEORGE FLOROS GR 4207 Posted October 19, 2018 (edited) GF Kill info Script by GEORGE FLOROS [GR] Description: GF Kill info Script , 3 types of notification available. 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 Kill info Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initPlayerLocal.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: This killfeed script , has 3 types of notification available. The notifications will display , only when a player is killed. For AI kills display there is available this script :GF Headshot + Killfeed Script Credits and Thanks to : 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: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40259 Armaholic GF Kill info Script 8 hours ago, GEORGE FLOROS GR said: Here is the new one : init.sqf []execVM "GF_Kill_info\GF_Kill_info.sqf"; GF_Kill_info.sqf Reveal hidden contents //________________ Author : GEORGE FLOROS [GR] ___________ 13.04.20 ___________ /* ________________ GF Kill info 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 Kill info Script ________________"; // TIP : You can disable the default arma systemChat if(hasInterface)then{ addMissionEventHandler ["EntityKilled",{ params ["_killed", "_killer", "_instigator"]; if(isNull _instigator)then{_instigator = _killer}; // player driven vehicle road kill //________________ uncomment for players only ________________ //if!(isPlayer _killed)exitwith{}; if((isPlayer _killer)and (isPlayer _killed))then{ diag_log format ["________________ Killed : %1 Killer : %2 ________________",_killed,_killer]; }; //________________ Settings ________________ //________________ Set true or false ________________ _parsetext = true; // parsetext hint notification _BIS_fnc_dynamicText = true; // BIS_fnc_dynamicText notification _systemChat = true; // Show Systemchat notification _sideChat = true; // Show hint notification _side_of_sideChat = playerside; // https://community.bistudio.com/wiki/Side or ex: west _identity_of_sideChat = "HQ"; // https://community.bistudio.com/wiki/sideChat private _distance2D = _killed distance2D _killer; private _Weapon = getText(configFile >> "CfgWeapons" >> currentWeapon (vehicle _killer) >> "displayname"); _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")); }; private ["_killer_name","_killed_name"]; if(isPlayer _killer)then{ _killer_name = name _killer; }else{ _killer_name = "[AI]"; }; if!(isPlayer _killed)then{ _killed_name = getText (configFile >> "CfgVehicles" >> typeof (vehicle _killer) >> "Displayname"); }else{ _killed_name = name _killed; }; //________________ isNull _killer ________________ if(_killer isequalto _killed)then{ if(_systemChat)then{ [format["%1 K . I . A .", _killed_name]] remoteExec ["systemChat", 0, true]; }; if(_sideChat)then{ [[_side_of_sideChat,_identity_of_sideChat],format["%1 K . I . A .", _killed_name]]remoteExec ["sideChat", 0, true]; }; }else{ if((vehicle _killer) == _killer)then{ private _Weapon = getText(configFile >> "CfgWeapons" >> currentWeapon (vehicle _killer) >> "displayname"); if(_Weapon != "")then{ if(_systemChat)then{ [format["%1 Killed %2 from %3 m with %4", _killer_name,_killed_name,floor _distance2D,_Weapon]] remoteExec ["systemChat", 0, true]; }; if(_sideChat)then{ [[_side_of_sideChat,_identity_of_sideChat],format["%1 Killed %2 from %3 m with %4", _killer_name,_killed_name,floor _distance2D,_Weapon]] remoteExec ["sideChat", 0, true]; }; //________________ 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,_killer_name,_color,_killed_name,floor _distance2D,_Weapon]; if(_parsetext)then{ //________________ 1. Hint parsetext ________________ hintsilent parsetext _kill_info; }; if(_BIS_fnc_dynamicText)then{ //________________ 2. Left Corner up display ________________ _BIS_fnc_dynamicText_info=[["<t size='0.6' align='left' with %4 >" + _kill_info + "</t>",safeZoneX,safeZoneY,10,0,0,7016] remoteExec ["BIS_fnc_dynamicText"]]; }; }; }; if((vehicle _killer) != _killer)then{ _Weapon = getText(configFile >> "CfgWeapons" >> currentWeapon (vehicle _killer) >> "displayname"); private _Vehicle_killer = getText (configFile >> "CfgVehicles" >> typeof (vehicle _killer) >> "Displayname"); if(_Weapon != "")then{ if(_systemChat)then{ [format["%1 Killed %2 from %3 m with %4 %5", _killer_name,_killed_name,floor _distance2D,_Vehicle_killer,_Weapon]] remoteExec ["systemChat", 0, true]; }; if(_sideChat)then{ [[_side_of_sideChat,_identity_of_sideChat],format["%1 Killed %2 from %3 m with %4 %5", _killer_name,_killed_name,floor _distance2D,_Vehicle_killer,_Weapon]] remoteExec ["sideChat", 0, true]; }; //________________ 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 %7 </t>",_pictureweapon,_killer_name,_color,_killed_name,floor _distance2D,_Vehicle_killer,_Weapon]; if(_parsetext)then{ //________________ 1. Hint parsetext ________________ hintsilent parsetext _kill_info; }; if(_BIS_fnc_dynamicText)then{ //________________ 2. Left Corner up display ________________ _BIS_fnc_dynamicText_info=[["<t size='0.6' align='left' with %4 >" + _kill_info + "</t>",safeZoneX,safeZoneY,10,0,0,7016] remoteExec ["BIS_fnc_dynamicText"]]; }; }; }; }; }]; }; Edited April 24, 2020 by GEORGE FLOROS GR 2 3 Share this post Link to post Share on other sites
Guest Posted October 20, 2018 Thanks for sending us the release :) An Armaholic mirror is now available: GF Kill info Script v1.0 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted October 20, 2018 1 hour ago, foxhound said: An Armaholic mirror is now available: Thank you Foxhound for the support ! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted October 20, 2018 9 hours ago, zagor64bz said: Thanks Zagor ! Share this post Link to post Share on other sites
sniperb 26 Posted August 18, 2019 On 10/20/2018 at 12:16 AM, GEORGE FLOROS GR said: GF Kill info Script by GEORGE FLOROS [GR] Description: GF Kill info Script , 3 types of notification available. 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 Kill info Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initPlayerLocal.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: This killfeed script , has 3 types of notification available. The notifications will display , only when a player is killed. For AI kills display there is available this script :GF Headshot + Killfeed Script Credits and Thanks to : 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: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40259 Armaholic GF Kill info Script Any way to have this show Zombie kills from ravage ? Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted August 18, 2019 2 hours ago, sniperb said: Any way to have this show Zombie kills from ravage ? Hello there sniperb ! I'll check about it ! Ps : If i don't reply in some days , just remind me please ! 1 Share this post Link to post Share on other sites
Steel_Dragon 30 Posted April 22, 2020 Hi awesome idea I am trying to install it to my MP server and can only get the killed / dead player screen to work. (Framework v. 5.0) The shooter does not get any hint - about player they killed / distance / weapon etc I have added the GF_Kill_info folder to my mission folder - the codes for the initPlayerLocal.sqf and description.ext Thanks 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 22, 2020 6 hours ago, Steel_Dragon said: Hi awesome idea I am trying to install it to my MP server and can only get the killed / dead player screen to work. (Framework v. 5.0) Hello there Steel_Dragon ! I'll try to check this code again because it's an old one , and i think that i can write this differently in oder to work more proper, but once i'll have the new code i will send this to you in order to make an MP test , because nowdays i can't play with at all with my acient laptop here , ok? 1 1 Share this post Link to post Share on other sites
Steel_Dragon 30 Posted April 22, 2020 38 minutes ago, GEORGE FLOROS GR said: Hello there Steel_Dragon ! I'll try to check this code again because it's an old one , and i think that i can write this differently in oder to work more proper, but once i'll have the new code i will send this to you in order to make an MP test , because nowdays i can't play with at all with my acient laptop here , ok? Thank you that would be great. Keep up the amazing work. 1 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 23, 2020 On 4/22/2020 at 3:43 AM, Steel_Dragon said: The shooter does not get any hint - about player they killed / distance / weapon etc Can you write below what exacly you would like to see from the script ? because the idea was just to get the notification when a player is KIA and not to be similar with GF_Killfeed script . -I'm sending you though a different approach. 1 Share this post Link to post Share on other sites
Steel_Dragon 30 Posted April 23, 2020 6 hours ago, GEORGE FLOROS GR said: Can you write below what exactly you would like to see from the script ? because the idea was just to get the notification when a player is KIA and not to be similar with GF_Killfeed script . -I'm sending you though a different approach. I would like to notify the killer / shooter of 1. The person they have killed - NAME 2. The weapon used - NAME 3. The distance of the victim / killed person - IN METERS as a hint in the top right corner - using something like this - [5,"<t size='1.5'><t color='#FF0000'>PLAYER KILL</t></t><br/><br/><t size='1'>INSERT INFO HERE</t>"] remoteExec ["life_fnc_broadcast",0]; I know this above example is for all on the server - just this is the only example of what i want the killer to see Thank you. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 23, 2020 8 hours ago, Steel_Dragon said: 1. The person they have killed - NAME only for players or also ai ? This is how the GF_Killfeed script works. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 23, 2020 15 hours ago, Steel_Dragon said: Thank you. Here is the new one : init.sqf []execVM "GF_Kill_info\GF_Kill_info.sqf"; GF_Kill_info.sqf Spoiler //________________ Author : GEORGE FLOROS [GR] ___________ 13.04.20 ___________ /* ________________ GF Kill info 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 Kill info Script ________________"; // TIP : You can disable the default arma systemChat if(hasInterface)then{ addMissionEventHandler ["EntityKilled",{ params ["_killed", "_killer", "_instigator"]; if(isNull _instigator)then{_instigator = _killer}; // player driven vehicle road kill //________________ uncomment for players only ________________ //if!(isPlayer _killed)exitwith{}; if((isPlayer _killer)and (isPlayer _killed))then{ diag_log format ["________________ Killed : %1 Killer : %2 ________________",_killed,_killer]; }; //________________ Settings ________________ //________________ Set true or false ________________ _parsetext = true; // parsetext hint notification _BIS_fnc_dynamicText = true; // BIS_fnc_dynamicText notification _systemChat = true; // Show Systemchat notification _sideChat = true; // Show hint notification _side_of_sideChat = playerside; // https://community.bistudio.com/wiki/Side or ex: west _identity_of_sideChat = "HQ"; // https://community.bistudio.com/wiki/sideChat private _distance2D = _killed distance2D _killer; private _Weapon = getText(configFile >> "CfgWeapons" >> currentWeapon (vehicle _killer) >> "displayname"); _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")); }; private ["_killer_name","_killed_name"]; if(isPlayer _killer)then{ _killer_name = name _killer; }else{ _killer_name = "[AI]"; }; if!(isPlayer _killed)then{ _killed_name = getText (configFile >> "CfgVehicles" >> typeof (vehicle _killer) >> "Displayname"); }else{ _killed_name = name _killed; }; //________________ isNull _killer ________________ if(_killer isequalto _killed)then{ if(_systemChat)then{ [format["%1 K . I . A .", _killed_name]] remoteExec ["systemChat", 0, true]; }; if(_sideChat)then{ [[_side_of_sideChat,_identity_of_sideChat],format["%1 K . I . A .", _killed_name]]remoteExec ["sideChat", 0, true]; }; }else{ if((vehicle _killer) == _killer)then{ private _Weapon = getText(configFile >> "CfgWeapons" >> currentWeapon (vehicle _killer) >> "displayname"); if(_Weapon != "")then{ if(_systemChat)then{ [format["%1 Killed %2 from %3 m with %4", _killer_name,_killed_name,floor _distance2D,_Weapon]] remoteExec ["systemChat", 0, true]; }; if(_sideChat)then{ [[_side_of_sideChat,_identity_of_sideChat],format["%1 Killed %2 from %3 m with %4", _killer_name,_killed_name,floor _distance2D,_Weapon]] remoteExec ["sideChat", 0, true]; }; //________________ 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,_killer_name,_color,_killed_name,floor _distance2D,_Weapon]; if(_parsetext)then{ //________________ 1. Hint parsetext ________________ hintsilent parsetext _kill_info; }; if(_BIS_fnc_dynamicText)then{ //________________ 2. Left Corner up display ________________ _BIS_fnc_dynamicText_info=[["<t size='0.6' align='left' with %4 >" + _kill_info + "</t>",safeZoneX,safeZoneY,10,0,0,7016] remoteExec ["BIS_fnc_dynamicText"]]; }; }; }; if((vehicle _killer) != _killer)then{ _Weapon = getText(configFile >> "CfgWeapons" >> currentWeapon (vehicle _killer) >> "displayname"); private _Vehicle_killer = getText (configFile >> "CfgVehicles" >> typeof (vehicle _killer) >> "Displayname"); if(_Weapon != "")then{ if(_systemChat)then{ [format["%1 Killed %2 from %3 m with %4 %5", _killer_name,_killed_name,floor _distance2D,_Vehicle_killer,_Weapon]] remoteExec ["systemChat", 0, true]; }; if(_sideChat)then{ [[_side_of_sideChat,_identity_of_sideChat],format["%1 Killed %2 from %3 m with %4 %5", _killer_name,_killed_name,floor _distance2D,_Vehicle_killer,_Weapon]] remoteExec ["sideChat", 0, true]; }; //________________ 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 %7 </t>",_pictureweapon,_killer_name,_color,_killed_name,floor _distance2D,_Vehicle_killer,_Weapon]; if(_parsetext)then{ //________________ 1. Hint parsetext ________________ hintsilent parsetext _kill_info; }; if(_BIS_fnc_dynamicText)then{ //________________ 2. Left Corner up display ________________ _BIS_fnc_dynamicText_info=[["<t size='0.6' align='left' with %4 >" + _kill_info + "</t>",safeZoneX,safeZoneY,10,0,0,7016] remoteExec ["BIS_fnc_dynamicText"]]; }; }; }; }; }]; }; 1 Share this post Link to post Share on other sites
Steel_Dragon 30 Posted April 24, 2020 6 hours ago, GEORGE FLOROS GR said: Here is the new one : init.sqf []execVM "GF_Kill_info\GF_Kill_info.sqf"; GF_Kill_info.sqf Hide contents //________________ Author : GEORGE FLOROS [GR] ___________ 13.04.20 ___________ /* ________________ GF Kill info 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 Kill info Script ________________"; // TIP : You can disable the default arma systemChat if(hasInterface)then{ addMissionEventHandler ["EntityKilled",{ params ["_killed", "_killer", "_instigator"]; if(isNull _instigator)then{_instigator = _killer}; // player driven vehicle road kill //________________ uncomment for players only ________________ //if!(isPlayer _killed)exitwith{}; if((isPlayer _killer)and (isPlayer _killed))then{ diag_log format ["________________ Killed : %1 Killer : %2 ________________",_killed,_killer]; }; //________________ Settings ________________ //________________ Set true or false ________________ _parsetext = true; // parsetext hint notification _BIS_fnc_dynamicText = true; // BIS_fnc_dynamicText notification _systemChat = true; // Show Systemchat notification _sideChat = true; // Show hint notification _side_of_sideChat = playerside; // https://community.bistudio.com/wiki/Side or ex: west _identity_of_sideChat = "HQ"; // https://community.bistudio.com/wiki/sideChat private _distance2D = _killed distance2D _killer; private _Weapon = getText(configFile >> "CfgWeapons" >> currentWeapon (vehicle _killer) >> "displayname"); _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")); }; private ["_killer_name","_killed_name"]; if(isPlayer _killer)then{ _killer_name = name _killer; }else{ _killer_name = "[AI]"; }; if!(isPlayer _killed)then{ _killed_name = getText (configFile >> "CfgVehicles" >> typeof (vehicle _killer) >> "Displayname"); }else{ _killed_name = name _killed; }; //________________ isNull _killer ________________ if(_killer isequalto _killed)then{ if(_systemChat)then{ [format["%1 K . I . A .", _killed_name]] remoteExec ["systemChat", 0, true]; }; if(_sideChat)then{ [[_side_of_sideChat,_identity_of_sideChat],format["%1 K . I . A .", _killed_name]]remoteExec ["sideChat", 0, true]; }; }else{ if((vehicle _killer) == _killer)then{ private _Weapon = getText(configFile >> "CfgWeapons" >> currentWeapon (vehicle _killer) >> "displayname"); if(_Weapon != "")then{ if(_systemChat)then{ [format["%1 Killed %2 from %3 m with %4", _killer_name,_killed_name,floor _distance2D,_Weapon]] remoteExec ["systemChat", 0, true]; }; if(_sideChat)then{ [[_side_of_sideChat,_identity_of_sideChat],format["%1 Killed %2 from %3 m with %4", _killer_name,_killed_name,floor _distance2D,_Weapon]] remoteExec ["sideChat", 0, true]; }; //________________ 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,_killer_name,_color,_killed_name,floor _distance2D,_Weapon]; if(_parsetext)then{ //________________ 1. Hint parsetext ________________ hintsilent parsetext _kill_info; }; if(_BIS_fnc_dynamicText)then{ //________________ 2. Left Corner up display ________________ _BIS_fnc_dynamicText_info=[["<t size='0.6' align='left' with %4 >" + _kill_info + "</t>",safeZoneX,safeZoneY,10,0,0,7016] remoteExec ["BIS_fnc_dynamicText"]]; }; }; }; if((vehicle _killer) != _killer)then{ _Weapon = getText(configFile >> "CfgWeapons" >> currentWeapon (vehicle _killer) >> "displayname"); private _Vehicle_killer = getText (configFile >> "CfgVehicles" >> typeof (vehicle _killer) >> "Displayname"); if(_Weapon != "")then{ if(_systemChat)then{ [format["%1 Killed %2 from %3 m with %4 %5", _killer_name,_killed_name,floor _distance2D,_Vehicle_killer,_Weapon]] remoteExec ["systemChat", 0, true]; }; if(_sideChat)then{ [[_side_of_sideChat,_identity_of_sideChat],format["%1 Killed %2 from %3 m with %4 %5", _killer_name,_killed_name,floor _distance2D,_Vehicle_killer,_Weapon]] remoteExec ["sideChat", 0, true]; }; //________________ 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 %7 </t>",_pictureweapon,_killer_name,_color,_killed_name,floor _distance2D,_Vehicle_killer,_Weapon]; if(_parsetext)then{ //________________ 1. Hint parsetext ________________ hintsilent parsetext _kill_info; }; if(_BIS_fnc_dynamicText)then{ //________________ 2. Left Corner up display ________________ _BIS_fnc_dynamicText_info=[["<t size='0.6' align='left' with %4 >" + _kill_info + "</t>",safeZoneX,safeZoneY,10,0,0,7016] remoteExec ["BIS_fnc_dynamicText"]]; }; }; }; }; }]; }; Thank you i will test today. Fantastic thank you very much... 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 24, 2020 5 hours ago, Steel_Dragon said: Fantastic thank you very much... But i'll be still waiting for you to check it ! 1 Share this post Link to post Share on other sites
Steel_Dragon 30 Posted April 25, 2020 18 hours ago, GEORGE FLOROS GR said: But i'll be still waiting for you to check it ! Works great thanks very much 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 25, 2020 3 hours ago, Steel_Dragon said: Works great thanks very much Thanks also for testing and since you like it , you could click a like there up. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 25, 2020 18 hours ago, Steel_Dragon said: thanks very much 1 Share this post Link to post Share on other sites
NunesSergio 17 Posted May 9, 2020 Hello there! I love this script but I can't get it working on my mission which has the recent vanilla revive mode enabled. I was expecting the messages to pop-up when a player is downed and enters the incapacitaded state, but nothing happens. I wonder if it's got something to do with different Event Handlers used for death and incapacitation, maybe?! Is there any way to get it working under these conditions? 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 9, 2020 Hello to you too @NunesSergio ! Thank you very much also and welcome to BI Forums ! It doesn't work when the player is incapacitaded state , it can still be done this , but then we are talking about a different script. 1 Share this post Link to post Share on other sites
NunesSergio 17 Posted May 10, 2020 4 hours ago, GEORGE FLOROS GR said: Hello to you too @NunesSergio ! Thank you very much also and welcome to BI Forums ! It doesn't work when the player is incapacitaded state , it can still be done this , but then we are talking about a different script. Thanks anyway! Your scripts are awesome and have helped me build missions much more robust I could have ever done it myself. 1 1 Share this post Link to post Share on other sites