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Kill tally (for entire group)

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Is there a way for the total kills of your group to be displayed at the end of a mission, like it displays your own kills?

I have good reason for this. Its not just because I want to brag about how good my group did or anything. Crashdome from the Sinews of War team made an incredible tool that lets you save your status, inventory in multiplayer missions. I have modified it somewhat, but basically, what I want to do is give the opposing force an order of battle, and attempt to take over an island over the course of about 10 half hour missions. the idea being that If I do certain objectives in one mission, those enemies won't be around later. Obviously I know what I killed with the mission debrief. But keeping tabs on everyone else is a little tricky.

By the way, if any of you haven't heard of this SOW or what it does, i suggest you take a look at www.sinewsofwar.com

The best way to describe it is you act as a mercenary unit, buying and selling equipment, vehicles and personnel (which is saved from mission to mission).

It is pretty overwhelming at first, so this is definately not for novices. the biggest downside is that he didn't have time to document features and how to adjust things. For my own purposes I have figured out almost everything I need and have tweaked it a lot.

If anyone knows any scripts that track kills (Whether it be alll kills, group kills, side kills) Please let me know.

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Look out for the EventHandler "killed"

in the comref.

Such an eventhandler, added to a unit returns the guy,

who has killed him and off course the unit who has been killed tounge_o.gif

You need to equip each unit with an EH like that, and nobody

can prevent you from tracking kills anymore wink_o.gif

~S~ CD

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thank you. That's a really good suggestion. But I don't think I want to add that to each bad guy - It would probably take me forever.

Would that cause any lag?

Is it possible to add something like this just to each memeber of my own group?

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Nope - it wouldn't cause lag - the eventhandler just sits

there and gets executed, once a unit has got killed - nothing

before and nothing after (except the code, running when the

unit gets killed).

Also you wouldn't have to add it to each of them seperately -

you could make a trigger, covering all of them: activated by

their side

and in the onActivation field you would add the eventhandler

for each unit in the triggers list = only one line to add it to

all of your enemies.

If you would add the eventhandler killed to each member of your group, then the only thing you could track down is:

how many members of your group were killed by you tounge_o.gif

I'm not aware of any simplier/easier less laggier method to

track down your kills.

~S~ CD

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Just to go a little further on that.

To add the eventhandler to all units in the most efficient way, create a trigger that covers all of the playable area, and set it to activate by SIDE + PRESENT. Make it repeating. And name it, say EASTCOUNT

Then in your init.sqs or another script, use this line.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"_x addeventhandler [{killed},{_this exec {killed.sqs}}]" foreach (list EASTCOUNT)

That will add in the eventhandler to all the units.

Next you have to decide what you want to do in the script that is called. Bear in mind that it will ONLY run on the client or server or dedicated server where the killed unit is local.

To get an idea of what variables are being passed to the killed.sqs, use this line at the start to test it;

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hint format ["%1",_this]

Hope that helps you. The mission ideas you have sound cool.

TJ

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Thanks again.

I'll search around and see what I can come up with.

I'll see about getting someone to host this mission / campaign when I am done with it.

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If it works well, and dependant on the addons used, I may be able to host that for you.

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