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VanhA-ICON

Who shot him?

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Hi.

I was wondering is there a way of using eventhandlers or such in a way that one can display a message which player shot a target?

Just to let know who failed/succeeded in a task

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the "Hit" eventhandler does that, but currently might be broken. There's a fix coming for that.

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the "Hit" eventhandler does that, but currently might be broken. There's a fix coming for that.

cond: !(alive target)
onact: player addEventHandler ["killed",target,(name player)];

?

something like this?

(I suck at scripting, sorry)

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In the target's init:

this addEventHandler ["killed", "hint format['Killed by %1',_this select 1]"]

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Search Armaholic for Mr Murray's editing guide.

A further great example is the textmessage which displays the information who killed

who. This option is a special feature espacially for the Multiplayer games. The

Eventhandler needs to be given to all units which are dedicated to. The Syntax looks as

follows:

{_x addEventHandler ["Killed", {hint format["%1 killed by%2",

_this select 0, _this select 1]}]} foreach [s1, S2, S3, S4]

Which should be good enough for a base for whatever you need doing.

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Cool Kylania,

If I named the enemy say "Boss", how would I get a hint to say, "Boss was killed by <playername>"?

Please.

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this addEventHandler ["killed", "hint format['%1 killed by %2',_this select 0, _this select 1]"]

I'd use that since it's more generic.

Basically put that in some unit's init and it will say "Unitname killed by Killername" when it's killed. That way you don't need to hardcode it.

Now, you will want to give it a human readable name, like "Boss" rather than "b1" or something. :)

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Hey VanhA,

I tried to steal your idea and implemented the above code in a CWR mod mission I made. It worked fine as long as you were squad leader. When a non squad leader you don't see the messages for some reason

I used this code

this addEventHandler ["killed", "hint format['%1 killed by %2',_this select 0, _this select 1]"]

It was entertaining as I used silly names for all the AI that were shot, like I say worked well. I tried several different things but just couldn't get it working for all squad members, only the squad leader seen who shot who. It worked also on buildings I set as objectives to destroy, agin though only seen by the squad leader. Cheers all to posted on this it is a nice thing to use.

As per am I dong something wrong?

Edited by JTF-2 Psycho

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Although it's local command, maybe using this could solve it:?

"publicThis" addPublicVariableEventHandler

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