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Found 4 results

  1. Yuuno -fr

    SUPER THREAT

    Hello! I love vigorous combat and I thought that beyond a simple threat, there should be an even better symbol of accomplishment! The SUPER THREAT achieves from 7 eliminations! The ultimate feat that would be synonymous with death and performance! What do you think?
  2. Hey folks. I don't spend much time here anymore, pretty busy with work and what not, but occasionally I come with treats for you all, and today is no exception. This is thanks to Rob|Homesick, just a little boy with a dream, a wish for a panda helmet, and I delivered! https://steamcommunity.com/sharedfiles/filedetails/?id=1632653995
  3. Hello, I'm working on my multiplayer mission and I'd like to ask if there is possible to make killer info in cutText in onPlayerKilled.sqf or any other way but still by cutText. I'm not very experienced with scripting, I can understand to easier scripts or some parts of more difficult scripts. So I'd also like to ask if you would be so nice to also add some explain into code like //This makes... The respawn timer set by mission is 5 sec. My current onPlayerKilled.sqf: cutText ["","BLACK OUT",4]; My onPlayerRespawn.sqf: cutText ["","BLACK IN",2]; [player, [missionNamespace, "Var_SavedInventory"]] call BIS_fnc_loadInventory; So I'd like to make something like "You were killed by <killer> with a <killer_weapon>." in cutText when player is killed. I tried to edit one script and used it in onPlayerKilled.sqf but it does not work so it must be totally wrong edited... KAI_fnc_killedInfo = { _killerName = name (_this select 0); _weaponName = getText (configFile >> "cfgWeapons" >> currentWeapon (_this select 0) >> "displayname"); cutText format [You were killed by %1 with a %2", "BLACK OUT", _killerName, _weaponName]; }; { _id = _x addMPEventHandler ["MPKilled", { _nul = _this call KAI_fnc_killedInfo; }]; } foreach allUnits; Any ideas plese?
  4. Since the "Killed" EH does not provide the weapon/object which killed the unit, I was looking through the other possible EHs (Dammaged, HandleDamage, Hit, HitPart), only to find that each one of these is either fireing multiple times for each damaged/hit part or potentially NOT fireing at all. So, if I wanted to print a single line to the log, mentioning the killing weapon/object, which would be the most senseful (most efficient) way of doing that? Best wishes, Johnny
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