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Found 7 results

  1. GF Headshot + Killfeed Script by GEORGE FLOROS [GR] Description: Adding a notification , for Headshot + Killfeed , to spice it a little bit . 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 Headshot + Killfeed Script , please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.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: It is 2 scripts , that you can use also seperate. It is possible , to select between 3 different type of notification , for both scripts. Working on Multiplayer + Spawned Units Display kills on global Credits & Thanks: For the Killfeed Script ,source used from : https://forums.bistudio.com/forums/topic/183541-creating-a-basic-kill-feed/ by kaysio Posted August 5, 2015 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: Version 3.2 The Known issues : [There will be a headshot notification also for the ai , BUT only for the server Server Kills will not show on global on the left corner up ] are know fixed. Minor fixes . Version 3.1 Changed the name of all the scripts , starting now with GF . Version 3.0 Compatible with Ravage Mod The Kills will also show in Global in the chat and Left corner up with the weapon image The sounds of Headshot will display as 3D Added onPlayerKilled to have a notification Minor fixes Version 2.0 Refixed the codes Killfeed now working with every weaponry The Kills shows on global ( systemChat ) Headshot will not display more than once (dead or alive) Added 20 Headshot sounds Option for randomize the Headshot sound Version 1.0 Forum topic: - BI forums - Armaholic forums Armaholic GF Headshot + Killfeed Script
  2. Hi all! I am nood at Arma 3 scripting, i wanna add GF Killfeed on my misson. But it works fine in SP or MP (Server) but not on dedicated server. I got some errors: 0:23:29 Scripting command 'say3d' is not allowed to be remotely executed 0:23:29 Scripting command 'systemchat' is not allowed to be remotely executed 0:23:29 Scripting function 'bis_fnc_dynamictext' is not allowed to be remotely executed Last version of script - i made changes from comments (added []execVM "GF_Killfeed\GF_Killfeed.sqf"; to initPlayerLocal.sqf , but this errors not dissapared and i don`t have any messages in left corner (only center, without killer name) How can i fix the script and turn on remote execute? Thx.
  3. I have a kill notification script that displays kill type HUD messages (Enemy Killed, Headshot, Long Range Kill, Point Blank Kill, Explosive Kill, Friendly Kill & Suicide), score values & adjusts player rating based on the kill types. The script works with units placed in the editor but I'm struggling to make it work with AI units spawned & respawned using JEBUS, which I think recreates the units placed in the editor. The part which doesn't work is the HitPart Event Handler I'm using to detect explosive kills. I'm guessing 'allUnits' doesn't apply to the units created by JEBUS. Kill_Type.sqf {_x addEventHandler ["HitPart", { (_this select 0) params ["_target", "_shooter", "_projectile", "_position", "_velocity", "_selection", "_ammo", "_vector", "_radius", "_surfaceType", "_isDirect"]; if (_target isKindOf "CAManBase") then { if (!isPlayer _target) then { if (isPlayer _shooter) then { if (_isDirect == true) then { killType = "HEADSHOT "; } else { if (_isDirect == false) then { killType = "EXPLOSIVE KILL "; }; }; }; }; }; }];} forEach allUnits; Other script that calls this script: Kill_Reward.sqf player addEventHandler ["Handlescore", {false}]; execVM "Kill_Reward\Kill_Type.sqf"; killMessage = { _messages = _this; _ratingScore = 0; _messageContent = "<t align='right' size='1.25'>"; { _scoreName = _x select 0; _ratingScore = _ratingScore + 200; _messageContent = _messageContent + format ["<t font='PuristaSemibold'>%1</t>%2<br/>", _scoreName]; } forEach _messages; _messageContent = _messageContent + "</t>"; if (_ratingScore >= 0) then { _messageContent = _messageContent + (format ["<t align='right' color='#ffff00' font='PuristaBold' size='1.4'>+%1</t>", _ratingScore]); }; [ parseText _messageContent, [safezoneX, safezoneY + safeZoneH * 0.55, safezoneW * 0.62, safeZoneH * 0.57], nil, 1, 0.7, 0 ] spawn BIS_fnc_textTiles;}; headshotKillMessage = { _messages = _this; _ratingScore = 0; _messageContent = "<t align='right' size='1.25'>"; { _scoreName = _x select 0; _ratingScore = _ratingScore + 250; _messageContent = _messageContent + format ["<t font='PuristaSemibold'>%1</t>%2<br/>", _scoreName]; } forEach _messages; _messageContent = _messageContent + "</t>"; if (_ratingScore >= 0) then { _messageContent = _messageContent + (format ["<t align='right' color='#ffff00' font='PuristaBold' size='1.4'>+%1</t>", _ratingScore]); }; [ parseText _messageContent, [safezoneX, safezoneY + safeZoneH * 0.55, safezoneW * 0.62, safeZoneH * 0.57], nil, 1, 0.7, 0 ] spawn BIS_fnc_textTiles;}; LRheadshotKillMessage = { _messages = _this; _ratingScore = 0; _messageContent = "<t align='right' size='1.25'>"; { _scoreName = _x select 0; _ratingScore = _ratingScore + 300; _messageContent = _messageContent + format ["<t font='PuristaSemibold'>%1</t>%2<br/>", _scoreName]; } forEach _messages; _messageContent = _messageContent + "</t>"; if (_ratingScore >= 0) then { _messageContent = _messageContent + (format ["<t align='right' color='#ffff00' font='PuristaBold' size='1.4'>+%1</t>", _ratingScore]); }; [ parseText _messageContent, [safezoneX, safezoneY + safeZoneH * 0.55, safezoneW * 0.62, safeZoneH * 0.57], nil, 1, 0.7, 0 ] spawn BIS_fnc_textTiles;}; CQBheadshotKillMessage = { _messages = _this; _ratingScore = 0; _messageContent = "<t align='right' size='1.25'>"; { _scoreName = _x select 0; _ratingScore = _ratingScore + 275; _messageContent = _messageContent + format ["<t font='PuristaSemibold'>%1</t>%2<br/>", _scoreName]; } forEach _messages; _messageContent = _messageContent + "</t>"; if (_ratingScore >= 0) then { _messageContent = _messageContent + (format ["<t align='right' color='#ffff00' font='PuristaBold' size='1.4'>+%1</t>", _ratingScore]); }; [ parseText _messageContent, [safezoneX, safezoneY + safeZoneH * 0.55, safezoneW * 0.62, safeZoneH * 0.57], nil, 1, 0.7, 0 ] spawn BIS_fnc_textTiles;}; longRangeMessage = { _messages = _this; _ratingScore = 0; _messageContent = "<t align='right' size='1.25'>"; { _scoreName = _x select 0; _ratingScore = _ratingScore + 250; _messageContent = _messageContent + format ["<t font='PuristaSemibold'>%1</t>%2<br/>", _scoreName]; } forEach _messages; _messageContent = _messageContent + "</t>"; if (_ratingScore >= 0) then { _messageContent = _messageContent + (format ["<t align='right' color='#ffff00' font='PuristaBold' size='1.4'>+%1</t>", _ratingScore]); }; [ parseText _messageContent, [safezoneX, safezoneY + safeZoneH * 0.55, safezoneW * 0.62, safeZoneH * 0.57], nil, 1, 0.7, 0 ] spawn BIS_fnc_textTiles;}; CQBMessage = { _messages = _this; _ratingScore = 0; _messageContent = "<t align='right' size='1.25'>"; { _scoreName = _x select 0; _ratingScore = _ratingScore + 225; _messageContent = _messageContent + format ["<t font='PuristaSemibold'>%1</t>%2<br/>", _scoreName]; } forEach _messages; _messageContent = _messageContent + "</t>"; if (_ratingScore >= 0) then { _messageContent = _messageContent + (format ["<t align='right' color='#ffff00' font='PuristaBold' size='1.4'>+%1</t>", _ratingScore]); }; [ parseText _messageContent, [safezoneX, safezoneY + safeZoneH * 0.55, safezoneW * 0.62, safeZoneH * 0.57], nil, 1, 0.7, 0 ] spawn BIS_fnc_textTiles;}; addMissionEventHandler ["EntityKilled", { params ["_killed", "_killer"]; _headDamage = _killed getHitPointDamage "HitHead"; _distance = _killer distance _killed; _minDistance = 100; _cqbDistance = 2; if (isNull _instigator) then { _instigator = _killer }; if (_killed isKindOf "CAManBase" && {((side group _killed) == east)}) then { if (isPlayer _killer) then { if (_distance >= _minDistance && ({_headDamage >= 1;})) then { player addPlayerScores [1, 0, 0, 0, 0]; player addRating 100; [[killType, _ratingScore]] call LRheadshotKillMessage; } else { if (_distance <= _cqbDistance && ({_headDamage >= 1;})) then { player addPlayerScores [1, 0, 0, 0, 0]; player addRating 75; [[killType, _ratingScore]] call CQBheadshotKillMessage; } else { player addPlayerScores [1, 0, 0, 0, 0]; player addRating 50; [[killType, _ratingScore]] call headshotKillMessage; }; if (isPlayer _killer && ({_headDamage < 1;})) then { if (_distance >= _minDistance) then { player addPlayerScores [1, 0, 0, 0, 0]; player addRating 50; [["LONG RANGE KILL ", _ratingScore]] call longRangeMessage; } else { if (_distance <= _cqbDistance) then { player addPlayerScores [1, 0, 0, 0, 0]; player addRating 25; [["POINT BLANK KILL ", _ratingScore]] call CQBMessage; } else { player addPlayerScores [1, 0, 0, 0, 0]; [["ENEMY KILLED ", _ratingScore]] call killMessage; }; }; }; }; }; }; }]; friendlyKillMessage = { _messages = _this; _ratingScore = 0; _messageContent = "<t align='right' size='1.25'>"; { _scoreName = _x select 0; _ratingScore = _ratingScore + 1000; _messageContent = _messageContent + format ["<t font='PuristaSemibold'>%1</t>%2<br/>", toUpper _scoreName]; } forEach _messages; _messageContent = _messageContent + "</t>"; if (_ratingScore >= 0) then { _messageContent = _messageContent + (format ["<t align='right' color='#ea0000' font='PuristaBold' size='1.4'>-%1</t>", _ratingScore]); }; [ parseText _messageContent, [safezoneX, safezoneY + safeZoneH * 0.55, safezoneW * 0.62, safeZoneH * 0.57], nil, 1, 0.7, 0 ] spawn BIS_fnc_textTiles;}; addMissionEventHandler ["EntityKilled", { params ["_killed", "_killer"]; if (isNull _instigator) then {_instigator = _killer}; // player driven vehicle road kill if (_killed isKindOf "CAManBase" && {((side group _killed) == west)}) then { if (!isPlayer _killed) then { if (isPlayer _killer) then { player addPlayerScores [0, 0, 0, 0, 0]; [["FRIENDLY KILLED ", _ratingScore]] call friendlyKillMessage; }; }; }; }]; suicideMessage = { _messages = _this; _ratingScore = 0; _messageContent = "<t align='right' size='1.25'>"; { _scoreName = _x select 0; _ratingScore = _ratingScore - 200; _messageContent = _messageContent + format ["<t font='PuristaSemibold'>%1</t>%2<br/>", toUpper _scoreName]; } forEach _messages; _messageContent = _messageContent + "</t>"; if (_ratingScore >= 0) then { _messageContent = _messageContent + (format ["<t align='right' color='#ffff00' font='PuristaBold' size='1.4'>+%1</t>", _ratingScore]); }; [ parseText _messageContent, [safezoneX, safezoneY + safeZoneH * 0.55, safezoneW * 0.62, safeZoneH * 0.57], nil, 1, 0.7, 0 ] spawn BIS_fnc_textTiles;}; sleep 0.5; addMissionEventHandler ["EntityKilled", { params ["_killed", "_killer"]; if (isNull _instigator) then {_instigator = _killer}; // player driven vehicle road kill if (_killed isKindOf "CAManBase" && {(isPlayer _killed)} && {(isPlayer _killer)}) then { player addPlayerScores [0, 0, 0, 0, 0]; [["SUICIDE ", _ratingScore]] call suicideMessage; }; }]; If anyone can help me with this probably very simple issue, I'll send you a cookie.
  4. 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
  5. While I am no beginner at programming in general, I am relatively new to SQF scripting for Arma 3. After 1000 hours I decided to finally toy around with the scripting side of things and I've already completely broken my first script. I apologize for any mistakes I may have made in advance, I am really new to this and I need some help solving this problem. At the moment the script is executing, however, it is not displaying the kills in the chat as it should be. I am realizing more and more that the YouTube video I learned this from is very inaccurate and riddled with errors. ----------initClient.sqf---------- // Executes all client scripts remotely and globally (with restrictions to client only if set in the script itself). [] remoteExec ["killFeedClient", 0]; ----------initServer.sqf---------- // Executes all client scripts remotely and server-sided. [] remoteExec ["killFeedServer", 2]; ----------killFeedClient.sqf---------- // Creates "killFeedClient" function to be executed in "initClient.sqf." killFeedClient = { { // Adding an event handler for the "Killed" action to every unit. _x addEventHandler ["Killed", { // Initializes all of the variables used in the formatting of the kill-feed statement. _unit = (_this select 0); _killedBy = (_this select 1); // Organizing and grouping all of the variables into a single array. deathInfo = [_unitName, _killedBy]; // Creating the "killFeedUpdate" public variable event handler. publicVariableServer "killFeedUpdate"; }]; } forEach allUnits; }; ----------killFeedServer.sqf---------- // Creates "killFeedServer" function to be executed in "initServer.sqf." killFeedServer = { // Only runs this script if the machine executing it is the server. if (isServer) then { // Listens for updates from the "killFeedUpdate" public variable event handler. "killFeedUpdate" addPublicVariableEventHandler { // Initalizes "_deathInfo" private array and sets it's value from the previously mentioned event handler. private "_deathInfo"; _deathInfo = (_this select 1); // If you are confused by why we used 1 and not 0 refer to "addPublicVariableEventHandler" documentation on the wiki. // Extracts each variable from the "_deathInfo" private array. _unit = (_deathInfo select 0); _killedBy = (_deathInfo select 1); // Grabs some more data by passing the previously mentioned variables through a variety of functions. _unitName = name _unit; _killedByName = name _killedBy; _distance = _unit distance _killedBy; // Formats the kill-feed statement to be displayed in the game chat. _killFeedStatement = format ["%1 was killed by %2. (%3m)", _unitName, _killedByName, _distance]; // Displays the kill-feed statement in the game chat as if it were being called in by the killer. _killedBy globalChat _killFeedStatement; }; }; };
  6. GEORGE FLOROS GR

    SALVATION (@)

    by GEORGE FLOROS [GR] Description: Try to Survive ... Coop ... or Not! This mission supports playing Solo or Multiplayer ,Coop or PVP and also supports EVERY map (ArmA 1/2/3). 20 Different Enemy Faction VS NPCS or Zombies. Gameplay with a lot of options (MODULAR environment). It is a survival mission based in the features (thirst + hunger and loot system) of Ravage mod, that can be played from one player to coop mp or PVP (like Dayz gameplay), with a modular environment, selections via missionparameters for everything included , environment,ambience,loot,enemies,type of mods that you want to play with, ex: Unsung loot items + VC_Village_Guerillas enemies and can be played to every map,by changing the name of the map, ex: SALVATION.CSJ_SEA ( the selection of the map will have effect to the loot spawned cause of the buildings.) It doesn't need a server running , like exile and you can play this also on Dedicated. Features: playing Solo or Multiplayer ,Coop or PVP Supporting EVERY map (ArmA 1/2/3) VCOM AI 20 Different Enemy Faction Gameplay with a lot of options (MODULAR environment) And much more Installation: Place the mission file in the MPmissions folder inside your Arma 3 installation. Your ArmA3 installation should be in yoursteamfolder/steamapps/common - Optional VCOMAI userconfig - The mission is using the VCOMAI . To use the extra settings see the Install Instructions of VCOMAI folder . Usage: Recommended and/or optional addons and mods to use with SALVATION: CUP Terrains Complete http://www.armaholic.com/page.php?id=30045 CUP Weapons http://www.armaholic.com/page.php?id=27489 CUP Units http://www.armaholic.com/page.php?id=29301 CUP Vehicles http://www.armaholic.com/page.php?id=29716 RHSUSAF http://www.armaholic.com/page.php?id=27149 RHSAFRF http://www.armaholic.com/page.php?id=27150 RHSGREF http://www.armaholic.com/page.php?id=30998 Zombies and Demons http://www.armaholic.com/page.php?id=28958 Max Zombies http://www.armaholic.com/page.php?id=33696 RSO Buildings Pack http://www.armaholic.com/page.php?id=32088 ArmA 3 Custom Buildings - Original http://www.armaholic.com/page.php?id=29678 The Unsung Vietnam War Mod http://www.armaholic.com/page.php?id=29948 Notes: It is supporting EVERY map ! (ArmA 1/2/3) , just by changing the name at the end of the mission name like : SALVATION.Stratis to : SALVATION.Tanoa You can search the static objects of the map for loot. Extra Loot Script by BangaBob (works on every map) is also available. The percentage of loot can be adjusted according the Map selection (can be counted from the server by hitting 0-0-2 in game). To Check + test the spawn of the items , there is also an option on the parameters , on the Loot Probability , to Enable Debug Weapon = 0 Magazines = 1 Items + Ravage items = 2 Vests = 3 Backpacks = 4 Ravage items = 5 extra pics to see the spawn of the items: Select your desired Environment There is included in the selections , also Loot for , Community Upgrade Project [ CUP ] and The Unsung Vietnam War Mod. To activate it you must have the certain addons . For changes , go to the mission parameters . Your Selections may have effect on the performance , check more the parameters settings. Every time you are starting the mission , the starting position will be on random. - Optional VCOMAI userconfig - The mission is using the VCOMAI . To use the extra settings see the Install Instructions of VCOMAI folder . Credits & Thanks: haleks [ Ravage ] ryandombrowsky [ Zombies and Demons ( Ryanzombies ) ] Maxjoiner [ Max Zombies ] Community Upgrade Project [ CUP ] RED HAMMER STUDIOS [ RHS ] RSO Creations [ RSO Buildings Pack ] mattaust [ ArmA 3 Custom Buildings - Original ] UNSUNG Mod Team [ The Unsung Vietnam War Mod ] TAW view Distance Script by Tonic Loot system Script by BangaBob Advanced Rappelling Script by Duda Advanced Urban Rappelling Script by Duda Advanced Towing - Script by Duda NRE Earplugs Script by NemesisRE VCOM AI Driving Script by Genesis92x Vcom AI Script by Genesis92x Mag Repack Script by Outlawled Snow Storm Script by aliascartoons Thunderbolt Script by aliascartoons Road Flares Script by aliascartoons Real Weather script by code34 Generic Dust Particles Script by Goon Generic Snowstorm Particles Script by Goon Randomly generated roadside IED's script by brians200 AI HALO Jump Script by cobra4v320 Engima's Civilians Script by Engima Engima's Traffic Script by Engima [R3F] Logistics Script by Team R3F Injured Ai simple script by Persian MO Phronk's Furniture script by Phronk Left Shoulder Scripted Weapon script by ArtyomAbramov No Kill Zone Script by SuperChicken Productions Headshot + Killfeed Script by GEORGE FLOROS [GR] Custom DeathScreen Script by GEORGE FLOROS [GR] Earthquakes_GF Script by GEORGE FLOROS [GR] Crashsites_GF Script by GEORGE FLOROS [GR] 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: Version 3.0 Enabled the default save option. Added compatibility with: Max Zombies by Maxjoiner Mod http://www.armaholic.com/page.php?id=33696 + minor fixes Version 2.0 Added compatibility with: The Unsung Vietnam War Mod http://www.armaholic.com/page.php?id=29948 No Kill Zone Script by SuperChicken Productions Road Flares Script by aliascartoons + minor fixes Version 1.0 Requirements: @CBA http://www.armaholic.com/page.php?id=18767 @Ravage Mod http://www.armaholic.com/page.php?id=29638 Forum topic: - BI forums https://forums.bistudio.com/forums/topic/212528-salvation/ - Armaholic forums http://www.armaholic.com/forums.php?m=posts&p=198511#198511 Download : Armaholic Salvation v3.0
  7. Considering that a few individuals have recently been trying to make a kill feed, I though I would share a code snippet which has been laying about on my computer HALs_fnc_killFeed (snippet) image This kill feed uses the EntityKilled MEH and, for the ui, uses crtlCreate. Code (example init.sqf): To add grenade detection to a unit: A few things to note: This code registers road kills, vehicle kills (including turret kills), infantry weapon kills, suicide etc. Grenades, EGLM, Mines etc. are only registered if the unit has a handleDamage eventhandler which checks for the last projectile which inflicted damage. Automatically registers spawned units as well as units placed in the editor. UAVs mess up the kill feed. Vehicles are registered as the killer if they blow a unit up. Grenades, EGLM, Mines etc. have a rudimentary implementation (simulation of the last projectile (which hit the unit) is used). This does not work in multiplayer (I haven't bothered to work it out). Any improvements are welcome. I had a few ideas for making this multiplayer friendly but sadly I haven't had the time to try them out.
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