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Showing results for tags 'teamkill'.
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zeu_tkLog (Team kill log - Server side addon)
terox posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
zeu_tkLog AUTHOR : Terox (terox_@hotmail.com) ADDON REQUIREMENTS : None INSTALLATION : SERVER ONLYClients should not have this file, it will not run on their machines, hence no Bikey If you do not have any mod folders already in use on your server, use the one that is provided in the download and run the following command line argument -servermod=@zeu Alternatively, copy the zeu_tkLog.pbo found in @zeu/addons into an already existing mod_folder/addons on the server FUNCTION : This addon logs PLAYER team kill events on the server's rpt file and dumps information about the event on the clients screenThe code the clients require is passed to the clients by the server when the mission starts, or to JIP players when they join LimitationsThis works of an Mpkilled event handler, so for missions that use "revive" SYSTEMS, where the players aren't actually killed, it will not trigger These revive systems tend to use a hit event handler to trigger an unconscious state. Ideally, if you want to implement a team kill system for these, you would be better editing the revive scripts inside the missions Example of the details logged .RPT FILE (For a killer who is on foot) For a killer who was in a vehicle It returns any driver, gunner or commander, as in the example below ONSCREEN (For a killer who is on foot) For a killer who was in a vehicle It returns any driver, gunner or commander, as in the example below Download: http://zeus-community.net/important/hosted/zeu_tklog.zip Changelog v1.0 released 7th Apriil 2016 v1.2 released 15th April 2016 Fixed Linux issue cfg functions preprocess failing on Linux server- 5 replies
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- serverside
- teamkill
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Hello Bohemia, I think my topic is meaningful enough. I'll get to the point in a moment. I think you should do something about the constant and pointless teamkill in the game mode "Elemination"! Of course it can happen that you hit or kill a TeamMade. But to be shot right at the beginning by the "own" ones and these 2-3 rounds kill you again?! Until they get kicked after 3 rounds at a maximum of 5 rounds? Pointless and you don't even get any more experience. You're more afraid of the team than of your opponents, because you can't even get that far and be shot by your own before! You should introduce something that will punish the player. E.g. these minus points are evaluated in a negative teamkill points list. If the player has reached a certain amount of points by killing the team, this account is blocked for this season or loses experience points. And you have to shoot your own on purpose to get banned. So accidentally shooting a TeamMade is not a problem! So the game mode is no longer uselessly ruined. greeting sorry for my english = googletranslate
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Many times in the servers kicking is used so that a public server becomes a private one. Furthermore many people teamkill just to take your weapon. I think that at least kicking possibility should be deleted and that to the second teamkick a period of ban should follow.
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The below script is intended to act as a functionality that checks if the killer is player and whether killed is either on the same side as the player or on the enemy side. _TK = addMissionEventHandler ["EntityKilled", { params["_killed", "_killer", "_instigator"]; if ((side _killer == playerSide) && (side group _killed == playerSide) || (side group _killed != playerSide)) then { _this = _this select 0; {_this removeMagazine _x} forEach magazines _this; removeAllItems _this; removeAllAssignedItems _this; }; }]; When a player kills either a friendly soldier or an enemy soldier the code should make it so that all the items and magazines get removed from the now deceased. The code itself works very well for the case: if ((side _killer == playerSide) && (side group _killed == playerSide) but not so well for the case if ((side _killer == playerSide) || (side group _killed != playerSide)) Very often in this particluar case ammunition and items can be picked from the killed enemy soldiers. As much as I understand to read the code it should work as follows: If player is killer AND killed is friendly OR killed is not friendly (is enemy in this case) then remove all items and magazines What I might be missing here? Or should I be looking for completely another approach for what I'm trying to achieve here?
- 4 replies
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- entitykilled
- playerside
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Now and then i have this game where there is a troll who keeps killing teammates and when everyone on the team votes to kick nothing happens. This is so annoying. Fix it or let us report teamplayers and perma ban them.
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Bis friendly fire editor module setup !?
doomnet posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi does someone here on the forums used this module before ? I tested it in mission on local server when grouping units to the module, it works you get kicked from the mission after killing one team mate. There is no options in the module to set for example after 3 kills kick the player or something like that, only a init field. Also does someone knows what to use if the module is sync to a trigger in condition field ? I searched the web but there is nothing on that module explained or mission examples ! I want to achieve players fire the module when they abuse teamkill with a trigger ! I'm gonna try to search a solution if someone can help me would be nice! thanks- 3 replies
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- friendly fire
- teamkill
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