I missed something or wrong coding idk. Can u check my files. I using pbo manager for extrancting the script.
So this is my SurvivorBase.c ;
class SurvivorBase extends PlayerBaseClient
{
private string PlayerIdentityName = "empty";
string GetPlayerIdentityName()
{
return this.PlayerIdentityName;
}
void SetPlayerIdentityName(string name)
{
this.PlayerIdentityName = name;
}
}
This is PlayerBase.c "eekilled" part ;
override void EEKilled( Object killer )
{
SurvivorBase sbKilled = this;
if (killer.IsMan()) {
Man manKiller = Man.Cast(killer);
GetGame().ChatPlayer( 0, sbKilled.GetPlayerIdentityName() + " Killed By " + manKiller.GetIdentity().GetName());
} else {
GetGame().ChatPlayer( 0, sbKilled.GetPlayerIdentityName() + " Killed by zombie/bleedout/fall?");
}
Print("EEKilled, you have died");
if ( m_AdminLog )
{
m_AdminLog.PlayerKilled( this, killer );
}
if( GetBleedingManagerServer() ) delete GetBleedingManagerServer();
// kill character in database
if (GetHive())
{
GetHive().CharacterKill(this);
}
// disable voice communication
GetGame().EnableVoN(this, false);
GetSymptomManager().OnPlayerKilled();
//! log melee kill in case of melee - older logging
//LogMeleeKill();
super.EEKilled( killer );
}
override void EEHitBy(TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos)
{
super.EEHitBy(damageResult, damageType, source, component, dmgZone, ammo, modelPos);
if ( m_AdminLog )
{
m_AdminLog.PlayerHitBy( this, source, dmgZone, ammo );
}
//! melee specific stuff
if (damageType == 0)
{
//! save melee source for further processing (eg. ADM log)
m_MeleeLastHitTime = GetGame().GetTime();
m_MeleeSource = source;
}
/*Print("damage player = " + damageResult.GetDamage(dmgZone, "Health"));
if (dmgZone == "")
Print("NO DAMAGE ZONE HIT");*/
if( damageResult != null && damageResult.GetDamage(dmgZone, "Shock") > 0)
{
m_LastShockHitTime = GetGame().GetTime();
}
//DamagePlayer(damageResult, source, modelPos, ammo);
//new bleeding computation
//---------------------------------------
if ( damageResult != null && GetBleedingManagerServer() )
{
float dmg = damageResult.GetDamage(dmgZone, "Blood");
GetBleedingManagerServer().ProcessHit(dmg, source, component, dmgZone, ammo, modelPos);
}
//---------------------------------------
End the "onconnect" part;
void OnConnect()
{
SurvivorBase sb = this;
sb.SetPlayerIdentityName(this.GetIdentity().GetName());
Debug.Log("Player connected:"+this.ToString(),"Connect");
// NEW STATS API
StatRegister("playtime");
StatRegister("dist");
m_PlayerOldPos = GetPosition();
if( m_AnalyticsTimer )
m_AnalyticsTimer.Run( 60, this, "UpdatePlayerMeasures", null, true );
}
I just need a simple kill feed for a clear vision to keep server rules in place. (PVE server)