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Andris01

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Everything posted by Andris01

  1. Andris01

    Combination Lock False

    You don't understand because I wrote Chinese like this: class CfgPatches { class ... { ... requiredAddons[]= { "JM_CF_Scripts", ... }; }; }; Or this; void TestRPCFunction( CallType type, ref ParamsReadContext ctx, ref PlayerIdentity sender, ref Object target ) { Param1< string > data; if ( !ctx.Read( data ) ) return; if( type == CallType.Server ) { Print( "Server function called!" ); } else { Print( "Client function called!" ); } } and of course GetRPCManager().AddRPC( "RPCTestMod", "TestRPCFunction", this, SingleplayerExecutionType.Both );
  2. Andris01

    Combination Lock False

    Good. But if you're not a programmer, how can you solve your hell? What is the Community-Framework?
  3. Andris01

    Combination Lock False

    .
  4. Andris01

    Kill Feed

    I tried on my local dayz server but it doesn't work for me unfortunately. This is the error message: "Can't compile "World" script module! scripts/4_World/entities\manbase\playerbase.c(245): Broken expression (missing ';'?)" this is (245) line in my script: suicidemessages = new TStringArray; void Init() { // create all messages killmessages = new TStringArray; deathmessages = new TStringArray; suicidemessages = new TStringArray; InitializeMessages(); KillCount = 0; //Print("PSOVIS: new player"); //PrintString( "isServer " + GetGame().IsServer().ToString() ); //PrintString( "isClient " + GetGame().IsClient().ToString() ); //PrintString( "isMultiplayer " + GetGame().IsMultiplayer().ToString() ); I'm a lama for programming. probably I messed up something... Whatever your killmessages are awesome! 🙂
  5. Andris01

    Kill Feed

    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)
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