Kerbo 198 Posted September 25, 2013 (edited) I like seeing when and how players died in my server log so I modified (Unpack, edit, repack) @Hive\Addons\dayz_server\compile\server_playerDied.sqf file to do so. The diff and file below are from the DayZMod 1.8 release.This modification will give you messages in your server RPT like:Killed by zombiePKILL: Player1 was killed near KomarovoKilled by playerPKILL: Player1 (001) was killed near Balota by Player2 (002) with weapon MeleeHatchet from 2.345mKilled themselvesPKILL: Player1 killed themselves near KamenkaDiff Reveal hidden contents @@ -1,6 +1,6 @@ #include "\z\addons\dayz_server\compile\server_toggle_debug.hpp" -private ["_characterID","_minutes","_newObject","_playerID","_key"];+private ["_characterID","_minutes","_newObject","_playerID","_key", "_killer", "_weapon", "_distance","_loc_message","_killerName","_killerPlayerID"]; //[unit, weapon, muzzle, mode, ammo, magazine, projectile] _characterID = _this select 0;@@ -9,16 +9,40 @@ _playerID = _this select 3; _playerName = name _newObject; -//dayz_disco = dayz_disco - [_playerID];-_newObject setVariable["processedDeath",time];+_newObject setVariable["processedDeath",diag_tickTime]; _newObject setVariable ["bodyName", _playerName, true]; -/*-diag_log ("DW_DEBUG: (isnil _characterID): " + str(isnil "_characterID"));-if (isnil "_characterID") then {-diag_log ("DW_DEBUG: _newObject: " + str(_newObject)); +_killer = _newObject getVariable["AttackedBy", "nil"];+_killerName = _newObject getVariable["AttackedByName", "nil"];++// when a zombie kills a player _killer, _killerName and _weapon will be "nil"+// we can use this to determine a zombie kill and send a customized message for that. right now no killmsg means it was a zombie.+if (_killerName != "nil") then+{+ _weapon = _newObject getVariable["AttackedByWeapon", "nil"];+ _distance = _newObject getVariable["AttackedFromDistance", "nil"];++ if (_playerName == _killerName) then + {+ _loc_message = format["PKILL: %1 killed themselves near %2", _playerName, (getPosATL _newObject) call fa_coor2str];+ }+ else + {+ _killerPlayerID = getPlayerUID _killer;+ _loc_message = format["PKILL: %1 (%5) was killed near %7 by %2 (%6) with weapon %3 from %4m", _playerName, _killerName, _weapon, _distance, _playerID, _killerPlayerID, (getPosATL _newObject) call fa_coor2str]; };-*/++ diag_log _loc_message;++ // Cleanup+ _newObject setVariable["AttackedBy", "nil", true];+ _newObject setVariable["AttackedByName", "nil", true];+ _newObject setVariable["AttackedByWeapon", "nil", true];+ _newObject setVariable["AttackedFromDistance", "nil", true];+} else {+ _loc_message = format["PKILL: %1 was killed near %2", _playerName, (getPosATL _newObject) call fa_coor2str];+ diag_log _loc_message;+}; if (typeName _minutes == "STRING") then {@@ -44,15 +68,4 @@ ]; #endif -/*-_eh = [_newObject] spawn {- _body = _this select 0;- _method = _body getVariable["deathType","unknown"];- _name = _body getVariable["bodyName","unknown"];- waitUntil{!isPlayer _body;sleep 1};- _body setVariable["deathType",_method,true];- _body setVariable["bodyName",_name,true];- diag_log ("PDEATH: Player Left Body " + _name);-};-*/ //dead_bodyCleanup set [count dead_bodyCleanup,_newObject];\ No newline at end of file Full file Reveal hidden contents #include "\z\addons\dayz_server\compile\server_toggle_debug.hpp"private ["_characterID","_minutes","_newObject","_playerID","_key", "_killer", "_weapon", "_distance","_loc_message","_killerName","_killerPlayerID"];//[unit, weapon, muzzle, mode, ammo, magazine, projectile]_characterID = _this select 0;_minutes = _this select 1;_newObject = _this select 2;_playerID = _this select 3;_playerName = name _newObject;_newObject setVariable["processedDeath",diag_tickTime];_newObject setVariable ["bodyName", _playerName, true];_killer = _newObject getVariable["AttackedBy", "nil"];_killerName = _newObject getVariable["AttackedByName", "nil"];// when a zombie kills a player _killer, _killerName and _weapon will be "nil"// we can use this to determine a zombie kill and send a customized message for that. right now no killmsg means it was a zombie.if (_killerName != "nil") then{ _weapon = _newObject getVariable["AttackedByWeapon", "nil"]; _distance = _newObject getVariable["AttackedFromDistance", "nil"]; if (_playerName == _killerName) then { _loc_message = format["PKILL: %1 killed themselves near %2", _playerName, (getPosATL _newObject) call fa_coor2str]; } else { _killerPlayerID = getPlayerUID _killer; _loc_message = format["PKILL: %1 (%5) was killed near %7 by %2 (%6) with weapon %3 from %4m", _playerName, _killerName, _weapon, _distance, _playerID, _killerPlayerID, (getPosATL _newObject) call fa_coor2str]; }; diag_log _loc_message; // Cleanup _newObject setVariable["AttackedBy", "nil", true]; _newObject setVariable["AttackedByName", "nil", true]; _newObject setVariable["AttackedByWeapon", "nil", true]; _newObject setVariable["AttackedFromDistance", "nil", true];} else { _loc_message = format["PKILL: %1 was killed near %2", _playerName, (getPosATL _newObject) call fa_coor2str]; diag_log _loc_message;};if (typeName _minutes == "STRING") then { _minutes = parseNumber _minutes;};if (_characterID != "0") then { _key = format["CHILD:202:%1:%2:",_characterID,_minutes]; //diag_log ("HIVE: WRITE: "+ str(_key)); _key call server_hiveWrite;} else { deleteVehicle _newObject;};#ifdef PLAYER_DEBUGformat ["Player UID#%3 CID#%4 %1 as %5 died at %2", _newObject call fa_plr2str, (getPosATL _newObject) call fa_coor2str, getPlayerUID _newObject,_characterID, typeOf _newObject];#endif//dead_bodyCleanup set [count dead_bodyCleanup,_newObject]; Edited September 27, 2013 by Kerbo Share this post Link to post Share on other sites
facoptere 180 Posted September 25, 2013 it's already included in 1.8. 2 Share this post Link to post Share on other sites
Kerbo 198 Posted September 27, 2013 (edited) On 9/25/2013 at 10:16 PM, facoptere said: it's already included in 1.8.If you are talking about this:#ifdef PLAYER_DEBUGformat ["Player UID#%3 CID#%4 %1 as %5 died at %2", _newObject call fa_plr2str, (getPosATL _newObject) call fa_coor2str, getPlayerUID _newObject,_characterID, typeOf _newObject];#endifI wanted more detail, which is what the patch above provides. My server is low pop and friendly so no one has killed anyone yet to provide an example of the more detailed kill message.It would look something like this:PKILL: Player1 (001) was killed near Balota by Player2 (002) with weapon MeleeHatchet from 2.345mOr in the case of a suicide:PKILL: Player1 killed themselves near KamenkaI updated my original post to make it more clear what the patch is doing. Edited September 27, 2013 by Kerbo Share this post Link to post Share on other sites
delpi 5 Posted February 6, 2014 I just tried to load your file up and got stuck on the "waiting for server to authenticate" after trying to connect. Any suggestions? Share this post Link to post Share on other sites
delpi 5 Posted February 7, 2014 Ok, got it to work, but I'm noticing it usually doesn't who the killer. It must be hitting the nil criteria due to blood loss death or such. Any suggestions? Share this post Link to post Share on other sites
seaweeduk 97 Posted February 7, 2014 (edited) On 2/7/2014 at 7:14 AM, delpi said: Ok, got it to work, but I'm noticing it usually doesn't who the killer. It must be hitting the nil criteria due to blood loss death or such. Any suggestions? If you are using 1.8.0.3 it already has some really nice hit messages in the logs by default, however to get killer I used an MPHit handler like this - http://dayz.st/w/Kill_Messages and logged the message to my server logs rather than showing in game. Hopefully the 1.8 logs can be modified a little in a future patches so kills are logged as well as hits. I find the mphit messages don't always credit the right killer if two people are firing on a person at once. I used a combination of database triggers for deaths/kills and parsing my rpt logs for PKILL and the default 1.8 PHIT messages to produce my kill logs which I use as admin and am making a public version of for my players Edited February 7, 2014 by seaweed Share this post Link to post Share on other sites
The Classified Rebel 2 Posted October 5, 2018 I will have to look at this more in depth since I can't find where you are talking but I will look better once I get more time. Share this post Link to post Share on other sites