Base Firefly Messages?

Stollenwerk

New Member
Hello guys,

I'm searching for that since a week but I'm not able to find a way to get those messages displayed.
Looks like this: http://opendayz.net/threads/sidechat-kill-message-question.12147/

I've installed Sarge AI 1.5 and I'm running a PvE Epoch Server. (Vilayer)

Anybody can give me hint on that, PLEASE!?

Second question is, how to get general kill messages in. I only need the schema: Player A killed Player B.
Also on that I tried several things, like the DZE_DeathMsgGlobal, DZE_DeathMsgSide, DZE_DeathMsgTitleText...etc.

I really got stuck on both. Thanks in advance for help!

Stolle
 
Well, thanks, this is an approach. But still not exactly what I'm looking for.
There is a promotion system in Sarge's AI and i played for a while on a server where also messages popped up like:
A rookie Bandit Leader killed a rookie Survivor
A rookie Bandit Leader was promoted...and so on.
I think, it cannot be much work to make those messages popping up, but I still don't know how to set it correctly...
 
Are you after player kill messages or the Ai ones.... eg.A rookie Bandit Leader killed a rookie Survivor
A rookie Bandit Leader was promoted...and so on?
 
Well, I also wrote in my first post that I already tried that out.
I thought you would paste a copy of your init.sqf or a description how you got it to work?

Why this messages are important for me?
Cause I'm running a NO PVP server and it's overall a nice feature which I really like...
 
I understand the player kill messages ( i love them too) I was just wondering why you want the Ai kills on there, most people on my server find them annoying!! Just curious thats all mate :)

Anyway I have player kill messages working, PM me and ill give you my email address and you can email me your pbo's and ill take a look :)

cheers

robbie
 
I appreciate that you wanna help on this, but we are only talking about it and in the end I'm only confused about what you said.
First you told me that you can only get the AI messages working.
In your last post you said you have the player kill messages working.
And anyway when you run one of this or both, why should I send you my data?
It would be helpful when you simply post your functioning data about that here.

Thanks!
 
I just went over what I did again and basically all I did was follow http://dayz.st/w/Kill_Messages I noticed that the fnc_plyrHit.sqf file was already in the compile s folder, but it was slightly different so I copied and replaced it with the one in the download link.

Now, the 'Server_PlayerDied code' part.....copy and paste this over the original content

Code:
    private ["_characterID","_minutes","_newObject","_playerID","_playerName","_infected","_victim","_victimName","_killer","_killerName","_weapon","_distance","_message","_loc_message","_key","_death_record"];
    //[unit, weapon, muzzle, mode, ammo, magazine, projectile]
    _characterID =    _this select 0;
    _minutes =        _this select 1;
    _newObject =    _this select 2;
    _playerID =    _this select 3;
    _playerName =    _this select 4;
    _infected =        _this select 5;
   
    _victim removeAllEventHandlers "MPHit";
    _victim enableSimulation false;
    _victim removeAllEventHandlers "HandleDamage";
    _victim removeAllEventHandlers "Killed";
    _victim removeAllEventHandlers "Fired";
    _victim removeAllEventHandlers "FiredNear";
   
    _victim = _newObject;
    _victimName = _victim getVariable["bodyName", "nil"];
   
    _killer = _victim getVariable["AttackedBy", "nil"];
    _killerName = _victim 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 = _victim getVariable["AttackedByWeapon", "nil"];
        _distance = _victim getVariable["AttackedFromDistance", "nil"];
   
        if (_victimName == _killerName) then
        {
            _message = format["%1 killed himself",_victimName];
            _loc_message = format["PKILL: %1 killed himself", _victimName];
        }
        else
        {
            _message = format["%1 was killed by %2 with weapon %3 from %4m",_victimName, _killerName, _weapon, _distance];
            _loc_message = format["PKILL: %1 was killed by %2 with weapon %3 from %4m", _victimName, _killerName, _weapon, _distance];
        };
   
        diag_log _loc_message;
     
        if(DZE_DeathMsgGlobal) then {
            [nil, nil, rspawn, [_killer, _message], { (_this select 0) globalChat (_this select 1) }] call RE;
        };
        /* needs customRemoteMessage
        if(DZE_DeathMsgGlobal) then {
            customRemoteMessage = ['globalChat', _message, _killer];
            publicVariable "customRemoteMessage";
        };
        */
        if(DZE_DeathMsgSide) then {
            [nil, nil, rspawn, [_killer, _message], { (_this select 0) sideChat (_this select 1) }] call RE;
        };
        if(DZE_DeathMsgTitleText) then {
            [nil,nil,"per",rTITLETEXT,_message,"PLAIN DOWN"] call RE;
        };
   
        // build array to store death messages to allow viewing at message board in trader citys.
        _death_record = [
            _victimName,
            _killerName,
            _weapon,
            _distance,
            ServerCurrentTime
        ];
        PlayerDeaths set [count PlayerDeaths,_death_record];
   
        // Cleanup
        _victim setVariable["AttackedBy", "nil", true];
        _victim setVariable["AttackedByName", "nil", true];
        _victim setVariable["AttackedByWeapon", "nil", true];
        _victim setVariable["AttackedFromDistance", "nil", true];
    };
   
    // Might not be the best way...
    /*
    if (isnil "dayz_disco") then {
        dayz_disco = [];
    };
    */
   
    // dayz_disco = dayz_disco - [_playerID];
    _newObject setVariable["processedDeath",time];
   
    if (typeName _minutes == "STRING") then
    {
        _minutes = parseNumber _minutes;
    };
     
    #ifdef DZE_SERVER_DEBUG_PKILL
    diag_log ("PDEATH: Player Died " + _playerID);
    #endif
   
    if (_characterID != "0") then
    {
        _key = format["CHILD:202:%1:%2:%3:",_characterID,_minutes,_infected];
        #ifdef DZE_SERVER_DEBUG_HIVE
        diag_log ("HIVE: WRITE: "+ str(_key));
        #endif
        _key call server_hiveWrite;
    }
    else
    {
        deleteVehicle _newObject;
    };

Now for the init.sqf.....make sure yours looks like this

Code:
// DayZ Epoch config
DZE_DeathMsgGlobal = true;
DZE_DeathMsgTitleText = true;
spawnShoremode = 1; // Default = 1 (on shore)
spawnArea= 1500; // Default = 1500
MaxHeliCrashes= 5; // Default = 5
MaxVehicleLimit = 100; // Default = 50
MaxDynamicDebris = 100; // Default = 100
dayz_MapArea = 14000; // Default = 10000
dayz_maxLocalZombies = 30; // Default = 30


Cheers

Robbie
 
Well, I knew that dayz page and got stuck on there somewhere. I think this time I found my way. Couldn't test it yet, but should be fine. Thanks for assistance. ;)
 
Yes, it did work, but you held your life when you died, respawning right beside your corpse and doubled your gear also when you died other way.
So what I did, and in the end this way works for me, is this:
I threw out all changes from the dayz.st link again and only left the the parameters in the init.sqf :
DZE_DeathMsgGlobal = true;
DZE_DeathMsgSide = true;

Then I added:
sleep 40;

after that part:
diag_log _loc_message;

if(DZE_DeathMsgGlobal) then {
[nil, nil, rspawn, [_killer, _message], { (_this select 0) globalChat (_this select 1) }] call RE;

in the server_playerDied.sqf, so the message will not only pop up half a second.
 
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