@DayZ_Epoch_Server\addons\dayz_server\compile\fnc_plyrHit.sqf
This will also work for normal ai spawned in by Cherno Missions etc... once they have the variable Sarge set.
Also u must have enabled killmsgs
--------------
Should be easy enough todo with other mods with killmsgs...
Code:
private ["_victim", "_attacker","_weapon","_distance","_damage","_sargecheck","_attacker_name"];
_victim = _this select 0;
_attacker = _this select 1;
_damage = _this select 2;
_sargecheck = (_attacker getVariable ["Sarge",0] != 1);
if (!isPlayer _victim || ((!isPlayer _attacker) and (!_sargecheck)) ) exitWith {};
if ((name _victim) == (name _attacker)) exitWith {};
_weapon = weaponState _attacker;
if (_weapon select 0 == "Throw") then
{
_weapon = _weapon select 3;
}
else
{
_weapon = _weapon select 0;
};
_distance = _victim distance _attacker;
if (_sargecheck) then {
switch (name _attacker) do
{
case "Rincewind":
{
_attacker_name = "AI Sniper";
};
case "Cohen the Barbarian":
{
_attacker_name = "AI Bandit";
};
case "Sarge":
{
_attacker_name = "AI Soldier Leader";
};
case "Face66":
{
_attacker_name = "AI Soldier";
};
case "Max Hero":
{
_attacker_name = "AI Survivor Leader";
};
case "John Bambi":
{
_attacker_name = "AI Survivor";
};
default
{
diag_log format ["DEBUG - Unknown SARGE AI - %1", _attacker];
_attacker_name = "AI";
};
};
} else {
_attacker_name = name _attacker
};
diag_log format["PHIT: %1 was hit by %2 with %3 from %4m with %5 dmg", _victim, _attacker, _weapon, _distance, _damage];
_victim setVariable["AttackedBy", _attacker, true];
_victim setVariable["AttackedByName", _attacker_name, true];
//_victim setVariable["AttackedByWeapon", (currentWeapon _attacker), true];
_victim setVariable["AttackedByWeapon", _weapon, true];
_victim setVariable["AttackedFromDistance", _distance, true];
This will also work for normal ai spawned in by Cherno Missions etc... once they have the variable Sarge set.
Also u must have enabled killmsgs
--------------
Should be easy enough todo with other mods with killmsgs...