Color new killfeed death messages

The player who died is colored red and the killer is colored green. The
weapon now points in the direction of the player who died.

Also reverted 66fd5be since it did not help. It is already done globally
in player_death.sqf anyway. I tested again and this actually fixes the
problem.
This commit is contained in:
ebaydayz
2016-09-29 20:24:59 -04:00
parent 1b91e808dd
commit b45d6d9a24
4 changed files with 5 additions and 5 deletions

View File

@@ -605,7 +605,7 @@ if (!isDedicated) then {
death_4 = "";
};
death_1 = format["<t size='.528' align='left' color='#a81e13'>%1</t><img size='.8' align='left' image='%2'/><t size='.528' align='left' color='#3FB07D'> %3 (%4m)</t>",_sourceName,_icon,_playerName,_distance];
death_1 = format["<t size='.528' align='left' color='#a81e13'>%1 </t><img size='.8' align='left' image='%2'/><t size='.528' align='left' color='#3FB07D'> %3 (%4m)</t>",_playerName,_icon,_sourceName,_distance];
death_1_time = diag_ticktime;
_message = format ["%1<br />%2<br />%3<br />%4",death_1,death_2,death_3,death_4];
[_message,safeZoneX,safeZoneY,10,0,0,8000] spawn BIS_fnc_dynamicText;

View File

@@ -348,8 +348,9 @@ if (!isDedicated) then {
case "suicide": {format [localize "str_player_death_suicide",_message select 1]};
};
switch (toLower DZE_DeathMsgChat) do {
case "global": {objNull globalChat _message;};
case "side": {objNull sideChat _message;};
// Sending from logic (FunctionsManager) or agent (zombie, animal, trader) object shows message without side i.e. "BLUFOR" or quotes
case "global": {BIS_functions_mainscope globalChat _message;};
case "side": {BIS_functions_mainscope sideChat _message;};
case "system": {systemChat _message;};
};
if (DZE_DeathMsgCutText) then {_message call dayz_rollingMessages;};

View File

@@ -58,7 +58,7 @@ if (_characterID != "?") exitwith {
*/
//Punish combat log
if (_inCombat > 0) then {
if (_inCombat > 0 && _playerPos distance (getMarkerPos "respawn_west") > 1500) then {
// Moved setVariables to server_playerSync since they are high priority
// Messages are low priority. Player object not needed
diag_log format["PLAYER COMBAT LOGGED: %1(%3) at location %2",_playerName,_playerPos,_playerUID];

View File

@@ -17,7 +17,6 @@ _method = toString (_this select 9);
//Mark player as dead so we bypass the ghost system
dayz_died set [count dayz_died, _playerID];
_newObject setVariable ["inCombat",0,false];
_newObject setVariable ["processedDeath",diag_tickTime];
_newObject setVariable ["bodyName",_playerName,true];
_pos = getPosATL _newObject;