mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
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:
@@ -605,7 +605,7 @@ if (!isDedicated) then {
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death_4 = "";
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death_4 = "";
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};
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};
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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];
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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];
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death_1_time = diag_ticktime;
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death_1_time = diag_ticktime;
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_message = format ["%1<br />%2<br />%3<br />%4",death_1,death_2,death_3,death_4];
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_message = format ["%1<br />%2<br />%3<br />%4",death_1,death_2,death_3,death_4];
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[_message,safeZoneX,safeZoneY,10,0,0,8000] spawn BIS_fnc_dynamicText;
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[_message,safeZoneX,safeZoneY,10,0,0,8000] spawn BIS_fnc_dynamicText;
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@@ -348,8 +348,9 @@ if (!isDedicated) then {
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case "suicide": {format [localize "str_player_death_suicide",_message select 1]};
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case "suicide": {format [localize "str_player_death_suicide",_message select 1]};
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};
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};
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switch (toLower DZE_DeathMsgChat) do {
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switch (toLower DZE_DeathMsgChat) do {
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case "global": {objNull globalChat _message;};
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// Sending from logic (FunctionsManager) or agent (zombie, animal, trader) object shows message without side i.e. "BLUFOR" or quotes
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case "side": {objNull sideChat _message;};
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case "global": {BIS_functions_mainscope globalChat _message;};
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case "side": {BIS_functions_mainscope sideChat _message;};
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case "system": {systemChat _message;};
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case "system": {systemChat _message;};
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};
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};
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if (DZE_DeathMsgCutText) then {_message call dayz_rollingMessages;};
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if (DZE_DeathMsgCutText) then {_message call dayz_rollingMessages;};
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@@ -58,7 +58,7 @@ if (_characterID != "?") exitwith {
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*/
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*/
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//Punish combat log
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//Punish combat log
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if (_inCombat > 0) then {
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if (_inCombat > 0 && _playerPos distance (getMarkerPos "respawn_west") > 1500) then {
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// Moved setVariables to server_playerSync since they are high priority
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// Moved setVariables to server_playerSync since they are high priority
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// Messages are low priority. Player object not needed
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// Messages are low priority. Player object not needed
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diag_log format["PLAYER COMBAT LOGGED: %1(%3) at location %2",_playerName,_playerPos,_playerUID];
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diag_log format["PLAYER COMBAT LOGGED: %1(%3) at location %2",_playerName,_playerPos,_playerUID];
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@@ -17,7 +17,6 @@ _method = toString (_this select 9);
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//Mark player as dead so we bypass the ghost system
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//Mark player as dead so we bypass the ghost system
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dayz_died set [count dayz_died, _playerID];
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dayz_died set [count dayz_died, _playerID];
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_newObject setVariable ["inCombat",0,false];
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_newObject setVariable ["processedDeath",diag_tickTime];
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_newObject setVariable ["processedDeath",diag_tickTime];
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_newObject setVariable ["bodyName",_playerName,true];
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_newObject setVariable ["bodyName",_playerName,true];
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_pos = getPosATL _newObject;
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_pos = getPosATL _newObject;
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