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Informar de un error de traducción
if (isNull _instigator)
then
{
_instigator = _killer
};
if (KC_isFriendly)
then
{
if (_killed isNotEqualTo _killer)
then
{
KC_killType = "FRIENDLY KILL";
KC_ratingScore = -1000;
KC_scoreXP = KC_scoreXP - 1000;
player addRating -1000;
player spawn KC_kill;
};
if (_killed isEqualTo _killer)
then
{
KC_killType = "SUICIDE";
KC_ratingScore = -500;
KC_scoreXP = KC_scoreXP - 500;
player addRating -500;
player spawn KC_kill;
};
};
if !(KC_isFriendly)
then
{
...use all the rest of the code but remove all the "!(KC_isFriendly)" checks.
I did have this originally but I removed it when I made the points that show on screen stack if you got another kill within a few seconds. Think I also originally had the points have a + or - and show in red when negative and yellow when positive. It ended up not looking so good when the points were being added up.
If you wanted to add something like that then you would have to add a condition every time the script checks for when the unit killed is not friendly and also check that the unit killed is also not the killer in case of suicide, which you could also add a penalty for. Ideally though the whole script could do with simplifying, making the first check to see if unit killed is an enemy or not. Should improve performance also.
In the script I only differentiate sides by friendly or not using a function. The function checks the side of who is the killer & who is killed, then if it return friendly the code is not executed.
It is certainly possible to alter the score awarded but the script would need to be altered to check for faction. If you have any scripting knowledge & you host your own scenarios you could download the mission files linked in the description & make changes to it to suit your needs. You would probably need to add a new condition each time there is a friendly check
if !(KC_isFriendly)
to check the faction of who was killed was not civilian
if ((side group _killed) isNotEqualTo civilian)
then duplicate the statement after it using an 'else' control structure & change the XP values.
The script checks to see if what was killed is inherited from CAManBase class which is the base class for I believe all humans. I did this to differentiate between infantry & vehicles etc. I believe these mods use a different base class so when the script checks & finds the class of what is being killed is not inherited from CAManBase, the code will not execute. I know Zombies & Demons uses different base classes also, so it doesn't work for that either.
It's possible to make it work for these mods. If you have any scripting knowledge & host your own scenarios there is a link to the mission files & you could add your own check in for the class name of what is not working.
In the EntityKilled script, wherever it has : && (_killed isKindOf "CAManBase"))
add the check for the class name after it within a new set of brackets & with || in between.
For example :
&& ((_killed isKindOf "CAManBase") || (_killed isKindOf "ClassNameHere")))
BPM would be useful and easy to get from ACE.
Might be useful to have adjustable time the kill markers and kill comment stay. Personally I'd like the marker to stay longer and the comment to stay shorter lengths of time.
There are a handful of game-changing must have mods on our server, and this is definitely one of them.