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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.
also another question - is there a way to see all players scores in multiplayer?
cheers
Sorry, I somehow deleted your comment deleting my own comment cos I'd made a mistake.
They only count if the side is enemy. You might have to set the side relation in the mission init using independent setFriend [civilian, 0]; or civilian setFriend [independent, 0];
Both for the workshop version but I do have a Mission script version linked in the description if you wanted to run it on the server. It doesn't come with all the features though.
west setFriend [civilian, 0];
Put in your mission init.
IDK why but Arma 3 really suffering from HUD mods. I hope ARMA 4 or ARMA: REFORGED don't have problems like this because this kind of mods must have for me. These mods like "Quality of life mods" and i can't enjoy Arma without these.
For final words, RIS is not exactly a hud mod. Its only a mission which you can create team vs team battles. But of course, it uses a hud for showing team scores.
Also this mod makes impossible to interact with items. For example i tried a showcase mission that we are trying to find missing paintings. (There is Steam achievement on this mission) The problem is; When i try to put a sign on missing painting (hold key for interacting missing painting), the progress is ANORMALLY SLOW. Doesn't mather "Group icons always visible" is ticked or non ticked. Also i'm using another mod that does the same thing what your mod does but that mod isn't causing this kind of problems. So... Whose mod buggy than?
I already tried every option and i already know that was a thing... BUT THE PROBLEM STILL EXISTS... Also, its impossible to conflict with other mods since i don't use Arma 3 heavily modded. I don't use ACE, and don't use any other mods. Especially the mods that make changes with the hud. So???
Your comment has HUUUGE optimisation problems. The problem comes with Draw3D which always runs poorly in Arma, this is used with the 'Unit Icons' part of the mod. Try checking 'Group Icons Always Visible' box if you are using this. Otherwise it is probably another mod conflicting with this.