Arma 3
Kill Confirmed
294 Comments
Tokyo Cowboy  [author] 11 Apr @ 4:08pm 
So for example:

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.
Tokyo Cowboy  [author] 11 Apr @ 4:07pm 
@DonniePCgames
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.
DonniePCgames 11 Apr @ 2:43pm 
Thank you Tokyo. I tried what you offered but it did not work, but I did find a solution by digging further. My next task is trying to figure out how to remove points when killing friendly units without effecting the rest of the score tables.
Tokyo Cowboy  [author] 9 Apr @ 2:27pm 
@DonniePCgames
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.
Tokyo Cowboy  [author] 9 Apr @ 1:49pm 
@Boopwuffliesnoot
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")))
DonniePCgames 8 Apr @ 2:01pm 
Hello Tokyo. Is there a way to keep the scoring from calling when killing civilians, or a way to adjust the score so that civilian kills offer a lower value? I'm testing this with Ravage and getting the same score for killing zombies and AI soliders, but one is much easier to kill than the other.
Rumbero ☸ 7 Mar @ 8:07am 
Thank you for your work!
Boopwuffliesnoot 16 Sep, 2023 @ 6:52am 
just a heads up certain types of enemies that utalize melee in the newer mods like webknights melee series dinnae register certain enemies when you kill em
Reticuli 31 Aug, 2023 @ 2:55pm 
When changing to another unit, the text on the health HUD is moved around on top of each other.

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.
Uldorn 30 Jul, 2023 @ 9:40am 
Just wanted to add my appreciation for this mod.

There are a handful of game-changing must have mods on our server, and this is definitely one of them.
Bendy 24 Jul, 2023 @ 10:07pm 
great mod!!! could you add an adjusted score according to kill / death ratio? so when playing with freinds, whoever spawns too many times gets their score adjusted.....

also another question - is there a way to see all players scores in multiplayer?

cheers
waystin2 2 Jul, 2023 @ 6:17pm 
The squad loves this mod!
Tokyo Cowboy  [author] 2 Jul, 2023 @ 9:26am 
@nayD
Sorry, I somehow deleted your comment deleting my own comment cos I'd made a mistake.
Tokyo Cowboy  [author] 2 Jul, 2023 @ 9:25am 
@nayD
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];
Tokyo Cowboy  [author] 21 May, 2023 @ 12:59pm 
@waystin2
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.
waystin2 21 May, 2023 @ 7:22am 
Can this be run server side only? Or does client & server need to subscribe to mod?
Rex Seattle 7 Jan, 2023 @ 7:34pm 
This mod made Arma so much more enjoyable for me, and is one of the most valuable, IMHO. I would consider it indispensable. I had trouble telling when I hit somebody. Especially long-distance / artillery hits. Thank you very much for making it.
PROJ_DRK 28 Oct, 2022 @ 1:02pm 
Fair enough, well when I load back into a save in a single player scenario with the Show Score widget active, the UI element of it flickers rapidly. Works perfect at the start but flickers if I save and load back.
Tokyo Cowboy  [author] 28 Oct, 2022 @ 10:30am 
It's ok, just put it on here. If I can fix it I will.
PROJ_DRK 28 Oct, 2022 @ 7:29am 
Huge thanks for that, will test that tonight! Also, Have you got a way I can contact you privately please to ask about one more minor issue I have encountered? Huge amount of respect for you for pulling this mod off so Im not looking fill your comments with negative nonsense
Tokyo Cowboy  [author] 27 Oct, 2022 @ 9:11pm 
Unit Icons uses side relations function to determine enemies. Civilian I think is always friendly. Might work if you use:

west setFriend [civilian, 0];

Put in your mission init.
PROJ_DRK 27 Oct, 2022 @ 5:11pm 
Hi mate, i'm trying to run the Enemy Icons on units spawned from the Ambient Zombies + Horde Placement Modules from Ravage, specifically the Health Only option. I think they won't display because the Zeds are classed as Civ's / Agents by the engine. Is there a way to either apply Hostile Icons to these units via a script or is there a way to force Health Only icons on for ALL units that are alive on the map please?
Tokyo Cowboy  [author] 2 Oct, 2022 @ 11:42pm 
Disable enemy icons & make friendly icons always visible. It's the visibility check that uses the most resources.
games4zak 2 Oct, 2022 @ 5:44pm 
Any idea how to make the unit icons less cpu intensive?
RESQUART 18 Aug, 2022 @ 12:24pm 
Arma is a good game but i don't like its game engine... But i don't have any other choice because Arma community is vast and other games like Arma don't have thousand of mods.
RESQUART 18 Aug, 2022 @ 12:22pm 
I tried this mod on its own but with (RIS) Random Infantry Skirmish mission. (I like random skirmish/randomly generated missions) When i created team-deathmatch mission on RIS, the kill tickets hud not showing with this mod.

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.
Tokyo Cowboy  [author] 18 Aug, 2022 @ 11:28am 
I have non of these issues. Can you try this mod on it's own? Also try disabling each aspect of the mod to see which part is causing you problems, then maybe I can fix it if there is a problem.
RESQUART 18 Aug, 2022 @ 11:03am 
Also i tried deprecated version of this mod (lite version) but all of my problems were still there.
RESQUART 18 Aug, 2022 @ 11:01am 
@Tokyo Cowboy

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? :steambored: :steamsalty: :missing: :steamfacepalm: :missing:
RESQUART 18 Aug, 2022 @ 10:51am 
@Tokyo Cowboy

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??? :steamthumbsdown:
Tokyo Cowboy  [author] 18 Aug, 2022 @ 12:27am 
I have added an option to use custom fonts, they will just need to be in the game to work. You will need to select "Custom" from the style list & enter the CfgFontFamilies class name of the font into the custom style box below it.
Tokyo Cowboy  [author] 17 Aug, 2022 @ 11:43pm 
There is a way to convert fonts to be readable by the game using Arma Tools & then add them by creating a mod. I should be able to add a custom font option to the font selection & then add a bit to enter your custom font class name into.
Vermo098 17 Aug, 2022 @ 2:57pm 
Is there a way to add custom fonts?
Tokyo Cowboy  [author] 5 Jul, 2022 @ 1:39pm 
@RESQUART

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.
RESQUART 4 Jul, 2022 @ 6:44am 
This mod has HUUUGE optimisation problems.. The game running VEEEERY POOORLY with this mod. :missing:
Spud 13 Jun, 2022 @ 9:13pm 
Keys aren't playing nice. needs a repack/reup when you are able. Thanks for the mod its awesome.
relfhu 12 Jun, 2022 @ 11:29pm 
GBU24 BLU118 thermobaric ammunition kills the enemy scoreboard is not displayed.
relfhu 12 Jun, 2022 @ 11:28pm 
Switchblade 600 loitering ammo drone, kill enemy scoreboard does not display.
SSG 2 Jun, 2022 @ 8:21am 
Dude u fast! Thanksssssssssssss!
SSG 31 May, 2022 @ 5:23am 
Hi, me on that Armor Plates System again...APS has rewritten to register kill count now (I tested running vanilla medical with yours and APS), but it seems your mod got bypassed by his. Fully understand that HandleDamage fuzz is awful, but do you mind to take a look at it again? Thanks!
Mike Sierra 26 May, 2022 @ 8:26am 
please check keys
albertball 25 May, 2022 @ 9:22am 
This mod is pretty cool and works well when im playing singleplayer opcomm missions!
noumenalism 14 May, 2022 @ 5:30pm 
Thank you so much, Tokyo Cowboy!! Have a good weekend!
noumenalism 6 May, 2022 @ 11:53am 
Hey Tokyo Cowboy, I hope all is well. I wanted to ask if it was possible to have a script version or a separate mod of the "Kill Feed" feature? It seems this mod interferes with the event handler "handledamage" and I'm not sure if it's possible you can fix this issue? Thank you.
Finkel J Money 1 May, 2022 @ 5:26pm 
ya I can do that, add me on steam so I can send you it.
Tokyo Cowboy  [author] 1 May, 2022 @ 5:50am 
Any way you can upload your mission pbo. Preferably with the mission.sqm not binarized. I'm wondering if the issue is with class inheritance as this uses isKindOf CAManBase. Also are you using other mods?
Tokyo Cowboy  [author] 28 Apr, 2022 @ 3:01pm 
This may be down to my lack of multi-player scripting knowledge. It would appear my script will not work on dedicated servers probably due to the use of "player" variable which doesn't exist on dedi's, and also possibly because every player is JIP. I will look into this.
Finkel J Money 27 Apr, 2022 @ 2:58am 
also I noticed restarting my mission on a dedicated server breaks the enemy killed from showing on some clients. I tested this with my other computer. Restarted the mission using #restart and it was not showing up.
Finkel J Money 27 Apr, 2022 @ 2:45am 
I am currently using the github with cba_a3 the headshots are busted. It didn't count headshots and I relogged into my server and everything was a headshot
Tokyo Cowboy  [author] 22 Apr, 2022 @ 8:04am 
Maybe because you are not using cba_a3? There is a script version of this that you can place in your mission files, if that helps. Link is in description.