Arma 3
230 ratings
Kill Confirmed
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Data Type: Mod
Mod Type: Mechanics, Weapon
File Size
Posted
Updated
5.479 MB
Aug 27, 2021 @ 2:43pm
Oct 22, 2022 @ 11:18am
72 Change Notes ( view )

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Kill Confirmed

Description
What is this?

Displays a notification on the player's HUD confirming kills.
Adds customizable 'Animated' Hit Markers & SFX.
Adds customizable overhead unit icons/names & enemy health bars.
Adds many other optional features (see below).


Notifications are customizable in the Addon Options menu:
- Adjust position of notifications.
- Adjust size of kill notifications or hide them.
- Adjust size of score notifications or hide them.
- Change notification fonts independently.
- Change colour of score notifications.
- Select custom fonts.
To select a custom font, the font must have a class name in CfgFontFamilies.
Select "Custom" from the Notification/Score Style lists, then enter the class name of the font in the Custom Notification/Score Style boxes.



Hit Markers & SFX are customizable in the Addon Options menu:
- Hit Markers types & SFX can be disabled.
- Change Hit Marker style.



Unit Icons are optional & customizable in the Addon Options menu:
- Enable/disable icons independently for groups, friendlies & enemies.
- Enable/disable visibility of group & friendly icons through cover.
- Adjust colour, transparency & visible distance of icons independently.
- Optional 'downed' icon for unconscious/incapacitated units.

Player group & friendly unit icons will always be visible within the selected distance, unless view is obstructed. Friendly names of units will be displayed when in the player's crosshairs but only for half the selected distance.
Enemy icons are displayed when the player knows about their presence (spotted by player or group member). Enemy icons will remain visible until the player no longer knows where the enemy is (game engine mechanic), or the unit dies. Enemy health bars are displayed when ADS.

Warning! - Unit Icons can be CPU intensive on missions with lots of units, reducing FPS.
(Note - Will probably require disabling of vanilla enemy & friendly tags in difficulty settings)



Optional:
- On-screen player scoreboard.
- Kill Feed displayed in system chat.
- HUD showing player health (ACE compatible).
- Health regeneration (slowly replenishes lost health after 15 seconds without taking damage).
- Full First Aid Kit healing.
- Kill Info card showing Player Card & Emblem when killing or being killed by enemies.

Preview Player Cards & Emblems[drive.google.com]

Kill Notifications:

ENEMY KILLED
HEADSHOT
PAYBACK
LONG RANGE KILL
POINT BLANK KILL
EXPLOSIVE KILL
VEHICLE KILL
ROAD KILL
DRONE KILL
ASSIST


Links to other stuff:

Kill Confirmed Mission Script[github.com]
Team Deathmatch HUD Mission Script[github.com]
Sector Control HUD Mission Script[github.com]
Popular Discussions View All (2)
6
Jun 24, 2022 @ 3:21am
keys for server
Spud
0
Jul 21, 2023 @ 2:27am
🇨🇳中文翻译如下:
Veeja
294 Comments
Tokyo Cowboy  [author] Apr 11 @ 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] Apr 11 @ 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 Apr 11 @ 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] Apr 9 @ 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] Apr 9 @ 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 Apr 8 @ 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 ☸ Mar 7 @ 8:07am 
Thank you for your work!
Boopwuffliesnoot Sep 16, 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 Aug 31, 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 Jul 30, 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.