Arma 3
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Killfeed
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Data Type: Mod, Server
File Size
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95.346 KB
Jul 18, 2022 @ 4:34pm
Jun 20 @ 1:55pm
46 Change Notes ( view )

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Killfeed

Description
General:
This is a killfeed I wrote back in 2018-19 for Academy KotH. Since Academy has closed in 2020, there is no reason to keep it exclusive anymore.

Source Code:
The source code is available on GitHub (view[github.com]).

Feature Overview:
This add-on comes with a killfeed, a "mid"-feed, a "death"-feed and kill-info functionality. It also works with AI units and UAVs/UGVs. Each component is described below and highly customizable, either by using the included Eden Editor Module or changing any of the configuration variables on the fly via script.

Optionally Enable Globally:
This add-on can be used as a server-side mod or as a client-side mod. If you want to enable it globally - that is, for every single-player mission and locally hosted multiplayer mission - you can use my add-on Killfeed Global Enabler.

Killfeed:
This is a list containing all kills that occurred in the last 30 seconds. It is shown on the top right of the screen.


Midfeed:
A feed displaying the player's last few kills in the lower middle of the screen.


Deathfeed:
Exhaustive information about who killed and how he killed the player (including all assistants if enabled) as well as if and by which means the player hit its killer in return. It is shown on the top left of the screen until the player has respawned.


Kill-Info:
This is one-off information displayed in the upper middle of the screen about the longest kill yet - formatted as in the killfeed - as well as the longest kill streak. It can be displayed via script and reset on demand (see below).


Hit Management System Details:
This add-on's hit-management-system can distinguish between the following types of hits:
  • handheld weapon:
    • bullet body hit
    • bullet headshot
    • under barrel grenade hit
    • missile launcher missile explosion hit
  • vehicle/stationary:
    • weapon bullet body hit
    • weapon bullet headshot
    • grenade launcher hit
    • missile launcher missile explosion hit
  • vehicle body hit
  • fall damage
  • hand grenade explosion
  • explosion of an explosive/mine
  • explosion of a vehicle/stationary
  • destruction of the vehicle currently mounted in
  • unknown cause of death (killed via script)
In the case "destruction of the vehicle currently mounted in", the system also takes into account the cause which lead to the destruction of the vehicle. That can either denote who killed and how he killed it's pilot (if the vehicle is a helicopter, and its pilot is dead or there is no pilot anymore) or who and how he damaged or destroyed the vehicle by other means. If a unit/player/uav/ugv gets killed by a script, the killfeed displays a tombstone.

Easy Settings:
All advanced settings can be adjusted inside the Eden Editor Module.


Advanced Settings:
If you don't want to use it and/or want to change any of the settings on-the-fly and/or per client, you can use the following documentation.

You can start the killfeed by calling the following:
remoteExecCall ["KF_fnc_StartKillfeed", 2];

You can reset all settings to default by calling:
remoteExecCall ["KF_fnc_SetDefaultSettings", 2];

General Settings:
  • KF_var_Assists = true
    toggles assist functionality (server-side)

  • KF_var_ShowFriendlyFire = true
    shows a red "Friendly Fire" text in the midfeed and the deathfeed in case of friendly fire (server-side)

  • KF_var_DeathCausesInversed = true
    flips the order of death causes (server-side)

  • KF_var_MultipleDeathCauses = false
    toggles whether there can be multiple death causes displayed per line, in case the hitter hit the killed by multiple different means (server-side)

  • KF_var_PicturesHeadIcon = true
    toggles whether a head icon is displayed in front of the weapon, in case of a headshot (server-side)

  • KF_var_PicturesBulletIcon = true
    toggles whether a bullet icon is displayed between the head and the weapon, in case of a headshot (server-side)

  • KF_var_showAiInNames = true
    toggles whether ' (AI)' is appended to the names of AI units and vehicles (server-side, must be set before calling KF_fnc_startKillfeed)

Killfeed Settings:
  • KF_var_KillfeedEnabled = true
    toggles killfeed functionality (server-side)

  • KF_var_KillfeedCooldown = 30
    determines for how long kills should be displayed (client-side, call publicVariable to globally change it on the fly)

  • KF_var_KillfeedMaximumLength = 10
    maximum number of kills displayed at one time (client-side, call publicVariable to globally change it on the fly)

  • KF_var_KillfeedInversed = true
    flips the positions of killer and killed (server-side)

Midfeed Settings:
  • KF_var_MidFeedEnabled = true
    toggles midfeed functionality (server-side)

  • KF_var_MidfeedCooldown = 10
    determines how long kills should be displayed (client-side, call publicVariable to globally change it on the fly)

  • KF_var_MidfeedMaximumLength = 10
    maximum number of kills displayed at one time (client-side, call publicVariable to globally change it on the fly)

  • KF_var_MidFeedYouColorYellow = true
    toggles whether the text "You" in "You killed ..." should also be displayed in yellow (server-side)

  • KF_var_MidFeedAssists = true : toggles whether there should be assists displayed (server-side)

Deathfeed Settings:
  • KF_var_DeathFeedEnabled = true
    toggles death-feed functionality (server-side)

Kill-Info Settings:
  • KF_var_KillInfoDuration = 20
    determines how long the kill-info should be displayed (server-side)
The kill-info can be displayed by calling the following:
remoteExecCall ["KF_fnc_DisplayKillInfo", 2];
You can reset the currently longest kill and killstreak by calling the following:
remoteExecCall ["KF_fnc_ResetKillInfo", 2];

Per-Client Settings:
You can toggle the killfeed for a specific player by calling the following line:
[true/false] remoteExecCall ["KF_fnc_EnableKillFeed", _player];
Here, "_player" is the player object. If you want to enable the mid-feed for a specific player, you can use this command:
[true/false] remoteExecCall ["KF_fnc_EnableMidFeed", _player];
To disable the death-feed for a specific player, call:
[true/false] remoteExecCall ["KF_fnc_EnableDeathFeed", _player];

Display Additional Information:
You can display additional information in the killfeed, mid-feed and death-feed by adding custom functions to the variables KF_var_AddKillFeedInfo, KF_var_AddMidFeedInfo and KF_var_AddDeathFeedInfo on the server. There is an example for each in the comments.
23 Comments
Dschitarre  [author] 3 hours ago 
Hi, yes, this was easy to add (changed 4 lines of code). There is now an option and a server-side variable for removing the " (AI)" label.
Xx_DarkK1LL3r_xX 3 hours ago 
Hello,

Quick question: would it be possible to remove the “(AI)” label from the creation to make it look more realistic and natural visually?
The idea is to keep the aesthetic without necessarily indicating that the image was generated by artificial intelligence.
Is this technically doable on your side, or is it not something that can be modified?

Thanks in advance for your reply!
Alexander The Great Sep 12, 2024 @ 2:18pm 
Appreciate it man, works well!
Dschitarre  [author] Sep 12, 2024 @ 1:20pm 
Thanks for the report. It is fixed now. For some reason, they implemented it so that activating respawn on start causes a unit death (which the killfeed then shows). I worked around this by simply ignoring the death of a unit for two seconds after its initialization.
Alexander The Great Sep 12, 2024 @ 7:49am 
hey man, there seems to be an odd thing.

When I enable ur legendary mod on a little server i made with respawn points enabled and no AI, as soon as I select the role and press OK,
in the respawn menu it shows that I was killed, and the screen fades to permanent after death black screen.

If I remember where the respawn button is, I can click it even through the black screen, tho im blind.

You got any idea how to solve this?
it's killfeed 100% doing that blackscreen after choosing a role, on a respawn enabled editor mission.
Dschitarre  [author] Jan 23, 2024 @ 11:33pm 
@Hot Ross Buns Thanks, that is great to hear!
Hot Ross Buns Jan 23, 2024 @ 11:30am 
Oh very cool! Appreciate the update!

This mod is perfect for my milsim community!
Dschitarre  [author] Jan 23, 2024 @ 11:18am 
@Hot Ross Buns I worked around a regression that caused hits from some types of drone projectiles to not register correctly (e.g. projectiles from the Demining Drone).
Dschitarre  [author] Jan 23, 2024 @ 11:11am 
@Space time You can use the mod in any SP mission if you additionally load the Global Enabler Mod (https://steamcommunity.com/sharedfiles/filedetails/?id=2837153495) . However, it is currently not possible to change the settings when using it. The best way to implement it would probably be the CBA Settings System (see https://github.com/CBATeam/CBA_A3/wiki/CBA-Settings-System) . I can look into that once I have time for it.
Hot Ross Buns Jan 23, 2024 @ 8:39am 
What was the update about?