Arma 3
Kill Confirmed
328 Comments
Tokyo Cowboy  [author] 24 Jul @ 9:27am 
@V1
I think this is due to the images not being pre-loaded. I'm not sure how to do that. Currently, the images are loaded using Structured Text and formatting with a variable to return the player's current health, which creates the file path of the images. The images only flicker the first time they are loaded. For the health bar there is 101 images. Just switch to the text version to avoid the flicker, sorry.
V1 22 Jul @ 10:37pm 
Anyone knows why the health bar and first aid kit icon keeps flickering when enabled?
EL Ramirez 8 Jun @ 10:35am 
nice mod, only what it need is fix player flickering at start and disable any ui from screen by default
Tokyo Cowboy  [author] 7 Jun @ 1:05am 
@no_sweat

They are off by default. You might need to turn them on in addon options.
no_sweat 6 Jun @ 2:29pm 
the hitsounds dont work for me, any help?
FCF 4 May @ 2:23am 
Can you reset score with a button?
Wolves Hero 21 Mar @ 9:31pm 
Awesome worked great on Antistasi Ultimate when I host LAN singleplayer
Arkblade 5 Mar @ 7:34am 
@Tokyo Cowboy
https://community.bistudio.com/wiki/Arma_3:_Mission_Event_Handlers#Draw2D

Could the problem you are having be alleviated by this EH?
Shy 16 Jan @ 7:51am 
whats with the flashing of players uniforms when spawning in?
if its some sort of invulnerability thing it doesn't quite work.
Great mod though, I shoehorn this in whenever I can for my groups missions.:bigjohn:
Arkblade 30 Nov, 2024 @ 7:23pm 
When the compass is unequiped, a script error seems to occur.
compass_display.sqf line86

I don't know if this is the cause, but once the compass is unequiped, the UI is no longer displayed even if the compass is equip again thereafter. Of course, this error only occurs when the Require Compass option is enabled.
_jjk007 23 Nov, 2024 @ 10:52pm 
did confirm, yours and Hippo's variant both work with custom fonts. :) ty for all the hard work, great seeing cool mods like these in the community.
Arkblade 4 Oct, 2024 @ 11:31am 
Thank you very much! I am waiting for new variations.
Tokyo Cowboy  [author] 30 Sep, 2024 @ 12:59am 
@Ratchet the Wusky | Lost
Yeah, not sure how that happened but the files were missing from the PBO after building it. The files are in the project folder I built from, so no idea how it happened. I have re-uploaded & now they are there so hopefully will work now.
Ratchet the Wusky | Lost 29 Sep, 2024 @ 5:57pm 
I am also getting the table not found error. I have not changed any settings, it just stopped working suddenly. SQF file not found, both SP and MP, when loading in and when exiting. Attempting to change to a known good font, just in case, still results in the issue.
Tokyo Cowboy  [author] 26 Sep, 2024 @ 1:27am 
@waystin2
Thank you! That's awesome.
waystin2 25 Sep, 2024 @ 2:17pm 
Love this mod! Makes the guys super happy to see their name in lights. Unless they got shot lol
Tokyo Cowboy  [author] 25 Sep, 2024 @ 1:54pm 
@yara
I have used a font from the Vietnam DLC in the custom font setting & it works. See example below. I have tried others that aren't in my list of fonts & they work too.
CBA Settings [imgur.com]
Notification with custom font [imgur.com]
Tokyo Cowboy  [author] 25 Sep, 2024 @ 9:18am 
@yara
I will look into this as soon as I can. I think I know what has caused it.

I have tested with multiple fonts & custom fonts do work. Have you tested to see if your font class actually works?
yara 25 Sep, 2024 @ 7:22am 
Hey,

I tested the mod again, but the custom font still won’t show up, and now the scoreboard isn’t appearing either. Additionally, every time I exit a mission, I get the following error:

"Script \Kill_Confirmed\Score_Table\Score_Table_SP_NA.sqf not found."

I’ve tried repairing and reinstalling the mod, but the scoreboard still doesn’t appear.
Tokyo Cowboy  [author] 25 Sep, 2024 @ 4:34am 
@Arkblade
I am working on a standalone HUD mod with (hopefully) some improvements. I have implemented some of the changes to the non-ACE HUD in this mod. There are some issues currently as the HUD flickers the first time the different assets are loaded. I need to find a way of pre-loading them.
Tokyo Cowboy  [author] 25 Sep, 2024 @ 4:29am 
@yara
Just updated to fix custom fonts not working.
yara 24 Sep, 2024 @ 7:59am 
Hey I did what you said but nothing is showing up but when I go into my FontFamilies I can see my custom font in there but when I try to use with or without the quotation marks its still not working.
Tokyo Cowboy  [author] 23 Sep, 2024 @ 2:26pm 
@yara
Did you select 'Custom' for the Notification Style and/or Score Style in Addon options? I forgot to mention that in my previous comment. Also not sure if it makes a difference whether you put the classname in quotation marks or not but worth a try. Hope this helps.
yara 23 Sep, 2024 @ 10:52am 
Hey I added my custom font to Arma and I can see it in the CfgFontFamilies but when I add it to the "Custom Class" Nothing will show up
Arkblade 22 Sep, 2024 @ 8:30am 
Of course, lack of time is a factor in the fact that I would have to learn a great deal about scripting if I were to do it.
Arkblade 22 Sep, 2024 @ 8:28am 
Thank you very much, I am going to wait for your production as RL is busy and I don't have time to make a standalone version for me.
Tokyo Cowboy  [author] 22 Sep, 2024 @ 5:18am 
@Arkblade
It is possible. Feel free to make a stand alone mod out of it if you have any scripting knowledge. Otherwise I can if I can get some time at my pc. Maybe I will also look at optimisation of this mod when I get some time. I knew the unit icons had problems.
Arkblade 22 Sep, 2024 @ 3:10am 
By the way, is it possible to cut out the health display part from this mod and make it into a mod?

I recently found an optimized version of your mod, but it does not support health display, and I am looking for a mod that can be attached separately to just that.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2975328230
Tokyo Cowboy  [author] 21 Sep, 2024 @ 1:36pm 
@yara
In the Editor under tools click on Config Viewer or press Alt+C. Expand CfgFontFamilies, any class names here will be compatible. Copy the class name into the Custom Notification/Score Style boxes in Addon options. Alternatively you can access the config viewer by clicking CONFIG in the extended debug window when paused in the Virtual Arsenal.

As for adding your own fonts here is a link to a community wiki page.
Adding Custom Fonts [community.bistudio.com]
Adding Custom Fonts (Dark Mode) [community.bistudio.com]

Feel free to start a discussion if you want to make a guide for others.
yara 21 Sep, 2024 @ 12:41pm 
Hey, I had a question is it possible that you could make a "Discussion" on how to add custom fonts or anything else that could explain where to look or add stuff? I am pretty new to this sort of thing.
Tokyo Cowboy  [author] 20 Sep, 2024 @ 1:36pm 
@xdaniflex
That is strange. Do you have CBA_A3 mod & have you definitely enabled the icons in the addon options? The framework & sides are disabled by default. Think you will also need to restart the mission for changes to take effect.
Daniel36 20 Sep, 2024 @ 9:27am 
@Tokyo Cowboy even without sector control doesn't work in SP, but it does in MP. Also, the fact that I don't see other squad members is maybe because I have other similar mods?
Tokyo Cowboy  [author] 20 Sep, 2024 @ 8:12am 
@xdaniflex
Have you enabled the Unit Icons Framework in the Addon options?
As for why the game is ending on first kill with sector control mission, that's possibly down to parameters set in the sector control module. Have you played the sector control mission without the mod?
Daniel36 20 Sep, 2024 @ 12:25am 
Hi, I'm using this mod on a sector control mission and I don't know why group, friendly and enemies icons don't appear. Also, when I kill the first enemy the game ends saying "Mission completed"
Tokyo Cowboy  [author] 11 Apr, 2024 @ 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, 2024 @ 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.
Zed 11 Apr, 2024 @ 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, 2024 @ 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, 2024 @ 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")))
Zed 8 Apr, 2024 @ 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, 2024 @ 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?