Ress 21 Posted July 28, 2018 After messing for almost an hour with this finaly decided to post here for some assistance. Basically what i wanna know is, does {{hitlog.dead}} work the same way as 0 inside {{alive?1 | 0}} ?? If so is there a way to register enemies killed by player vs killed by allies? I tried coloring/marking enemies on hitlog and on enemy PP that are killed by player in red color and others that are dead (but not killed by player) in grey color. Tried using {{alive??}} and {hitlog.dead?}} as color/symbol macro but with no luck...result i mostly get is everyone is colored as player kills or vice versa. here is preview example: (maybe this explains is better) Quote Share this post Link to post Short link Share on other sites
konrad509 445 #437227 Posted July 29, 2018 (edited) {{hitlog.dead}} is only for hitlog to mark killed players, so it won't work in players panels. What you're trying to achieve is not possible with standard options, I guess. Edited July 29, 2018 by konrad509 Quote Share this post Link to post Short link Share on other sites
Ress 21 #437232 Posted July 29, 2018 (edited) ...yeah well... I give up, tried everything that i could think of, even used py.math inside hitlog, updateEvent on almost everything..but that {{alive}} crap simple doesn't wanna budge. At least confirmed my suspicions, inside hitlog {{hitlog.dead}} = B = {{alive?A|B}} ..at least this confirms it: <font size='18' color='{{alive?#60FF00|#858585}}'>{{alive?1|0}}</font> <font size='18' color='{{hitlog.dead?#F30900|#858585}}'>{{hitlog.dead?1|0}}</font> ...result: Updates only on own hits and of course its 01/10 and not 01/00. Battle ended, all enemy vehicles destroyed, only own kills counted. I am done with this cosmetic waste of time, gonna use skulls behind {{vehicle}} like normal people do. Edited July 29, 2018 by Ress Quote Share this post Link to post Short link Share on other sites
SmashPuppet 72 #437246 Posted July 29, 2018 With a bit of work, you might be able to leverage this to do something "close" to what you might be looking for. Quote Share this post Link to post Short link Share on other sites
Ress 21 #437321 Posted July 30, 2018 Good idea, but sadly wasn't able to figure out macro to make it work. Too much trials and errors, and the only one that shown any signs of result was when i tried to compared {{name}} with my name: {{alive?|{{py:killerName('{{name}}')=Ress?A}}B}} ... that was also dead end, so forget about my OP problem. Still thanks for Help However i have different question/problem, so i will post it here, no need for extra topic. Is there a reason why {{py:xvm.numberHits}} and {{py:xvm.numberShotsDealt}} update only after shot that dealt dmg? I mean macro still remembers all miss, blocked; bounce, ricochet, crit 0 dmg shots...but doesn't count it until next dmg shot.Any reason why is that? My current hitlogHeader updateEvent, also did try ON_EVERY_FRAME just to test it. "updateEvent": "ON_DAMAGE_CAUSED, PY(ON_UPDATE_HP), PY(ON_TOTAL_EFFICIENCY)", Example of problem: I use those macros, same with % no update until dmg hit: hits on target / total shots fired: {{py:xvm.numberHits}}/{{py:xvm.numberShotsDealt}} for hit percentage: {{py.mul({{py.div({{py:xvm.numberHits}},{{py:xvm.numberShotsDealt}})}},100)%3.0d}}% Quote Share this post Link to post Short link Share on other sites