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Ress

Question about {{hitlog.dead}} as color

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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)
hitlogdead.thumb.jpg.b8909d9ded1b52f9d51cd684d62eef31.jpg

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{{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 by konrad509

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...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:
nope.jpg.49bf30acf557a0112ea240752672aca6.jpg
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. :omg:

 

Edited by Ress

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With a bit of work, you might be able to leverage this to do something "close" to what you might be looking for.
 

 

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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}}

deadend.jpg.146612abf8014f4ba187623a0fae9087.jpg
... that was also dead end, so forget about my OP problem.
Still thanks for Help :wink:


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:
noupdate.jpg.73d7d4c58b0917ce43de2020b12e32d5.jpg

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}}%

 

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