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Custom debug monitor


Kisha

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Hello all !

 

Im not sure if this is the right place but if its not im sorry!!!

I was wondering if anyone has got their custom debug monitor to work on their server at all i have tried a few and nothing seems to work :(

 

The one i have been trying to get to work is this one off the Dayz.st website http://dayz.st/w/Debug_Monitor

 

Any one able to give me a link to a working one for epoch would be greatly appreciated!

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Here you can use mine...Search for grof.gr in it, and change to your liking.

 

Add this to your root MPMissions folder (where init.sqf is) and name it custom_monitor.sqf

Then in your init.sqf at the bottom put :

 

[] execVM "custom_monitor.sqf";

fnc_debug = {
	  private ["_kills","_killsH","_killsB","_humanity","_headShots","_vehname","_crew","_crew2","_crew3","_crew4","_crew5","_crew6","_crew7","_crew8","_crew9"];
    debugMonitor = true;
    while {debugMonitor} do
    {
        _kills =        player getVariable["zombieKills",0];
        _killsH =       player getVariable["humanKills",0];
        _killsB =       player getVariable["banditKills",0];
        _humanity =     player getVariable["humanity",0];
        _headShots =    player getVariable["headShots",0];
	
	      hintSilent parseText format ["
				<t size='1' font='Bitstream' align='center' color='#FFCC00'>Survived %1 Days</t><br/><br/>
        <t size='1' font='Bitstream' align='left' color='#EEC900'>Blood Left:</t><t size='1' font='Bitstream' align='right' color='#EE0000'>%2</t><br/>
        <t size='1' font='Bitstream' align='left' color='#EEC900'>Humanity:</t><t size='1'font='Bitstream' align='right' color='#EEC900'>%3</t><br/>
        <t size='1' font='Bitstream' align='left' color='#EEC900'>Murders:</t><t size='1'font='Bitstream' align='right' color='#EEC900'>%4</t><br/>
        <t size='1' font='Bitstream' align='left' color='#EEC900'>Bandits Killed:</t><t size='1'font='Bitstream' align='right' color='#EEC900'>%5</t><br/>
        <t size='1' font='Bitstream' align='left' color='#EEC900'>Zombies Killed:</t><t size='1'font='Bitstream' align='right' color='#EEC900'>%6</t><br/>
        <t size='1' font='Bitstream' align='left' color='#EEC900'>Headshots:</t><t size='1'font='Bitstream' align='right' color='#EEC900'>%7</t><br/>
				<t size='1' font='Bitstream' align='left' color='#EEC900'>Fps:</t><t size='1'font='Bitstream' align='right' color='#FFFFFF'>%8</t><br/>
        <t size='1' font='Bitstream' align='center' color='#0080C0'>www.grof.gr</t><br/>",
        dayz_skilllevel,
        r_player_blood,
        round _humanity,
        _killsH,
        _killsB,
        _kills,
        _headShots,
        round diag_FPS
        ];
    sleep 1;
    };
};
 
[] spawn fnc_debug;
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  • 3 weeks later...

This is the one I use on my server. 

waitUntil {alive player};

while {true} do
{
	_kills = 		player getVariable["zombieKills",0];
	_killsH = 		player getVariable["humanKills",0];
	_killsB = 		player getVariable["banditKills",0];
	_humanity =		player getVariable["humanity",0];
	
	hintSilent parseText format ["
	<t size='1.25' font='Bitstream'align='center' color='#D60000'>DayZ Epoch</t><br/>
	<t size='1.15' font='Bitstream'align='center' color='#D60000'>www.BMRF.me</t><br/>
	<t size='1.15' font='Bitstream'align='center' color='#5882FA'>Survived %2 Days</t><br/>
	<t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Players Online: </t><t size='0.95 'font='Bitstream' align='right'>%3</t><br/>
	<t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Murders: </t><t size='0.95' font='Bitstream' align='right'>%4</t><br/>
	<t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Bandits Killed: </t><t size='0.95' font='Bitstream' align='right'>%5</t><br/>
	<t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Zombies Killed: </t><t size='0.95' font='Bitstream' align='right'>%6</t><br/>
	<t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Humanity: </t><t size='0.95' font='Bitstream' align='right'>%7</t><br/>
    <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Blood: </t><t size='0.95' font='Bitstream' align='right'>%8</t><br/>
    <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>FPS: </t><t size='0.95' font='Bitstream' align='right'>%9</t><br/>
	<t size='1.15' font='Bitstream'align='center' color='#5882FA'>Restart in %10 Minutes</t><br/>",

	dayz_playerName,(dayz_Survived),(count playableUnits),_killsH,_killsB,_kills,round _humanity,r_player_blood,(round diag_fps),(round(240-(serverTime) / 60))
	];
sleep 1;
};

(round(240-(serverTime) / 60)) is meant for a 4 hour restart countdown time. adjust the 240 to whatever your restart times are.

 

screenshot.jpg

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So you get no rpt spam???

 

The on I want is the one that shows the pic of the weapon your using as well as the vehicle your driving..

How many AI are on the server as well as how many zombies and how many you've killed

The one I had that was by superlube and nullpo and modified by matt l... I love this damn debug but I want the rpt spam gone... I wish I knew the coding a little better and could figure out where this is coming from then just change the line or edit that one out.... Ill do some testing on my server and see if I can make the needed changes to get rid of it

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so the rpt spam has to be from the vehicle shown driving/flying dialog? hmmmm i like having this as well and do not want to remove it. here is mine (getting constant  Wrong text element 'null' spam in rpt), maybe we are missing some gun/vehicle images?:

 

 

 

dayz_spaceInterrupt = {
    private ["_dikCode", "_handled"];
    _dikCode = _this select 1;
    _handled = false;
 
    if (_dikCode == 0x44) then {
        if (debugMonitor) then {
            debugMonitor = false;
            hintSilent "";
        } else {[] spawn fnc_debug;};
    };
    _handled
};
 
fnc_debug = {
    debugMonitor = true;
    while {debugMonitor} do
    {
        _kills =        player getVariable["zombieKills",0];
        _killsH =        player getVariable["humanKills",0];
        _killsB =        player getVariable["banditKills",0];
        _humanity =        player getVariable["humanity",0];
        _headShots =    player getVariable["headShots",0];
        _pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture'));
            if (player == vehicle player) then
            {
                _pic = (gettext (configFile >> 'cfgWeapons' >> (currentWeapon player) >> 'picture'));
            }
                else
            {
                _pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture'));
            };
        hintSilent parseText format ["
        <t size='1'font='Bitstream'align='center' color='#00FF00' >%1</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EE0000' >Blood Left:</t><t size='1' font='Bitstream'align='right' color='#EE0000' >%2</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EEC900' >Humanity:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%3</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EEC900' >Heroes Killed:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%4</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EEC900' >Bandits Killed:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%5</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EEC900' >Zombies Killed:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%6</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EEC900' >Head Shots:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%7</t><br/>
        <t size='1' font='Bitstream' align='left' color='#104E8B' >FPS: </t><t size='1' font='Bitstream' align='right' color='#104E8B' >%8</t><br/>
        <img size='3' image='%9'/><br/>
        ",dayz_playerName,r_player_blood,round _humanity,_killsH,_killsB,_kills,_headShots,diag_fps,_pic];
    sleep 1;
    };
};
 
[] spawn fnc_debug;

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Maybe it does the spam when we arent in the vehicles so its getting a wrong element.. What if we could somehow make it point to say a blank image or an image of shoes when we are on foot? Wonder if that is possible..  Like show feet all the time until we are in  a vehicle.??? Coders ?? What do you guys think? Would this get rid of the wrong text element null message????

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move debug to the is dedicated part of the init.sqf

 

if (!isDedicated) then { [] execVM "Scripts\kh_actions.sqf";
    [] execVM "custom\Server_WelcomeCredits.sqf";
    //[] execVM "custom\DAM_fixRating.sqf";
    [] execVM "Scripts\custom_monitor.sqf";    
    //Conduct map operations
    0 fadeSound 0;
    waitUntil {!isNil "dayz_loadScreenMsg"};
    dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
 

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Maybe it does the spam when we arent in the vehicles so its getting a wrong element.. What if we could somehow make it point to say a blank image or an image of shoes when we are on foot? Wonder if that is possible..  Like show feet all the time until we are in  a vehicle.??? Coders ?? What do you guys think? Would this get rid of the wrong text element null message????

 

Its not the icon code section. I removed that entirely and still get the spam....

:(

 

So I have no clue what it is.

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when add the script the server ist laggy with 42 player and freeze again and again :/

 

disable it ... server is ok... :/

 

my code:

if (isNil "custom_monitor") then {custom_monitor = true;} else {custom_monitor = !custom_monitor;};

while {custom_monitor} do 
{
	_kills = 		player getVariable["zombieKills",0];
	_killsH = 		player getVariable["humanKills",0];
	_killsB = 		player getVariable["banditKills",0];
	_humanity =		player getVariable["humanity",0];
	
	hintSilent parseText format ["
	<t size='1.25' font='Bitstream'align='center' color='#D60000'>hhj-gaming.de</t><br/>
	<t size='1.15' font='Bitstream'align='center' color='#5882FA'>FPS </t><t size='1.15' font='Bitstream' align='center' color='#104E8B' >%9</t><br/>
	<t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Spieler Online: </t><t size='0.95 'font='Bitstream' align='right'>%3</t><br/>
	<t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Humanity: </t><t size='0.95' font='Bitstream' align='right'>%7</t><br/>
    <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Blood: </t><t size='0.95' font='Bitstream' align='right'>%8</t><br/>
	<t size='0.95' font='Bitstream'align='center' color='#5882FA'>Server Neustart in %10 Minuten</t><br/>",

	dayz_playerName,(dayz_skilllevel),(count playableUnits),_killsH,_killsB,_kills,round _humanity,r_player_blood,(round diag_fps),(round(240-(serverTime) / 60))
	];
sleep 1;
};

my ini

 

if (!isDedicated) then { [] execVM "Scripts\kh_actions.sqf";
    [] execVM "custom\Server_WelcomeCredits.sqf";
	//[] execVM "Scripts\custom_monitor.sqf";

	//Conduct map operations
	0 fadeSound 0;
	waitUntil {!isNil "dayz_loadScreenMsg"};
	dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
	
	//Run the player monitor
	_id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
	_playerMonitor = 	[] execVM "\z\addons\dayz_code\system\player_monitor.sqf";	
	_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
	[] execVM "safezone.sqf";
};
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  • 4 weeks later...

This is one I made back in the days when I could be bothered with late nights and scripting :P

 

30rp5qx.jpg

 

https://github.com/nomadichayward/dayz_dual_debug_monitor

 

The key feature with mine is/was the ability to give admins a more advanced debug than regular users.  Unfortunately I've discontinued development and don't answer technical issues unless I'm getting paid (I was getting dozens of questions a day, mostly relating to requests for help that I'd already clearly explained in the readme).  It's easy to set up, just follow the instructions :)

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  • 2 weeks later...

If you just want to modify the default monitor, you can do so in the file "@DayZ_Epoch\dayz_code\actions\playerstats.sqf" :)

Copy the file to your mission.pbo and change the path in the compiles.sqf as usual.

Axe could you elaborate on this a bit?  If I'm running a custom compiles for self blood bag and take clothes, do I put the info in that compiles.sqf or in the original compiles.sqf in the dayz_code.pbo?  Would the path to the new playerstats.sqf in my mission folder be the absolute path i.e. c: program files (x86)...MPmissions\...?

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Well that's simple, everything you change in dayz_code.pbo or whatever has to be put in your DayZ_Epoch_11.Chernarus.pbo (or whatever it is called).

That is the only way all players receive the changes you have made. The only exception is the dayz_server.pbo of course because that will only run on the server.

So it will do nothing if you change the compiles.sqf or any other file in the dayz_code.pbo, you have to change the copy in your mission.pbo! :)

 

That said you need to change the following to costomize the debug monitor:

1. copy the file "@DayZ_Epoch\addons\dayz_code\actions\playerstats.sqf" to your mission folder (I put it in the custom folder for this example)

2. in compiles.sqf change "\z\addons\dayz_code\actions\playerstats.sqf" to "custom\playerstats.sqf", there are 2 places where you have to to that, you use replace or find it with your editor

3. change the "custom\playerstats.sqf" file to your liking

That's it, repack your mission.pbo if you want. :)

 

Just as a reference what you could change I'll post my changed playerstats.sqf here:

//Let Zeds know
[player,4,true,(getPosATL player)] spawn player_alertZombies;

//display gui (temp hint)

hintSilent parseText format ["
	<t size='1.4' font='Bitstream' align='center' color='#DDDDDD'>BRS DayZ Epoch</t><br/>
	<t size='1.15' font='Bitstream' align='center' color='#DDDDDD'>%9 Players Online</t><br/><br/>
	<t size='1.25' font='Bitstream' color='#5882FA'>%1</t><br/><br/>
	<t size='1.20' font='Bitstream' color='#5882FA'>Survived %7 Days</t><br/><br/>
	<t size='1.15' font='Bitstream' align='left'>Zombies Killed: </t><t size='1.15' font='Bitstream' align='right'>%2</t><br/>
	<t size='1.15' font='Bitstream' align='left'>Headshots: </t><t size='1.15' font='Bitstream' align='right'>%3</t><br/>
	<t size='1.15' font='Bitstream' align='left'>Murders: </t><t size='1.15' font='Bitstream' align='right'>%4</t><br/>
	<t size='1.15' font='Bitstream' align='left'>Bandits Killed: </t><t size='1.15' font='Bitstream' align='right'>%5</t><br/><br/>
	<t size='1.15' font='Bitstream' align='left'>Humanity: </t><t size='1.15' font='Bitstream' align='right'>%6</t><br/>
	<t size='1.15' font='Bitstream' align='left' color='#C70000'>Blood: </t><t size='1.15' font='Bitstream' align='right' color='#C70000'>%8</t><br/><br/>
	<t size='1' font='Bitstream' align='center' color='#16DB57'>Restart in %10 minutes</t><br/><br/>
	<t size='1' font='Bitstream' align='center' color='#DDDDDD'>brsquad.enjin.com</t><br/>
	<t size='1' font='Bitstream' align='center' color='#DDDDDD'>TS 46.20.46.243:14713</t><br/>",
	(name player),
	(player getVariable['zombieKills', 0]),
	(player getVariable['headShots', 0]),
	(player getVariable['humanKills', 0]),
	(player getVariable['banditKills', 0]),
	(player getVariable['humanity', 0]),
	(dayz_Survived),
	(r_player_blood),
	(count playableUnits),
	(120-(round(serverTime/60)))
];

It will look like this:

 dayz_monitor.png

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Well that's simple, everything you change in dayz_code.pbo or whatever has to be put in your DayZ_Epoch_11.Chernarus.pbo (or whatever it is called).

That is the only way all players receive the changes you have made. The only exception is the dayz_server.pbo of course because that will only run on the server.

So it will do nothing if you change the compiles.sqf or any other file in the dayz_code.pbo, you have to change the copy in your mission.pbo! :)

 

That said you need to change the following to costomize the debug monitor:

1. copy the file "@DayZ_Epoch\addons\dayz_code\actions\playerstats.sqf" to your mission folder (I put it in the custom folder for this example)

2. in compiles.sqf change "\z\addons\dayz_code\actions\playerstats.sqf" to "custom\playerstats.sqf", there are 2 places where you have to to that, you use replace or find it with your editor

3. change the "custom\playerstats.sqf" file to your liking

That's it, repack your mission.pbo if you want. :)

 

Hey Axe Cop, maybe you can help me with this. When I put the playerstats.sqf in the compiles.sqf locations, I have to hit insert to display it and refresh it, like vanilla Epoch.

How would I make it auto refresh (I have FPS on there) and make it stay on?

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Hey Axe Cop, maybe you can help me with this. When I put the playerstats.sqf in the compiles.sqf locations, I have to hit insert to display it and refresh it, like vanilla Epoch.

How would I make it auto refresh (I have FPS on there) and make it stay on?

Yeah I would not do that, all it will do is drain your FPS more haha.. if you want a FPS counter use an external tool like Fraps or something that's my suggestion. ;)

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Yeah I would not do that, all it will do is drain your FPS more haha.. if you want a FPS counter use an external tool like Fraps or something that's my suggestion. ;)

Ya, I've thought of that. I was thinking sleep for a second or something. I had it working before, but ran into issues with something else so I'm trying to run it through compiles.sqf. What about the "stay on" part. Would I call the playerstas.sqf at the beginning of the compiles.sqf or something? Or is there a way to just modify the playstats.sqf to make it stay on?

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