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Aundre

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Posts posted by Aundre

  1. I was wondering on how I'd add in a custom debug monitor where it shows your vehicle your in, and where it also shows your guns.

    This is my current custom one named custom_monitor.sqf

    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='1.50' font='Bitstream'align='center' color='#D60000'>Aundre's Epoch</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;
    };
    
  2. So I recently added in several scripts and after I  found that they ALL worked, trader menu's did not after

     

    Scrpits I used:

     

    Sarge AI

    Script used for intro music/text on screen

    Along with more

     

    init.sqf

    /*	
    	For DayZ Epoch
    	Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
    */
    startLoadingScreen ["","RscDisplayLoadCustom"];
    cutText ["","BLACK OUT"];
    enableSaving [false, false];
    
    //REALLY IMPORTANT VALUES
    dayZ_instance =	11;					//The instance
    dayzHiveRequest = [];
    initialized = false;
    dayz_previousID = 0;
    
    //disable greeting menu 
    player setVariable ["BIS_noCoreConversations", true];
    //disable radio messages to be heard and shown in the left lower corner of the screen
    enableRadio false;
    
    // DayZ Epoch config
    spawnShoremode = 1; // Default = 1 (on shore)
    spawnArea= 1500; // Default = 1500
    MaxHeliCrashes= 25; // Default = 5
    MaxVehicleLimit = 500; // Default = 300
    MaxDynamicDebris = 500; // Default = 100
    dayz_MapArea = 14000; // Default = 10000
    dayz_maxLocalZombies = 90; // Default = 30 
    
    dayz_paraSpawn = false;
    
    dayz_maxAnimals = 8; // Default: 8
    dayz_tameDogs = true;
    DynamicVehicleDamageLow = 0; // Default: 0
    DynamicVehicleDamageHigh = 100; // Default: 100
    
    EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
    dayz_fullMoonNights = true;
    
    //Load in compiled functions
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";
    progressLoadingScreen 0.1;
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";				//Initilize the publicVariable event handlers
    progressLoadingScreen 0.2;
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";	//Functions used by CLIENT for medical
    progressLoadingScreen 0.4;
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";				//Compile regular functions
    progressLoadingScreen 0.5;
    call compile preprocessFileLineNumbers "server_traders.sqf";				//Compile trader configs
    call compile preprocessFileLineNumbers "fixes\compiles.sqf"; //Compile custom compiles
    progressLoadingScreen 1.0;
    
    "filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
    
    /* BIS_Effects_* fixes from Dwarden */
    BIS_Effects_EH_Killed = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\killed.sqf";
    BIS_Effects_AirDestruction = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestruction.sqf";
    BIS_Effects_AirDestructionStage2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestructionStage2.sqf";
    
    BIS_Effects_globalEvent = {
    	BIS_effects_gepv = _this;
    	publicVariable "BIS_effects_gepv";
    	_this call BIS_Effects_startEvent;
    };
    
    BIS_Effects_startEvent = {
    	switch (_this select 0) do {
    		case "AirDestruction": {
    				[_this select 1] spawn BIS_Effects_AirDestruction;
    		};
    		case "AirDestructionStage2": {
    				[_this select 1, _this select 2, _this select 3] spawn BIS_Effects_AirDestructionStage2;
    		};
    		case "Burn": {
    				[_this select 1, _this select 2, _this select 3, false, true] spawn BIS_Effects_Burn;
    		};
    	};
    };
    
    "BIS_effects_gepv" addPublicVariableEventHandler {
    	(_this select 1) call BIS_Effects_startEvent;
    };
    
    if ((!isServer) && (isNull player) ) then
    {
    waitUntil {!isNull player};
    waitUntil {time > 3};
    };
    
    if ((!isServer) && (player != player)) then
    {
      waitUntil {player == player}; 
      waitUntil {time > 3};
    };
    
    if (isServer) then {
    	call compile preprocessFileLineNumbers "dynamic_vehicle.sqf";				//Compile vehicle configs
    	// SHK 
        diag_log "SAR_AI - starting SHK_pos";
        call compile preprocessfile "addons\SHK_pos\shk_pos_init.sqf";
    	// Add trader citys
    	_nil = [] execVM "mission.sqf";
    		_serverMonitor = 	[] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
    };
    
    if (!isDedicated) then {
    	//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; _nul = [] execVM "playerspawn.sqf";}];
    	_playerMonitor = 	[] execVM "\z\addons\dayz_code\system\player_monitor.sqf";	
    	_nul = [] execVM "playerspawn.sqf";
    	_void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
    	
    	//Lights
    	//[0,0,true,true,true,58,280,600,[0.698, 0.556, 0.419],"Generator_DZ",0.1] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
    };
    
    ///////////////////////////////////////////////////////////////////////////////////////////
    // Logistics Area
    
    [] ExecVM "fixes\kh_actions.sqf";						// Refuel Script by Seven Then modified by Muddr 
    
    
    // For more Refuel Locations add object classes to Line 14 of custom\kh_actions.sqf
    ///////////////////////////////////////////////////////////////////////////////////////////
    
    [] execVM "custom_monitor.sqf";
    
    
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