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1.0.2 Numpad controls not working with custom debug monitor?


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yes me too can't build nothing with 5 number pad... and i don't have hanti hack etc...

after why you don't do a system building like basebuilding 1.2 because we don't understand nothing ! what we can build or not ? we always must go to the wiki ? Alt+tab and when e go again in game we are dead by a zombie or player... not amazing this system !

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after test for me it's my debug monitor the problem ! when i delet it all is fonctional ;)

 

//Credit to nullpo for his original debug and Superlube for the picture
//Modified by Matt L
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];
        _zombies =              count entities "zZombie_Base";
        _zombiesA =    {alive _x} count entities "zZombie_Base";
        _banditCount = {(isPlayer _x) && ((_x getVariable ["humanity",0]) < 0)} count playableUnits;
        _heroCount  = {(isPlayer _x) && ((_x getVariable ["humanity",0]) >= 5000)} count playableUnits;
        _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='0.8'font='Bitstream'align='left' color='#EE0000' >HP:</t><t size='0.8' font='Bitstream'align='right' color='#EE0000' >%2</t><br/>
        <t size='0.8'font='Bitstream'align='left' color='#EEC900' >Réputation:</t><t size='0.8'font='Bitstream'align='right' color='#EEC900' >%3</t><br/>
        <t size='0.8'font='Bitstream'align='left' color='#EEC900' >Kill:</t><t size='0.8'font='Bitstream'align='right' color='#EEC900' >%4</t><br/>
        <t size='0.8'font='Bitstream'align='left' color='#EEC900' >Enemis:</t><t size='0.8'font='Bitstream'align='right' color='#EEC900' >%5</t><br/>
        <t size='0.8'font='Bitstream'align='left' color='#EEC900' >Zombies:</t><t size='0.8'font='Bitstream'align='right' color='#EEC900' >%6</t><br/>
        <t size='0.8'font='Bitstream'align='left' color='#EEC900' >HeadShots:</t><t size='0.8'font='Bitstream'align='right' color='#EEC900' >%7</t><br/>
        <t size='0.8' font='Bitstream' align='left' color='#EEC900' >Zombies (restant/total): </t><t size='0.8' font='Bitstream' align='right' color='#EEC900' >%9/%8</t><br/>
        <t size='0.8'font='Bitstream'align='left' color='#0094FF' >Paria:</t><t size='0.8'font='Bitstream'align='right' color='#00FF00' >%12</t><br/>
        <t size='0.8' font='Bitstream' align='left' color='#FFFFFF' >FPS: </t><t size='0.8' font='Bitstream' align='right' color='#FFFFFF' >%10</t><br/>
        <img size='3' image='%13'/><br/>
        <t size='1'font='Bitstream'align='left' color='#404040' >Cacher le menu F10</t><br/>


        ",dayz_playerName,r_player_blood,round _humanity,_killsH,_killsB,_kills,_headShots,count entities "zZombie_Base",{alive _x} count entities "zZombie_Base",diag_fps,_banditCount,_heroCount,_pic];
    sleep 1;
    };
};


[] spawn fnc_debug;

what is wrong ?

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and so what ? no support ?

 

Dunno what your problem is! Me saying that i have it working is not saying you wont get support. I simply posted that i was having no problems so people know that it is not something that is wrong with all epoch servers.

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If you are using that version of dayz_spaceInterrupt then several other things are likely broken. You need to merge your custom changes with our most recent files otherwise you are loosing functionality.

 

Support for issues with custom changes need to be hashed out by the community as I simply cannot support every single custom change and still develop the mod. I will move this into the scripting help thread so you can get some input on your issue from others that may have already fixed it.

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I second that point - I traced the dayz_spaceinterrupt to be the cause of being unable to cancel actions on the asian server pack. Seems it stops a lot of the self actions stuff

 

 

If you are using that version of dayz_spaceInterrupt then several other things are likely broken. You need to merge your custom changes with our most recent files otherwise you are loosing functionality.

 

Support for issues with custom changes need to be hashed out by the community as I simply cannot support every single custom change and still develop the mod. I will move this into the scripting help thread so you can get some input on your issue from others that may have already fixed it.

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Works fine with the monitor I'm using.

waitUntil {alive player};

while {true} do
{
	_kills = 		player getVariable["zombieKills",0];
	_killsB = 		player getVariable["banditKills",0];
	_humanity =		player getVariable["humanity",0];
	_headShots =    player getVariable["headShots",0];
	
	hintSilent parseText format ["
	<t size='1.25' font='Bitstream'align='center' color='#FF6A00'>DayZ Epoch</t><br/>
	<t size='1.25' font='Bitstream'align='center' color='#FF6A00'>World Avalon</t><br/>
	<t size='1.15' font='Bitstream'align='center' color='#FF6A00'>www.worldavalon.eu</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='#FF0000'>Blood: </t><t size='0.95' font='Bitstream' align='right' color='#FF0000'>%8</t><br/>
	<t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Bandits Killed: </t><t size='0.95' font='Bitstream' align='right'>%4</t><br/>
	<t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Zombies Killed: </t><t size='0.95' font='Bitstream' align='right'>%5</t><br/>
	<t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Headshots: </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'>FPS: </t><t size='0.95' font='Bitstream' align='right'>%9</t><br/>",

	dayz_playerName,(dayz_Survived),(count playableUnits),_killsB,_kills,_headShots,round _humanity,r_player_blood,(round diag_fps)
	];
sleep 1;
};
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woks fine for me too thx dude ;)

just a little change for the first line like name player :

 

waitUntil {alive player};


while {true} do
{
_kills =  player getVariable["zombieKills",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='#00FF00' >%1</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='#FF0000'>Blood: </t><t size='0.95' font='Bitstream' align='right' color='#FF0000'>%8</t><br/>
<t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Bandits Killed: </t><t size='0.95' font='Bitstream' align='right'>%4</t><br/>
<t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Zombies Killed: </t><t size='0.95' font='Bitstream' align='right'>%5</t><br/>
<t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Headshots: </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'>FPS: </t><t size='0.95' font='Bitstream' align='right'>%9</t><br/>",


dayz_playerName,(dayz_Survived),(count playableUnits),_killsB,_kills,_headShots,round _humanity,r_player_blood,(round diag_fps)
];
sleep 1;
};
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I think these debugs don't have the interrupt, which (for me anyway) is the cause of compatibility issues with several 'on-scroll' things (self actions I guess!).

 

Doesn't look like this one is toggle-able, is it? - Also, do you get rpt spam with this one by the way?

 

Cheers :D

 

 

No prob, you might also want to add the '_killsH' back in as I removed it from mine, I'm running a no-pvp server so there is no point in having human kill count in there. :)

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This is a custom file you need to add, it's not included.

This is a different debug monitor than the one included into your game.

 

Just copy/paste this into a new file and name it custom_monitor.sqf, create a folder called 'custom' in your mission folder, then edit your init.sqf and add this line at the bottom:

 

[] execVM "custom\custom_monitor.sqf";

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after test for me it's my debug monitor the problem ! when i delet it all is fonctional ;)

what is wrong ?

 

 

DrNed,

 

Since the initial Debug Monitor was so nice I decided to fix it for you so that it is now compatible with the latest version of Epoch.

Find the code below:

 

CODE:

 

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];
        _headShots =    player getVariable["headShots",0];
        _zombies =              count entities "zZombie_Base";
        _zombiesA =    {alive _x} count entities "zZombie_Base";
        _banditCount = {(isPlayer _x) && ((_x getVariable ["humanity",0]) < 0)} count playableUnits;
        _heroCount  = {(isPlayer _x) && ((_x getVariable ["humanity",0]) >= 5000)} count playableUnits;
        _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='#EE0000' >%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='#104E8B' >Humanity:</t><t size='1'font='Bitstream'align='right' color='#104E8B' >%3</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EEC900' >Bambies Killed:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%4</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EEC900' >Assholes 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='#EEC900' >Zombies (alive/total): </t><t size='1' font='Bitstream' align='right' color='#EEC900' >%9/%8</t><br/>
        <t size='1'font='Bitstream'align='left' color='#104E8B' >Current Asshole Count:</t><t size='1'font='Bitstream'align='right' color='#104E8B' >%11</t><br/>
        <t size='1'font='Bitstream'align='left' color='#104E8B' >Current NiceGuy Count:</t><t size='1'font='Bitstream'align='right' color='#104E8B' >%12</t><br/>
        <t size='1' font='Bitstream' align='left' color='#009900' >FPS: </t><t size='1' font='Bitstream' align='right' color='#009900' >%10</t><br/>
        <img size='3' image='%13'/><br/>
        <t size='1'font='Bitstream'align='left' color='#104E8B' >Press F10 to toggle! </t><br/>
        <t size='1'font='Bitstream'align='left' color='#104E8B' >Welcome to NostraGaming </t><br/>
 
        ",dayz_playerName,r_player_blood,round _humanity,_killsH,_killsB,_kills,_headShots,count entities "zZombie_Base",{alive _x} count entities "zZombie_Base",diag_fps,_banditCount,_heroCount,_pic];
    sleep 1;
    };
};
 
 
 
I tested it and it works fine now, the problem was with the first lines in the code,
you need to replace
 
THIS:
 
//Credit to nullpo for his original debug and Superlube for the picture

//Modified by Matt L

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

    {

 
 
WITH:
 
waitUntil {alive player};
 
while {true} do
{
 
 
Credits to the original developer of this Debug Monitor.
 
Regards
Xargs
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