Indiculous Posted June 18, 2014 Report Share Posted June 18, 2014 NOTE I TAKE NO CREDIT FOR THIS SCRIPT!!!!!!! Creating Debug Monitor With toggle function What you will need Notepad ++ Basic Knowledge of editing scripts Difficulty=Moderate So when editing a debug monitor to add something or take something off of it you need to take note of numbering the the lines. example <t size='1'font='Bitstream'align='left' color='#EE0000' >Blood Left:</t><t size='1' font='Bitstream'align='right' color='#EE0000' >%2</t><br/> If you look at the following line of code look for (%2) thats the numbering in the script. you will notice how it works if you take a look at the code. So i will post the whole script now. but i will carry on how to edit it. 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='#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' >Noobs 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' >Zombitches Killed:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%6</t><br/> <t size='1'font='Bitstream'align='left' color='#EEC900' >Dome Shots:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%7</t><br/> <t size='1' font='Bitstream' align='left' color='#EEC900' >Zombitches (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='#104E8B' >FPS: </t><t size='1' font='Bitstream' align='right' color='#104E8B' >%10</t><br/> <img size='3' image='%13'/><br/> <t size='1'font='Bitstream'align='center' color='#104E8B' >Press F10 to toggle! </t><br/> <t size='1'font='Bitstream'align='center' color='#104E8B' > Blah Blah Blah </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; Ok so you pretty much don't need to really add anything just if you want to take away stuff i'll show you how. To take away for example "FPS" you need to remove the line <t size='1' font='Bitstream' align='left' color='#104E8B' >FPS: </t><t size='1' font='Bitstream' align='right' color='#104E8B' >%10</t><br/> And then you need find this line "53" ",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]; And remove diag_fps, Thats it! just find the instance for what you want to take away and if you want to add it just add it back! Oh wait i forgot to mention if you want to take kills or something you need to find and remove this line _killsH = player getVariable["humanKills",0]; And if you want to add it back make sure its in order or like your blood will be your kills and also remember to make sure your %# are numbered correctly because the same thing will happen. Call this script from the init like you would anything else. (Place Under Player //Run the player monitor _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];) []execVM "scripts\debug.sqf"; Link to comment Share on other sites More sharing options...
Indiculous Posted June 18, 2014 Author Report Share Posted June 18, 2014 Thanks @BuddyRole XD Link to comment Share on other sites More sharing options...
Indiculous Posted June 19, 2014 Author Report Share Posted June 19, 2014 Bump Link to comment Share on other sites More sharing options...
fr1nk Posted June 19, 2014 Report Share Posted June 19, 2014 I thought you needed to do some overrides in dayz_spaceInterrupt.sqf to prevent breaking base building functions? Link to comment Share on other sites More sharing options...
Indiculous Posted June 19, 2014 Author Report Share Posted June 19, 2014 Nope you just have to make it a script. Link to comment Share on other sites More sharing options...
Indiculous Posted June 20, 2014 Author Report Share Posted June 20, 2014 Bump Link to comment Share on other sites More sharing options...
insertcoins Posted June 20, 2014 Report Share Posted June 20, 2014 there is absolutely no need to bump a tutorial imo. Link to comment Share on other sites More sharing options...
xdeejaycrazyx Posted June 22, 2014 Report Share Posted June 22, 2014 You actually need to override the dayz_spaceinterrupt.sqf as it breaks the building keys for modular building, have you tested this to make sure it all works, xDJCx Link to comment Share on other sites More sharing options...
Halvhjearne Posted June 22, 2014 Report Share Posted June 22, 2014 Nope you just have to make it a script. that is not true, you are overwriting dayz_spaceinterupt, with this: 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 }; witch should contain all of this: https://github.com/vbawol/DayZ-Epoch/blob/master/SQF/dayz_code/actions/dayz_spaceInterrupt.sqf so yes it will break functions and introduce bugs if you do not include the rest of the code there Link to comment Share on other sites More sharing options...
Indiculous Posted June 24, 2014 Author Report Share Posted June 24, 2014 I simply just ran it as a script on my server it works just fine.. Link to comment Share on other sites More sharing options...
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