LePogo Posted October 2, 2014 Report Share Posted October 2, 2014 Working great! I had to merge your ''dayz_spaceInterrupt'' with the one I already used with Snap_Pro. Also edited the file for my needs added player name added survided x days count removed server restart added ''spaces'' before and after values so they dont look too tight in the debug box This is my debug_monitor.sqf if someone want something similar. while {debugMonitor} do { _time = (round(180-(serverTime)/60)); _hours = (floor(_time/60)); _minutes = (_time - (_hours * 60)); switch(_minutes) do { case 9: {_minutes = "09"}; case 8: {_minutes = "08"}; case 7: {_minutes = "07"}; case 6: {_minutes = "06"}; case 5: {_minutes = "05"}; case 4: {_minutes = "04"}; case 3: {_minutes = "03"}; case 2: {_minutes = "02"}; case 1: {_minutes = "01"}; case 0: {_minutes = "00"}; }; // You can delete the server website here line (entire line) if you want // You can also delete the entire TeamSpeak IP line if you want hintSilent parseText format [" <t size='0.95' font='Bitstream' align='left' color='#FFBF00'></t><t size='0.95 'font='Bitstream' align='right'></t><br/> <t size='1.25' font='Bitstream' align='center' color='#5882FA'>Les Poulets Du Quebec</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'></t><t size='0.95 'font='Bitstream' align='right'></t><br/> <t size='1.15' font='Bitstream' align='center' color='#FFBF00'>%11</t><br/> <t size='1.15' font='Bitstream' align='center' color='#FFBF00'>Survived %2 Days</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'></t><t size='0.95 'font='Bitstream' align='right'></t><br/> <t size='1.0' font='Bitstream' align='left' color='#FFBF00'> Players Online: </t><t size='0.95 'font='Bitstream' align='right'>%1 </t><br/> <t size='1.0' font='Bitstream' align='left' color='#FFBF00'> Murders: </t><t size='0.95' font='Bitstream' align='right'>%4 </t><br/> <t size='1.0' font='Bitstream' align='left' color='#FFBF00'> Bandits Killed: </t><t size='0.95' font='Bitstream' align='right'>%5 </t><br/> <t size='1.0' font='Bitstream' align='left' color='#FFBF00'> Zombies Killed: </t><t size='0.95' font='Bitstream' align='right'>%3 </t><br/> <t size='1.0' font='Bitstream' align='left' color='#FFBF00'> Humanity: </t><t size='0.95' font='Bitstream' align='right'>%7 </t><br/> <t size='1.0' font='Bitstream' align='left' color='#FFBF00'> Blood: </t><t size='0.95' font='Bitstream' align='right'>%6 </t><br/> <t size='1.0' font='Bitstream' align='left' color='#FFBF00'> FPS: </t><t size='0.95' font='Bitstream' align='right'>%8 </t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'> </t><t size='0.95 'font='Bitstream' align='right'></t><br/> <t size='1.15' font='Bitstream'align='center' color='#5882FA'>TeamSpeak : ts52.gamespeak.com:9117</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'></t><t size='0.95 'font='Bitstream' align='right'></t><br/>", //<t size='1.15' font='Bitstream'align='center' color='#5882FA'>Server restart in %9:%10</t><br/>", (count playableUnits), (dayz_Survived), (player getVariable['zombieKills', 0]), (player getVariable['humanKills', 0]), (player getVariable['banditKills', 0]), (player getVariable['USEC_BloodQty', r_player_blood]), (player getVariable['humanity', 0]), (round diag_fps), _hours, _minutes, (name player) ]; //Don't modify below this line sleep 1; }; If you have the same issue I had (Snap_Build using the same file ''dayz_spaceInterrupt'') Simply edit the file you already use in snap build folder. Find : if (_dikCode == 210) then { _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf"; }; And change it to : //if (_dikCode == 210) then { _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf";}; //original debug // Debug monitor if (_dikCode == 210) then { if (isNil 'debugMonitor') then { debugMonitor = true; _nill = execvm "custom\debug_monitor.sqf"; } else { debugMonitor = !debugMonitor; hintSilent ''; _nill = execvm "custom\debug_monitor.sqf"; }; }; AWulle 1 Link to comment Share on other sites More sharing options...
Chainsaw Squirrel Posted October 4, 2014 Report Share Posted October 4, 2014 Ok , I see all sorts of config above, where do you change the skin ? Link to comment Share on other sites More sharing options...
MasterHiggins Posted November 18, 2014 Report Share Posted November 18, 2014 Hi, Nox! Thanx for tor this debug, was using it for a couple months. Now i have my own with "StructuredText", and it don't turn off like "Hint" do. How can i make it work? Link to comment Share on other sites More sharing options...
NoxSicarius Posted November 19, 2014 Author Report Share Posted November 19, 2014 Hi, Nox! Thanx for tor this debug, was using it for a couple months. Now i have my own with "StructuredText", and it don't turn off like "Hint" do. How can i make it work? That is pretty nice. I planned on making one like that but my modding has come to a serious slow due to classes. You need to modify the space interupt. Take a look at mine. Link to comment Share on other sites More sharing options...
MasterHiggins Posted November 19, 2014 Report Share Posted November 19, 2014 You need to modify the space interupt. Take a look at mine. Well, i did exactly as you explained in your tutorial, and when i changed command to "hintSilent", than ON/OFF switch worked just fine. Of course, debug monitor got shrinked and has that ugly brown background. And if i'm changing to "ctrlSetStructuredText" back again, it becomes an eyecandy, but solid like rock. Need to get ability to turn this freaking thing off... Link to comment Share on other sites More sharing options...
NoxSicarius Posted November 20, 2014 Author Report Share Posted November 20, 2014 Well, i did exactly as you explained in your tutorial, and when i changed command to "hintSilent", than ON/OFF switch worked just fine. Of course, debug monitor got shrinked and has that ugly brown background. And if i'm changing to "ctrlSetStructuredText" back again, it becomes an eyecandy, but solid like rock. Need to get ability to turn this freaking thing off... If you send me the interrupt I can take a look to see what I can do if I have some extra time Link to comment Share on other sites More sharing options...
MasterHiggins Posted November 20, 2014 Report Share Posted November 20, 2014 If you send me the interrupt I can take a look to see what I can do if I have some extra time What's the point, if it's similar to yours? :) As i said, the problem is in debug_monitor.sqf, specifically in StructuredText class. I guess it's just CAN'T be toggled off the way Hint class can. Here's my script (well not mine actually, but anyways): //disableSerialization; while {debugMonitor} do { //1000 cutRsc ["AsReMixhud","PLAIN"]; //_wpui = uiNameSpace getVariable "AsReMixhud"; //_vitals = _wpui displayCtrl 4900; _Player = player; Players = (count playableUnits); Money = _Player getVariable["cashMoney",0]; Bank_Balance = _Player getVariable["bankMoney",0]; Humanity = _Player getVariable["humanity",0]; Civilian_Kills = _Player getVariable["humanKills",0]; Bandit_Kills = _Player getVariable["banditKills",0]; Hero_Kills = _Player getVariable["heroKills",0]; ZombieKills = _Player getVariable["zombieKills",0]; Blood = _Player getVariable["USEC_BloodQty",12000]; _stime = 0; if(serverTime > 36000)then{_stime = time;}else{_stime = serverTime;}; _hours = (_stime/60/60); _hours = toArray (str _hours); _hours resize 1; _hours = toString _hours; _hours = compile _hours; _hours = call _hours; _minutes = floor(_stime/60); _minutes2 = ((_minutes - (_hours*60)) min 60) max 0;if (_minutes2 < 10) then {_minutes2 = format ['0%1',_minutes2];}; if(Humanity >= 5000) then { Humanity_Icon = "<img size='2.0' align='right' image='Hud\icons\HumanityHero.paa'/>"; }; if((Humanity >= 200) && (Humanity <= 4999)) then { Humanity_Icon = "<img size='2.0' align='right' image='Hud\icons\HumanityCiv.paa'/>"; }; if(Humanity <= 199) then { Humanity_Icon = "<img size='2.0' align='right' image='Hud\icons\HumanityBandit.paa'/>"; }; //_vitals ctrlSetStructuredText parseText format hintSilent parseText format [ " <t size='1.5' color='#56a531' align='right'> mysite.com </t><br/> <t size='1.5' color='#56a531' align='right'> %1 </t><img size='2.0' align='right' image='Hud\icons\Players.paa'/><br/> <t size='1.5' color='#56a531' align='right'> %2h %3min </t><img size='2.0' align='right' image='Hud\icons\Time.paa'/><br/> <t size='1.5' color='#56a531' align='right'> %4 </t><img size='2.0' align='right' image='Hud\icons\Money.paa'/><br/> <t size='1.5' color='#56a531' align='right'> %5 </t><img size='2.0' align='right' image='Hud\icons\Bank.paa'/><br/> <t size='1.5' color='#56a531' align='right'> %6 </t>%7<br/> <t size='1.5' color='#56a531' align='right'> %8 </t><img size='2.0' align='right' image='Hud\icons\KillsCiv.paa'/><br/> <t size='1.5' color='#56a531' align='right'> %9 </t><img size='2.0' align='right' image='Hud\icons\KillsBandit.paa'/><br/> <t size='1.5' color='#56a531' align='right'> %10 </t><img size='2.0' align='right' image='Hud\icons\KillsHero.paa'/><br/> <t size='1.5' color='#56a531' align='right'> %11 </t><img size='2.0' align='right' image='Hud\icons\KillsZombie.paa'/><br/> <t size='1.5' color='#56a531' align='right'> Ins </t><img size='2.0' align='right' image='Hud\icons\Toggle.paa'/><br/> ", Players, _hours, _minutes2, [Money] call BIS_fnc_numberText, [Bank_Balance] call BIS_fnc_numberText, [Humanity] call BIS_fnc_numberText, Humanity_Icon, Civilian_Kills, Bandit_Kills, Hero_Kills, Zombiekills ]; //_vitals ctrlCommit 0; sleep 1.5; }; Original commands are commented out. Link to comment Share on other sites More sharing options...
XTamiiX Posted March 16, 2015 Report Share Posted March 16, 2015 Hello there i have already one works but it have some extra stuff i just want to replace it with your Debug Menu As i am confused to still use it with UEP waitUntil{!isNil "UEP_Config"}; diag_log("UEP: Settings Loaded for Debugger"); while {debugMonitor} do { _time = (round(480-(serverTime)/60)); _hours = (floor(_time/60)); _minutes = (_time - (_hours * 60)); switch(_minutes) do { case 9: {_minutes = "09"}; case 8: {_minutes = "08"}; case 7: {_minutes = "07"}; case 6: {_minutes = "06"}; case 5: {_minutes = "05"}; case 4: {_minutes = "04"}; case 3: {_minutes = "03"}; case 2: {_minutes = "02"}; case 1: {_minutes = "01"}; case 0: {_minutes = "00"}; }; // You can delete the server website here line (entire line) if you want // You can also delete the entire TeamSpeak IP line if you want hintSilent parseText format [" <t size='1.25' font='Bitstream' align='center' color='#5882FA'>%10</t><br/> <t size='1.05' font='Bitstream' align='center' color='#5882FA'>%11</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'></t><t size='0.95 'font='Bitstream' align='right'></t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Players Online: </t><t size='0.95 'font='Bitstream' align='right'>%1</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Murders: </t><t size='0.95' font='Bitstream' align='right'>%3</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'>%2</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Humanity: </t><t size='0.95' font='Bitstream' align='right'>%6</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Blood: </t><t size='0.95' font='Bitstream' align='right'>%5</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>FPS: </t><t size='0.95' font='Bitstream' align='right'>%7</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'></t><t size='0.95 'font='Bitstream' align='right'></t><br/> <t size='1.15' font='Bitstream'align='center' color='#5882FA'>%12</t><br/> <t size='1.15' font='Bitstream'align='center' color='#5882FA'>Server restart in %8:%9</t><br/>", (count playableUnits), (player getVariable['zombieKills', 0]), (player getVariable['humanKills', 0]), (player getVariable['banditKills', 0]), (player getVariable['USEC_BloodQty', r_player_blood]), (player getVariable['humanity', 0]), (round diag_fps), _hours, _minutes, UEP_bugger_1, UEP_bugger_2, UEP_bugger_3 ]; //Don't modify below this line sleep 1; }; Link to comment Share on other sites More sharing options...
NoxSicarius Posted March 16, 2015 Author Report Share Posted March 16, 2015 Hello there i have already one works but it have some extra stuff i just want to replace it with your Debug Menu As i am confused to still use it with UEP That is this debug menu Link to comment Share on other sites More sharing options...
NoxSicarius Posted March 16, 2015 Author Report Share Posted March 16, 2015 What's the point, if it's similar to yours? :) As i said, the problem is in debug_monitor.sqf, specifically in StructuredText class. I guess it's just CAN'T be toggled off the way Hint class can. Here's my script (well not mine actually, but anyways): //disableSerialization; while {debugMonitor} do { //1000 cutRsc ["AsReMixhud","PLAIN"]; //_wpui = uiNameSpace getVariable "AsReMixhud"; //_vitals = _wpui displayCtrl 4900; _Player = player; Players = (count playableUnits); Money = _Player getVariable["cashMoney",0]; Bank_Balance = _Player getVariable["bankMoney",0]; Humanity = _Player getVariable["humanity",0]; Civilian_Kills = _Player getVariable["humanKills",0]; Bandit_Kills = _Player getVariable["banditKills",0]; Hero_Kills = _Player getVariable["heroKills",0]; ZombieKills = _Player getVariable["zombieKills",0]; Blood = _Player getVariable["USEC_BloodQty",12000]; _stime = 0; if(serverTime > 36000)then{_stime = time;}else{_stime = serverTime;}; _hours = (_stime/60/60); _hours = toArray (str _hours); _hours resize 1; _hours = toString _hours; _hours = compile _hours; _hours = call _hours; _minutes = floor(_stime/60); _minutes2 = ((_minutes - (_hours*60)) min 60) max 0;if (_minutes2 < 10) then {_minutes2 = format ['0%1',_minutes2];}; if(Humanity >= 5000) then { Humanity_Icon = "<img size='2.0' align='right' image='Hud\icons\HumanityHero.paa'/>"; }; if((Humanity >= 200) && (Humanity <= 4999)) then { Humanity_Icon = "<img size='2.0' align='right' image='Hud\icons\HumanityCiv.paa'/>"; }; if(Humanity <= 199) then { Humanity_Icon = "<img size='2.0' align='right' image='Hud\icons\HumanityBandit.paa'/>"; }; //_vitals ctrlSetStructuredText parseText format hintSilent parseText format [ " <t size='1.5' color='#56a531' align='right'> mysite.com </t><br/> <t size='1.5' color='#56a531' align='right'> %1 </t><img size='2.0' align='right' image='Hud\icons\Players.paa'/><br/> <t size='1.5' color='#56a531' align='right'> %2h %3min </t><img size='2.0' align='right' image='Hud\icons\Time.paa'/><br/> <t size='1.5' color='#56a531' align='right'> %4 </t><img size='2.0' align='right' image='Hud\icons\Money.paa'/><br/> <t size='1.5' color='#56a531' align='right'> %5 </t><img size='2.0' align='right' image='Hud\icons\Bank.paa'/><br/> <t size='1.5' color='#56a531' align='right'> %6 </t>%7<br/> <t size='1.5' color='#56a531' align='right'> %8 </t><img size='2.0' align='right' image='Hud\icons\KillsCiv.paa'/><br/> <t size='1.5' color='#56a531' align='right'> %9 </t><img size='2.0' align='right' image='Hud\icons\KillsBandit.paa'/><br/> <t size='1.5' color='#56a531' align='right'> %10 </t><img size='2.0' align='right' image='Hud\icons\KillsHero.paa'/><br/> <t size='1.5' color='#56a531' align='right'> %11 </t><img size='2.0' align='right' image='Hud\icons\KillsZombie.paa'/><br/> <t size='1.5' color='#56a531' align='right'> Ins </t><img size='2.0' align='right' image='Hud\icons\Toggle.paa'/><br/> ", Players, _hours, _minutes2, [Money] call BIS_fnc_numberText, [Bank_Balance] call BIS_fnc_numberText, [Humanity] call BIS_fnc_numberText, Humanity_Icon, Civilian_Kills, Bandit_Kills, Hero_Kills, Zombiekills ]; //_vitals ctrlCommit 0; sleep 1.5; }; Original commands are commented out. So I completely forgot about that post. You should try deleting the structured text stuff on screen when the button is pressed, then redraw it when it is pressed again. MasterHiggins 1 Link to comment Share on other sites More sharing options...
MasterHiggins Posted March 20, 2015 Report Share Posted March 20, 2015 Im still here :lol: You should try deleting the structured text stuff on screen when the button is pressed, then redraw it when it is pressed again. Aaaand how exactly should i do it? Link to comment Share on other sites More sharing options...
NoxSicarius Posted March 20, 2015 Author Report Share Posted March 20, 2015 Im still here :lol: Aaaand how exactly should i do it? I have a better idea. Since you are using ctrlText that means you are using a type of dialog control. This means you can simply set the control visibility to false: ctrlShow["IDC HERE",false]; MasterHiggins 1 Link to comment Share on other sites More sharing options...
MasterHiggins Posted March 22, 2015 Report Share Posted March 22, 2015 I have a better idea. Since you are using ctrlText that means you are using a type of dialog control. This means you can simply set the control visibility to false: ctrlShow["IDC HERE",false]; Didn't work... Link to comment Share on other sites More sharing options...
NoxSicarius Posted March 22, 2015 Author Report Share Posted March 22, 2015 Didn't work... That is weird. Try closing the dialog and then just crating it again when it is needed. Link to comment Share on other sites More sharing options...
MasterHiggins Posted March 31, 2015 Report Share Posted March 31, 2015 Try closing the dialog and then just crating it again when it is needed. Honestly, i have no idea what are you talking about :wacko: Link to comment Share on other sites More sharing options...
deltagi Posted May 4, 2015 Report Share Posted May 4, 2015 Hey i am wondering how i would have the debug automatically appears on the screen, I want it to be already up when you spawn. All of the code is in and if i press insert it appears but then it goes away after 10 seconds or so. any thoughts? -Aurora Link to comment Share on other sites More sharing options...
NoxSicarius Posted May 5, 2015 Author Report Share Posted May 5, 2015 Hey i am wondering how i would have the debug automatically appears on the screen, I want it to be already up when you spawn. All of the code is in and if i press insert it appears but then it goes away after 10 seconds or so. any thoughts? -Aurora Easiest way is to try a reinstall. Make sure every step was done right. Does the monitor look like it should when you press the button to make it show? Link to comment Share on other sites More sharing options...
deltagi Posted May 5, 2015 Report Share Posted May 5, 2015 Yes It looks perfect it just appears for x number of seconds then disappears. I feel like I maybe didn't install it right but every time I press "insert" the debug shows, but it feels as if it on a timer. Link to comment Share on other sites More sharing options...
NoxSicarius Posted May 8, 2015 Author Report Share Posted May 8, 2015 Yes It looks perfect it just appears for x number of seconds then disappears. I feel like I maybe didn't install it right but every time I press "insert" the debug shows, but it feels as if it on a timer. Yes, this is how it is supposed to happen normally. The problem deals with the space interrupt. Either it was not added properly or it is messed up somehow. Link to comment Share on other sites More sharing options...
nidico100 Posted January 5, 2016 Report Share Posted January 5, 2016 Would it be possible to load the debug screen after ingame first? Because I'm using Multiple Characters Script and it looks a bit strange and doesn't make sense there :D Maybe this would also be a solution for the other buggy look of the menu. EDIT: Never mind, the debug screen isn't the problem for the other optical problems. Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now