Lukedbx Posted October 9, 2013 Report Share Posted October 9, 2013 So I was having problems with my server when I added a custom debug the can be toggled. 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' >Players 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' >Headshots:</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 Bandit Count:</t><t size='1'font='Bitstream'align='right' color='#104E8B' >%11</t><br/> <t size='1'font='Bitstream'align='left' color='#104E8B' >Current Hero 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' > End Days Epoch </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; 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 }; When I had this on, it made people unable to use hotkeys when placing things like walls,safes etc , so they couldn't build anything. Dunno if anyone else has had this problem, but I thought I would share. Link to comment Share on other sites More sharing options...
0 Torndeco Posted October 9, 2013 Report Share Posted October 9, 2013 u have overridden dayz_spaceInterrupt = { .... . ... }; Extract epoch client mod file dayz_code Look @ compiles.sqf U will see epoch has a different dayz_spaceInterrupt Start with this and add the changes needed for F10 toggle button Colonel_Patches 1 Link to comment Share on other sites More sharing options...
0 zarkay Posted October 14, 2013 Report Share Posted October 14, 2013 I have same problem but i tried what torndeco tell and not work, torndeco, please could you post the. sqf already edited? Link to comment Share on other sites More sharing options...
0 Adminlaststand Posted October 22, 2013 Report Share Posted October 22, 2013 quick post as ingame atm - got same problem here regarding the space key and unable to build Link to comment Share on other sites More sharing options...
0 Colonel_Patches Posted October 22, 2013 Report Share Posted October 22, 2013 I have same problem but i tried what torndeco tell and not work, torndeco, please could you post the. sqf already edited? quick post as ingame atm - got same problem here regarding the space key and unable to build Comment out this whole section in your debug monitor sqf... 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 }; Your sqf should now start with... fnc_debug = { debugMonitor = true; while {debugMonitor} do { Like Tornedeco is saying, that piece of code that I told you to comment out is overriding epoch hotkeys. There is lots of epoch stuff you wont be able to do if that code is in there. Cant cancel trades, cant even build a fire. If you remove the code you won't be able to toggle the debug on/off, but you will still see the debug. Link to comment Share on other sites More sharing options...
0 Asian Kid Posted October 22, 2013 Report Share Posted October 22, 2013 Comment out this whole section in your debug monitor sqf... 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 }; Your sqf should now start with... fnc_debug = { debugMonitor = true; while {debugMonitor} do { Like Tornedeco is saying, that piece of code that I told you to comment out is overriding epoch hotkeys. There is lots of epoch stuff you wont be able to do if that code is in there. Cant cancel trades, cant even build a fire. If you remove the code you won't be able to toggle the debug on/off, but you will still see the debug. Do this above then add a self action to make it toggle able agian Colonel_Patches 1 Link to comment Share on other sites More sharing options...
0 Turtle Posted December 8, 2013 Report Share Posted December 8, 2013 Do this above then add a self action to make it toggle able agian Im not really familiar with codes and scripting could you possibly write the self action script to make it toggleable? This is the monitor im using if you could just insert it in there for me:) /* /////Tweaked j0k3r5 / Original work done by Matt L / and to anyone else that is involved that Ive forgotten//// ////www.j0k3r5.com//// If modified and released give credits where due, thank you. */ fnc_debug = { j0k3r5_stats = true; while {j0k3r5_stats} do { _logo = "custom\Stats\stats_logo.paa"; _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')); }; _timeleft= _combattimeout-time; _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"; hintSilent parseText format [ " <img size='6' image='%10'/> <br/> <t size='1.5' font='Bitstream'align='center'color='#FFFF00'>%15</t><br/> <t size='1.25' font='Bitstream'align='center'>Turtle's on Turtle's</t><br/> <br/> <t size='1' font='Bitstream'align='center'>Stay Alive Little One.. Frankie's Comming</t><br/> <br/> <t size='0.95' font='Bitstream'align='left'>Blood:</t><t size='0.95' font='Bitstream'align='right'color='#FF0000'>%1</t><br/> <t size='0.95' font='Bitstream'align='left'>Humanity:</t><t size='0.95' font='Bitstream'align='right'color='#FF0000'>%2</t><br/> <t size='0.95' font='Bitstream'align='left'>Headshots:</t><t size='0.95' font='Bitstream'align='right'color='#FF0000'>%6</t><br/> <t size='0.95' font='Bitstream'align='left'>Heroes Killed:</t><t size='0.95' font='Bitstream'align='right'color='#FF0000'>%3</t><br/> <t size='0.95' font='Bitstream'align='left'>Bandits Killed:</t><t size='0.95' font='Bitstream'align='right'color='#FF0000'>%4</t><br/> <t size='0.95' font='Bitstream'align='left'>Zombies Killed:</t><t size='0.95' font='Bitstream'align='right'color='#FF0000'>%5</t><br/> <t size='0.95' font='Bitstream'align='left'>Zeds (alive/total): </t><t size='0.95' font='Bitstream'align='right'color='#FF0000'>%13/%12</t><br/> <t size='0.95' font='Bitstream'align='left'>FPS: </t><t size='0.95' font='Bitstream'align='right'color='#FF0000'>%14</t><br/> <t size='0.95' font='Bitstream'align='left'>Survived:</t><t size='0.95' font='Bitstream'align='right'color='#FF0000'>%7 Dayz</t> <br/> <br/> <t size='1' font='Bitstream'align='center'color='#FFFF00'>Restart in %8 minutes!</t> <br/> <t size='1' font='Bitstream' align='center'>F10 to Toggle</t> <br/> ", r_player_blood, //1 round _humanity, //2 _killsH, //3 _killsB, //4 _kills, //5 _headShots, //6 (dayz_Survived), //7 (300-(round(serverTime/60))), //8 change the 180 to suit your server mins for restarts _pic, //9 _logo, //10 _textCity, //11 count entities "zZombie_Base", //12 {alive _x} count entities "zZombie_Base", //13 diag_fps, //14 dayz_playerName //15 ]; sleep 5; }; }; [] spawn fnc_debug; Link to comment Share on other sites More sharing options...
Question
Lukedbx
So I was having problems with my server when I added a custom debug the can be toggled.
Link to comment
Share on other sites
6 answers to this question
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now