Voltan Posted May 3, 2017 Report Share Posted May 3, 2017 Hey guys, I have my old debug monitor script, but I used to activate it in a custom Dayz_spaceinterrupt.sqf using this code from NoxSicarius: Spoiler if (_dikCode == 210) then { if (isNil 'debugMonitor') then { debugMonitor = true; _nill = execvm "scripts\debug_monitor\debug_monitor.sqf"; } else { debugMonitor = !debugMonitor; hintSilent ''; _nill = execvm "scripts\debug_monitor\debug_monitor.sqf"; }; }; What would be the easiest way of activating that script now that epoch doesn't have dayz_spaceinterrupt.sqf anymore? Thanks! Link to comment Share on other sites More sharing options...
0 Relentless Posted May 3, 2017 Report Share Posted May 3, 2017 Google DIK key codes. Look what key that is. Make a custom keyboard.sqf (change the path in compiles.sqf and copy it from dayz_code\compile into your mission) and add the hotkey for it. Voltan 1 Link to comment Share on other sites More sharing options...
0 Voltan Posted May 3, 2017 Author Report Share Posted May 3, 2017 Sweet, thanks very much! Link to comment Share on other sites More sharing options...
0 Voltan Posted May 3, 2017 Author Report Share Posted May 3, 2017 3 hours ago, DAmNRelentless said: Google DIK key codes. Look what key that is. Make a custom keyboard.sqf (change the path in compiles.sqf and copy it from dayz_code\compile into your mission) and add the hotkey for it. Will I need to do anything in infiSTAR to allow a debug monitor? Link to comment Share on other sites More sharing options...
0 Voltan Posted May 3, 2017 Author Report Share Posted May 3, 2017 8 hours ago, DAmNRelentless said: Google DIK key codes. Look what key that is. Make a custom keyboard.sqf (change the path in compiles.sqf and copy it from dayz_code\compile into your mission) and add the hotkey for it. @DAmNRelentlessI tried adding the above script into your custom keyboard.sqf in that you included with your new customhud, but it didnt work, I am also changing the DIKcode to 0xD3 for the delete key. Is there any spot in that sqf that would be best for that script? Link to comment Share on other sites More sharing options...
0 Relentless Posted May 3, 2017 Report Share Posted May 3, 2017 The structure of the keyboard.sqf is different than it was in the dayz_spaceInterrupt. To add the delete key to this file you should do the following. In your keyboard.sqf search this line: [[DIK_SPACE], {DZE_5 = true;}] call _addArray; Add this below: [[DIK_DELETE], _callDebug] call _addArray; Search: _gear = { if ((vehicle player != player) and !_shiftState and !_ctrlState and !_altState && !dialog) then { createGearDialog [player, "RscDisplayGear"]; _handled = true; } else { if ((vehicle player == player) and (speed vehicle player > 0)) then { //[objNull, player, rSwitchMove,""] call RE; _handled = true; };}; }; Add this below: _callDebug = { execVM "the_path_to_your_debug_monitor_script\debug.sqf"; }; Don't forget to change the path! If you want to turn it on and off with this key, I suggest calling a function instead of this script. In this function you change a variable and then do while {yourvariable} do {execVM "path_to_your_script\debug.sqf"; sleep 5;}; Voltan 1 Link to comment Share on other sites More sharing options...
0 Voltan Posted May 3, 2017 Author Report Share Posted May 3, 2017 Thanks for the help and info! I got it working as it was but I just had to insert it after like this rather than inside the if (isNil "keyboard_keys") then { part. if (isNil "keyboard_keys") then { <Lotsoflineshere> }; if (_dikCode == 211) then { if (isNil 'debugMonitor') then { debugMonitor = true; _nill = execvm "Scripts\DebugMonitor\debug_monitor.sqf"; } else { debugMonitor = !debugMonitor; hintSilent ''; _nill = execvm "Scripts\DebugMonitor\debug_monitor.sqf"; }; }; Link to comment Share on other sites More sharing options...
0 Voltan Posted May 4, 2017 Author Report Share Posted May 4, 2017 (edited) Well, doing this has introduced another error where none of my players are allowed to type in any channel.. or they cop the warnings.. Edit: Actually, installed BEC earlier this morning, think its that playing up. Edited May 4, 2017 by Voltan Not related. Link to comment Share on other sites More sharing options...
0 oldmatechoc Posted May 6, 2017 Report Share Posted May 6, 2017 @Voltan The warnings for talking in side chat will be from BEC its in its settings. as for the debug menu this is one i released awhile ago feel free to cherry pick. :) https://github.com/ch0c/debug_monitor Voltan 1 Link to comment Share on other sites More sharing options...
0 Voltan Posted May 6, 2017 Author Report Share Posted May 6, 2017 29 minutes ago, oldmatechoc said: @Voltan The warnings for talking in side chat will be from BEC its on its settings. as for the debug menu this is one i released awhile ago feel free to cherry pick. :) https://github.com/ch0c/debug_monitor @oldmatechoc Thanks for that, figured out the side chat a couple of days ago :P Do you have a screenshot of your debug? Link to comment Share on other sites More sharing options...
0 oldmatechoc Posted May 6, 2017 Report Share Posted May 6, 2017 here you go :) should be much the same. @Voltan https://puu.sh/uwPyk/f2172e66fe.png Link to comment Share on other sites More sharing options...
0 Voltan Posted May 6, 2017 Author Report Share Posted May 6, 2017 5 minutes ago, oldmatechoc said: I did. Ill try dig them up. @Voltan Here is what my current Debug looks like: https://www.dropbox.com/s/4r563e7yi6y5x6v/Debug.jpg?dl=0 Link to comment Share on other sites More sharing options...
0 oldmatechoc Posted May 6, 2017 Report Share Posted May 6, 2017 Very Nice @Voltan I like the speed and altimeter :) Link to comment Share on other sites More sharing options...
0 Voltan Posted May 14, 2017 Author Report Share Posted May 14, 2017 I just had a look at my client RPT and it is throwing up this error: Error in expression <tKills",0]), round (r_player_blood), (dayz_Survived), round(speed (vehicle pl> Error position: <dayz_Survived), round(speed (vehicle pl> Error Undefined variable in expression: dayz_survived File mpmissions\__CUR_MP.sauerland\Scripts\DebugMonitor\debug_monitor.sqf, line 45 Has the dayz_survived variable changed with epoch 1.0.6.1? I didnt have any errors with my debug with 1.0.5.1 Link to comment Share on other sites More sharing options...
0 Relentless Posted May 14, 2017 Report Share Posted May 14, 2017 The variable hasn't changed. Paste in the corresponding code so we can take a look at that. If you don't want to make your debug monitor public, message me via pm. Voltan 1 Link to comment Share on other sites More sharing options...
0 oldmatechoc Posted May 14, 2017 Report Share Posted May 14, 2017 @DAmNRelentless @Voltan If you have the debug monitor start when you log in it will throw that error. In the original 1051 thread i made i had that in the side notes. (All my old threads were deleted sorry) I never found a fix for it i just removed the days survived. not needed with the journal now. Voltan 1 Link to comment Share on other sites More sharing options...
0 Relentless Posted May 15, 2017 Report Share Posted May 15, 2017 22 hours ago, oldmatechoc said: @DAmNRelentless @Voltan If you have the debug monitor start when you log in it will throw that error. In the original 1051 thread i made i had that in the side notes. (All my old threads were deleted sorry) I never found a fix for it i just removed the days survived. not needed with the journal now. Well, that's weird. An error like that can't be normal and there has to be a solution. Maybe I will take a look at this later on. Thanks for the info. Link to comment Share on other sites More sharing options...
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Voltan
Hey guys,
I have my old debug monitor script, but I used to activate it in a custom Dayz_spaceinterrupt.sqf using this code from NoxSicarius:
What would be the easiest way of activating that script now that epoch doesn't have dayz_spaceinterrupt.sqf anymore?
Thanks!
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