XtremeMakak Posted January 6, 2014 Report Share Posted January 6, 2014 I found this debug monitor on the opendayz.net (by Matt l.) forum. How can i make it work with dayz epoch, so that i don't screw up the building controls? Link to comment Share on other sites More sharing options...
0 Mr.Exodus Posted January 8, 2014 Report Share Posted January 8, 2014 Yeah i used the same debug as you, it´s a great debug but i can´t get it to fully work with the building. I would love to see a fix for this also ;) or another debug tool, that offers the same amount of features. Link to comment Share on other sites More sharing options...
0 Ped Posted January 10, 2014 Report Share Posted January 10, 2014 You will need to pull out 2 files from dayz_code.bpo (Find this .bpo in YOUR @dayz_epoch directory). The files are: playerstats.sqf and dayz_spaceInterrupt.sqf If you don't already have compiles.sqf in your dayz_mission directory then you will also need it. Edit playerstats.sqf with whatever debug code you wish. Edit dayz_spaceinterrupt.sqf referencing the location of the playerstats.sqf Edit compiles.sqf referencing the location of the dayz_spaceinterrupt.sqf You're done. For further help/reference: Link to comment Share on other sites More sharing options...
0 XtremeMakak Posted January 10, 2014 Author Report Share Posted January 10, 2014 I have looked at it but i can't seem to make it go off if I click insert again... Link to comment Share on other sites More sharing options...
0 fr1nk Posted January 10, 2014 Report Share Posted January 10, 2014 I must be having a severe case of brain cramps today. Not sure what I'm missing but even after the overrides, base building actions are disabled. compiles.sqf: dayz_spaceInterrupt = compile preprocessFileLineNumbers "custom\dayz_spaceInterrupt.sqf"; dayz_spaceInterrupt.sqf: if (_dikCode == 210) then { _nill = execvm "custom\yourmonitorfilename.sqf"; }; if (_dikCode in actionKeys "User20" and (diag_tickTime - dayz_lastCheckBit > 5)) then { dayz_lastCheckBit = diag_tickTime; _nill = execvm "custom\yourmonitorfilename.sqf"; }; Link to comment Share on other sites More sharing options...
0 Ped Posted January 10, 2014 Report Share Posted January 10, 2014 Forgot there is also a need to change the location of your player_monitor.sqf in dayz_mission\init.sqf //Run the player monitor _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; Link to comment Share on other sites More sharing options...
0 fr1nk Posted January 11, 2014 Report Share Posted January 11, 2014 Forgot there is also a need to change the location of your player_monitor.sqf in dayz_mission\init.sqf //Run the player monitor _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; Not sure why that's needed? Unless there's a change necessary in player_monitor.fsm that nobody's mentioned. if (isServer) then { waitUntil{dayz_preloadFinished}; }; _id = [] execFSM "\z\addons\dayz_code\system\player_monitor.fsm"; _void = [] execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf"; Link to comment Share on other sites More sharing options...
0 XtremeMakak Posted January 11, 2014 Author Report Share Posted January 11, 2014 I must be having a severe case of brain cramps today. Not sure what I'm missing but even after the overrides, base building actions are disabled. This is the same problem that I have. Link to comment Share on other sites More sharing options...
0 Ped Posted January 12, 2014 Report Share Posted January 12, 2014 Sorry, I misunderstood the original question. The linked debug monitor obviously has an issue where the dayz_spaceInterrupt causes base building movement keys to not work. It seemed easier to me to simply put the debug code in the current debug monitor which is already a toggle and call it a day. Link to comment Share on other sites More sharing options...
0 Guest Posted June 30, 2014 Report Share Posted June 30, 2014 Sorry to be bumping this old topic, but what is the actual call for the playerstats.sqf? I cant seem to find it anywhere. The one from the Insert Key (->actions/playerstats.sqf) I found in other files such as fn_selfActions the call is mentioned at the top of the code. /*********************************************************** ADD ACTIONS FOR SELF - Function - [] call fnc_usec_selfActions; ************************************************************/ Link to comment Share on other sites More sharing options...
0 Guest Posted July 1, 2014 Report Share Posted July 1, 2014 Sorry to be bumping this old topic, but what is the actual call for the playerstats.sqf? I cant seem to find it anywhere. The one from the Insert Key (->actions/playerstats.sqf) I found in other files such as fn_selfActions the call is mentioned at the top of the code. /*********************************************************** ADD ACTIONS FOR SELF - Function - [] call fnc_usec_selfActions; ************************************************************/ bump. all help appreciated. Link to comment Share on other sites More sharing options...
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XtremeMakak
I found this debug monitor on the opendayz.net (by Matt l.) forum.
How can i make it work with dayz epoch, so that i don't screw up the building controls?
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