This is spamming my RPT logs every second.
", dayz_playerName, (round r_player_blood),> 22:35:18 Error position: <dayz_playerName, (round r_player_blood),> 22:35:18 Error Undefined variable in expression: dayz_playername 22:35:18 File mpmissions\dayz_Epoch_11.Chernarus\debug_monitor.sqf, line 23 22:35:19 Wrong text element 'null' 22:35:19 Wrong text element 'null' 22:35:19 Error in expression <t in %8 Hours %10 Minutes</t><br/>
This is the debug monitor sqf
//Credit to Krixes for use of his code and also to AVendettaForYou for helping me figure some stuff out. //Modified by Matt L if (isNil "custom_monitor") then {custom_monitor = true;} else {custom_monitor = !custom_monitor;}; while {custom_monitor} do { _kills = player getVariable["zombieKills",0]; _killsB = player getVariable["banditKills",0]; _humanity = player getVariable["humanity",0]; hintSilent parseText format [" <t size='1'font='Bitstream'align='center'color='#FF9900'>Protectors of The Wasteland</t><br/> <t size='1'font='Bitstream'align='center'color='#0099FF'>%1</t><br/> <t size='1'font='Bitstream'align='center'></t><br/> <t size='1'font='Bitstream'align='left'color='#D9D940'>Blood:</t><t size='1'font='Bitstream'align='right'color='#E0EBEB'>%2</t><br/> <t size='1'font='Bitstream'align='left'color='#D9D940'>Humanity:</t><t size='1'font='Bitstream'align='right'color='#E0EBEB'>%3</t><br/> <t size='1'font='Bitstream'align='left'color='#D9D940'>Zombie Kills:</t><t size='1'font='Bitstream'align='right'color='#E0EBEB'>%4</t><br/> <t size='1'font='Bitstream'align='left'color='#D9D940'>Bandit Kills:</t><t size='1'font='Bitstream'align='right'color='#E0EBEB'>%9</t><br/> <t size='1'font='Bitstream'align='left'color='#D9D940'>Players Online:</t><t size='1'font='Bitstream'align='right'color='#E0EBEB'>%7</t><br/> <t size='1'font='Bitstream'align='left'color='#D9D940'>FPS:</t><t size='1'font='Bitstream'align='right'color='#E0EBEB'>%5</t><br/> <t size='0.9'font='Bitstream'align='center'color='#0099FF'>Restart in %8 Hours %10 Minutes</t><br/> ", dayz_playerName, (round r_player_blood), (round _humanity), (_kills), (round diag_FPS), (dayz_Survived), (count playableUnits), floor (4-(serverTime/60/60)), (_killsB), round (240-(serverTime/60)-floor (4-(serverTime/60/60))*60)]; //<t size='1'font='Bitstream'align='center'color='#0099FF'>Survived %6 Dayz</t><br/> sleep 1; }; private ["_toggleUseTime","_toggleLastUsedTime","_lastToggle","_toggleUseTime","_toggleOn","_toggleOff"]; _toggleUseTime = 2; // Amount of time it takes in second for the player to toggle custom debug _toggleLastUsedTime = 15; // Amount of time in seconds before player can toggle custom debug again _toggleTime = time - lastToggle; // Variable used for easy reference in determining the cooldown _toggleOn = s_player_toggle; _toggleOff = s_player_toggle; if (dayz_combat == 1) then { // Check if in combat cutText [format["You are in Combat and cannot toggle debug"], "PLAIN DOWN"]; //display text at bottom center of screen when in combat } else { player removeAction s_player_toggle; //remove the action from users scroll menu player playActionNow "Medic"; //play animation r_interrupt = false; // public interuppt variable _animState = animationState player; // get the animation state of the player r_doLoop = true; // while true sets whether to continue _started = false; // this starts as false as a check _finished = false; // this starts as false while {r_doLoop} do { _animState = animationState player; // keep checking to make sure player is in correct animation _isMedic = ["medic",_animState] call fnc_inString; // checking to make sure the animstate is the medic animation still if (_isMedic) then { _started = true; // this is a check to make sure everything is still ok }; if(!_isMedic && !r_interrupt && (time) < _toggleUseTime) then { player playActionNow "Medic"; //play animation _isMedic = true; }; if (_started && !_isMedic && (time) > _toggleUseTime) then { r_doLoop = false; // turns off the loop _finished = true; // set finished to true lastToggle = time; // the last toggle time }; if (r_interrupt) then { r_doLoop = false; // if interuppted turns loop off early so _finished is never true }; sleep 0.1; }; r_doLoop = false; // make sure loop is off if (_finished) then { // this is for handling if interrupted r_interrupt = false; player switchMove ""; player playActionNow "stop"; cutText [format["You have disabled your debug monitor!"], "PLAIN DOWN"]; //display text at bottom center of screen on interrupt hintSilent ""; }; };
And here's the call in the init
execVM "debug_monitor.sqf";
Anyone have any ideas what would be causing this?