", 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 "";
};
};
Question
Logan
This is spamming my RPT logs every second.
This is the debug monitor sqf
And here's the call in the init
Anyone have any ideas what would be causing this?
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