Pro_Speedy Posted April 9, 2014 Report Share Posted April 9, 2014 Hello i have replaced the default epoch 'playerstats.sqf' with a modified Joker stat code. But now the debug won't fade away like the normal debug My 'dayz_spaceInterrup,sqf' private ["_dikCode","_handled","_primaryWeapon","_secondaryWeapon","_nearbyObjects","_nill","_shift","_ctrl","_alt","_dropPrimary","_dropSecondary","_iItem","_removed","_iPos","_radius","_item"]; _dikCode = _this select 1; _handled = false; if (_dikCode in[0x02,0x03,0x04,0x58,0x57,0x44,0x43,0x42,0x41,0x40,0x3F,0x3E,0x3D,0x3C,0x3B,0x0B,0x0A,0x09,0x08,0x07,0x06,0x05]) then { _handled = true; }; if ((_dikCode == 0x3E or _dikCode == 0x0F or _dikCode == 0xD3)) then { if(diag_tickTime - dayz_lastCheckBit > 10) then { dayz_lastCheckBit = diag_tickTime; call dayz_forceSave; }; call dayz_EjectPlayer; }; // esc if (_dikCode == 0x01) then { DZE_cancelBuilding = true; call dayz_EjectPlayer; }; // surrender if (_dikCode in actionKeys "Surrender") then { _vehicle = vehicle player; _inVehicle = (_vehicle != player); _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1; _canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder and !_inVehicle); if (_canDo and !DZE_Surrender and !(player isKindOf "PZombie_VB")) then { DZE_Surrender = true; _dropPrimary = false; _dropSecondary = false; _primaryWeapon = primaryWeapon player; if (_primaryWeapon != "") then {_dropPrimary = true;}; _secondaryWeapon = ""; { if ((getNumber (configFile >> "CfgWeapons" >> _x >> "Type")) == 2) exitWith { _secondaryWeapon = _x; }; } forEach (weapons player); if (_secondaryWeapon != "") then {_dropSecondary = true;}; if (_dropPrimary or _dropSecondary) then { player playActionNow "PutDown"; _iPos = getPosATL player; _radius = 1; _item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"]; _item setposATL _iPos; if (_dropPrimary) then { _iItem = _primaryWeapon; _removed = ([player,_iItem,1] call BIS_fnc_invRemove); if (_removed == 1) then { _item addWeaponCargoGlobal [_iItem,1]; }; }; if (_dropSecondary) then { _iItem = _secondaryWeapon; _removed = ([player,_iItem,1] call BIS_fnc_invRemove); if (_removed == 1) then { _item addWeaponCargoGlobal [_iItem,1]; }; }; player reveal _item; }; // set publicvariable that allows other player to access gear player setVariable ["DZE_Surrendered", true, true]; // surrender animation player playMove "AmovPercMstpSsurWnonDnon"; }; _handled = true; }; if (_dikCode in actionKeys "MoveForward") exitWith {r_interrupt = true; if (DZE_Surrender) then {call dze_surrender_off};}; if (_dikCode in actionKeys "MoveLeft") exitWith {r_interrupt = true; if (DZE_Surrender) then {call dze_surrender_off};}; if (_dikCode in actionKeys "MoveRight") exitWith {r_interrupt = true; if (DZE_Surrender) then {call dze_surrender_off};}; if (_dikCode in actionKeys "MoveBack") exitWith {r_interrupt = true; if (DZE_Surrender) then {call dze_surrender_off};}; //Prevent exploit of drag body if ((_dikCode in actionKeys "Prone") and r_drag_sqf) exitWith { force_dropBody = true; }; if ((_dikCode in actionKeys "Crouch") and r_drag_sqf) exitWith { force_dropBody = true; }; _shift = _this select 2; _ctrl = _this select 3; _alt = _this select 4; //diag_log format["Keypress: %1", _this]; if ((_dikCode in actionKeys "Gear") and (vehicle player != player) and !_shift and !_ctrl and !_alt && !dialog) then { createGearDialog [player, "RscDisplayGear"]; _handled = true; }; if (_dikCode in (actionKeys "GetOver")) then { if (player isKindOf "PZombie_VB") then { _handled = true; DZE_PZATTACK = true; } else { _nearbyObjects = nearestObjects[getPosATL player, dayz_disallowedVault, 8]; if (count _nearbyObjects > 0) then { if((diag_tickTime - dayz_lastCheckBit > 4)) then { [objNull, player, rSwitchMove,"GetOver"] call RE; player playActionNow "GetOver"; dayz_lastCheckBit = diag_tickTime; } else { _handled = true; }; }; }; }; //if (_dikCode == 57) then {_handled = true}; // space //if (_dikCode in actionKeys 'MoveForward' or _dikCode in actionKeys 'MoveBack') then {r_interrupt = true}; if (_dikCode == 210) then { _nill = execvm "Custom\debug\playerstats.sqf"; }; if (_dikCode in actionKeys "ForceCommandingMode") then {_handled = true}; if (_dikCode in actionKeys "PushToTalk" and (diag_tickTime - dayz_lastCheckBit > 10)) then { dayz_lastCheckBit = diag_tickTime; [player,50,true,(getPosATL player)] spawn player_alertZombies; }; if (_dikCode in actionKeys "VoiceOverNet" and (diag_tickTime - dayz_lastCheckBit > 10)) then { dayz_lastCheckBit = diag_tickTime; [player,50,true,(getPosATL player)] spawn player_alertZombies; }; if (_dikCode in actionKeys "PushToTalkDirect" and (diag_tickTime - dayz_lastCheckBit > 10)) then { dayz_lastCheckBit = diag_tickTime; [player,15,false,(getPosATL player)] spawn player_alertZombies; }; if (_dikCode in actionKeys "Chat" and (diag_tickTime - dayz_lastCheckBit > 10)) then { dayz_lastCheckBit = diag_tickTime; [player,15,false,(getPosATL player)] spawn player_alertZombies; }; if (_dikCode in actionKeys "User20" and (diag_tickTime - dayz_lastCheckBit > 5)) then { dayz_lastCheckBit = diag_tickTime; _nill = execvm "Custom\debug\playerstats.sqf"; }; // numpad 8 0x48 now pgup 0xC9 1 if ((_dikCode == 0xC9 and (!_alt or !_ctrl)) or (_dikCode in actionKeys "User15")) then { DZE_Q = true; }; // numpad 2 0x50 now pgdn 0xD1 if ((_dikCode == 0xD1 and (!_alt or !_ctrl)) or (_dikCode in actionKeys "User16")) then { DZE_Z = true; }; // numpad 8 0x48 now pgup 0xC9 0.1 if ((_dikCode == 0xC9 and (_alt and !_ctrl)) or (_dikCode in actionKeys "User13")) then { DZE_Q_alt = true; }; // numpad 2 0x50 now pgdn 0xD1 if ((_dikCode == 0xD1 and (_alt and !_ctrl)) or (_dikCode in actionKeys "User14")) then { DZE_Z_alt = true; }; // numpad 8 0x48 now pgup 0xC9 0.01 if ((_dikCode == 0xC9 and (!_alt and _ctrl)) or (_dikCode in actionKeys "User7")) then { DZE_Q_ctrl = true; }; // numpad 2 0x50 now pgdn 0xD1 if ((_dikCode == 0xD1 and (!_alt and _ctrl)) or (_dikCode in actionKeys "User8")) then { DZE_Z_ctrl = true; }; // numpad 4 0x4B now Q 0x10 if (_dikCode == 0x10 or (_dikCode in actionKeys "User17")) then { DZE_4 = true; }; // numpad 6 0x4D now E 0x12 if (_dikCode == 0x12 or (_dikCode in actionKeys "User18")) then { DZE_6 = true; }; // numpad 5 0x4C now space 0x39 if (_dikCode == 0x39 or (_dikCode in actionKeys "User19")) then { DZE_5 = true; }; _handled Also 'playerstats.sqf' fnc_debug = { j0k3r5_stats = true; while {j0k3r5_stats} do { _logo = "Custom\debug\stats_logo.paa"; _pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture')); _nearestCity = nearestLocations [getPos player, ["NameCityCapital","NameCity","NameVillage","NameLocal"],750]; _textCity = "Wilderness"; if (count _nearestCity > 0) then {_textCity = text (_nearestCity select 0)}; 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 [ " <br/> <t size='1' font='Bitstream'align='center'>EliTe Epoch</t><br/> <t size='1' font='Bitstream'align='left'>TS: frvoice.hfbservers.com:9994 </t> <br/> <br/> <t size='1.2' font='Bitstream'align='left'>Location:</t><t size='1.2' font='Bitstream'align='right'color='#286BDE'>%11</t><br/> <t size='1.2' font='Bitstream'align='left'>Blood:</t><t size='1.2' font='Bitstream'align='right'color='#286BDE'>%1</t><br/> <t size='1.2' font='Bitstream'align='left'>Humanity:</t><t size='1.2' font='Bitstream'align='right'color='#286BDE'>%2</t><br/> <t size='1.2' font='Bitstream'align='left'>Headshots:</t><t size='1.2' font='Bitstream'align='right'color='#286BDE'>%6</t><br/> <t size='1.2' font='Bitstream'align='left'>Heroes Killed:</t><t size='1.2' font='Bitstream'align='right'color='#286BDE'>%3</t><br/> <t size='1.2' font='Bitstream'align='left'>Bandits Killed:</t><t size='1.2' font='Bitstream'align='right'color='#286BDE'>%4</t><br/> <t size='1.2' font='Bitstream'align='left'>Zombies Killed:</t><t size='1.2' font='Bitstream'align='right'color='#286BDE'>%5</t><br/> <t size='1.2' font='Bitstream'align='left'>Zeds (alive/total): </t><t size='1.2' font='Bitstream'align='right'color='#286BDE'>%13/%12</t><br/> <t size='1.2' font='Bitstream'align='left'>FPS: </t><t size='1.2' font='Bitstream'align='right'color='#286BDE'>%14</t><br/> <t size='01.2' font='Bitstream'align='left'>Survived:</t><t size='1.2' font='Bitstream'align='right'color='#286BDE'>%7 Dayz</t> <br/> <br/> <t size='1' font='Bitstream'align='left'color='#FFFF00'>Restart in %8 minutes!</t> <br/> <img size='5' image='%9'/> <br/> <t size='1' font='Bitstream' align='center'></t> <br/> ", r_player_blood, //1 round _humanity, //2 _killsH, //3 _killsB, //4 _kills, //5 _headShots, //6 (dayz_Survived), //7 (238-(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 round diag_FPS //14 ]; sleep 5; }; }; [] spawn fnc_debug; /* player createDiarySubject ["MyDiary","My Diary"]; player createDiaryRecord ["MyDiary",["Stats", "Zombies Killed: <execute expression=player getVariable['zombieKills', 0]'</execute>]]; player createDiaryRecord ["MyDiary",["Stats", "Headshots: <execute expression=player getVariable['headShots', 0]'</execute>]]; player createDiaryRecord ["MyDiary",["Stats", "Murders: <execute expression=player getVariable['humanKills', 0]'</execute>]]; player createDiaryRecord ["MyDiary",["Stats", "Bandits Killed: <execute expression=player getVariable['banditKills', 0]'</execute>]]; player createDiaryRecord ["MyDiary",["Stats", "Humanity: <execute expression=player getVariable['humanity', 0]'</execute>]]; */ Thanks in advance Link to comment Share on other sites More sharing options...
0 Pro_Speedy Posted April 9, 2014 Author Report Share Posted April 9, 2014 The debug appears but stays there. Is it possible for it to fade away or have it toggle able without breaking other epoch functions like building ect? Link to comment Share on other sites More sharing options...
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Pro_Speedy
Hello i have replaced the default epoch 'playerstats.sqf' with a modified Joker stat code.
But now the debug won't fade away like the normal debug
My 'dayz_spaceInterrup,sqf'
Also 'playerstats.sqf'
Thanks in advance
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