seb Posted November 25, 2013 Report Share Posted November 25, 2013 Posted Yesterday, 02:18 PM I don't know what you did to my script but you put at least 3 errors in the file so the game cannot load it this way..?? :P The one I am using now looks like this, but it includes a misson indicator so if you don't run the epoch mission remove the line with "customMission ": this is the default code currently working for the infiSTAR debug under /dayz_server/init/AH.sqf hintSilent parseText format ["" <t size='1' font='Bitstream' align='Center' >[%1]</t><br/> <img size='4.75' image='%4'/><br/> <t size='1' font='Bitstream' align='left' color='#CC0000'>Blood: </t><t size='1' font='Bitstream' align='right'>%2</t><br/> <t size='1' font='Bitstream' align='left' color='#0066CC'>Humanity: </t><t size='1' font='Bitstream' align='right'>%3</t><br/> <br/> <t size='1' font='Bitstream' align='left' color='#FFBF00'>Zombie Kills: </t><t size='1' font='Bitstream' align='right'>%9</t><br/> <t size='1' font='Bitstream' align='left' color='#FFBF00'>Murders: </t><t size='1' font='Bitstream' align='right'>%10</t><br/> <t size='1' font='Bitstream' align='left' color='#FFBF00'>Bandits Killed: </t><t size='1' font='Bitstream' align='right'>%11</t><br/> <br/> <t size='1' font='Bitstream' align='left' color='#FFBF00'>UPTIME: </t><t size='1' font='Bitstream' align='right'>%5h %6min</t><br/> <t size='1' font='Bitstream' align='left' color='#FFBF00'>FPS: </t><t size='1' font='Bitstream' align='right'>%8</t><br/> <t size='1' font='Bitstream' align='Center' color='#CC0000'>%7</t> "", _txt, (r_player_blood), round (player getVariable['humanity', 0]), _pic, _hours, _minutes2, _BottomDebug, (round diag_fps), (player getVariable['zombieKills', 0]), (player getVariable['humanKills', 0]), (player getVariable['banditKills', 0]) ]; has this just after it sleep 1; }; }; [] spawn fnc_debugX0; }; }; replaced it with hintSilent parseText format [" <t size='1.4' font='Bitstream' align='center' color='#DDDDDD'>zR DayZ Epoch</t><br/> <t size='1.15' font='Bitstream' align='center' color='#DDDDDD'>%9 Players Online</t><br/><br/> <t size='1.20' font='Bitstream' color='#5882FA'>Survived %10 Days</t><br/><br/> <t size='1.15' font='Bitstream' align='left'>Zombies Killed: </t><t size='1.15' font='Bitstream' align='right'>%2</t><br/> <t size='1.15' font='Bitstream' align='left'>Headshots: </t><t size='1.15' font='Bitstream' align='right'>%3</t><br/> <t size='1.15' font='Bitstream' align='left'>Murders: </t><t size='1.15' font='Bitstream' align='right'>%4</t><br/> <t size='1.15' font='Bitstream' align='left'>Bandits Killed: </t><t size='1.15' font='Bitstream' align='right'>%7</t><br/><br/> <t size='1.15' font='Bitstream' align='left'>Humanity: </t><t size='1.15' font='Bitstream' align='right'>%5</t><br/> <t size='1.15' font='Bitstream' align='left' color='#C70000'>Blood: </t><t size='1.15' font='Bitstream' align='right' color='#C70000'>%8</t><br/> <t size='1' font='Bitstream' align='center' color='#16DB57'>Restart in %10 minutes</t><br/><br/> <t size='1' font='Bitstream' align='center' color='#DDDDDD'>www.zrclan.com</t><br/> <t size='1' font='Bitstream' align='center' color='#DDDDDD'>ts3.zrclan.com</t><br/>", (name player), (player getVariable['zombieKills', 0]), (player getVariable['headShots', 0]), (player getVariable['humanKills', 0]), (player getVariable['banditKills', 0]), (player getVariable['humanity', 0]), (dayz_Survived), (r_player_blood), (count playableUnits), (120-(round(serverTime/60))) ]; I get black screen, after waiting for authentication on my test server and will not start to load the DB Hmm sorry for the noobness, but i cant seem to get this to work what so ever, Can i give you my AH.sqf file and maybe have a look? Is there something else im missing? in another file perhaps? Link to comment Share on other sites More sharing options...
Axe Cop Posted November 25, 2013 Report Share Posted November 25, 2013 If you want i can take a look, but I don't use infistar and just replaced the default epoch debug monitor, can't you do that or isn't the default one working with your AH? :/ Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted November 26, 2013 Report Share Posted November 26, 2013 Here you can use mine...Search for grof.gr in it, and change to your liking. Add this to your root MPMissions folder (where init.sqf is) and name it custom_monitor.sqf Then in your init.sqf at the bottom put : [] execVM "custom_monitor.sqf"; fnc_debug = { private ["_kills","_killsH","_killsB","_humanity","_headShots","_vehname","_crew","_crew2","_crew3","_crew4","_crew5","_crew6","_crew7","_crew8","_crew9"]; debugMonitor = true; while {debugMonitor} do { _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]; hintSilent parseText format [" <t size='1' font='Bitstream' align='center' color='#FFCC00'>Survived %1 Days</t><br/><br/> <t size='1' font='Bitstream' align='left' color='#EEC900'>Blood Left:</t><t size='1' font='Bitstream' align='right' color='#EE0000'>%2</t><br/> <t size='1' font='Bitstream' align='left' color='#EEC900'>Humanity:</t><t size='1'font='Bitstream' align='right' color='#EEC900'>%3</t><br/> <t size='1' font='Bitstream' align='left' color='#EEC900'>Murders:</t><t size='1'font='Bitstream' align='right' color='#EEC900'>%4</t><br/> <t size='1' font='Bitstream' align='left' color='#EEC900'>Bandits Killed:</t><t size='1'font='Bitstream' align='right' color='#EEC900'>%5</t><br/> <t size='1' font='Bitstream' align='left' color='#EEC900'>Zombies Killed:</t><t size='1'font='Bitstream' align='right' color='#EEC900'>%6</t><br/> <t size='1' font='Bitstream' align='left' color='#EEC900'>Headshots:</t><t size='1'font='Bitstream' align='right' color='#EEC900'>%7</t><br/> <t size='1' font='Bitstream' align='left' color='#EEC900'>Fps:</t><t size='1'font='Bitstream' align='right' color='#FFFFFF'>%8</t><br/> <t size='1' font='Bitstream' align='center' color='#0080C0'>www.grof.gr</t><br/>", dayz_skilllevel, r_player_blood, round _humanity, _killsH, _killsB, _kills, _headShots, round diag_FPS ]; sleep 1; }; }; [] spawn fnc_debug; I tried this method and I hit the Insert key in-game and I still get the default debug monitor. I have this in my init: if (!isDedicated) then { [] execVM "custom\debug_monitor\debug_monitor.sqf"; //Conduct map operations 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); _nil = [] execVM "custom\remote_messages\remote_messages.sqf"; //Custom Loadouts [] execVM "custom\loadout\loadout.sqf"; [] execVM "custom\pvpzone\pvpgm.sqf"; [] execVM "custom\pvpzone\pvpnwaf.sqf"; [] execVM "custom\pvpzone\pvpbf.sqf"; [] execVM "custom\markers\custommarkers.sqf"; //Run the player monitor _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; _void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf"; [] execVM "custom\safezone\safezone.sqf"; execVM "custom\service_point\service_point.sqf"; //Lights [0,0,true,true,false,58,280,600,[0.698, 0.556, 0.419],"Generator_DZ",0.1] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; }; [] execVM "custom\mission\faction.sqf"; #include "\z\addons\dayz_code\system\REsec.sqf" Link to comment Share on other sites More sharing options...
seb Posted November 30, 2013 Report Share Posted November 30, 2013 got it to work axe :) when i was trying to pack the pbo it wouldn't pack all the files so it wouldn't load the server... so i changed pbo programs It works fine now, but 1 problem with players online is only showing, correct players online for admins ( using infistar antihack ) all normal players see is 1 player online no matter what Link to comment Share on other sites More sharing options...
Axe Cop Posted November 30, 2013 Report Share Posted November 30, 2013 got it to work axe :) when i was trying to pack the pbo it wouldn't pack all the files so it wouldn't load the server... so i changed pbo programs It works fine now, but 1 problem with players online is only showing, correct players online for admins ( using infistar antihack ) all normal players see is 1 player online no matter what Yeah some antihacks are blocking the pkayer list, i dont know if there is an easy way around.. You could let the server send the player count to all players, that would work i guess Link to comment Share on other sites More sharing options...
chisel Posted December 7, 2013 Report Share Posted December 7, 2013 Well that's simple, everything you change in dayz_code.pbo or whatever has to be put in your DayZ_Epoch_11.Chernarus.pbo (or whatever it is called). That is the only way all players receive the changes you have made. The only exception is the dayz_server.pbo of course because that will only run on the server. So it will do nothing if you change the compiles.sqf or any other file in the dayz_code.pbo, you have to change the copy in your mission.pbo! :) That said you need to change the following to costomize the debug monitor: 1. copy the file "@DayZ_Epoch\addons\dayz_code\actions\playerstats.sqf" to your mission folder (I put it in the custom folder for this example) 2. in compiles.sqf change "\z\addons\dayz_code\actions\playerstats.sqf" to "custom\playerstats.sqf", there are 2 places where you have to to that, you use replace or find it with your editor 3. change the "custom\playerstats.sqf" file to your liking That's it, repack your mission.pbo if you want. :) Axe, can you confirm this still works for you in 1.0.3? I'm not seeing the playerstats.sqf pointed to in the compiles.sqf for 1.0.3 Link to comment Share on other sites More sharing options...
MGT Posted December 7, 2013 Report Share Posted December 7, 2013 Its not, there's a new location, I have this working, not at my comp ATM, jump on one of my servers and grab the mission file and look in the fixes folder Link to comment Share on other sites More sharing options...
Axe Cop Posted December 7, 2013 Report Share Posted December 7, 2013 yeah it changed a little, the playerstats.sqf is still the same but it is not referenced from the compils.sqf anymore but the dayz_spaceInterrupt.sqf, so you have to add that file to your mission and change it in thge compiles, that's all. MGT 1 Link to comment Share on other sites More sharing options...
chisel Posted December 7, 2013 Report Share Posted December 7, 2013 Thanks MGT and Axe. Found the file. Edited dayz_spaceinterrupt.sqf to point to my custom playerstats.sqf then edited my compiles to point to the new dayz_spaceinterrupt.sqf and all is good in the epoch world again. Link to comment Share on other sites More sharing options...
calamity Posted December 14, 2013 Report Share Posted December 14, 2013 yeah it changed a little, the playerstats.sqf is still the same but it is not referenced from the compils.sqf anymore but the dayz_spaceInterrupt.sqf, so you have to add that file to your mission and change it in thge compiles, that's all. cannot find script custom\dayz_spaceInterrupt.sqf in mission.pbo I have folder custom and in that folder I have dayz_spaceInterrupt.sqf and playerstats.sqf.... in compiles I have dayz_spaceInterrupt = compile preprocessFileLineNumbers "\custom\dayz_spaceInterrupt.sqf"; in dayz_spaceinterrupt.sqf I have in both places _nill = execvm "\custom\playerstats.sqf"; _nill = execvm "\custom\playerstats.sqf"; I dont see the problem... Link to comment Share on other sites More sharing options...
calamity Posted December 14, 2013 Report Share Posted December 14, 2013 cannot find script custom\dayz_spaceInterrupt.sqf in mission.pbo I have folder custom and in that folder I have dayz_spaceInterrupt.sqf and playerstats.sqf.... in compiles I have dayz_spaceInterrupt = compile preprocessFileLineNumbers "\custom\dayz_spaceInterrupt.sqf"; in dayz_spaceinterrupt.sqf I have in both places _nill = execvm "\custom\playerstats.sqf"; _nill = execvm "\custom\playerstats.sqf"; I dont see the problem... oh wait maybe its the \custom\playerstats.sqf needs to be "custom\playerstats.sqf"; Yup that was the problem :) thankz for the update... Link to comment Share on other sites More sharing options...
Axe Cop Posted December 14, 2013 Report Share Posted December 14, 2013 I see it, change it to :D dayz_spaceInterrupt = compile preprocessFileLineNumbers "custom\dayz_spaceInterrupt.sqf"; there was an "\" in front of "custom", that does not work :) change that also on the other 2 paths and it shoudl work. :) Link to comment Share on other sites More sharing options...
WEB11 Posted December 20, 2013 Report Share Posted December 20, 2013 Is there a way to add the total AI kills to the monitor? if so how? Thanks Link to comment Share on other sites More sharing options...
Axe Cop Posted December 20, 2013 Report Share Posted December 20, 2013 Is there a way to add the total AI kills to the monitor? if so how? Thanks No, as they are not saved anywhere, you have to save them yourself if you want a feature like that.. most thinsg are possible if you knwo how to do to it with DayZ :D Link to comment Share on other sites More sharing options...
Aristoi Posted December 26, 2013 Report Share Posted December 26, 2013 @Axe Cop: Is there a way to position the debug monitor higher? Our blocks the sight and sound indicators a bit. Link to comment Share on other sites More sharing options...
Axe Cop Posted December 26, 2013 Report Share Posted December 26, 2013 @Axe Cop: Is there a way to position the debug monitor higher? Our blocks the sight and sound indicators a bit. lol how long is your debug monitor? I don't think you can change the position, since it is just in the "hint" view and that is always in the upper right corner i am afraid :D Link to comment Share on other sites More sharing options...
Torndeco Posted December 26, 2013 Report Share Posted December 26, 2013 @Aristoi U can always remove the eye & ear icons if u want to. Most players dont notice for a couple of days Link to comment Share on other sites More sharing options...
Aristoi Posted December 26, 2013 Report Share Posted December 26, 2013 Thanks for the replies. lol how long is your debug monitor? I don't think you can change the position, since it is just in the "hint" view and that is always in the upper right corner i am afraid :D I didn't think it was excessively big.... ;) @Aristoi U can always remove the eye & ear icons if u want to. Most players dont notice for a couple of days I'm sure that true but that seems a bit too extreme. Link to comment Share on other sites More sharing options...
WEB11 Posted January 15, 2014 Report Share Posted January 15, 2014 Nevermind it works. Link to comment Share on other sites More sharing options...
Psygomin Posted January 15, 2014 Report Share Posted January 15, 2014 I want to take out the time till restart line and replace it with text. ive tried to just remove the 2 lines that the timer is involved with and it just keeps the monitor from working. waitUntil {alive player}; while {true} do { _kills = player getVariable["zombieKills",0]; _killsH = player getVariable["humanKills",0]; _killsB = player getVariable["banditKills",0]; _humanity = player getVariable["humanity",0]; hintSilent parseText format [" <t size='1.25' font='Bitstream'align='center' color='#D60000'>PsyDayZ Epoch</t><br/> <t size='1.15' font='Bitstream'align='center' color='#D60000'>Restart Every 3 Hrs</t><br/> <t size='1.15' font='Bitstream'align='center' color='#5882FA'>Survived %2 Days</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Players Online: </t><t size='0.95 'font='Bitstream' align='right'>%3</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Murders: </t><t size='0.95' font='Bitstream' align='right'>%4</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Bandits Killed: </t><t size='0.95' font='Bitstream' align='right'>%5</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Zombies Killed: </t><t size='0.95' font='Bitstream' align='right'>%6</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Humanity: </t><t size='0.95' font='Bitstream' align='right'>%7</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Blood: </t><t size='0.95' font='Bitstream' align='right'>%8</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>FPS: </t><t size='0.95' font='Bitstream' align='right'>%9</t><br/> <t size='1.15' font='Bitstream'align='center' color='#5882FA'>Restart in %10 Minutes</t><br/>", <--- tried removing this line and moved the comma up dayz_playerName,(dayz_Survived),(count playableUnits),_killsH,_killsB,_kills,round _humanity,r_player_blood,(round diag_fps),(round(180-(serverTime) / 60)) <--- tried removing this part including the comma after _fps), ]; sleep 1; }; id also like to take the space that the timer is in and add text "Restarts 12am,6am,12pm,6pm CST" and reason for removing the timer is its based off of then the server starts not when bec starts so its off always Link to comment Share on other sites More sharing options...
Psygomin Posted January 17, 2014 Report Share Posted January 17, 2014 i figured it out buy trial and error and mixing a few monitors together waitUntil {alive player}; while {true} do { hintSilent parseText format [" <t size='1.25' font='Bitstream'align='center' color='#D60000'>PsyDayZ Epoch</t><br/> <t size='1.15' font='Bitstream'align='center' color='#D60000'>Restart 6 12 AM/PM CST</t><br/> <t size='1.15' font='Bitstream'align='center' color='#5882FA'>Survived %2 Days</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Players Online: </t><t size='0.95 'font='Bitstream' align='right'>%3</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Murders: </t><t size='0.95' font='Bitstream' align='right'>%4</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Bandits Killed: </t><t size='0.95' font='Bitstream' align='right'>%5</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Zombies Killed: </t><t size='0.95' font='Bitstream' align='right'>%6</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Humanity: </t><t size='0.95' font='Bitstream' align='right'>%7</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Blood: </t><t size='0.95' font='Bitstream' align='right'>%8</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>FPS: </t><t size='0.95' font='Bitstream' align='right'>%9</t><br/> <t size='1.15' font='Bitstream' color='#5882FA'>TS3 psydayzepoch.enjinvoice.com</t><br/>", dayz_playerName, (dayz_Survived), (count playableUnits), (player getVariable['humanKills', 0]), (player getVariable['banditKills', 0]), (player getVariable['zombieKills', 0]), (player getVariable['humanity', 0]), r_player_blood, (round diag_fps) ]; sleep 1; }; Link to comment Share on other sites More sharing options...
BadKarma Posted January 20, 2014 Report Share Posted January 20, 2014 Ok, I am trying to use Axe Cop's script for a custom monitor, followed the directions to the T, but I can only get the default monitor to show up. Well that's simple, everything you change in dayz_code.pbo or whatever has to be put in your DayZ_Epoch_11.Chernarus.pbo (or whatever it is called). That is the only way all players receive the changes you have made. The only exception is the dayz_server.pbo of course because that will only run on the server. So it will do nothing if you change the compiles.sqf or any other file in the dayz_code.pbo, you have to change the copy in your mission.pbo! :) That said you need to change the following to costomize the debug monitor: 1. copy the file "@DayZ_Epoch\addons\dayz_code\actions\playerstats.sqf" to your mission folder (I put it in the custom folder for this example) 2. in compiles.sqf change "\z\addons\dayz_code\actions\playerstats.sqf" to "custom\playerstats.sqf", there are 2 places where you have to to that, you use replace or find it with your editor 3. change the "custom\playerstats.sqf" file to your liking That's it, repack your mission.pbo if you want. :) Just as a reference what you could change I'll post my changed playerstats.sqf here: //Let Zeds know [player,4,true,(getPosATL player)] spawn player_alertZombies; //display gui (temp hint) hintSilent parseText format [" <t size='1.4' font='Bitstream' align='center' color='#DDDDDD'>BRS DayZ Epoch</t><br/> <t size='1.15' font='Bitstream' align='center' color='#DDDDDD'>%9 Players Online</t><br/><br/> <t size='1.25' font='Bitstream' color='#5882FA'>%1</t><br/><br/> <t size='1.20' font='Bitstream' color='#5882FA'>Survived %7 Days</t><br/><br/> <t size='1.15' font='Bitstream' align='left'>Zombies Killed: </t><t size='1.15' font='Bitstream' align='right'>%2</t><br/> <t size='1.15' font='Bitstream' align='left'>Headshots: </t><t size='1.15' font='Bitstream' align='right'>%3</t><br/> <t size='1.15' font='Bitstream' align='left'>Murders: </t><t size='1.15' font='Bitstream' align='right'>%4</t><br/> <t size='1.15' font='Bitstream' align='left'>Bandits Killed: </t><t size='1.15' font='Bitstream' align='right'>%5</t><br/><br/> <t size='1.15' font='Bitstream' align='left'>Humanity: </t><t size='1.15' font='Bitstream' align='right'>%6</t><br/> <t size='1.15' font='Bitstream' align='left' color='#C70000'>Blood: </t><t size='1.15' font='Bitstream' align='right' color='#C70000'>%8</t><br/><br/> <t size='1' font='Bitstream' align='center' color='#16DB57'>Restart in %10 minutes</t><br/><br/> <t size='1' font='Bitstream' align='center' color='#DDDDDD'>brsquad.enjin.com</t><br/> <t size='1' font='Bitstream' align='center' color='#DDDDDD'>TS 46.20.46.243:14713</t><br/>", (name player), (player getVariable['zombieKills', 0]), (player getVariable['headShots', 0]), (player getVariable['humanKills', 0]), (player getVariable['banditKills', 0]), (player getVariable['humanity', 0]), (dayz_Survived), (r_player_blood), (count playableUnits), (120-(round(serverTime/60))) ]; It will look like this: Here is my compiles.sqf located inside the mission.pbo if (!isDedicated) then { player_build = compile preprocessFileLineNumbers "custom\snap_build\player_build.sqf"; player_buildControls = compile preprocessFileLineNumbers "custom\snap_build\player_buildControls.sqf"; snap_object = compile preprocessFileLineNumbers "custom\snap_build\snap_object.sqf"; dayz_spaceInterrupt = compile preprocessFileLineNumbers "custom\dayz_spaceInterrupt.sqf"; }; Here is the dayz_spaceInterrupt.sqf located inside custom folder in mission.pbo 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\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\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 And here is plasyerstats.sqf located inside the custom folder //Let Zeds know [player,4,true,(getPosATL player)] spawn player_alertZombies; //display gui (temp hint) hintSilent parseText format [" <t size='1.4' font='Bitstream' align='center' color='#DDDDDD'>VDS DayZ Epoch</t><br/> <t size='1.15' font='Bitstream' align='center' color='#DDDDDD'>%9 Players Online</t><br/><br/> <t size='1.25' font='Bitstream' color='#5882FA'>%1</t><br/><br/> <t size='1.20' font='Bitstream' color='#5882FA'>Survived %7 Days</t><br/><br/> <t size='1.15' font='Bitstream' align='left'>Zombies Killed: </t><t size='1.15' font='Bitstream' align='right'>%2</t><br/> <t size='1.15' font='Bitstream' align='left'>Headshots: </t><t size='1.15' font='Bitstream' align='right'>%3</t><br/> <t size='1.15' font='Bitstream' align='left'>Murders: </t><t size='1.15' font='Bitstream' align='right'>%4</t><br/> <t size='1.15' font='Bitstream' align='left'>Bandits Killed: </t><t size='1.15' font='Bitstream' align='right'>%5</t><br/><br/> <t size='1.15' font='Bitstream' align='left'>Humanity: </t><t size='1.15' font='Bitstream' align='right'>%6</t><br/> <t size='1.15' font='Bitstream' align='left' color='#C70000'>Blood: </t><t size='1.15' font='Bitstream' align='right' color='#C70000'>%8</t><br/><br/> <t size='1' font='Bitstream' align='center' color='#16DB57'>Restart in %10 minutes</t><br/><br/> <t size='1' font='Bitstream' align='center' color='#DDDDDD'></t><br/> <t size='1' font='Bitstream' align='center' color='#DDDDDD'></t><br/>", (name player), (player getVariable['zombieKills', 0]), (player getVariable['headShots', 0]), (player getVariable['humanKills', 0]), (player getVariable['banditKills', 0]), (player getVariable['humanity', 0]), (dayz_Survived), (r_player_blood), (count playableUnits), (240-(round(serverTime/60))) ]; I appreciate ANY assistance with this. :D Link to comment Share on other sites More sharing options...
Axe Cop Posted January 20, 2014 Report Share Posted January 20, 2014 did you change the path to your custom compiles.sqf in the init.sqf? most servers already have a custom compiles.sqf so its already in there.. :D Link to comment Share on other sites More sharing options...
BadKarma Posted January 20, 2014 Report Share Posted January 20, 2014 Problem Solved, Thanks! EDIT: Sorry to answer your question no I did not edit the init.sqf yet. When I first started with the server there was no compiles.sqf file anywhere to be found. Ok, So I may have goofed up when installing different scripts.... I have 2 compiles.sqf files.... lmao This is what my init.sqf looks like call compile preprocessFileLineNumbers "Scripts\compiles.sqf"; //Compile regular functions call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf"; Should I just combine the two? I'm sorry, I'm pretty new to hosting and still learning >< EDIT: Would adding the following code the my init solve the problem: call compile preprocessFileLineNumbers "compiles.sqf"; Link to comment Share on other sites More sharing options...
Mates31cz Posted January 21, 2014 Report Share Posted January 21, 2014 This is one I made back in the days when I could be bothered with late nights and scripting :P https://github.com/nomadichayward/dayz_dual_debug_monitor The key feature with mine is/was the ability to give admins a more advanced debug than regular users. Unfortunately I've discontinued development and don't answer technical issues unless I'm getting paid (I was getting dozens of questions a day, mostly relating to requests for help that I'd already clearly explained in the readme). It's easy to set up, just follow the instructions :) I would like to ask how can I replace "j0k3r5 statbar" this "dual debug monitor"? according to the instructions on the page I was unable to install it because I found the following information: in any compiles.sqf if (_dikCode in actionKeys "User20" and (diag_tickTime - dayz_lastCheckBit > 5)) then { dayz_lastCheckBit = diag_tickTime; _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf"; }; and this if (dikCode == 210) then { _nill = execvm "\z\addons\dayzcode\actions\playerstats.sqf"; }; or anything like that. If you can write some tutorial PS: i have server hosted on SurvivalServer.com Link to comment Share on other sites More sharing options...
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