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Custom debug monitor


Kisha

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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?

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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"
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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

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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
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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

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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...

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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...

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@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

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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.... ;)

post-9257-0-35458300-1388080394_thumb.jp

 

 

@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.

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  • 3 weeks later...

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

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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;
};
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 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:

 dayz_monitor.png

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

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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";

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This is one I made back in the days when I could be bothered with late nights and scripting :P

 

30rp5qx.jpg

 

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

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