Mates31cz Posted January 22, 2014 Report Share Posted January 22, 2014 Please help me with it somewhere. I can not find Playerstats.sqf in my server or mission files Link to comment Share on other sites More sharing options...
Mates31cz Posted January 24, 2014 Report Share Posted January 24, 2014 To me there really is never able to advise? Link to comment Share on other sites More sharing options...
DrS8n Posted January 30, 2014 Report Share Posted January 30, 2014 Any debug monitor out there that has a disable key enabled? I want to be able to shut them off. Thanks in advance. Link to comment Share on other sites More sharing options...
GhostTown Posted February 1, 2014 Report Share Posted February 1, 2014 BUMP... I know alot of servers have it where it auto goes off.... Is there a way of doing that? Link to comment Share on other sites More sharing options...
Axe Cop Posted February 1, 2014 Report Share Posted February 1, 2014 I don't know what you want exactely, if you don't refresh the monitor it will fade away by itself (like the default Epoch debug monitor). All other debug monitors usually refresh the data every second so it stays on all the time, which costs some performance.. :D Link to comment Share on other sites More sharing options...
asremix Posted February 1, 2014 Report Share Posted February 1, 2014 DrS8n 1 Link to comment Share on other sites More sharing options...
Guest Posted February 2, 2014 Report Share Posted February 2, 2014 yeah i would take this over a debug monitor. were to get it? =) Link to comment Share on other sites More sharing options...
adg Posted February 2, 2014 Report Share Posted February 2, 2014 why has no one mentioned using key down/key up event handlers so the debug is toggleable on a key press something along the lines of this fnc_debug = { while {debugMonitor} do { hintSilent parseText format ["<t size='0.95' font='Bitstream' align='left' >Debug Monitor Goes Here</t>"]; }; }; fnc_debugTog = { if (isNil 'debugMonitor') then { debugMonitor = true; [] spawn fnc_debug; } else { debugMonitor = !debugMonitor; hintSilent ''; [] spawn fnc_debug; }; }; keyDownEvent = { _key = _this select 1; if (_key == 0xCF) then {[] spawn fnc_debugTog;};//0xCF is the END key go here for a list of key codes http://community.bistudio.com/wiki/DIK_KeyCodes }; (findDisplay 46) displayAddEventHandler ['KeyUp','_this call keyDownEvent']; I modified the dayz_spaceinterrupt.sqf to include this code, and everything works, but the question is how to call the [] spawn fnc_debugTog; once on player join so that the debug monitor would show. Calling it in compiles/init gives undefined variable fnc_debugTog.... //Edit: nvm got this to work without using functions. Have a nice toggleable debug monitor now. Kudos BushWookie :lol: 31_D!4b10 1 Link to comment Share on other sites More sharing options...
DrS8n Posted February 7, 2014 Report Share Posted February 7, 2014 I modified the dayz_spaceinterrupt.sqf to include this code, and everything works, but the question is how to call the [] spawn fnc_debugTog; once on player join so that the debug monitor would show. Calling it in compiles/init gives undefined variable fnc_debugTog.... //Edit: nvm got this to work without using functions. Have a nice toggleable debug monitor now. Kudos BushWookie :lol: Can you show what you did to get it to work? Thanks Link to comment Share on other sites More sharing options...
adg Posted February 7, 2014 Report Share Posted February 7, 2014 Credit goes to BushWookie Copy dayz_spaceInterrupt.sqf from dayz_code.pbo\actions into your custom folder. Change the path of dayz_spaceInterrupt.sqf in your custom compiles to: dayz_spaceInterrupt = compile preprocessFileLineNumbers "custom\dayz_spaceInterrupt.sqf"; Create a new file in your custom folder called debug.sqf Paste this in it while {debugMonitor} do { //Modify your debug starting here _pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture')); if (player == vehicle player) then { _pic = (gettext (configFile >> 'cfgWeapons' >> (currentWeapon player) >> 'picture')); } else { _pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture')); }; hintSilent parseText format [" <t size='1' font='Bitstream' align='center' color='#669933'>%1</t><br/> <img size='4' image='%9'/><br/> <t size='1' font='Bitstream' align='left'>Zombies Killed: </t><t color='#669933' size='1.2' font='Bitstream' align='right'>%2</t><br/> <t color='#ffffff' size='1' font='Bitstream' align='left'>Survivors Killed: </t><t color='#669933' size='1' font='Bitstream' align='right'>%4</t><br/> <t color='#ffffff' size='1' font='Bitstream' align='left'>Bandits Killed: </t><t color='#669933' size='1' font='Bitstream' align='right'>%5</t><br/> <t color='#ffffff' size='1' font='Bitstream' align='left'>FPS: </t><t color='#669933' size='1' font='Bitstream' align='right'>%8</t><br/> <t color='#ffffff' size='1' font='Bitstream' align='left'>Humanity: </t><t color='#5882FA' size='1' font='Bitstream' align='right'>%7</t><br/> <t color='#ffffff' size='1' font='Bitstream' align='left'>Blood: </t><t color='#ff5200' size='1' font='Bitstream' align='right'>%6</t><br/> <t size='1' font='Bitstream' align='center' color='#669933'>Press INSERT to toggle</t> ", (name player), (player getVariable['zombieKills', 0]), (player getVariable['headShots', 0]), (player getVariable['humanKills', 0]), (player getVariable['banditKills', 0]), (player getVariable['USEC_BloodQty', r_player_blood]), (player getVariable['humanity', 0]), (round diag_fps), _pic]; //Don't modify below this line sleep 1; }; Open custom\dayz_spaceInterrupt.sqf Replace this: if (_dikCode == 210) then { _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf"; }; with this: if (_dikCode == 210) then { if (isNil 'debugMonitor') then { debugMonitor = true; _nill = execvm "custom\debug.sqf"; } else { debugMonitor = !debugMonitor; hintSilent ''; _nill = execvm "custom\debug.sqf"; }; }; Comment out this: 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"; }; like this: /* 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"; }; */ If you want the debug monitor to be auto-shown when player connects add this to the end of !isDedicated block in your init.sqf in MPMissions: if (isNil 'debugMonitor') then { debugMonitor = true; _nill = execvm "custom\debug.sqf"; }; Enjoy :) stonXer, SmokeyBR, ObamaCare and 3 others 6 Link to comment Share on other sites More sharing options...
ValdisMD Posted February 7, 2014 Report Share Posted February 7, 2014 If you just want to modify the default monitor, you can do so in the file "@DayZ_Epoch\dayz_code\actions\playerstats.sqf" :) Copy the file to your mission.pbo and change the path in the compiles.sqf as usual. Thank you Axe Cop great help as usual! Link to comment Share on other sites More sharing options...
ValdisMD Posted February 7, 2014 Report Share Posted February 7, 2014 Credit goes to BushWookie Copy dayz_spaceInterrupt.sqf from dayz_code.pbo\actions into your custom folder. Change the path of dayz_spaceInterrupt.sqf in your custom compiles to: dayz_spaceInterrupt = compile preprocessFileLineNumbers "custom\dayz_spaceInterrupt.sqf"; Create a new file in your custom folder called debug.sqf Paste this in it while {debugMonitor} do { //Modify your debug starting here _pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture')); if (player == vehicle player) then { _pic = (gettext (configFile >> 'cfgWeapons' >> (currentWeapon player) >> 'picture')); } else { _pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture')); }; hintSilent parseText format [" <t size='1' font='Bitstream' align='center' color='#669933'>%1</t><br/> <img size='4' image='%9'/><br/> <t size='1' font='Bitstream' align='left'>Zombies Killed: </t><t color='#669933' size='1.2' font='Bitstream' align='right'>%2</t><br/> <t color='#ffffff' size='1' font='Bitstream' align='left'>Survivors Killed: </t><t color='#669933' size='1' font='Bitstream' align='right'>%4</t><br/> <t color='#ffffff' size='1' font='Bitstream' align='left'>Bandits Killed: </t><t color='#669933' size='1' font='Bitstream' align='right'>%5</t><br/> <t color='#ffffff' size='1' font='Bitstream' align='left'>FPS: </t><t color='#669933' size='1' font='Bitstream' align='right'>%8</t><br/> <t color='#ffffff' size='1' font='Bitstream' align='left'>Humanity: </t><t color='#5882FA' size='1' font='Bitstream' align='right'>%7</t><br/> <t color='#ffffff' size='1' font='Bitstream' align='left'>Blood: </t><t color='#ff5200' size='1' font='Bitstream' align='right'>%6</t><br/> <t size='1' font='Bitstream' align='center' color='#669933'>Press INSERT to toggle</t> ", (name player), (player getVariable['zombieKills', 0]), (player getVariable['headShots', 0]), (player getVariable['humanKills', 0]), (player getVariable['banditKills', 0]), (player getVariable['USEC_BloodQty', r_player_blood]), (player getVariable['humanity', 0]), (round diag_fps), _pic]; //Don't modify below this line sleep 1; }; Open custom\dayz_spaceInterrupt.sqf Replace this: if (_dikCode == 210) then { _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf"; }; with this: if (_dikCode == 210) then { if (isNil 'debugMonitor') then { debugMonitor = true; _nill = execvm "custom\debug.sqf"; } else { debugMonitor = !debugMonitor; hintSilent ''; _nill = execvm "custom\debug.sqf"; }; }; Comment out this: 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"; }; like this: /* 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"; }; */ If you want the debug monitor to be auto-shown when player connects add this to the end of your init.sqf in MPMissions: if (isNil 'debugMonitor') then { debugMonitor = true; _nill = execvm "custom\debug.sqf"; }; Enjoy :) can I add restart in minutes? Thanks Link to comment Share on other sites More sharing options...
adg Posted February 8, 2014 Report Share Posted February 8, 2014 Yeah, modify debug.sqf any way you like. There are some server restart timer examples on previous pages. Link to comment Share on other sites More sharing options...
ValdisMD Posted February 8, 2014 Report Share Posted February 8, 2014 Yeah, modify debug.sqf any way you like. There are some server restart timer examples on previous pages. Yeah I know how to, just read somewhere in previous post that what caused problems before. But may be it's just my English lol. Anyway thanks a lot for the reply) Cheers Link to comment Share on other sites More sharing options...
sparrow8332 Posted February 8, 2014 Report Share Posted February 8, 2014 how do you do this ? can you share or you just gonna tease :-p Link to comment Share on other sites More sharing options...
prominentalex Posted February 13, 2014 Report Share Posted February 13, 2014 Anyone know how to do the hud? Link to comment Share on other sites More sharing options...
Fully Posted February 13, 2014 Report Share Posted February 13, 2014 At a guess would something like this work? Define the images first, _logo = "custom\stats_logo.paa"; (small images 32*32/16*16) r_player_blood = "custom\blood.paa"; round _humanity = "custom\humanity.paa"; hintSilent parseText format [ " <img size='6' image='%1'/> <br/> <br/> <img size='4' image='%2'/> <img size='4' image='%3'/> <br/> <br/> <t size='1' font='Bitstream'align='center'color='#FFFF00'>Restart in %8 minutes!</t> <br/> <br/> <t size='1' font='Bitstream' align='center'>Use F10 to Toggle</t> <br/> _logo, //1 r_player_blood, //2 round _humanity, //3 ]; Would need to play around with layout..etc Link to comment Share on other sites More sharing options...
asremix Posted February 22, 2014 Report Share Posted February 22, 2014 how do you do this ? can you share or you just gonna tease :-p Is not my server . I want to know how to custom hud. Link to comment Share on other sites More sharing options...
RisingDead Posted March 2, 2014 Report Share Posted March 2, 2014 Hi there, Not sure if this is the correct place to ask this question but saves making a new thread. I am using THIS debug monitor and its really nice and almost works perfectly. The only issue is it does not display the correct player count. It is ALWAYS at 1, even if the server has more than 1 player. For some reason though it works perfectly for the server owner (with UID in super.sqf). Any ideas on a fix? Link to comment Share on other sites More sharing options...
Axe Cop Posted March 2, 2014 Report Share Posted March 2, 2014 only way to fix this easily: disable your antihacks (that is the only reason it should not work correctly, if you don't use any AH check the debug monitor again). Link to comment Share on other sites More sharing options...
RisingDead Posted March 2, 2014 Report Share Posted March 2, 2014 only way to fix this easily: disable your antihacks (that is the only reason it should not work correctly, if you don't use any AH check the debug monitor again). Thanks for the reply Axe Cop. I am using AH and dont want to sacrifice them in order to display online players. So i will simply remove the online players bit :P Thanks again Link to comment Share on other sites More sharing options...
ThatGuyCalledMurphy Posted March 2, 2014 Report Share Posted March 2, 2014 Thanks for the replies. I didn't think it was excessively big.... ;) DayZ Debug Monitor.jpg I'm sure that true but that seems a bit too extreme. Do you still have the code for that debug? Or can anybody help me out with finding it? Link to comment Share on other sites More sharing options...
asremix Posted March 4, 2014 Report Share Posted March 4, 2014 :angry: :angry: :angry: :angry: Link to comment Share on other sites More sharing options...
prominentalex Posted March 4, 2014 Report Share Posted March 4, 2014 Yes now my server. Have custom player HUD. :D Plan on making any tutorials on how to? Link to comment Share on other sites More sharing options...
Axe Cop Posted March 4, 2014 Report Share Posted March 4, 2014 Plan on making any tutorials on how to? how to for pros (if you wanne make a custom dialog like that by yourself): https://community.bistudio.com/wiki/Dialog_Control :) Link to comment Share on other sites More sharing options...
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