DayZ Dual Admin Debug Monitor

UrbanSkaters

Valued Member!
Help and discussion for DayZ dual admin debug monitor takes place here...

Did you intentionally name it duel instead of dual? I just want to point that out because it's bugging me. :)

It's bugging me now. Thanks for spotting that Zane, I will correct it now :)

My spelling and grammar does suffer due to my blind faith in spellcheckers (and my own poor grammar), so if you notice anymore typos shoot them up here.. Appreciate it as always.
 
my error, so debug monitor wont work:

Code:
11:57:48 Error in expression <eof vehicle player) >> 'displayName'))
 
};
 
 
_startcombattimer      = player get>
11:57:48  Error position: <};
 
 
_startcombattimer      = player get>
11:57:48  Error Missing ]
11:57:48 File mpmissions\__cur_mp.mbg_celle2\debug\player_spawn_2.sqf, line 357
11:57:48 Error in expression <eof vehicle player) >> 'displayName'))
 
};
 
 
_startcombattimer      = player get>
11:57:48  Error position: <};
 
 
_startcombattimer      = player get>
 
That is an error with your init.sqf file, probably. Pastebin your file for me to look at. Someone else had this issue and they'd managed to delete an entire section off the bottom of their init file.
 
your wish is my order

Code:
/*   
    INITILIZATION
*/
startLoadingScreen ["","RscDisplayLoadCustom"];
cutText ["","BLACK OUT"];
enableSaving [false, false];
 
//REALLY IMPORTANT VALUES
dayZ_instance = 1;                    //The instance
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;
 
//disable greeting menu
player setVariable ["BIS_noCoreConversations", true];
//disable radio messages to be heard and shown in the left lower corner of the screen
enableRadio false;
 
//Load in compiled functions
//call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";                //Initilize the Variables (IMPORTANT: Must happen very early)
call compile preprocessFileLineNumbers "debug\variables.sqf";                //Initilize the Variables for Debug Monitor (IMPORTANT: Must happen very early)
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";                //Initilize the publicVariable event handlers
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";    //Functions used by CLIENT for medical
progressLoadingScreen 0.4;
//call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";                //Compile regular functions
call compile preprocessFileLineNumbers "debug\compiles.sqf";                //Compile regular functions for Debug Monitor
progressLoadingScreen 1.0;
 
"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
 
 
player_spawn_2 = compile preprocessFileLineNumbers "debug\player_spawn_2.sqf"; // Always On Debug Monitor
 
 
 
if ((!isServer) && (isNull player) ) then
{
waitUntil {!isNull player};
waitUntil {time > 3};
};
if ((!isServer) && (player != player)) then
{
  waitUntil {player == player};
  waitUntil {time > 3};
};
//1st person lock in Air Vehicles
if (!isDedicated) then
{
    0 spawn
    {
        while {true} do
        {
            if((cameraView == "EXTERNAL" || cameraView == "GROUP") && (vehicle player isKindOf "Air")) then
            {
                vehicle player switchCamera "INTERNAL"; titleText["This type of vehicle is 1st Person only!!", "PLAIN DOWN", 5]
            };
        sleep 0.1;
        };
    };
};
if (isServer) then {
    _serverMonitor =    [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
};
 
if (!isDedicated) then {
    //Conduct map operations
    0 fadeSound 0;
    waitUntil {!isNil "dayz_loadScreenMsg"};
    dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
   
    //Run the player monitor
    _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    _playerMonitor =    [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";   
};
 
Can you run the debug without your other custom scripts, just compile and run the default example pbo. If that works, add your custom scripts back and see if it breaks again. If it does then maybe try P1-Kashwaks version instead, or dropbox me your complete mission.pbo and I'll look at it when I get a spare half hour or so.
 
sure, i didn't modified anything, thats the "default" mission file from the 1.9 version. The only changes i do, was to enter your things from the readme. check your pm
 
DayZ Celle 1.9 from here:
http://opendayz.net/index.php?threads/release-v1-9-dayz-celle.8178/


i modified a little bit with more buildings etc.

Hi Snajdan, I was looking through your compiles.sqf file and noticed on line 96:

Code:
player_spawn_2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_2.sqf";

Should be:

Code:
player_spawn_2 =  compile preprocessFileLineNumbers "debug\player_spawn_2.sqf";

I've checked Github and my original file has that line in it, so I guess you replaced it maybe?
 
This works on Celle. Just tested it. The vehicle counter may be off - didn't fully investigate (possibly cuz of the custom vehicles or something not listed in a category?)
 
This works on Celle. Just tested it. The vehicle counter may be off - didn't fully investigate (possibly cuz of the custom vehicles or something not listed in a category?)

Yes, I think it is off slightly. I noticed that while I only had 2 cycles and 2 motorbikes (for testing) on the map, it showed 6 in total, but I couldn't find the other 2. So I'll have a play around with the class types tonight and maybe clean that up a little. Any thoughts or suggestions, I'm all ears :)

Thanks for testing the Celle map out for me as well, really appreciate that.
 
yeah i changed it to the debug folder and now your version is working, too.
but with the ones from P1-Kashwak it works with the z way....looks for me a little bit strange :D
 
I am having an issue somewhere that I'm unable to find. Is this overtaking the epeen monitor for action key 20? When I followed this, my epeen monitor wont show up now... This isn't such a big deal, as if I can't get it to work, I'll just delete the code, but I have attached the pbo if anyone wants to spend time...There is also the ai unit coding, which works. I'm not getting any errors when I'm starting and running the server when the debug monitor won't show.
 

Attachments

  • dayz_mission.pbo
    88.3 KB · Views: 28
UrbanSkaters, i have a couple of questions but i would prefer a PM over a forum post if that's ok?

If the answer to your question would benefit others searching this thread I would ask that you post your question here, otherwise go ahead and send me your question to my inbox. Should warn you in advance though that I can't help with customising the plugin, it comes as is right now.
 
I've used v1.1, it's nice especially for an early version. Excited to see what you incorporate into it in the future. Will give 1.2 a whirl today, and get back to you on vehicle count for Celle.
 
I've used v1.1, it's nice especially for an early version. Excited to see what you incorporate into it in the future. Will give 1.2 a whirl today, and get back to you on vehicle count for Celle.

Not sure what else I can do with it , other than tweak the vehicle count issues (once I figure out what's going wrong, on my server though it shows 179 vehicles and I do have 179 vehicles in my database. so definitely let me know what you find with Celle). BluePhoenix175 suggested having the option to store the UID's in a database table or external file, so you didn't need to keep repackaging your pbo each time you added an admin. Might try and get round to that. Was also thinking of doing a "anymeeting" session teaching people how to edit the debug file properly. Not sure whether I'd be too shy for that though :p
 
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