DayZ Dual Admin Debug Monitor

the numbers that look like %1, %9 ...ect represent the variable and its place in the list, you always want to add a new variable to the bottom of the list so you do not have to change all of the code
i have added the numbers to each line for your reference

place r_player_blood, at the end of the list so it looks like
Code:
(name player), //1
    (player getVariable['zombieKills', 0]), //2
    (player getVariable['headShots', 0]), //3
    (player getVariable['humanKills', 0]), //4
    (player getVariable['banditKills', 0]), //5
    (player getVariable['humanity', 0]), //6
    (dayz_skilllevel), //7
    (count entities "zZombie_Base"), //8
    ({alive _x} count entities "zZombie_Base"), //9
    (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'displayName')) //10
    r_player_blood, //11

then change this line
Code:
<t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Blood: </t><t size='0.95' font='Bitstream' align='right'>%9</t><br/>

to this line
Code:
<t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Blood: </t><t size='0.95' font='Bitstream' align='right'>%11</t><br/>
 
Hi, after I made those changes I can't get the monitor to work at all. I started again from scratch adding auto refueling first, then strip vehicle for parts and then the debug monitor with these changes and it still doesn't work.

Here are my codes for calling "playerstats.sqf"

Init.sqf
Code:
/*   
    INITILIZATION
*/
startLoadingScreen ["","RscDisplayLoadCustom"];
cutText ["","BLACK OUT"];
enableSaving [false, false];
 
//REALLY IMPORTANT VALUES
dayZ_instance = 666;                    //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 "variables.sqf";                                            //Initilize the Variables (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 "compiles.sqf";                                            //Compile regular functions
progressLoadingScreen 1.0;
 
"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
 
playerstats = compile preprocessFileLineNumbers "debug\playerstats.sqf";
if ((!isServer) && (isNull player) ) then
{
waitUntil {!isNull player};
waitUntil {time > 3};
};
 
if ((!isServer) && (player != player)) then
{
  waitUntil {player == player};
  waitUntil {time > 3};
};
 
if (isServer) then {
    _serverMonitor =    [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
};
 
if (!isDedicated) then {[] execVM "kh_actions.sqf";
    //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";   
};
 
and here is a part of compiles.sqf

Code:
//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 //SCROLL LOCK
            {
                _nill = execvm "debug\playerstats.sqf";
            };
       
        if (_dikCode in actionKeys "MoveLeft") then {r_interrupt = true};
        if (_dikCode in actionKeys "MoveRight") then {r_interrupt = true};
        if (_dikCode in actionKeys "MoveForward") then {r_interrupt = true};
        if (_dikCode in actionKeys "MoveBack") then {r_interrupt = true};
        if (_dikCode in actionKeys "ForceCommandingMode") then {_handled = true};
        if (_dikCode in actionKeys "PushToTalk" and (time - dayz_lastCheckBit > 10)) then {
            dayz_lastCheckBit = time;
            [player,50,true,(getPosATL player)] spawn player_alertZombies;
        };
        if (_dikCode in actionKeys "VoiceOverNet" and (time - dayz_lastCheckBit > 10)) then {
            dayz_lastCheckBit = time;
            [player,50,true,(getPosATL player)] spawn player_alertZombies;
        };
        if (_dikCode in actionKeys "PushToTalkDirect" and (time - dayz_lastCheckBit > 10)) then {
            dayz_lastCheckBit = time;
            [player,15,false,(getPosATL player)] spawn player_alertZombies;
        };
        if (_dikCode in actionKeys "Chat" and (time - dayz_lastCheckBit > 10)) then {
            dayz_lastCheckBit = time;
            [player,15,false,(getPosATL player)] spawn player_alertZombies;
        };
       
       
        // I've set two states for the debug hotkey , 0 off and 1 on.
        if (_dikCode in actionKeys "User20" and hotkey_hitme == 0 and (time - dayz_lastCheckBit > 5)) then {
            dayz_lastCheckBit = time; hotkey_hitme = 1;
            _nill = execvm "debug\playerstats.sqf";
        };

and playerstats.sqf it self

Code:
//Let Zeds know
[player,4,true,(getPosATL player)] spawn player_alertZombies;

//display gui (temp hint)


/*
Change the UID's below to match those of you and your admin(s)
Your admins will get the advanced version of your debug monitor,
while your regular users will get the cut down version. 
*/

if ((getPlayerUID player) in ["113026054","113066950","113554438"]) then { 
      
    while {sleep 1;hotkey_hitme == 1} do {
      
      hintSilent parseText format ["
    <t size='0.95' font='Bitstream' align='left' >[%18]</t><t size='0.95' font='Bitstream' align='right'>[FPS: %10]</t><br/>
    <t size='0.95' font='Bitstream' align='center' color='#FFBF00'>Survived %7 Days</t><br/>
    <t size='0.95' font='Bitstream' align='left' >Players: %8</t><t size='0.95 'font='Bitstream' align='right'>Within 500m: %11</t><br/>
    <t size='0.95' font='Bitstream' align='left' >Vehicles:</t><t size='0.95' font='Bitstream'align='right'>%13(%14)</t><br/>
    <t size='0.95' font='Bitstream' align='left'>Air: %16</t><t size='0.95' font='Bitstream'align='right'>Sea: %23</t><br/>
    <t size='0.95' font='Bitstream' align='left' >All Bikes: %15</t><t size='0.95' font='Bitstream'align='right'>Cars: %17</t><br/>
    <t size='0.95' font='Bitstream' align='left' >Zombies (alive/total): </t><t size='0.95' font='Bitstream' align='right'>%20(%19)</t><br/>
    <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Zombies Killed: </t><t size='0.95' font='Bitstream' align='right'>%2</t><br/>
    <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Headshots: </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'>Humanity: </t><t size='0.95' font='Bitstream' align='right'>%6</t><br/>
    <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Blood: </t><t size='0.95' font='Bitstream' align='right'>%9</t><br/>
    <t size='0.95' font='Bitstream' align='left' >GPS: %22</t><t size='0.95' font='Bitstream' align='right'>DIR: %24</t><br/>
    <t size='0.95'font='Bitstream'align='center' >%21</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_skilllevel),
    (count playableUnits),
    r_player_blood,
    (round diag_fps),
    (({isPlayer _x} count (getPos vehicle player nearEntities [["AllVehicles"], 500]))-1),
    viewdistance,
    (count([6800, 9200, 0] nearEntities [["StaticWeapon","Car","Motorcycle","Tank","Air","Ship"],25000])),
    count vehicles,
    (count([6800, 9200, 0] nearEntities [["Motorcycle"],25000])),
    (count([6800, 9200, 0] nearEntities [["Air"],25000])),
    (count([6800, 9200, 0] nearEntities [["Car"],25000])),
    (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'displayName')),
    (count entities "zZombie_Base"),
    ({alive _x} count entities "zZombie_Base"),
    (getPosASL player),
    (mapGridPosition getPos player),
    (count([6800, 9200, 0] nearEntities [["Ship"],25000])),
    (round(getDir player))
];
};
} else {

while {sleep 1;hotkey_hitme == 1} do {

hintSilent parseText format ["
    <t size='1.20' font='Bitstream' align='center' color='#00CC00'>%1</t><br/>
    <t size='0.95' font='Bitstream' align='center' >[%10]</t><br/>
    <t size='1.15' font='Bitstream' align='center' color='#FFCC00'>Survived %7 Days</t><br/><br/>
    <t size='1.15' font='Bitstream' align='left' color='#FFBF00'>Zombies Killed: </t><t size='1.15' font='Bitstream' align='right'>%2</t><br/>
    <t size='1.15' font='Bitstream' align='left' color='#FFBF00'>Headshots: </t><t size='1.15' font='Bitstream' align='right'>%3</t><br/>
    <t size='1.15' font='Bitstream' align='left' color='#FFBF00'>Murders: </t><t size='1.15' font='Bitstream' align='right'>%4</t><br/>
    <t size='1.15' font='Bitstream' align='left' color='#FFBF00'>Bandits Killed: </t><t size='1.15' font='Bitstream' align='right'>%5</t><br/>
    <t size='1.15' font='Bitstream' align='left' color='#FFBF00'>Humanity: </t><t size='1.15' font='Bitstream' align='right'>%6</t><br/><br/>
    <t size='1.15' font='Bitstream' align='left' color='#FFBF00'>Blood: </t><t size='1.15' font='Bitstream' align='right'>%11</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_skilllevel),
    (count entities "zZombie_Base"),
    ({alive _x} count entities "zZombie_Base"),
    (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'displayName'))
    r_player_blood,
];};};

I can't figure it out why binding "insert" to User 20" aint wokring. I did work before I added the blood lvl to the none admins.

Preciate any help what so ever :)
 
Code:
//call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";                //Compile regular functions
call compile preprocessFileLineNumbers "compiles.sqf";                                            //Compile regular functions
progressLoadingScreen 1.0;

that should be debug\compiles.sqf
 
try this
and remember to set the correct instance in you init.sqf (line 9: dayZ_instance = 666;)
 

Attachments

  • dayz_mission.pbo
    131.4 KB · Views: 16
Still no luck getting it to work.. it worked just fine yesterday until I added the line that players can see there blood level too and not just admins.
 

Attachments

  • dayz_mission.pbo
    131.4 KB · Views: 1
i see nothing wrong in your files, the only changes i made were deleting a ton of blank lines(can cause problems). try this one if it does not work im sorry perhaps UrbanSkaters can help you
 

Attachments

  • dayz_mission.pbo
    131.4 KB · Views: 9
still no luck :( Think I'm oging to remove the line which enable players to see there blood. Just to see if that's the problem.
 
Is there also a way without the hot key. So when a new player is joining he wil get the the debug monitor.
this should do what you want, add this to the bottom of init.sqf
Code:
[] execVM "debug\playerstats.sqf";
and use this playerstats,sqf file
 

Attachments

  • playerstats.sqf
    4.6 KB · Views: 32
Hey,

maybe it's a bad question but i cant find an answer. I tried a lot of think but...
I use your DualDebug 1.2 on Chernarus 1.7.6.1 and it works fine. No problems!
I just wanna put the whole Debug Monitor on the left side.
 
Hey,

maybe it's a bad question but i cant find an answer. I tried a lot of think but...
I use your DualDebug 1.2 on Chernarus 1.7.6.1 and it works fine. No problems!
I just wanna put the whole Debug Monitor on the left side.

If you figure that out, let me know. That's something I'm trying to do myself.
 
Do you know where to change the position of the Icons (Ear, Temperatur, Pistol...? ) I think it must be in the same file.. (with a BIG // befor :D)
No seriously, do u think it's somewhere in the dayzcode or in the "install-file" mean where all the files have a "bisign"?
I take a look at the code a 3th and 4th time...
 
Ok can't believe I've been posting in the wrong thread :p is there a way to use this dual debug monitor without having it bound to user action 20, but instead to the default scroll lock so users won't have to change any keys, just hit scroll lock and it works?
 
Ok can't believe I've been posting in the wrong thread :p is there a way to use this dual debug monitor without having it bound to user action 20, but instead to the default scroll lock so users won't have to change any keys, just hit scroll lock and it works?

No, sorry. :)
 
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