Hey, i'm trying to modify this to show text based on a current player's humanity in a table. e.g. if the player's humanity is greater than 5000 and less than 25000 it would display "Hero".
When i run this script the table loads fine but just has "any" in the rank spot.
Any help would be appreciated.
When i run this script the table loads fine but just has "any" in the rank spot.
Any help would be appreciated.
Code:
/*
/////Tweaked j0k3r5 / Original work done by Matt L / and to anyone else that is involved that Ive forgotten////
////www.j0k3r5.com////
If modified and released give credits where due, thank you.
*/
if (isNil "custom_monitor") then {custom_monitor = true;} else {custom_monitor = !custom_monitor;};
while {custom_monitor} do
{
_logo = "custom_stats\stats_logo.paa";
_pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture'));
_nearestCity = nearestLocations [getPos player, ["NameCityCapital","NameCity","NameVillage","NameLocal"],750];
_textCity = "Wilderness";
if (count _nearestCity > 0) then {_textCity = text (_nearestCity select 0)};
if (player == vehicle player) then
{
_pic = (gettext (configFile >> 'cfgWeapons' >> (currentWeapon player) >> 'picture'));
}
else
{
_pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture'));
};
_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];
_zombies = count entities "zZombie_Base";
_zombiesA = {alive _x} count entities "zZombie_Base";
_babybandit1 = {(isPlayer _x) && ((_x getVariable ["humanity",0]) < 0) && ((_x getVariable ["humanity",0]) > -5000)}; setVariable [_babybandittext,text "Baby Bandit",true];
_bandit1 = {(isPlayer _x) && ((_x getVariable ["humanity",0]) < -5000) && ((_x getVariable ["humanity",0]) > -25000)}; setVariable [_bandittext,text "Bandit",true];
_superbandit1 = {(isPlayer _x) && ((_x getVariable ["humanity",0]) < -25000)} && ((_x getVariable ["humanity",0]) > -100000); setVariable [_superbandittext,text "Super Bandit",true];
_veteranbandit1 = {(isPlayer _x) && ((_x getVariable ["humanity",0]) < -100000)} && ((_x getVariable ["humanity",0]) > -250000); setVariable [_veteranbandittext,text "Veteran Bandit",true];
_colossalbandit1 = {(isPlayer _x) && ((_x getVariable ["humanity",0]) < -250000)}; setVariable [_colossalbandittext,text "Colossal Bandit",true];
_babyhero1 = {(isPlayer _x) && ((_x getVariable ["humanity",0]) > 0) && ((_x getVariable ["humanity",0]) < 5000)}; setVariable [_babyherotext,text "Baby Hero",true];
_hero1 = {(isPlayer _x) && ((_x getVariable ["humanity",0]) > 5000) && ((_x getVariable ["humanity",0]) < 15000)}; setVariable [_herotext,text "Hero",true];
_superhero1 = {(isPlayer _x) && ((_x getVariable ["humanity",0]) > 15000) && ((_x getVariable ["humanity",0]) < 30000)}; setVariable [_superherotext,text "Super Hero",true];
_veteranhero1 = {(isPlayer _x) && ((_x getVariable ["humanity",0]) > 30000) && ((_x getVariable ["humanity",0]) < 100000)}; setVariable [_veteranherotext,text "Veteran Hero",true];
_colossalhero1 = {(isPlayer _x) && ((_x getVariable ["humanity",0]) > 100000)}; setVariable [_colossalherotext,text "Colossal Hero",true];
hintSilent parseText format ["
<t size='1' font='Bitstream'align='center'>%1</t><br/>
<t size='1' font='Bitstream'align='center' color='#2cabe2' >Your rank is: %18%19%20%21%22%23%24%25%26%27</t><br/>
<br/>
<img size='6' image='%13'/>
<br/>
<br/>
<t size='0.75' font='Bitstream'align='left'>Location:</t><t size='0.75' font='Bitstream'align='right'>%15</t><br/>
<t size='0.75' font='Bitstream'align='left'>Blood Left:</t><t size='0.75' font='Bitstream'align='right'>%2</t><br/>
<t size='0.75' font='Bitstream'align='left'>Temperature:</t><t size='0.75' font='Bitstream' align='right'>%8</t><br/>
<t size='0.75' font='Bitstream'align='left'>Humanity:</t><t size='0.75' font='Bitstream'align='right'>%3</t><br/>
<t size='0.75' font='Bitstream'align='left'color='#2cabe2'>Heroes Killed:</t><t size='0.75' font='Bitstream'align='right'>%4</t><br/>
<t size='0.75' font='Bitstream'align='left'color='#ff0000'>Bandits Killed:</t><t size='0.75' font='Bitstream'align='right'>%5</t><br/>
<t size='0.75' font='Bitstream'align='left'color='#666666'>Zeds Killed:</t><t size='0.75' font='Bitstream'align='right'>%6</t><br/>
<t size='0.75' font='Bitstream'align='left'>Headshots:</t><t size='0.75' font='Bitstream'align='right'>%7</t><br/>
<t size='0.75' font='Bitstream'align='left'>FPS:</t><t size='0.75' font='Bitstream'align='right'>%10</t><br/>
<br/>
<t size='0.75' font='Bitstream'align='left'>Survived:</t><t size='0.75' font='Bitstream'align='right'color='#FF0000'>%17 Dayz</t>
<br/>
<t size='1' font='Bitstream'align='center'color='#FF0000'>Restart in %14 minutes!</t>
<br/>
<br/>
<img size='4' image='%16'/>
<br/>
",
dayz_playerName, //1
r_player_blood, //2
round _humanity, //3
_killsH, //4
_killsB, //5
_kills, //6
_headShots, //7
dayz_temperatur, //8
{alive _x} count entities "zZombie_Base", //9
diag_fps, //10
_banditCount, //11
_heroCount, //12
_logo, //13
(360-(round(serverTime/60))), //14
_textCity, //15
_pic, //16
(dayz_Survived), //17
_babybandittext, //18
_bandittext, //19
_superbandittext, //20
_veteranbandittext, //21
_colossalbandittext, //22
_babyherotext, //23
_herotext, //24
_superherotext, //25
_veteranherotext, //26
_colossalherotext, //27
];
sleep 1;
};
private ["_toggleUseTime","_toggleLastUsedTime","_lastToggle","_toggleUseTime","_toggleOn","_toggleOff"];
_toggleUseTime = 1; // Amount of time it takes in second for the player to toggle custom debug
_toggleLastUsedTime = 8; // Amount of time in seconds before player can toggle custom debug again
_toggleTime = time - lastToggle; // Variable used for easy reference in determining the cooldown
_toggleOn = s_player_toggle;
_toggleOff = s_player_toggle;
if (dayz_combat == 1) then { // Check if in combat
cutText [format["You are in Combat and cannot toggle debug"], "PLAIN DOWN"]; //display text at bottom center of screen when in combat
} else {
player removeAction s_player_toggle; //remove the action from users scroll menu
r_interrupt = false; // public interrupt variable
_started = false; // this starts as false as a check
_finished = false; // this starts as false
while {r_doLoop} do {
if (_started && (time) > _toggleUseTime) then {
r_doLoop = false; // turns off the loop
_finished = true; // set finished to true
lastToggle = time; // the last toggle time
};
if (r_interrupt) then {
r_doLoop = false; // if interrupted turns loop off early so _finished is never true
};
sleep 0.1;
};
r_doLoop = false; // make sure loop is off
if (_finished) then {
// this is for handling if interrupted
r_interrupt = false;
player switchMove "";
player playActionNow "stop";
cutText [format["You have disabled your stats panel!"], "PLAIN DOWN"]; //display text at bottom center of screen on interrupt
hintSilent "";
};
};