Simple(ish) Debug Monitor w/ toggling function and animation

Discussion in 'Script/Addon help' started by Matt L, Jun 26, 2013.

  1. Matt L

    Matt L OpenDayZ Rockstar!

    Joined:
    May 10, 2013
    Messages:
    841
    Likes Received:
    136
    Help and discussion for Matt L's debug monitor begins here...
     
  2. Matt L

    Matt L OpenDayZ Rockstar!

    Joined:
    May 10, 2013
    Messages:
    841
    Likes Received:
    136
    I am looking into adding some stuff onto the debug ie: fps zombie's alive/total etc
     
  3. Timmy_kirton

    Timmy_kirton Well-Known Member

    Joined:
    Apr 3, 2013
    Messages:
    151
    Likes Received:
    8
    i took this part of the code out and it stops it working
     
  4. Matt L

    Matt L OpenDayZ Rockstar!

    Joined:
    May 10, 2013
    Messages:
    841
    Likes Received:
    136
    Hold on, did you do what istealth suggested?
     
  5. Timmy_kirton

    Timmy_kirton Well-Known Member

    Joined:
    Apr 3, 2013
    Messages:
    151
    Likes Received:
    8
    yea I think its some think to do with moving around

    also to add fps just add

    <t size='1'font='Bitstream'align='left'>FPS:</t><t size='1'font='Bitstream'align='right'>%9</t><br/>

    then

    floor(diag_fps) to the end like this

    ",dayz_playerName,r_player_blood,round _humanity,_killsH,_killsB,_kills,_headShots,dayz_survived,floor(diag_fps)];
     
  6. Matt L

    Matt L OpenDayZ Rockstar!

    Joined:
    May 10, 2013
    Messages:
    841
    Likes Received:
    136
    that's exactly what I did
    and you would have to remove corresponding lines (since most of the custom_monitor chunk is for the animation) hold on and let me see if I can post a pastebin for you
     
  7. Timmy_kirton

    Timmy_kirton Well-Known Member

    Joined:
    Apr 3, 2013
    Messages:
    151
    Likes Received:
    8
    cool thank you
     
  8. Matt L

    Matt L OpenDayZ Rockstar!

    Joined:
    May 10, 2013
    Messages:
    841
    Likes Received:
    136
    http://pastebin.com/EMNjfCfh try that, I think I removed all relevant animation lines

    Test it and get back to me, thanks
     
  9. Timmy_kirton

    Timmy_kirton Well-Known Member

    Joined:
    Apr 3, 2013
    Messages:
    151
    Likes Received:
    8
    this works takes few seconds for it to turn of but comes on instantly also a problem i have found when ever you look at stuff toggle debug comes up on the screen all the time
     
  10. Matt L

    Matt L OpenDayZ Rockstar!

    Joined:
    May 10, 2013
    Messages:
    841
    Likes Received:
    136
    I know. It's a bug, been trying to fix for a bit. Will post it back up here if I ever fix it man.
     
  11. Timmy_kirton

    Timmy_kirton Well-Known Member

    Joined:
    Apr 3, 2013
    Messages:
    151
    Likes Received:
    8
    ok cool i will look my side and see if i can and let you know
     
  12. Matt L

    Matt L OpenDayZ Rockstar!

    Joined:
    May 10, 2013
    Messages:
    841
    Likes Received:
    136
    Might have a fix, going to test and see if it works
     
  13. Matt L

    Matt L OpenDayZ Rockstar!

    Joined:
    May 10, 2013
    Messages:
    841
    Likes Received:
    136
    Also, try setting _toggleUseTime = 2 to 0 or 1 and see if it works,
    as well as _toggleLastUsedTime = 15 to a small value (this allows you to toggle between them faster, its set to 15 seconds after it was been toggled to make sure you can't spam it, but it's up to you )
     
  14. Timmy_kirton

    Timmy_kirton Well-Known Member

    Joined:
    Apr 3, 2013
    Messages:
    151
    Likes Received:
    8
    I have them at 1 each atm and it works the big problem is having toggle debug up all the time could this not be fixed in fn_selfactions?
     
  15. Matt L

    Matt L OpenDayZ Rockstar!

    Joined:
    May 10, 2013
    Messages:
    841
    Likes Received:
    136
    That's exactly where I fixed it. Will update the pastebin in the original post for the fix. It works.
     
  16. Matt L

    Matt L OpenDayZ Rockstar!

    Joined:
    May 10, 2013
    Messages:
    841
    Likes Received:
    136
    Updated for fix in fn_selfActions.sqf
     
  17. Timmy_kirton

    Timmy_kirton Well-Known Member

    Joined:
    Apr 3, 2013
    Messages:
    151
    Likes Received:
    8
    cool good work ty for the help =)
     
  18. Matt L

    Matt L OpenDayZ Rockstar!

    Joined:
    May 10, 2013
    Messages:
    841
    Likes Received:
    136
    Updated to work with antihacks and to include a bandit and hero counter! Thanks to Hangender for helping resolve the antihack confliction and thanks to Buttface for providing a working variable for the hero/bandit counters!
     
  19. kaysio

    kaysio Valued Member!

    Joined:
    Feb 15, 2013
    Messages:
    256
    Likes Received:
    97
    which file did you update ?

    as Im not seeing the bandit and hero counter variable in the code.
     
  20. Matt L

    Matt L OpenDayZ Rockstar!

    Joined:
    May 10, 2013
    Messages:
    841
    Likes Received:
    136
    Hold on will update first post to make it clearer
     

Share This Page