Debug Monitor 2 - Editable\Movable Debug

Citidel

New Member
debug_2.png
Setup:
You need to have the old Debug Monitor running on your server
You have to get this working first!
Then Unpack the attached ZIP
Now on to some editing!
description.ext changes:
Add below - class RscPicture { };
EDIT: I have made it down to 1 line, just ensure that its below the RSCPICTURE declaration.
class RscTitles {
#include "Dialogs\DB2DZ.hpp"
};
init.sfq Changes:
Add:
if (!isNil{uiNameSpace getVariable 'DB2DZ_IDD_Debug2_DZ'}) then {
// Debug is running
uiNameSpace setVariable ['DB2DZ_IDD_Debug2_DZ', nil];
};
into the "if (!isDedicated) then {" Section near the bottom of the file.
player_spawn_2.sqf changes:
Add where hint silent is:
_DB2DZ_run = [] execVM "Dialogs\DB2DZ.sqf";
and comment out the Hint (or remove it). (use /* */ to block quote it out if you wish)
That should be it!
IF YOU WANT TO MOVE THE DIALOG:
You'll need to open the .hpp file in the dialogs DIR and change the positions of the structuredText block.
Below if for just under zeroing on the right side of the screen where the old Debug is.
class DB2DZ_StructuredText: RscStructuredText
{
idc = DB2DZ_IDC_StructuredText;
x = safezoneX + 0.84 * safezoneW; // EDIT THIS , simply change the number not safezone
y = safezoneY + 0.09 * safezoneW; // EDIT THIS , simply change the number not safezone
w = 0.22;
h = 0.19;
text = ""; //Dont Change
};
If you want to change the text:
open DB2DZ.sqf and locate: parseText format
the section after that is exactly like the current debug script but re-formatted to fit in the smaller box. Also make sure you change _servername to your server name!
<t size='1' font='Bitstream' align='center'>%10</t>
<t size='1.25' font='Bitstream' ><br />%1<br /><br /></t>
<t size='1' font='Bitstream' align='left' color='#ff0000' >Blood: </t><t size='1' font='Bitstream' align='right' >%2</t>
<t size='1' font='Bitstream' align='left' ><br />Humanity: </t><t size='1' font='Bitstream' align='right' >%3</t>
<t size='1' font='Bitstream' align='left' ><br />Headshots: </t><t size='1' font='Bitstream' align='right' >%4</t>
<t size='1' font='Bitstream' align='left' ><br />Murders: </t><t size='1' font='Bitstream' align='right' >%5</t>
<t size='1' font='Bitstream' align='left' ><br />Bandits Killed: </t><t size='1' font='Bitstream' align='right' >%6</t>
<t size='1' font='Bitstream' align='left' ><br />Zombies Killed: </t><t size='1' font='Bitstream' align='right' >%7</t>
<t size='1' font='Bitstream' align='left' ><br />Zombies (alive/total): <t size='1' font='Bitstream' align='right' >%9/%8</t>"
,dayz_playerName,r_player_blood,round(_humanity),_headShots,_killsH,_killsB,_kills,_zombies,_zombiesA,_servername
I've taken out the frames and made it just the text box. moving is much simpler.
** EDIT - modified placement, issues with differing screen resolutions.​
 

Attachments

  • Dialogs_Debug2.zip
    9.3 KB · Views: 24
If you want to include more variables do this:

Find:
Code:
//Debug Info
            _servername = "CHANGE ME"; // change this to show the server name
            _headShots =    player getVariable["headShots",0];
            _kills =                player getVariable["zombieKills",0];
            _killsH =              player getVariable["humanKills",0];
            _killsB =              player getVariable["banditKills",0];
            _humanity =            player getVariable["humanity",0];
            _zombies =              count entities "zZombie_Base";
            _zombiesA =    {alive _x} count entities "zZombie_Base";
            //_groups =            count allGroups;
            //_dead =                      count allDead;
            //dayz_zombiesLocal =          {local _x} count entities "zZombie_Base";
            //_loot =              count allMissionObjects "WeaponHolder";
            //_wrecks =            count allMissionObjects "Wreck_Base";
            //_lootL =              {local _x} count allMissionObjects "WeaponHolder";
            //_speed = (_vel distance [0,0,0]);
            // _pos is now an array with [X,Y,Z] information.
            _mapPos = mapGridPosition (getPos player);

and use _<VARIABLE NAME> for local variables, and you can define what you need this way. You should be able to do anything you want within reason.

Then change the parse text block:

Code:
<t size='1' font='Bitstream' align='center'>%10</t>
<t size='1.25' font='Bitstream' ><br />%1<br /><br /></t>
<t size='1' font='Bitstream' align='left' color='#ff0000' >Blood: </t><t size='1' font='Bitstream' align='right' >%2</t>
<t size='1' font='Bitstream' align='left' ><br />Humanity: </t><t size='1' font='Bitstream' align='right' >%3</t>
<t size='1' font='Bitstream' align='left' ><br />Headshots: </t><t size='1' font='Bitstream' align='right' >%4</t>
<t size='1' font='Bitstream' align='left' ><br />Murders: </t><t size='1' font='Bitstream' align='right' >%5</t>
<t size='1' font='Bitstream' align='left' ><br />Bandits Killed: </t><t size='1' font='Bitstream' align='right' >%6</t>
<t size='1' font='Bitstream' align='left' ><br />Zombies Killed: </t><t size='1' font='Bitstream' align='right' >%7</t>
<t size='1' font='Bitstream' align='left' ><br />Zombies (alive/total): <t size='1' font='Bitstream' align='right' >%9/%8</t>"
<t size='1' font='Bitstream' align='left' ><br />NEW VARIABLE: <t size='1' font='Bitstream' align='right' >%11</t>"
,dayz_playerName,r_player_blood,round(_humanity),_headShots,_killsH,_killsB,_kills,_zombies,_zombiesA,_servername,_<VARIABLENAME>

The %1-11 are the bits after the "", part, they tell the game what to put into those slots, in order. so dayz_playerName is %1 and _servername is %10.
 
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