Debug Monitor 2 - Editable\Movable Debug

Citidel

New Member
debug_2.png​
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Setup:​
You need to have the old Debug Monitor running on your server​
You have to get this working first!​
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Then Unpack the attached ZIP ​
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Now on to some editing! ​
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description.ext changes:​
Add below - class RscPicture { };​
EDIT: I have made it down to 1 line, just ensure that its below the RSCPICTURE declaration. ​
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class RscTitles {​
#include "Dialogs\DB2DZ.hpp"​
};​
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init.sfq Changes:​
Add: ​
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if (!isNil{uiNameSpace getVariable 'DB2DZ_IDD_Debug2_DZ'}) then {​
// Debug is running​
uiNameSpace setVariable ['DB2DZ_IDD_Debug2_DZ', nil];​
};​
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into the "if (!isDedicated) then {" Section near the bottom of the file. ​
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player_spawn_2.sqf changes:​
Add where hint silent is:​
_DB2DZ_run = [] execVM "Dialogs\DB2DZ.sqf";
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and comment out the Hint (or remove it). (use /* */ to block quote it out if you wish)​
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That should be it!​
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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.​
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Below if for just under zeroing on the right side of the screen where the old Debug is. ​
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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​
};​
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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!​
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<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​
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I've taken out the frames and made it just the text box. moving is much simpler. ​
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** EDIT - modified placement, issues with differing screen resolutions.​
 

Attachments

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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