Debug monitor help? really dont know what or how

corkingx

Member
ive got this debug monitor http://postimg.org/image/lpi1r0ae5/
it works fine, but i added a custom one wich wil flicker trough the one we already had, i want to make a custom one for the sarge ai missions or edit the normal 1 i already have/

then again we got anotehr debug monitor when u press insert!
like wtf 3 debug monitors


the one from the screenshot i dont know where to find it or whatso ever to edit it,
im on dayz.st


some part of the code
Code:
if (isServer) then {
    call compile preprocessFileLineNumbers "dynamic_vehicle.sqf";                //Compile vehicle configs
   
    // Add trader citys
    _nil = [] execVM "mission.sqf";
    _serverMonitor =    [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
};
 
if (!isDedicated) then {
    //Conduct map operations
    0 fadeSound 0;
    waitUntil {!isNil "dayz_loadScreenMsg"};
    dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
    _nil = [] execVM "custom\remote_messages.sqf";
    //Run the player monitor
        _id = player addEventHandler ["Respawn", {_id = [] spawn player_death; _nul = [] execVM "playerspawn.sqf";}];
    _playerMonitor =    [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
    _nul = [] execVM "playerspawn.sqf";   
    _void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
null = execVM "service_point\service_point.sqf";
 
init.sqf
Code:
/*   
    For DayZ Epoch
    Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
*/
startLoadingScreen ["","RscDisplayLoadCustom"];
cutText ["","BLACK OUT"];
enableSaving [false, false];
 
//REALLY IMPORTANT VALUES
dayZ_instance =    3443;                    //The instance
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;
 
// Enabling this option will disable the instant map features involving player healing and loadout changes
dayz_REsec = 0; // DayZ RE Security / 1 = enabled // 0 = disabled
 
//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;
 
// DayZ Epoch config
spawnShoremode = 1; // Default = 1 (on shore)
spawnArea = 3500; // Default = 1500
 
MaxVehicleLimit = 500; // Default = 50
MaxDynamicDebris = 100; // Default = 100
dayz_MapArea = 20000; // Default = 10000
 
dayz_sellDistance = 40;
 
EpochEvents = [["any","any","any","any",30,"crash_spawner"],
["any","any","any","any",10,"Military"],
["any","any","any","any",25,"Treasure"],
["any","any","any","any",40,"Supplyitems"],
["any","any","any","any",55,"Construction"],
["any","any","any","any",0,"crash_spawner"],
["any","any","any","any",15,"supply_drop"],
["any","any","any","any",10,"Military.sqf"],
["any","any","any","any",25,"Treasure.sqf"]];
 
dayz_fullMoonNights = false;
 
dayz_minpos = -26000;
dayz_maxpos = 26000;
 
dayz_paraSpawn = false;
 
dayz_maxAnimals = 8; // Default: 8
dayz_tameDogs = true;
DynamicVehicleDamageLow = 0; // Default: 0
DynamicVehicleDamageHigh = 85; // Default: 100
DynamicVehicleFuelLow = 0;
DynamicVehicleFuelHigh = 35;
 
DZE_vehicleAmmo = 1; //Default = 0, deletes ammo from vehicles with machine guns every restart if set to 0.
DZE_BackpackGuard = false; //Default = True, deletes backpack contents if logging out or losing connection beside another player if set to true.
DZE_BuildingLimit = 750; //Default = 150, decides how many objects can be built on the server before allowing any others to be built. Change value for more buildings.
DZE_TRADER_SPAWNMODE = false; //Vehicles bought with traders will parachute in instead of just spawning on the ground.
dayz_fullMoonNights = false;
DZE_DeathMsgGlobal = true;
 
// DZEdebug = true;
 
//Load in compiled functions
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\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;
// WARNING: If you need to modify the compiles.sqf and want to maintain the ability to drag/drop players on the map
//            then you must know what you are doing as we had to make an exclusion to the anti-teleport code.
//            Unfortunately we're forced to include this in the mission file.... I hate this workaround.
//            Maybe I'll think of something better later. - BP @ DayZ.ST
call compile preprocessFileLineNumbers "ATPExclusion\compiles.sqf";                //Compile regular functions
progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "server_traders.sqf";                //Compile trader configs
progressLoadingScreen 1.0;
 
"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
 
/* BIS_Effects_* fixes from Dwarden */
BIS_Effects_EH_Killed = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\killed.sqf";
BIS_Effects_AirDestruction = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestruction.sqf";
BIS_Effects_AirDestructionStage2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestructionStage2.sqf";
 
BIS_Effects_globalEvent = {
    BIS_effects_gepv = _this;
    publicVariable "BIS_effects_gepv";
    _this call BIS_Effects_startEvent;
};
 
BIS_Effects_startEvent = {
    switch (_this select 0) do {
        case "AirDestruction": {
                [_this select 1] spawn BIS_Effects_AirDestruction;
        };
        case "AirDestructionStage2": {
                [_this select 1, _this select 2, _this select 3] spawn BIS_Effects_AirDestructionStage2;
        };
        case "Burn": {
                [_this select 1, _this select 2, _this select 3, false, true] spawn BIS_Effects_Burn;
        };
    };
};
 
"BIS_effects_gepv" addPublicVariableEventHandler {
    (_this select 1) call BIS_Effects_startEvent;
};
 
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 {
    call compile preprocessFileLineNumbers "dynamic_vehicle.sqf";                //Compile vehicle configs
   
    // Add trader citys
    _nil = [] execVM "mission.sqf";
    _serverMonitor =    [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
};
 
if (!isDedicated) then {
    //Conduct map operations
    0 fadeSound 0;
    waitUntil {!isNil "dayz_loadScreenMsg"};
    dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
    _nil = [] execVM "custom\remote_messages.sqf";
    //Run the player monitor
        _id = player addEventHandler ["Respawn", {_id = [] spawn player_death; _nul = [] execVM "playerspawn.sqf";}];
    _playerMonitor =    [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
    _nul = [] execVM "playerspawn.sqf";   
    _void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf";
null = execVM "service_point\service_point.sqf";
 
 
if (!isDedicated) then {
    [] execVM "fixes\effects.sqf";
null = [] execVM "earthquake.sqf";
    [] execVM "service_point\service_point.sqf";
    [] execVM "faction.sqf";
    };
   
};
if (dayz_REsec == 1) then {
//#include "\z\addons\dayz_code\system\REsec.sqf"
};
//R3F Towing and shit (or whatever you want to title it)
[] execVM "R3F_ARTY_AND_LOG\init.sqf";
 
//--- Wind & Dust
[] spawn {
    waituntil {isplayer player};
    setwind [0.201112,0.204166,true];
    while {true} do {
        _ran = ceil random 5;
        playsound format ["wind_%1",_ran];
        _obj = vehicle player;
        _pos = position _obj;
 
        //--- Dust
            setwind [0.201112*2,0.204166*2,false];
        _velocity = [random 10,random 10,-1];
        _color = [1.0, 0.9, 0.8];
        _alpha = 0.02 + random 0.02;
        _ps = "#particlesource" createVehicleLocal _pos; 
        _ps setParticleParams [["\Ca\Data\ParticleEffects\Universal\universal.p3d", 16, 12, 8], "", "Billboard", 1, 3, [0, 0, -6], _velocity, 1, 1.275, 1, 0, [9], [_color + [0], _color + [_alpha], _color + [0]], [1000], 1, 0, "", "", _obj];
        _ps setParticleRandom [3, [30, 30, 0], [0, 0, 0], 1, 0, [0, 0, 0, 0.01], 0, 0];
        _ps setParticleCircle [0.1, [0, 0, 0]];
        _ps setDropInterval 0.01;
 
        sleep (random 1);
        deletevehicle _ps;
        _delay = 10 + random 20;
        sleep _delay;
 
    };
};
 
//--- Ash
[] spawn {
    waituntil {isplayer brown};
    _pos = position player;
    _parray = [
    /* 00 */        ["\Ca\Data\ParticleEffects\Universal\Universal", 16, 12, 8, 1],//"\Ca\Data\cl_water",
    /* 01 */        "",
    /* 02 */        "Billboard",
    /* 03 */        1,
    /* 04 */        4,
    /* 05 */        [0,0,0],
    /* 06 */        [0,0,0],
    /* 07 */        1,
    /* 08 */        0.000001,
    /* 09 */        0,
    /* 10 */        1.4,
    /* 11 */        [0.05,0.05],
    /* 12 */        [[0.1,0.1,0.1,1]],
    /* 13 */        [0,1],
    /* 14 */        0.2,
    /* 15 */        1.2,
    /* 16 */        "",
    /* 17 */        "",
    /* 18 */        vehicle player
    ];
    _snow = "#particlesource" createVehicleLocal _pos;
    _snow setParticleParams _parray;
    _snow setParticleRandom [0, [10, 10, 7], [0, 0, 0], 0, 0.01, [0, 0, 0, 0.1], 0, 0];
    _snow setParticleCircle [0.0, [0, 0, 0]];
    _snow setDropInterval 0.01;
 
    _oldPlayer = vehicle player;
    while {true} do {
        waituntil {vehicle player != _oldPlayer};
        _parray set [18,vehicle player];
        _snow setParticleParams _parray;
        _oldPlayer = vehicle player;
    };
};   
// Mission System Markers
[] execVM "debug\addmarkers.sqf";
[] execVM "debug\addmarkers75.sqf";
 
  // UPSMON
  call compile preprocessFileLineNumbers "addons\UPSMON\scripts\Init_UPSMON.sqf";
 
  // SHK
  call compile preprocessfile "addons\SHK_pos\shk_pos_init.sqf";
 
  // run SAR_AI
  [] execVM "addons\SARGE\SAR_AI_init.sqf";
        };
    };
};
 
Back
Top