[OPEN] Debug Monitor

Dusty Nuttles

Valued Member!
Can anybody assist with turning this on please?

I'm also looking to add custom parameters like infected killed, dayz alive, players killed, players bandaged (fingers crossed).

Thank you!
 
ok so this is really frustrating...again its a client side edit thats need

DePBO DayZ\dta\scripts.pbo

Open 5_Mission\mission\missionGameplay.c

find
Code:
    override void OnMissionStart()
    {
        //does not display HUD until player is fully loaded
        //m_hud_root_widget.Show(true);
        GetUIManager().ShowUICursor(false);
        g_Game.SetMissionState( DayZGame.MISSION_STATE_GAME );
    }
and change to this
Code:
    override void OnMissionStart()
    {
        //does not display HUD until player is fully loaded
        //m_hud_root_widget.Show(true);
        GetUIManager().ShowUICursor(false);
        g_Game.SetMissionState( DayZGame.MISSION_STATE_GAME );
        CreateDebugMonitor();
    }
not sure yet if below is needed

find
Code:
    override void CreateDebugMonitor()
    {
        if (!m_debugMonitor)
        {
            m_debugMonitor = new DebugMonitor();
            m_debugMonitor.Init();
        }

    }
   
    void UpdateDebugMonitor()
    {
        if (!m_debugMonitor) return; 
        PlayerBase player = PlayerBase.Cast( GetGame().GetPlayer() );
        if (player)
        {
            DebugMonitorValues values = player.GetDebugMonitorValues();
            if (values)
            {
                m_debugMonitor.SetHealth(values.GetHealth());
                m_debugMonitor.SetBlood(values.GetBlood());
                m_debugMonitor.SetLastDamage(values.GetLastDamage());
                m_debugMonitor.SetPosition(player.GetPosition());
            }
        }
    }
replace with
Code:
    override void CreateDebugMonitor()
    {
///////////////////////////////////////////////////////////////////////       
        //always create
        //if (!m_debugMonitor)
        //{
            m_debugMonitor = new DebugMonitor();
            m_debugMonitor.Init();
        //}
///////////////////////////////////////////////////////////////////////
    }
   
    void UpdateDebugMonitor()
    {
///////////////////////////////////////////////////////////////////////
        //if (!m_debugMonitor) return;
///////////////////////////////////////////////////////////////////////   
        PlayerBase player = PlayerBase.Cast( GetGame().GetPlayer() );
        if (player)
        {
            DebugMonitorValues values = player.GetDebugMonitorValues();
            if (values)
            {
                m_debugMonitor.SetHealth(values.GetHealth());
                m_debugMonitor.SetBlood(values.GetBlood());
                m_debugMonitor.SetLastDamage(values.GetLastDamage());
                m_debugMonitor.SetPosition(player.GetPosition());
            }
        }
    }

This get the old debug up (you can prop edit it but being client side its useless to use at moment)

we might have to wait till the move more stuff server side instead of client side... :(
 
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