//Credit to Krixes for use of his code and also to AVendettaForYou for helping me figure some stuff out.
//Modified by Matt L
if (isNil "custom_monitor") then {custom_monitor = true;} else {custom_monitor = !custom_monitor;};
while {custom_monitor} do
{
_kills = player getVariable["zombieKills",0];
_killsH = player getVariable["humanKills",0];
_killsB = player getVariable["banditKills",0];
_humanity = player getVariable["humanity",0];
_headShots = player getVariable["headShots",0];
_zombies = count entities "zZombie_Base";
_zombiesA = {alive _x} count entities "zZombie_Base";
_banditCount = {(isPlayer _x) && ((_x getVariable ["humanity",0]) < 0)} count playableUnits;
_heroCount = {(isPlayer _x) && ((_x getVariable ["humanity",0]) >= 5000)} count playableUnits;
hintSilent parseText format ["
<t size='1'font='Bitstream'align='center' color='#EE0000' >%1</t><br/>
<t size='1'font='Bitstream'align='left' color='#EE0000' >Midochlorians Left:</t><t size='1.5' font='Bitstream'align='right' color='#EE0000' >%2</t><br/>
<t size='1'font='Bitstream'align='left' color='#104E8B' >Humanity:</t><t size='1.5'font='Bitstream'align='right' color='#104E8B' >%3</t><br/>
<t size='1'font='Bitstream'align='left' color='#EEC900' >Noobs Killed:</t><t size='1.5'font='Bitstream'align='right' color='#EEC900' >%4</t><br/>
<t size='1'font='Bitstream'align='left' color='#EEC900' >Assholes Killed:</t><t size='1.5'font='Bitstream'align='right' color='#EEC900' >%5</t><br/>
<t size='1'font='Bitstream'align='left' color='#EEC900' >Zombitches Killed:</t><t size='1.5'font='Bitstream'align='right' color='#EEC900' >%6</t><br/>
<t size='1'font='Bitstream'align='left' color='#EEC900' >Dome Shots:</t><t size='1.5'font='Bitstream'align='right' color='#EEC900' >%7</t><br/>
<t size='1' font='Bitstream' align='left' color='#EEC900' >Zombitches (alive/total): </t><t size='1' font='Bitstream' align='right' color='#EEC900' >%9/%8</t><br/>
<t size='1'font='Bitstream'align='left' color='#104E8B' >Current Asshole Count:</t><t size='1.5'font='Bitstream'align='right' color='#104E8B' >%11</t><br/>
<t size='1'font='Bitstream'align='left' color='#104E8B' >Current NiceGuy Count:</t><t size='1.5'font='Bitstream'align='right' color='#104E8B' >%12</t><br/>
<t size='1' font='Bitstream' align='left' color='#104E8B' >FPS: </t><t size='1' font='Bitstream' align='right' color='#104E8B' >%10</t><br/>
<t size='1'font='Bitstream'align='center' color='#104E8B' >Welcome to the Apocalypse! </t><br/>
",dayz_playerName,r_player_blood,round _humanity,_killsH,_killsB,_kills,_headShots,count entities "zZombie_Base",{alive _x} count entities "zZombie_Base",diag_fps,_banditCount,_heroCount];
sleep 1;
};
private ["_toggleUseTime","_toggleLastUsedTime","_lastToggle","_toggleUseTime","_toggleOn","_toggleOff"];
_toggleUseTime = 1; // Amount of time it takes in second for the player to toggle custom debug
_toggleLastUsedTime = 8; // Amount of time in seconds before player can toggle custom debug again
_toggleTime = time - lastToggle; // Variable used for easy reference in determining the cooldown
_toggleOn = s_player_toggle;
_toggleOff = s_player_toggle;
if (dayz_combat == 1) then { // Check if in combat
cutText [format["You are in Combat and cannot toggle debug"], "PLAIN DOWN"]; //display text at bottom center of screen when in combat
} else {
player removeAction s_player_toggle; //remove the action from users scroll menu
player playActionNow "Medic"; //play animation
r_interrupt = false; // public interuppt variable
_animState = animationState player; // get the animation state of the player
r_doLoop = true; // while true sets whether to continue
_started = false; // this starts as false as a check
_finished = false; // this starts as false
while {r_doLoop} do {
_animState = animationState player; // keep checking to make sure player is in correct animation
_isMedic = ["medic",_animState] call fnc_inString; // checking to make sure the animstate is the medic animation still
if (_isMedic) then {
_started = true; // this is a check to make sure everything is still ok
};
if(!_isMedic && !r_interrupt && (time) < _toggleUseTime) then {
player playActionNow "Medic"; //play animation
_isMedic = true;
};
if (_started && !_isMedic && (time) > _toggleUseTime) then {
r_doLoop = false; // turns off the loop
_finished = true; // set finished to true
lastToggle = time; // the last toggle time
};
if (r_interrupt) then {
r_doLoop = false; // if interuppted turns loop off early so _finished is never true
};
sleep 0.1;
};
r_doLoop = false; // make sure loop is off
if (_finished) then {
// this is for handling if interrupted
r_interrupt = false;
player switchMove "";
player playActionNow "stop";
cutText [format["You have disabled your debug monitor!"], "PLAIN DOWN"]; //display text at bottom center of screen on interrupt
hintSilent "";
};
};