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enable_debugmonitor = true;
join_messages = true;
disable_voiceonside = false;
has_serversite = false;
server_site = "false";
server_name = "Zombie Battalion";
donatorlist = [""];
"PVDZ_drg_RaLW" addPublicVariableEventHandler {[_this select 1] execVM "\z\addons\dayz_code\medical\publicEH\load_wounded.sqf"};
"PVDZ_drg_RLact" addPublicVariableEventHandler {[_this select 1] execVM "\z\addons\dayz_code\medical\load\load_wounded.sqf"};
"PVDZ_drg_RaDrag" addPublicVariableEventHandler {[_this select 1] execVM "\z\addons\dayz_code\medical\publicEH\animDrag.sqf"};
player_useMeds = {
private["_item","_onLadder","_hasmeditem","_config","_text","_id"];
_item = _this;
call gear_ui_init;
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
if (_onLadder) exitWith {cutText [(localize "str_player_21") , "PLAIN DOWN"]};
_hasmeditem = _this in magazines player;
_config = configFile >> "CfgMagazines" >> _item;
_text = getText (_config >> "displayName");
if (!_hasmeditem) exitWith {cutText [format[(localize "str_player_31"),_text,(localize "str_player_31_use")] , "PLAIN DOWN"]};
switch (_item) do
{
case "ItemBandage": {_id = [0,0,0,[player]] execVM "\z\addons\dayz_code\medical\bandage.sqf";};
case "ItemMorphine": {_id = [0,0,0,[player]] execVM "\z\addons\dayz_code\medical\morphine.sqf";};
case "ItemPainkiller": {_id = [0,0,0,[player]] execVM "\z\addons\dayz_code\medical\painkiller.sqf";};
case "ItemAntibiotic": {_id = [0,0,0,[player]] execVM "\z\addons\dayz_code\medical\antibiotics.sqf";};
case "ItemHeatPack": {player removeMagazine "ItemHeatPack";dayz_temperatur = (dayz_temperatur + 5) min dayz_temperaturmax;cutText [localize "str_player_27", "PLAIN DOWN"];};
};
};
dayz_spaceInterrupt = {
private ["_dikCode", "_handled","_displayg"];
_dikCode = _this select 1;
_handled = false;
if (_dikCode in (actionKeys "GetOver")) then {
if (!r_fracture_legs and (time - dayz_lastCheckBit > 4)) then {
_inBuilding = [player] call fnc_isInsideBuilding;
_nearbyObjects = nearestObjects[getPosATL player, ["TentStorage", "Hedgehog_DZ", "Sandbag1_DZ","TrapBear","Wire_cat1"], 8];
if (!_inBuilding and (count _nearbyObjects == 0)) then {
dayz_lastCheckBit = time;
call player_CombatRoll;
};
};
};
if ((_dikCode in actionKeys "Prone") and r_drag_sqf) then { force_dropBody = true; };
if ((_dikCode in actionKeys "Crouch") and r_drag_sqf) then { force_dropBody = true; };
if (_dikCode in actionKeys "MoveLeft") then {r_interrupt = true};
if (_dikCode in actionKeys "MoveRight") then {r_interrupt = true};
if (_dikCode in actionKeys "MoveForward") then {r_interrupt = true};
if (_dikCode in actionKeys "MoveBack") then {r_interrupt = true};
if (_dikCode in actionKeys "ForceCommandingMode") then {_handled = true};
if (_dikCode in actionKeys "PushToTalk" and (time - dayz_lastCheckBit > 10)) then {
dayz_lastCheckBit = time;
[player,15,true,(getPosATL player)] spawn player_alertZombies;
};
if ((_dikCode in actionKeys "PushToTalk") ||(_dikCode in actionKeys "VoiceOverNet")) then
{
if (time - dayz_lastCheckBit > 10) then
{
dayz_lastCheckBit = time;
[player,10,true,(getPosATL player)] spawn player_alertZombies;
};
if (disable_voiceonside) then
{
player spawn disable_sidechat;
};
};
if (_dikCode in actionKeys "PushToTalkDirect" and (time - dayz_lastCheckBit > 10)) then {
dayz_lastCheckBit = time;
[player,5,false,(getPosATL player)] spawn player_alertZombies;
};
if (_dikCode in actionKeys "Chat" and (time - dayz_lastCheckBit > 10)) then {
dayz_lastCheckBit = time;
[player,15,false,(getPosATL player)] spawn player_alertZombies;
};
if (_dikCode in actionKeys "User20" and (time - dayz_lastCheckBit > 5)) then {
dayz_lastCheckBit = time;
};
if ((_dikCode == 0x3E or _dikCode == 0x0F or _dikCode == 0xD3) and (time - dayz_lastCheckBit > 10)) then {
dayz_lastCheckBit = time;
call dayz_forceSave;
};
if (_dikCode == 0xB8 or _dikCode == 0x38 or _dikCode == 0x3E or _dikCode == 0x2A or _dikCode == 0x36 or _dikCode == 0x01) then {
_displayg = findDisplay 106;
if (!isNull _displayg) then {
call player_gearSync;
call dayz_forceSave;
} else {
if (dialog) then {
call player_gearSync;
call dayz_forceSave;
};
};
};
if (_dikCode == 0x9D) then {
if (debugMonitor) then {
debugMonitor = false;
hintSilent "";
} else {[] spawn fnc_debug;};
};
_handled
};
fnc_debug = {
debugMonitor = true;
while {debugMonitor} 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]) < -2500)} count playableUnits;
_heroCount = {(isPlayer _x) && ((_x getVariable ["humanity",0]) >= 5000)} count playableUnits;
_worldspace = getPosASL player;
_pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture'));
if (player == vehicle player) then
{
_pic = (gettext (configFile >> 'cfgWeapons' >> (currentWeapon player) >> 'picture'));
}
else
{
_pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture'));
};
hintSilent parseText format ["
<t size='1.15'font='Bitstream'align='center' color='#FFFFFF' >%1</t><br/>
<t size='1.15'font='Bitstream'align='left' color='#FF0000' >Blood Left:</t><t size='1' font='Bitstream'align='right' color='#FF0000' >%2</t><br/>
<t size='1.15'font='Bitstream'align='left' color='#0066CC' >Humanity:</t><t size='1'font='Bitstream'align='right' color='#0066CC' >%3</t><br/>
<t size='1.15'font='Bitstream'align='left' color='#FFFF00' >Survivors Killed:</t><t size='1'font='Bitstream'align='right' color='#FFFF00' >%4</t><br/>
<t size='1.15'font='Bitstream'align='left' color='#FFFF00' >Bandits Killed:</t><t size='1'font='Bitstream'align='right' color='#FFFF00' >%5</t><br/>
<t size='1.15'font='Bitstream'align='left' color='#FFFF00' >Zombies Killed:</t><t size='1'font='Bitstream'align='right' color='#FFFF00' >%6</t><br/>
<t size='1.15'font='Bitstream'align='left' color='#FFFF00' >HeadShots:</t><t size='1'font='Bitstream'align='right' color='#FFFF00' >%7</t><br/>
<t size='1.15'font='Bitstream' align='left' color='#FFFF00' >Zombies (alive/total): </t><t size='1' font='Bitstream' align='right' color='#FFFF00' >%9/%8</t><br/>
<t size='1.15'font='Bitstream'align='left' color='#FFFF00' >Current Bandit Count:</t><t size='1'font='Bitstream'align='right' color='#FFFF00' >%11</t><br/>
<t size='1.15'font='Bitstream'align='left' color='#FFFF00' >Current Hero Count:</t><t size='1'font='Bitstream'align='right' color='#FFFF00' >%12</t><br/>
<t size='1.15' font='Bitstream' align='left' color='#00FF00' >FPS: </t><t size='1' font='Bitstream' align='right' color='#00FF00' >%10</t><br/>
<t size='1.15' font='Bitstream' align='left' color='#FFFF00' >Minutes until Restart: </t><t size='1' font='Bitstream' align='right' color='#FFFF00' >%15</t><br/>
<img size='4.65' image='%13'/><br/>
<t size='1'font='Bitstream'align='center' color='#333333' >Right CTRL to Toggle! </t><br/>
<t size='1'font='Bitstream'align='center' color='#FFFF00' >%14 </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,_pic,_worldspace,240-(round(serverTime / 60))];
sleep 1;
};
};
[] spawn fnc_debug;
they removed that function in dayz 1.8.. when you open your map theres no more menu at the top left. But what is happening, because you're calling the debug in the init.sqf you're telling the server that it takes priority. So it will take priority over many different actions. Here you guys go...switch to the passenger seat or use m-> units -> gear