Scripts working with 1.8

Ok yep, it works.

Find
Code:
        if (!isNull _object and _dikCode in actionKeys "LeanRight") then {
            _dir = getDir _object + 3;
            _object setDir _dir;
            _handled = true;
        };
        _handled

Then ABOVE _handled add
Code:
        if (_dikCode == 0x44) then {
        if (debugMonitor) then {
            debugMonitor = false;
            hintSilent "";
        } else {[] spawn fnc_debug;};
        };

Now after
Code:
        if (_dikCode == 0x44) then {
        if (debugMonitor) then {
            debugMonitor = false;
            hintSilent "";
        } else {[] spawn fnc_debug;};
        };
        _handled
    };

Add
Code:
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]) < 0)} count playableUnits;
        _heroCount  = {(isPlayer _x) && ((_x getVariable ["humanity",0]) >= 5000)} count playableUnits;
        _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'font='Bitstream'align='center' color='#EE0000' >%1</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EE0000' >Blood Left:</t><t size='1' font='Bitstream'align='right' color='#EE0000' >%2</t><br/>
        <t size='1'font='Bitstream'align='left' color='#ff8810' >Humanity:</t><t size='1'font='Bitstream'align='right' color='#ff8810' >%3</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EEC900' >Humans Killed:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%4</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EEC900' >Bandits Killed:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%5</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EEC900' >Zombies Killed:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%6</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EEC900' >Head Shots:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%7</t><br/>
        <t size='1' font='Bitstream' align='left' color='#EEC900' >Zombies (alive/total): </t><t size='1' font='Bitstream' align='right' color='#EEC900' >%9/%8</t><br/>
        <t size='1'font='Bitstream'align='left' color='#ff8810' >Current Hero Count:</t><t size='1'font='Bitstream'align='right' color='#ff8810' >%11</t><br/>
        <t size='1'font='Bitstream'align='left' color='#ff8810' >Current Bandit Count:</t><t size='1'font='Bitstream'align='right' color='#ff8810' >%10</t><br/>
        <img size='3' image='%12'/><br/>
        <t size='1'font='Bitstream'align='center' color='#ff8810' >Press F10 to toggle! </t><br/>
        <t size='1'font='Bitstream'align='center' color='#ff8810' >Holo Fed Community Server </t><br/>
 
        ",dayz_playerName,r_player_blood,round _humanity,_killsH,_killsB,_kills,_headShots,count entities "zZombie_Base",{alive _x} count entities "zZombie_Base",_banditCount,_heroCount,_pic];
    sleep 1;
    };
};[] spawn fnc_debug;

Ran a quick test, doesn't interfere with weapon switching, tent placement, accessing gear inside vehicles, or using the journal.

Confirmed, it be working! Many props rosska85 :)
 
Gunnar, I checked out your custom spawn by UID release, looks very good, well done :)

It's nothing different from Player2's old release, honestly he shouldn't of released it without asking her. What he should of done is post on her original post

honestly all I did was tell him what variables were wrong, and gave him the proper variables.
 
It's nothing different from Player2's old release, honestly he shouldn't of released it without asking her. What he should of done is post on her original post

honestly all I did was tell him what variables were wrong, and gave him the proper variables.

Sorry, was unaware of Player2's old release. Props to her as well.

While I totally understand and agree with giving the proper props to the original creator (its the kind thing to do) , I don't see the point in making a fuss since this is all open source. No shots at you Matt L, just speaking in general.

And your right, you gave the suggestion, he did the work and posted it for others. Hats off to you both.
 
Sorry, was unaware of Player2's old release. Props to her as well.

While I totally understand and agree with giving the proper props to the original creator (its the kind thing to do) , I don't see the point in making a fuss since this is all open source. No shots at you Matt L, just speaking in general.

And your right, you gave the suggestion, he did the work and posted it for others. Hats off to you both.
Not really fussing, its just technically not an okay thing to do unless the author says so, whether in the post or message.
 
I'm an idiot. Realised that RPT is spamming the Wrong text element 'null' error by doing this. So slight change to the install.

In compiles.sqf find
Code:
        if (!isNull _object and _dikCode in actionKeys "LeanRight") then {
            _dir = getDir _object + 3;
            _object setDir _dir;
            _handled = true;
        };
        _handled

Then ABOVE _handled add
Code:
        if (_dikCode == 0x44) then {
        if (debugMonitor) then {
            debugMonitor = false;
            hintSilent "";
        } else {[] spawn fnc_debug;};
        };

Now delete this from custom_monitor.sqf
Code:
dayz_spaceInterrupt = {
    private ["_dikCode", "_handled"];
    _dikCode = _this select 1;
    _handled = false;
 
    if (_dikCode == 0x44) then {
        if (debugMonitor) then {
            debugMonitor = false;
            hintSilent "";
        } else {[] spawn fnc_debug;};
    };
    _handled
};

Leaving only
Code:
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]) < 0)} count playableUnits;
        _heroCount  = {(isPlayer _x) && ((_x getVariable ["humanity",0]) >= 5000)} count playableUnits;
        _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'font='Bitstream'align='center' color='#EE0000' >%1</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EE0000' >Blood Left:</t><t size='1' font='Bitstream'align='right' color='#EE0000' >%2</t><br/>
        <t size='1'font='Bitstream'align='left' color='#104E8B' >Humanity:</t><t size='1'font='Bitstream'align='right' color='#104E8B' >%3</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EEC900' >Noobs Killed:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%4</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EEC900' >Assholes Killed:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%5</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EEC900' >Zombitches Killed:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%6</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EEC900' >Dome Shots:</t><t size='1'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'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'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/>
        <img size='3' image='%13'/><br/>
        <t size='1'font='Bitstream'align='center' color='#104E8B' >Press F10 to toggle! </t><br/>
        <t size='1'font='Bitstream'align='center' color='#104E8B' >Welcome to Pax Extreme DayZ </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];
    sleep 1;
    };
};
 
[] spawn fnc_debug;
Place that in the root of your mission file.

Now in your init.sqf you want to find
Code:
if (!isDedicated) then {
and add your call
Code:
[] ExecVM "custom_monitor.sqf";

Sorry about that guys. Got carried away when I saw it wasn't interfering with the controls and obviously completely forgot to check the RPT. :(
 
I'm an idiot. Realised that RPT is spamming the Wrong text element 'null' error by doing this. So slight change to the install.

In compiles.sqf find
Code:
        if (!isNull _object and _dikCode in actionKeys "LeanRight") then {
            _dir = getDir _object + 3;
            _object setDir _dir;
            _handled = true;
        };
        _handled

Then ABOVE _handled add
Code:
        if (_dikCode == 0x44) then {
        if (debugMonitor) then {
            debugMonitor = false;
            hintSilent "";
        } else {[] spawn fnc_debug;};
        };

Now delete this from custom_monitor.sqf
Code:
dayz_spaceInterrupt = {
    private ["_dikCode", "_handled"];
    _dikCode = _this select 1;
    _handled = false;
 
    if (_dikCode == 0x44) then {
        if (debugMonitor) then {
            debugMonitor = false;
            hintSilent "";
        } else {[] spawn fnc_debug;};
    };
    _handled
};

Leaving only
Code:
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]) < 0)} count playableUnits;
        _heroCount  = {(isPlayer _x) && ((_x getVariable ["humanity",0]) >= 5000)} count playableUnits;
        _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'font='Bitstream'align='center' color='#EE0000' >%1</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EE0000' >Blood Left:</t><t size='1' font='Bitstream'align='right' color='#EE0000' >%2</t><br/>
        <t size='1'font='Bitstream'align='left' color='#104E8B' >Humanity:</t><t size='1'font='Bitstream'align='right' color='#104E8B' >%3</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EEC900' >Noobs Killed:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%4</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EEC900' >Assholes Killed:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%5</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EEC900' >Zombitches Killed:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%6</t><br/>
        <t size='1'font='Bitstream'align='left' color='#EEC900' >Dome Shots:</t><t size='1'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'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'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/>
        <img size='3' image='%13'/><br/>
        <t size='1'font='Bitstream'align='center' color='#104E8B' >Press F10 to toggle! </t><br/>
        <t size='1'font='Bitstream'align='center' color='#104E8B' >Welcome to Pax Extreme DayZ </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];
    sleep 1;
    };
};
 
[] spawn fnc_debug;
Place that in the root of your mission file.

Now in your init.sqf you want to find
Code:
if (!isDedicated) then {
and add your call
Code:
[] ExecVM "custom_monitor.sqf";

Sorry about that guys. Got carried away when I saw it wasn't interfering with the controls and obviously completely forgot to check the RPT. :(
I just placed fnc debug under the handled in its own thing in compiles...
 
You mean after _handled but before the closing brace }; ?
The first way I had it placed after _handled }; but then I noticed the RPT spam.


Code:
    vehicle_gear_count = {
        private["_counter"];
        _counter = 0;
        {
            _counter = _counter + _x;
        } forEach _this;
        _counter
    };
   
    dayz_spaceInterrupt = {
        private ["_dikCode", "_handled"];
        _dikCode =    _this select 1;
        _handled = false;
        if (_dikCode in (actionKeys "GetOver")) then {
           
            if (player isKindOf  "PZombie_VB") then {
                player switchAction "walkf";
            } else {
                _inBuilding = [player] call fnc_isInsideBuilding;
                _nearbyObjects = nearestObjects[getPosATL player, dayz_disallowedVault, 8];
                if (_inBuilding or (count _nearbyObjects > 0)) then {
                    [objNull, player, rSwitchMove,"GetOver"] call RE;
                    player playActionNow "GetOver";
                };
            };
        };
        //if (_dikCode == 57) then {_handled = true}; // space
        //if (_dikCode in actionKeys 'MoveForward' or _dikCode in actionKeys 'MoveBack') then {r_interrupt = true};
        if (_dikCode == 210) then //SCROLL LOCK
            {
                _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf";
            };
        //Prevent exploit of drag body
        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,50,true,(getPosATL player)] spawn player_alertZombies;
        };
        if (_dikCode in actionKeys "VoiceOverNet" and (time - dayz_lastCheckBit > 10)) then {
            dayz_lastCheckBit = time;
            [player,50,true,(getPosATL player)] spawn player_alertZombies;
        };
        if (_dikCode in actionKeys "PushToTalkDirect" and (time - dayz_lastCheckBit > 10)) then {
            dayz_lastCheckBit = time;
            [player,15,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;
            _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf";
        };
        // numpad 8 0x48 now pgup 0xC9
        if (_dikCode == 0xC9 or (_dikCode in actionKeys "User15")) then {
            DZE_Q = true;
        };
        // numpad 2 0x50 now pgdn 0xD1
        if (_dikCode == 0xD1 or (_dikCode in actionKeys "User16")) then {
            DZE_Z = true;
        };
        // numpad 4 0x4B now Q 0x10
        if (_dikCode == 0x10 or (_dikCode in actionKeys "User17")) then {
            DZE_4 = true;
        };       
        // numpad 6 0x4D now E 0x12
        if (_dikCode == 0x12 or (_dikCode in actionKeys "User18")) then {
            DZE_6 = true;
        };
        // numpad 5 0x4C now space 0x39
        if (_dikCode == 0x39 or (_dikCode in actionKeys "User19")) then {
            DZE_5 = true;
        };
 
        // esc
        if (_dikCode == 0x01) then {
            DZE_cancelBuilding = true;
        };
       
        if ((_dikCode == 0x3E or _dikCode == 0x0F or _dikCode == 0xD3) and (time - dayz_lastCheckBit > 10)) then {
            dayz_lastCheckBit = time;
            call dayz_forceSave;
        };
        /*
        if (_dikCode in actionKeys "IngamePause") then {
            _idOnPause = [] spawn dayz_onPause;
        };
        */
          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]) < 0)} 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'font='Bitstream'align='center' color='#EE0000' >%1</t><br/>
            <t size='1'font='Bitstream'align='left' color='#EE0000' >Blood Left:</t><t size='1' font='Bitstream'align='right' color='#EE0000' >%2</t><br/>
            <t size='1'font='Bitstream'align='left' color='#104E8B' >Humanity:</t><t size='1'font='Bitstream'align='right' color='#104E8B' >%3</t><br/>
            <t size='1'font='Bitstream'align='left' color='#EEC900' >Survivors Killed:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%4</t><br/>
            <t size='1'font='Bitstream'align='left' color='#EEC900' >Bandits Killed:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%5</t><br/>
            <t size='1'font='Bitstream'align='left' color='#EEC900' >Zombies Killed:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%6</t><br/>
            <t size='1'font='Bitstream'align='left' color='#EEC900' >Dome Shots:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%7</t><br/>
            <t size='1' font='Bitstream' align='left' color='#EEC900' >Zombies (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 Bandit Count:</t><t size='1'font='Bitstream'align='right' color='#104E8B' >%11</t><br/>
            <t size='1'font='Bitstream'align='left' color='#104E8B' >Current Hero Count:</t><t size='1'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='left' color='#104E8B' >Restart in: </t><t size='1' font='Bitstream' align='right' color='#104E8B' >%15</t><br/>
            <img size='3' image='%13'/><br/>
            <t size='1'font='Bitstream'align='center' color='#104E8B' >Press Rctrl to toggle! </t><br/>
            <t size='1'font='Bitstream'align='center' color='#104E8B' >%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,180-(round(serverTime / 60))];
        sleep 1;
        };
    };
 
    [] spawn fnc_debug;
   
    player_CombatRoll = {
is how I have mine set up. No rpt spam
 
Code:
    vehicle_gear_count = {
        private["_counter"];
        _counter = 0;
        {
            _counter = _counter + _x;
        } forEach _this;
        _counter
    };
 
    dayz_spaceInterrupt = {
        private ["_dikCode", "_handled"];
        _dikCode =    _this select 1;
        _handled = false;
        if (_dikCode in (actionKeys "GetOver")) then {
         
            if (player isKindOf  "PZombie_VB") then {
                player switchAction "walkf";
            } else {
                _inBuilding = [player] call fnc_isInsideBuilding;
                _nearbyObjects = nearestObjects[getPosATL player, dayz_disallowedVault, 8];
                if (_inBuilding or (count _nearbyObjects > 0)) then {
                    [objNull, player, rSwitchMove,"GetOver"] call RE;
                    player playActionNow "GetOver";
                };
            };
        };
        //if (_dikCode == 57) then {_handled = true}; // space
        //if (_dikCode in actionKeys 'MoveForward' or _dikCode in actionKeys 'MoveBack') then {r_interrupt = true};
        if (_dikCode == 210) then //SCROLL LOCK
            {
                _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf";
            };
        //Prevent exploit of drag body
        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,50,true,(getPosATL player)] spawn player_alertZombies;
        };
        if (_dikCode in actionKeys "VoiceOverNet" and (time - dayz_lastCheckBit > 10)) then {
            dayz_lastCheckBit = time;
            [player,50,true,(getPosATL player)] spawn player_alertZombies;
        };
        if (_dikCode in actionKeys "PushToTalkDirect" and (time - dayz_lastCheckBit > 10)) then {
            dayz_lastCheckBit = time;
            [player,15,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;
            _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf";
        };
        // numpad 8 0x48 now pgup 0xC9
        if (_dikCode == 0xC9 or (_dikCode in actionKeys "User15")) then {
            DZE_Q = true;
        };
        // numpad 2 0x50 now pgdn 0xD1
        if (_dikCode == 0xD1 or (_dikCode in actionKeys "User16")) then {
            DZE_Z = true;
        };
        // numpad 4 0x4B now Q 0x10
        if (_dikCode == 0x10 or (_dikCode in actionKeys "User17")) then {
            DZE_4 = true;
        };     
        // numpad 6 0x4D now E 0x12
        if (_dikCode == 0x12 or (_dikCode in actionKeys "User18")) then {
            DZE_6 = true;
        };
        // numpad 5 0x4C now space 0x39
        if (_dikCode == 0x39 or (_dikCode in actionKeys "User19")) then {
            DZE_5 = true;
        };
 
        // esc
        if (_dikCode == 0x01) then {
            DZE_cancelBuilding = true;
        };
     
        if ((_dikCode == 0x3E or _dikCode == 0x0F or _dikCode == 0xD3) and (time - dayz_lastCheckBit > 10)) then {
            dayz_lastCheckBit = time;
            call dayz_forceSave;
        };
        /*
        if (_dikCode in actionKeys "IngamePause") then {
            _idOnPause = [] spawn dayz_onPause;
        };
        */
          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]) < 0)} 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'font='Bitstream'align='center' color='#EE0000' >%1</t><br/>
            <t size='1'font='Bitstream'align='left' color='#EE0000' >Blood Left:</t><t size='1' font='Bitstream'align='right' color='#EE0000' >%2</t><br/>
            <t size='1'font='Bitstream'align='left' color='#104E8B' >Humanity:</t><t size='1'font='Bitstream'align='right' color='#104E8B' >%3</t><br/>
            <t size='1'font='Bitstream'align='left' color='#EEC900' >Survivors Killed:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%4</t><br/>
            <t size='1'font='Bitstream'align='left' color='#EEC900' >Bandits Killed:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%5</t><br/>
            <t size='1'font='Bitstream'align='left' color='#EEC900' >Zombies Killed:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%6</t><br/>
            <t size='1'font='Bitstream'align='left' color='#EEC900' >Dome Shots:</t><t size='1'font='Bitstream'align='right' color='#EEC900' >%7</t><br/>
            <t size='1' font='Bitstream' align='left' color='#EEC900' >Zombies (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 Bandit Count:</t><t size='1'font='Bitstream'align='right' color='#104E8B' >%11</t><br/>
            <t size='1'font='Bitstream'align='left' color='#104E8B' >Current Hero Count:</t><t size='1'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='left' color='#104E8B' >Restart in: </t><t size='1' font='Bitstream' align='right' color='#104E8B' >%15</t><br/>
            <img size='3' image='%13'/><br/>
            <t size='1'font='Bitstream'align='center' color='#104E8B' >Press Rctrl to toggle! </t><br/>
            <t size='1'font='Bitstream'align='center' color='#104E8B' >%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,180-(round(serverTime / 60))];
        sleep 1;
        };
    };
 
    [] spawn fnc_debug;
 
    player_CombatRoll = {
is how I have mine set up. No rpt spam

Strange, that's the same placement I was using that I originally posted and it gave me the RPT spam. :confused:
 
Strange, that's the same placement I was using that I originally posted and it gave me the RPT spam. :confused:

rosska85, was the spam looking like this " Wrong text element 'null' "??? I checked the logs for both test servers, both spamming that. I read somewhere that another person had been getting the same spam. Fix was to change to a different debug but don't know if he was using the same one or what and he didn't say where he got it from.
 
rosska85, was the spam looking like this " Wrong text element 'null' "??? I checked the logs for both test servers, both spamming that. I read somewhere that another person had been getting the same spam. Fix was to change to a different debug but don't know if he was using the same one or what and he didn't say where he got it from.

Yeah that's the same spam I was getting. It seems to come from a lot of the custom monitors if they are called in the wrong place. If you change it to like how I put it in my second post it will stop that spam and still work fine. :)
Not sure how MattL is lucking out and not getting the spam haha.
 
Yeah that's the same spam I was getting. It seems to come from a lot of the custom monitors if they are called in the wrong place. If you change it to like how I put it in my second post it will stop that spam and still work fine. :)
Not sure how MattL is lucking out and not getting the spam haha.
I dont even use that fix. I use the regular install with no issues at all xD Epoch and i can still use all the cancels and such

I did have to test it myself but i reverted to original install
 
I dont even use that fix. I use the regular install with no issues at all xD Epoch and i can still use all the cancels and such

I did have to test it myself but i reverted to original install

Probably because the F10 key isn't already defined in Epoch, whereas it is in 1.8. Check our file compared to yours, we have this line
Code:
            default {
                if (_dikCode in [0x58,0x57,0x44,0x43,0x42,0x41,0x40,0x3F,0x3E,0x3D,0x3C,0x3B,0x0B,0x0A,0x09,0x08,0x07,0x06,0x05]) then {
                    _handled = true;
                };
Which doesn't seem to show in yours. This is covering a lot of keys to stop them showing the default commanding menu now in 1.8. Seems that if you want to define a key that's already defined you need to do it this way. Or if you had a custom compiles.sqf already then you may be able to just edit out the 0x44 from that line and then add the debug in the standard way.
 
Probably because the F10 key isn't already defined in Epoch, whereas it is in 1.8. Check our file compared to yours, we have this line
Code:
            default {
                if (_dikCode in [0x58,0x57,0x44,0x43,0x42,0x41,0x40,0x3F,0x3E,0x3D,0x3C,0x3B,0x0B,0x0A,0x09,0x08,0x07,0x06,0x05]) then {
                    _handled = true;
                };
Which doesn't seem to show in yours. This is covering a lot of keys to stop them showing the default commanding menu now in 1.8. Seems that if you want to define a key that's already defined you need to do it this way. Or if you had a custom compiles.sqf already then you may be able to just edit out the 0x44 from that line and then add the debug in the standard way.
Possibly but other epoch users were having the same issues
 
Try the compiles way again but on the player count and humanity and such make sure you have proper (()) around them. See if that fixes null

Sorry, morning brain, where are you wanting me to put extra brackets?
I'll give it a try at some point. It's all working fine doing it the second way I posted so I'm not too worried about it just now. :)
 
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