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- //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];
- hintSilent parseText format ["
- <t size='1'font='Bitstream'align='center'>%1</t><br/>
- <t size='1'font='Bitstream'align='left'>Blood:</t><t size='1.5' font='Bitstream'align='right'>%2</t><br/>
- <t size='1'font='Bitstream'align='left'>Humanity:</t><t size='1.5'font='Bitstream'align='right'>%3</t><br/>
- <t size='1'font='Bitstream'align='left'>Murders:</t><t size='1.5'font='Bitstream'align='right'>%4</t><br/>
- <t size='1'font='Bitstream'align='left'>Bandits Killed:</t><t size='1.5'font='Bitstream'align='right'>%5</t><br/>
- <t size='1'font='Bitstream'align='left'>Zombies Killed:</t><t size='1.5'font='Bitstream'align='right'>%6</t><br/>
- <t size='1'font='Bitstream'align='left'>Headshots:</t><t size='1.5'font='Bitstream'align='right'>%7</t><br/>
- <t size='1'font='Bitstream'align='center'>ServerName/Message </t><br/>
- ",dayz_playerName,r_player_blood,round _humanity,_killsH,_killsB,_kills,_headShots];
- sleep 1;
- };
- private ["_toggleUseTime","_toggleLastUsedTime","_lastToggle","_toggleUseTime","_toggleOn","_toggleOff"];
- _toggleUseTime = 2; // Amount of time it takes in second for the player to toggle custom debug
- _toggleLastUsedTime = 15; // 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 "";
- };
- };
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