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Matt34

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Jun 26th, 2013
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  1. //Credit to Krixes for use of his code and also to AVendettaForYou for helping me figure some stuff out.
  2. //Modified by Matt L
  3. if (isNil "custom_monitor") then {custom_monitor = true;} else {custom_monitor = !custom_monitor;};
  4.  
  5. while {custom_monitor} do
  6. {
  7. _kills = player getVariable["zombieKills",0];
  8. _killsH = player getVariable["humanKills",0];
  9. _killsB = player getVariable["banditKills",0];
  10. _humanity = player getVariable["humanity",0];
  11. _headShots = player getVariable["headShots",0];
  12. hintSilent parseText format ["
  13. <t size='1'font='Bitstream'align='center'>%1</t><br/>
  14. <t size='1'font='Bitstream'align='left'>Blood:</t><t size='1.5' font='Bitstream'align='right'>%2</t><br/>
  15. <t size='1'font='Bitstream'align='left'>Humanity:</t><t size='1.5'font='Bitstream'align='right'>%3</t><br/>
  16. <t size='1'font='Bitstream'align='left'>Murders:</t><t size='1.5'font='Bitstream'align='right'>%4</t><br/>
  17. <t size='1'font='Bitstream'align='left'>Bandits Killed:</t><t size='1.5'font='Bitstream'align='right'>%5</t><br/>
  18. <t size='1'font='Bitstream'align='left'>Zombies Killed:</t><t size='1.5'font='Bitstream'align='right'>%6</t><br/>
  19. <t size='1'font='Bitstream'align='left'>Headshots:</t><t size='1.5'font='Bitstream'align='right'>%7</t><br/>
  20. <t size='1'font='Bitstream'align='center'>ServerName/Message </t><br/>
  21.  
  22. ",dayz_playerName,r_player_blood,round _humanity,_killsH,_killsB,_kills,_headShots];
  23. sleep 1;
  24. };
  25.  
  26.  
  27. private ["_toggleUseTime","_toggleLastUsedTime","_lastToggle","_toggleUseTime","_toggleOn","_toggleOff"];
  28.  
  29. _toggleUseTime = 2; // Amount of time it takes in second for the player to toggle custom debug
  30. _toggleLastUsedTime = 15; // Amount of time in seconds before player can toggle custom debug again
  31. _toggleTime = time - lastToggle; // Variable used for easy reference in determining the cooldown
  32. _toggleOn = s_player_toggle;
  33. _toggleOff = s_player_toggle;
  34.  
  35. if (dayz_combat == 1) then { // Check if in combat
  36. cutText [format["You are in Combat and cannot toggle debug"], "PLAIN DOWN"]; //display text at bottom center of screen when in combat
  37. } else {
  38.  
  39. player removeAction s_player_toggle; //remove the action from users scroll menu
  40.  
  41. player playActionNow "Medic"; //play animation
  42.  
  43. r_interrupt = false; // public interuppt variable
  44. _animState = animationState player; // get the animation state of the player
  45. r_doLoop = true; // while true sets whether to continue
  46. _started = false; // this starts as false as a check
  47. _finished = false; // this starts as false
  48. while {r_doLoop} do {
  49. _animState = animationState player; // keep checking to make sure player is in correct animation
  50. _isMedic = ["medic",_animState] call fnc_inString; // checking to make sure the animstate is the medic animation still
  51. if (_isMedic) then {
  52. _started = true; // this is a check to make sure everything is still ok
  53. };
  54. if(!_isMedic && !r_interrupt && (time) < _toggleUseTime) then {
  55. player playActionNow "Medic"; //play animation
  56. _isMedic = true;
  57. };
  58. if (_started && !_isMedic && (time) > _toggleUseTime) then {
  59. r_doLoop = false; // turns off the loop
  60. _finished = true; // set finished to true
  61. lastToggle = time; // the last toggle time
  62. };
  63. if (r_interrupt) then {
  64. r_doLoop = false; // if interuppted turns loop off early so _finished is never true
  65. };
  66. sleep 0.1;
  67. };
  68. r_doLoop = false; // make sure loop is off
  69.  
  70. if (_finished) then {
  71. // this is for handling if interrupted
  72. r_interrupt = false;
  73. player switchMove "";
  74. player playActionNow "stop";
  75. cutText [format["You have disabled your debug monitor!"], "PLAIN DOWN"]; //display text at bottom center of screen on interrupt
  76. hintSilent "";
  77. };
  78. };
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