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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. _zombies = count entities "zZombie_Base";
  13. _zombiesA = {alive _x} count entities "zZombie_Base";
  14. hintSilent parseText format ["
  15. <t size='1'font='Bitstream'align='center'>%1</t><br/>
  16. <t size='1'font='Bitstream'align='left'>Midochlorians Left:</t><t size='1.5' font='Bitstream'align='right'>%2</t><br/>
  17. <t size='1'font='Bitstream'align='left'>Humanity:</t><t size='1.5'font='Bitstream'align='right'>%3</t><br/>
  18. <t size='1'font='Bitstream'align='left'>Noobs Killed:</t><t size='1.5'font='Bitstream'align='right'>%4</t><br/>
  19. <t size='1'font='Bitstream'align='left'>Assholes Killed:</t><t size='1.5'font='Bitstream'align='right'>%5</t><br/>
  20. <t size='1'font='Bitstream'align='left'>Zombitches Killed:</t><t size='1.5'font='Bitstream'align='right'>%6</t><br/>
  21. <t size='1'font='Bitstream'align='left'>Headshots:</t><t size='1.5'font='Bitstream'align='right'>%7</t><br/>
  22. <t size='1' font='Bitstream' align='left'>Zombitches (alive/total): </t><t size='1' font='Bitstream' align='right'>%9/%8</t><br/>
  23. <t size='1' font='Bitstream' align='left'>FPS: </t><t size='1' font='Bitstream' align='right'>%10</t><br/>
  24. <t size='1'font='Bitstream'align='center'>TAK DayZ </t><br/>
  25.  
  26. ",dayz_playerName,r_player_blood,round _humanity,_killsH,_killsB,_kills,_headShots,count entities "zZombie_Base",{alive _x} count entities "zZombie_Base",diag_fps];
  27. sleep 1;
  28. };
  29.  
  30.  
  31. private ["_toggleUseTime","_toggleLastUsedTime","_lastToggle","_toggleUseTime","_toggleOn","_toggleOff"];
  32.  
  33. _toggleUseTime = 2; // Amount of time it takes in second for the player to toggle custom debug
  34. _toggleLastUsedTime = 15; // Amount of time in seconds before player can toggle custom debug again
  35. _toggleTime = time - lastToggle; // Variable used for easy reference in determining the cooldown
  36. _toggleOn = s_player_toggle;
  37. _toggleOff = s_player_toggle;
  38.  
  39. if (dayz_combat == 1) then { // Check if in combat
  40. cutText [format["You are in Combat and cannot toggle debug"], "PLAIN DOWN"]; //display text at bottom center of screen when in combat
  41. } else {
  42.  
  43. player removeAction s_player_toggle; //remove the action from users scroll menu
  44.  
  45. r_interrupt = false; // public interuppt variable
  46. _started = false; // this starts as false as a check
  47. _finished = false; // this starts as false
  48. while {r_doLoop} do {
  49. if (_started && (time) > _toggleUseTime) then {
  50. r_doLoop = false; // turns off the loop
  51. _finished = true; // set finished to true
  52. lastToggle = time; // the last toggle time
  53. };
  54. if (r_interrupt) then {
  55. r_doLoop = false; // if interuppted turns loop off early so _finished is never true
  56. };
  57. sleep 0.1;
  58. };
  59. r_doLoop = false; // make sure loop is off
  60.  
  61. if (_finished) then {
  62. // this is for handling if interrupted
  63. r_interrupt = false;
  64. player switchMove "";
  65. player playActionNow "stop";
  66. cutText [format["You have disabled your debug monitor!"], "PLAIN DOWN"]; //display text at bottom center of screen on interrupt
  67. hintSilent "";
  68. };
  69. };
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