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//Credit to Krixes for use of his code and also to AVendettaForYou for helping me figure some stuff out.
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//Modified by Matt L
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if (isNil "custom_monitor") then {custom_monitor = true;} else {custom_monitor = !custom_monitor;};
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while {custom_monitor} do 
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{
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	_kills = 		player getVariable["zombieKills",0];
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	_killsH = 		player getVariable["humanKills",0];
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	_killsB = 		player getVariable["banditKills",0];
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	_humanity =		player getVariable["humanity",0];
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	_headShots = 	player getVariable["headShots",0];
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	_zombies =              count entities "zZombie_Base";
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    _zombiesA =     {alive _x} count entities "zZombie_Base";
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	hintSilent parseText format ["
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	<t size='1'font='Bitstream'align='center'>%1</t><br/>
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	<t size='1'font='Bitstream'align='left'>Midochlorians Left:</t><t size='1.5' font='Bitstream'align='right'>%2</t><br/>
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	<t size='1'font='Bitstream'align='left'>Humanity:</t><t size='1.5'font='Bitstream'align='right'>%3</t><br/>
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	<t size='1'font='Bitstream'align='left'>Noobs Killed:</t><t size='1.5'font='Bitstream'align='right'>%4</t><br/>
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	<t size='1'font='Bitstream'align='left'>Assholes Killed:</t><t size='1.5'font='Bitstream'align='right'>%5</t><br/>
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	<t size='1'font='Bitstream'align='left'>Zombitches Killed:</t><t size='1.5'font='Bitstream'align='right'>%6</t><br/>
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	<t size='1'font='Bitstream'align='left'>Headshots:</t><t size='1.5'font='Bitstream'align='right'>%7</t><br/>
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	<t size='1' font='Bitstream' align='left'>Zombitches (alive/total): </t><t size='1' font='Bitstream' align='right'>%9/%8</t><br/>
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	<t size='1' font='Bitstream' align='left'>FPS: </t><t size='1' font='Bitstream' align='right'>%10</t><br/>
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	<t size='1'font='Bitstream'align='center'>TAK DayZ </t><br/>
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	",dayz_playerName,r_player_blood,round _humanity,_killsH,_killsB,_kills,_headShots,count entities "zZombie_Base",{alive _x} count entities "zZombie_Base",diag_fps];
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sleep 1;
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};
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private ["_toggleUseTime","_toggleLastUsedTime","_lastToggle","_toggleUseTime","_toggleOn","_toggleOff"];
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_toggleUseTime = 2; // Amount of time it takes in second for the player to toggle custom debug
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_toggleLastUsedTime = 15; // Amount of time in seconds before player can toggle custom debug again
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_toggleTime = time - lastToggle; // Variable used for easy reference in determining the cooldown
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_toggleOn = s_player_toggle;
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_toggleOff = s_player_toggle;
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if (dayz_combat == 1) then { // Check if in combat
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    cutText [format["You are in Combat and cannot toggle debug"], "PLAIN DOWN"]; //display text at bottom center of screen when in combat
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} else {
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	player removeAction s_player_toggle; //remove the action from users scroll menu
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	player playActionNow "Medic"; //play animation
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	_started = false; // this starts as false as a check
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	_finished = false; // this starts as false
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	_animState = animationState player; // get the animation state of the player
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	r_doLoop = true; // while true sets whether to continue
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		if (_started && (time) > _toggleUseTime) then {
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			r_doLoop = false; // turns off the loop
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			_finished = true; // set finished to true
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			lastToggle = time; // the last toggle time
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		_animState = animationState player; // keep checking to make sure player is in correct animation
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		_isMedic = ["medic",_animState] call fnc_inString; // checking to make sure the animstate is the medic animation still
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		if (_isMedic) then {
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			_started = true; // this is a check to make sure everything is still ok
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		sleep 0.1;
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		if(!_isMedic && !r_interrupt && (time) < _toggleUseTime) then {
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			player playActionNow "Medic"; //play animation
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			_isMedic = true;
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	if (_finished) then {
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		if (_started && !_isMedic && (time) > _toggleUseTime) then {
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		r_interrupt = false;
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		player switchMove "";
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		player playActionNow "stop";
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		cutText [format["You have disabled your debug monitor!"], "PLAIN DOWN"]; //display text at bottom center of screen on interrupt
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		hintSilent "";
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	};
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};