Brock5992 0 Report post Posted June 15, 2013 Does anyone know how to turn the debug menu off. I believe I found it in the player_spawn_2.sqf file under the Sporkulus stuff. //if (dayzDebug) then { //Debug Info _headShots = player getVariable["headShots",0]; _kills = player getVariable["zombieKills",0]; _killsH = player getVariable["humanKills",0]; _killsB = player getVariable["banditKills",0]; _humanity = player getVariable["humanity",0]; _myblood = r_player_blood; _zombies = count entities "zZombie_Base"; _zombiesA = {alive _x} count entities "zZombie_Base"; _fps = diag_fps; //_groups = count allGroups; //_dead = count allDead; //dayz_zombiesLocal = {local _x} count entities "zZombie_Base"; //_loot = count allMissionObjects "WeaponHolder"; //_wrecks = count allMissionObjects "Wreck_Base"; //_lootL = {local _x} count allMissionObjects "WeaponHolder"; //_speed = (_vel distance [0,0,0]); //for debug to work remove the "//" in front of hintslient line below //hintSilent format["FPS: %8\nBlood: %2\nHumanity: %7\nZombie Kills: %1\nSurvivor Kills: %4\nBandit Kills: %5\nZombies(alive/total): %6/%3",_kills,r_player_blood,_zombies,_killsH,_killsB,_zombiesA,_humanity,_fps]; _hcol2 = switch (true) do { case (_myblood<11999) : {'#ffff00'}; default {'#00FF00'}; }; _hcol3 = switch (true) do { case (round diag_fps<25) : {'#ff0000'}; default {'#00FF00'}; }; //#ff0000 = red //#FFFFFF = white //#00FF00 = green //#00FFFF = blue //#c72842 = redish pink //#ffff00 = yellow //#ff8800 = orange hintSilent parseText format [" Your Server Name Zombies Kills: %1 Headshots: %2 Survivor Kills: %3 Bandits Kills: %4 Blood: %5 Humanity: %7 FPS: %8", (_kills), (_headShots), (_killsH), (_killsB), (_myblood), (_Hcounter), (_humanity), (_fps), (_hcol2), (_hcol3)]; Reading it, it seems like it should be off but it is on in game. Quote Share this post Link to post Share on other sites More sharing options...
Brock5992 0 Report post Posted June 15, 2013 Does anyone know how to turn the debug menu off. I believe I found it in the player_spawn_2.sqf file under the Sporkulus stuff. //if (dayzDebug) then { //Debug Info _headShots = player getVariable["headShots",0]; _kills = player getVariable["zombieKills",0]; _killsH = player getVariable["humanKills",0]; _killsB = player getVariable["banditKills",0]; _humanity = player getVariable["humanity",0]; _myblood = r_player_blood; _zombies = count entities "zZombie_Base"; _zombiesA = {alive _x} count entities "zZombie_Base"; _fps = diag_fps; //_groups = count allGroups; //_dead = count allDead; //dayz_zombiesLocal = {local _x} count entities "zZombie_Base"; //_loot = count allMissionObjects "WeaponHolder"; //_wrecks = count allMissionObjects "Wreck_Base"; //_lootL = {local _x} count allMissionObjects "WeaponHolder"; //_speed = (_vel distance [0,0,0]); //for debug to work remove the "//" in front of hintslient line below //hintSilent format["FPS: %8\nBlood: %2\nHumanity: %7\nZombie Kills: %1\nSurvivor Kills: %4\nBandit Kills: %5\nZombies(alive/total): %6/%3",_kills,r_player_blood,_zombies,_killsH,_killsB,_zombiesA,_humanity,_fps]; _hcol2 = switch (true) do { case (_myblood<11999) : {'#ffff00'}; default {'#00FF00'}; }; _hcol3 = switch (true) do { case (round diag_fps<25) : {'#ff0000'}; default {'#00FF00'}; }; //#ff0000 = red //#FFFFFF = white //#00FF00 = green //#00FFFF = blue //#c72842 = redish pink //#ffff00 = yellow //#ff8800 = orange hintSilent parseText format [" Your Server Name Zombies Kills: %1 Headshots: %2 Survivor Kills: %3 Bandits Kills: %4 Blood: %5 Humanity: %7 FPS: %8", (_kills), (_headShots), (_killsH), (_killsB), (_myblood), (_Hcounter), (_humanity), (_fps), (_hcol2), (_hcol3)]; Reading it, it seems like it should be off but it is on in game. Quote Share this post Link to post Share on other sites More sharing options...
pilpest 0 Report post Posted June 15, 2013 There should be a exec in the init.sqf that you'll have to commit out, or remove. Quote Share this post Link to post Share on other sites More sharing options...
pilpest 0 Report post Posted June 15, 2013 There should be a exec in the init.sqf that you'll have to commit out, or remove. Quote Share this post Link to post Share on other sites More sharing options...
Brock5992 0 Report post Posted June 15, 2013 Would this be it? _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; I don't see anything else that looks like it would control that. Quote Share this post Link to post Share on other sites More sharing options...
Brock5992 0 Report post Posted June 15, 2013 Would this be it? _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; I don't see anything else that looks like it would control that. Quote Share this post Link to post Share on other sites More sharing options...
XSaintsXMonkeyX 0 Report post Posted June 15, 2013 Would this be it? _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; I don't see anything else that looks like it would control that. You don't want to comment that out. You would break your sever. I wish I could help more, but I do not have Sporkulus anti-hack. SS hides the source of their anti-hack programs, to prevent exploits from hackers. Quote Share this post Link to post Share on other sites More sharing options...
XSaintsXMonkeyX 0 Report post Posted June 15, 2013 Would this be it? _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; I don't see anything else that looks like it would control that. You don't want to comment that out. You would break your sever. I wish I could help more, but I do not have Sporkulus anti-hack. SS hides the source of their anti-hack programs, to prevent exploits from hackers. Quote Share this post Link to post Share on other sites More sharing options...
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