View Full Version : DevCon - the developer console
.kju [PvPscene]
Oct 21 2011, 13:16
http://dev-heaven.net/attachments/download/14882/DevCon_DebugConsole_mini.jpg (http://dev-heaven.net/attachments/download/14881/DevCon_DebugConsole.jpg)
This is more like a first preview release of the DevCon.
Still it is already very powerful and most developers should find it very useful.
Credits
###
Much thanks to Karel Mořický (http://forums.bistudio.com/member.php?u=27570) (Gaia) - his debug console and advanced camera
mode are the inspiration, base and foundation of the DevCon.
Also thanks to Carl Gustaffa (http://forums.bistudio.com/member.php?u=22768) for several good ideas.
HowTo
###
Press ESC while playing (works for editor/SP/MP).
(Note: in MP it only works when being a logged-in admin)
Notes
###
1) For now you have to check the roadmap (http://dev-heaven.net/projects/devcon/roadmap?tracker_ids[]=1&tracker_ids[]=2&tracker_ids[]=3&tracker_ids[]=4&completed=1) to find out about all the features and key shortcuts.
2) Feel free to help to merge the documentation into the wiki.
3) Anyone interest is welcome to join the team.
4) Post bugs and suggestions in the issue tracker (http://dev-heaven.net/projects/devcon/issues) please.
5) Check the source if you want to learn a bit of new stuff.
6) ToDo prio list by order:
# Command tab (buttons to apply SQF commands easily onto cursorTarget/player/other unit sets
# Information tab (fields to easily check details about cursorTarget/player/other unit sets)
# AI debugging
# Integration of 3rd party tools
(more details in the issue tracker soon)
Wiki
###
http://dev-heaven.net/projects/devcon/wiki/Wiki
Download
###
http://dev-heaven.net/projects/devcon/files
Loyalguard
Oct 21 2011, 13:29
This is beautiful. I remember you talking about this last year but had no idea you made so much progress! I can't wait to check it out!
Dwarden
Oct 21 2011, 14:08
great, watching, subscribed, following, using ... keep up work :)
Fireball
Oct 21 2011, 14:51
Two thumbs up! Will try it out in a bit.
Hellfire257
Oct 23 2011, 11:43
Fantastic! Going to give this a shot now.
Sickboy
Oct 23 2011, 12:35
Awesome! Congrats on the release buddy!
Manzilla
Oct 23 2011, 13:10
What exactly does this do? Is this for mission makers? I'm a bit confused, sorry. I checked the roadmap and if this is what I think it is it sounds awesome.
Loyalguard
Oct 23 2011, 13:46
I don't want to speak for PvP, but yes...it is for mission makers, scripters, addon makers, or anyone else editing in ArmA. It allows you to check status of variables in game, execute new code in-game with locality options (local, remote, server), enables a debugging camera, gives updates in-game as to what the player is looking at and other variables, makes the player invincible for testing purposes. Many of these features can be turned on and off as the editor desires.
Essentially, it is an invaluable tool!
GregRUS
Oct 23 2011, 16:20
Great work! Subscribed!
Tankbuster
Oct 23 2011, 20:14
Wow. This is really interesting.
I sort of get how it works. In the 7,8,9,10 exec boxes, I can type commands such as hint and diag_log and that's excellent, a great debugging tool, but what do all the other boxes do?
Loyalguard
Oct 23 2011, 21:07
You can type variable names in the "watcher" fields to get the current value of those variables as well.
Tankbuster
Oct 23 2011, 21:20
"watcher" fields? Which ones are those?
Loyalguard
Oct 23 2011, 21:36
Dont have it open right now. Probably at the top. Type a name of a global or public variable and the current value should appear below it.
.kju [PvPscene]
Nov 29 2011, 06:47
Unfortunately so far no one was willing to do the docu and I was not able to myself either.
It has not high prio to me, yet eventually it will get done.
I am just curious, if anyone was able to understand how it works and what can be done with it?
Loyalguard
Nov 29 2011, 09:45
Yes. I have been using it extensively. I planned on doing some documentation but have not had the time. I have been going in an out of debug cam mode, teleporting, capturing cursor target info, watching variables, executing code. Maybe I can do some docu this weekend.
Tankbuster
Dec 28 2011, 12:08
I've been using this too and am gradually working out what it can do and how powerful it can be for mission designers.
Just one thing, there's no way of restarting the mission from inside the mission as the esc menu is replaced by the console. Is there any way we can get mission restart back?
.kju [PvPscene]
Jan 20 2012, 10:15
Where do you want to restart - in SP?
ESC - space - space (mission ended). Space (mission started).
Same applies to the editor. Does the suffice or you want a restart button interface wise?
---------- Post added at 12:15 ---------- Previous post was at 12:13 ----------
Working on a minimap (like in AAS) and unit map markers for debugging (to help me with my next project..):
http://www6.picfront.org/picture/FRm1oqasNr/thb/picture005.jpg (http://www.picfront.org/d/8ubV)
---
http://www6.picfront.org/picture/ijProHihxq/thb/picture001.jpg (http://www.picfront.org/d/8ubY) http://www6.picfront.org/picture/5Ub17Ybm1m/thb/picture002.jpg (http://www.picfront.org/d/8ubZ)
http://www6.picfront.org/picture/l45H7q0K/thb/picture003.jpg (http://www.picfront.org/d/8ubX) http://www6.picfront.org/picture/2SRsmXRg/thb/picture004.jpg (http://www.picfront.org/d/8ubW)
Still need to sort a few smaller issues and tasks, yet it might be available tonight.
Tankbuster
Jan 20 2012, 10:25
Where do you want to restart - in SP?
ESC - space - space (mission ended). Space (mission started).
Same applies to the editor. Does the suffice or you want a restart button interface wise?
I'm specifically talking about editor preview in fact. When you press escape the menu has a restart option if you're not running Devcon.
So yes, I'd like a restart button on the DevCon interface, please.
.kju [PvPscene]
Jan 20 2012, 15:05
After testing it, I actually remember why it is removed:
After a restart the DevCon is not available.
So unless you find a way to fix this, it will remain removed.
The exit mission and load again is a quick alternative anyway.
Tankbuster
Jan 20 2012, 16:11
Ok. Thanks for looking.
.kju [PvPscene]
Jan 23 2012, 08:31
The 2012-01-23 has been released. :bounce3:
Download link in the first post.
See the roadmap (https://dev-heaven.net/versions/1231) for the changes and read the tickets for details/howTo activate the given features.
Here are a couple of demo videos of the "Unit Map Markers" and "AI Debugging":
http://www.youtube.com/watch?v=ZXf8gqe2_gk
http://www.youtube.com/watch?v=cF7PQS5b4ko
http://www.youtube.com/watch?v=nzxgswHQBWU
My current AutoInit.sqf
diag_log ["DevCon AutoInit.sqf executed"];
DEV_ShowMiniMap = true;
DEV_ShowUnitMapMarkers = true;
Dev_DebugUnitMapMarker = true;
DEV_ShowWeaponUseMapMarkers = true;
if (!(isNil "killer")) then
{
DEV_UnitToDebug = killer;
};
PS: I just noticed the knowsAbout value is shown correctly, if the player/UnitToDebug is inside a vehicle..
.kju [PvPscene]
Feb 6 2012, 07:28
The 2012-02-06 has been released. :bounce3:
Download link in the first post.
See the roadmap (https://dev-heaven.net/versions/1243) for the changes and read the tickets for details/howTo activate the given features.
Here is a demo video of the "Position accuracy of AI Debugging ":
http://www.youtube.com/watch?v=UorGLb4zp18
My current AutoInit.sqf
diag_log ["DevCon AutoInit.sqf executed"];
DEV_ShowMiniMap = true;
DEV_ShowUnitMapMarkers = true;
Dev_DebugUnitInfoAsMapMarker = true;
DEV_ShowWeaponUseAsMapMarkers = true;
DEV_DebugPerceivedTargetPositionAsMapMarker = true;
if (!(isNil "killer")) then
{
DEV_UnitToDebug = killer;
};
Rydygier
Feb 6 2012, 11:14
Great. Very useful, indeed. Seems, that there are used commands not available in Arma 2 1.10, and this version only I have, like alternate getVariable syntax or allMissionObject command... Can I to try for my own usage only to rewrite code for better A2 1.10 compatibility if possible? This is probably in accordance with license, but I would like to be sure...
Congrats on new release!
Indeed unfortunate that some useful funcs are missing on A2.
.kju [PvPscene]
Feb 6 2012, 12:41
Cheers. :)
Rydygier feel free to - you are also welcome to submit those changes back to get them
integrated into the "official" version.
Rydygier
Feb 6 2012, 12:44
OK, thanks. Will see, if I be able to achieve anything in this matter.
Tankbuster
Feb 6 2012, 20:36
This is so cool, but I can't help thinking I'm missing out on the vast majority of what it can do. Is there any chance we can get some basic documentation?
.kju [PvPscene]
Feb 7 2012, 05:06
For the general scripter/mission designer (who uses scripts) the normal console view already helps a lot IMHO.
To be able to check variable values and execute code, also the different remote types in MP, is a big help.
As for the advanced features and key controls to ease the use even more, you can find the docu in the tickets.
At some point, someone, will merge them into a wiki page. You are welcome to push the wagon from the kickoff. :)
Tankbuster
Feb 7 2012, 09:29
At some point, someone, will merge them into a wiki page. You are welcome to push the wagon from the kickoff. :)
I'd love to, but I really don't want you kicking my arse when I screw it up. :)
Two Dogs
Feb 7 2012, 13:43
Can someone explain the what and how to use the fields? I'll start the wiki ball rolling, but I need info.
http://i1156.photobucket.com/albums/p564/C_SAI/DevCon_DebugConsole_MAP.jpg
1: Upper half: Enter expression, Down half: View result of evaluated expression, auto refreshed
2: Same as 1, except smaller fields
3: Enter statement to be executed, buttons modify the actual behavior; execute locally, execute remotely, only on server, everywhere, etc.
4: Same as 3, except smaller fields, with only 1 behavior; execute locally
5: Uhhh :D Seems to be a condition field for a trigger, perhaps to test triggers, all I got for now :P
.kju [PvPscene]
Feb 7 2012, 17:07
Yup
5 is trigger condition and execution code.
One could script everything too, but some editor people are more used to triggers and might find it useful.
Btw there are more features to this.
How about a little competition: "Who finds another feature" :P
Two Dogs
Feb 7 2012, 23:57
I'll post something in the wiki this week.
Thanks,
I have to go play now. lol!
Two Dogs
Feb 21 2012, 15:48
1: Upper half: Enter expression, Down half: View result of evaluated expression, auto refreshed
2: Same as 1, except smaller fields
3: Enter statement to be executed, buttons modify the actual behavior; execute locally, execute remotely, only on server, everywhere, etc.
4: Same as 3, except smaller fields, with only 1 behavior; execute locally
5: Uhhh :D Seems to be a condition field for a trigger, perhaps to test triggers, all I got for now :P
I must be doing something wrong. In multiplayer (hosted), I get the console, the mini map, and the unit markers, but I can't get any of the input dialog to work.
[
1: Upper half: Enter expression, Down half: View result of evaluated expression, auto refreshed
2: Same as 1, except smaller fields
My method #1
Field 1. I put in p or p = getPosATL player;
Field 2. Nothing
My method #2
Field 3: p = getPosATL player; tried executing all four ways (Exec, rEXEC, Server, ALL).
Field 1: p
Field 2: nothing
Any thoughts?
.kju [PvPscene]
Feb 21 2012, 16:30
Are you the admin?
Two Dogs
Feb 21 2012, 16:54
Are you the admin?
I thought the host was automatic "Admin". Where would assign a pass word? Do I need a separate mp config? Sorry, but I assumed, I had full functionality when the other features were running. If you have a link to enabling admin for hosted mp, post or pm me.
Thanks,
ps
I have experience with StaDebug, so I know the benefit of this tool. I know others would love DevCon, but without some simple "How to" examples the nubies are going to be lost and frustrated. I'll write up readme and post up a wiki, but I'm afraid I'll need some spoon feeding from time to time.
Same results when loged in as Admin on dedi.
.kju [PvPscene]
Feb 21 2012, 18:35
Well the host is admin yes, but you could have been a 2nd/3rd player on the hosted server too.
For me it works as host(ed admin). Did you try with only DevCon running and no other addon active?
I don't disagree with docu/howTo/guides, but they won't come from me this time.
There is basic docu in the tickets available at least - one only had to piece it together to a wiki page.
Two Dogs
Feb 22 2012, 02:44
So I got it to work with vanilla, not with ACE. I haven't played without ACE in years. Thanks ACE team. So what gives?
It got it to work in mp LAN as host.
.kju [PvPscene]
Feb 22 2012, 05:12
Ok that's a good start. For me it works with the latest ACE version loaded via SU.
What ACE version are you running? OA beta patches used?
Two Dogs
Feb 22 2012, 06:33
Latest ACE, ACEX, ACEX_NAVY, ACEX_SM, CBA, ACRE, JayArmA2_lib and Latest Beta as of today, through the SU. No joy.
Just tried ACE and CBA. No Joy.
The only thing that doesn't work is the console. It comes up but no input is registered.
My method #1
Field 1. I put in p or p = getPosATL player;
Field 2. Nothing
My method #2
Field 3: p = getPosATL player; tried executing all four ways (Exec, rEXEC, Server, ALL).
Field 1: p
Field 2: nothing
.kju [PvPscene]
Feb 22 2012, 07:09
What is your modline?
Two Dogs
Feb 22 2012, 13:20
I use SU and it's putting DC infront of ACE and CBA. ml like this -mod=@<hidden>;@<hidden>;@<hidden>;
UIs there a way to change the ModLine in SU?
Sickboy
Feb 22 2012, 13:49
You can change priority integer of mods in the Mods datagrid, however there should be no need.
.kju [PvPscene]
Feb 22 2012, 14:19
Try to put it last in the modline. However I couldnt find conflicting code in ACE.
Are you sure you load only ACE (+CBA) and no other addons?
Two Dogs
Feb 22 2012, 21:19
"-mod=C:\Program Files\Bohemia Interactive\ArmA 2;Expansion;ca;@<hidden>;@<hidden>;@<hidden>" "-name=SSG Coyle" -nosplash -window -world=empty -noFilePatching -showScriptErrors -cpuCount=4 -host -exThreads=7
No Joy. Same everytime.
cba then DevCon works, but i add ACE and no input. Would the ACE settings menu effect it?
Whats your mod line?
.kju [PvPscene]
Feb 23 2012, 04:48
This:
-beta=Expansion\beta;Expansion\beta\Expansion -mod=a2f;y\a2fbase;Expansion;y\@<hidden>;y\@<hidden>;y\@<hidden>;y\@<hidden>;y\@<hidden>;y\@<hidden>;y\@<hidden>;y\dev
Can you post your rpt please.
Two Dogs
Feb 23 2012, 20:59
=====================================================================
== C:\Program Files\Bohemia Interactive\ArmA 2\arma2oa.exe
== "C:\Program Files\Bohemia Interactive\ArmA 2\arma2oa.exe" "-mod=C:\Program Files\Bohemia Interactive\ArmA 2;Expansion;ca;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>" -cpuCount=4 -exThreads=7
=====================================================================
Exe timestamp: 2012/01/23 01:02:35
Current time: 2012/02/23 16:49:24
Version 1.60.87580
[77,33.771,0,"XEH: PreInit Started. v3.3.3. MISSINIT: missionName=intro, worldName=Desert_E, isMultiplayer=false, isServer=true, isDedicated=false"]
[77,42.539,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_disable_cache.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"]
Speaker Male00NTNVFM not found in CfgVoiceTypes
Error loading control bin\config.bin/RscTitles/SplashMeridian4/Text_Meridian4/
[77,41.331,0,"x\ace\addons\sys_wounds\XEH_preInit.sqf:8","WARNING: Enhanced Armor difficulty options enabled - this is not recommended in conjunction with ACE Wounds!"]
[129,63.59,0.067,"XEH: PostInit Started"]
[129,63.901,0.067,"CBA_VERSIONING: cba=0.8.3.177, ace=1.13.0.530, acex=1.13.0.355, acex_ru=1.13.0.66, acex_usnavy=1.13.0.68, "]
[129,64.504,0.067,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=1, BIS_functions=L 1-1-B:1, group=L 1-1-B, player=<NULL-object>, _playerType="", _playerGroup=<NULL-group>"]
ca\missions\MPScenarios\MP_Deathmatch.chernarus: string @<hidden> cannot be localized client-side - move to global stringtable
"############################# Start intro #############################"
Mission admin.utes: Missing 'description.ext::Header'
[1483,95.434,0,"XEH: PreInit Started. v3.3.3. MISSINIT: missionName=admin, worldName=utes, isMultiplayer=true, isServer=true, isDedicated=false"]
[1483,102.668,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_disable_cache.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"]
Speaker Male00NTNVFM not found in CfgVoiceTypes
[1483,101.769,0,"x\ace\addons\sys_wounds\XEH_preInit.sqf:8","WARNING: Enhanced Armor difficulty options enabled - this is not recommended in conjunction with ACE Wounds!"]
[1485,104.911,0,"XEH: PostInit Started"]
[1485,104.985,0,"CBA_VERSIONING: cba=0.8.3.177, ace=1.13.0.530, acex=1.13.0.355, acex_ru=1.13.0.66, acex_usnavy=1.13.0.68, "]
[1485,105.485,0,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=false, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=2, BIS_functions=L 1-1-B:1, group=L 1-1-B, player=B 1-1-A:1 (SSG Coyle), _playerType="USMC_Soldier", _playerGroup=B 1-1-A"]
["DevCon active: ","admin"]
["DevCon AutoInit.sqf executed"]
"### SSG Coyle uses the DevCon (UID: 2316928) ###"
Warning: no type entry inside class RscDisplayMPInterrupt/controls/CA_B_SAVE
Warning: no type entry inside class RscDisplayMPInterrupt/controls/ACE_SETTINGS
Warning: no type entry inside class RscDisplayMPInterrupt/controls/CA_B_SAVE
Warning: no type entry inside class RscDisplayMPInterrupt/controls/ACE_SETTINGS
Warning: no type entry inside class RscDisplayMPInterrupt/controls/CA_B_SAVE
Warning: no type entry inside class RscDisplayMPInterrupt/controls/ACE_SETTINGS
Warning: no type entry inside class RscDisplayMPInterrupt/controls/CA_B_SAVE
Warning: no type entry inside class RscDisplayMPInterrupt/controls/ACE_SETTINGS
.kju [PvPscene]
Feb 24 2012, 03:02
its not getting initialized at all it seems
please create an AIO config:
http://forums.bistudio.com/showthread.php?125943-How-to-create-an-AllInOne-config
Two Dogs
Mar 1 2012, 17:29
Sorry for the late reply. Got busy with RL.
So I got it working with @<hidden>;@<hidden> in the mod line.
Added ACE like @<hidden>;@<hidden>;@<hidden>and @<hidden>;@<hidden>;@<hidden> and it breaks.
I made 3 config dumps. One of each example above. Jcba-devcon.txt(works), NJcba-devcon-ace.txt(doesn't work), and NJcba-ace-devcon.txt(doesn't work).
Heres the link:
configDump (http://13thsfg.com/coyle/config/configDump.7z)
.kju [PvPscene]
Mar 1 2012, 17:48
hm it says for me:
> No page could be found at this address.
Two Dogs
Mar 1 2012, 18:52
Try it now
configDump (http://13thsfg.com/coyle/config/configDump.7z)
.kju [PvPscene]
Mar 1 2012, 19:17
Works. Ty. But you forgot the Jcba-devcon.txt. :)
Two Dogs
Mar 1 2012, 22:45
Works. Ty. But you forgot the Jcba-devcon.txt. :)
Try it again please. I've been having trouble with these forums all day.
configDump (http://13thsfg.com/coyle/config/configDump.7z)
.kju [PvPscene]
Mar 2 2012, 06:44
Thanks. Unfortunately I cannot see a conflict and it works here.
Can you get someone else to test please?
zvukoper
Mar 7 2012, 16:09
Hmm. All installed but no response to entering and executing. Trying to find out what is wrong.
---------- Post added at 21:09 ---------- Previous post was at 21:07 ----------
Rpt says
["DevCon active: ","030312_training"]
["DevCon AutoInit.sqf executed"]
"### -=PA=-Михаил uses the DevCon (UID: 390724) ###"
.kju [PvPscene]
Mar 7 2012, 16:25
Do you use ACE?
zvukoper
Mar 8 2012, 00:57
es, I use ACE, CBA and aall ACEX stuff + ACRE.
---------- Post added at 05:57 ---------- Previous post was at 05:49 ----------
Latest Ace and devcon using SIX Updater. Modline priority is fine, devcon after all mods. Map and teleport works. I guess its some ACE esc menu issue.
.kju [PvPscene]
Mar 8 2012, 05:50
Read the last few posts above yours. :)
zvukoper
Mar 8 2012, 08:33
Yeah, I read them more than one time already. DevCon is not ACE compatible, right? Or I'd better make the allInOne config? Ok, I'll make it.
.kju [PvPscene]
Mar 8 2012, 09:31
Well it works for me with ACE and from checking ACE config, I didn't find anything to break it.
Unfortunately either you have to do some testing and digging yourself, or seek the ACE people for advice.
zvukoper
Mar 8 2012, 10:28
I tested it again. Without any other mods of mine. Only ACE core and ACRE. Same result.
Then I made modline like this: beta, CBA, devcon.
All worked.
I dumped all your repository from Dev-Heaven and gonna try looking into it. I couldn't unpack your pbo though.
This console could be an awesome thing for my RPG games in Arma to do Game Master job easily, but pity it's not ACE compat.
I'll let you know if I get any further.
---------- Post added at 15:28 ---------- Previous post was at 14:54 ----------
I debugged the onButtonPressDebugConsole.sqf
It's not meeting this condition
// no code to execute, exit
if (_compileText != "") then
So it exits. Searching further. The question is: Why the code I enter in the field is nulled or not passed.
Why don't you just use the console that's baked into ACE? There are also other alternatives like the original console by STR.
Anyway, I suppose the issue is related to how ACE Settings menu entry is implemented. Try removing ace_settings and ace_settings_external.pbo to confirm.
As a workaround, use addAction and call the DevCon manually.
zvukoper
Mar 8 2012, 11:19
As far as I could understand loadDebugConsole.sqf never starts, so no eventhandler is assigned to any dielog elements and nothing happens on the press. Digging further.
---------- Post added at 16:07 ---------- Previous post was at 16:05 ----------
SickBoy, glad you came down here. This is my first time. I never knew there are other consoles except some SQFcalculator :) Anyways, all your advise is awesome. Checking it all now!
---------- Post added at 16:10 ---------- Previous post was at 16:07 ----------
The main point in choosing this console is it's multiplayer protection. As far as I know all other consoles once loaded are available to everyone? Am I wrong?
---------- Post added at 16:19 ---------- Previous post was at 16:10 ----------
Removing ace setting and external didn't help. Same situation. Found this in rpt:
Warning: no type entry inside class RscDisplayMPInterrupt/controls/CA_B_SAVE
Warning: no type entry inside class RscDisplayMPInterrupt/controls/ACE_SETTINGS
Sickboy, can you link me to wiki about ACE debug console? I searched - nothing both on google and WAGN.
.kju [PvPscene]
Mar 8 2012, 11:23
The DevCon is started via onLoad of the main display:
class RscDisplayMission: RscDisplayEmpty
{
onLoad = "_handle = [] execVM '\DevCon\init.sqf'; uiNamespace setVariable ['DEV_RscDisplayMission',_this select 0];";
class RscDisplayMPInterrupt: RscStandardDisplay
{
onLoad = "_this call DEV_fnc_onLoadRscDisplayMPInterrupt;";
onUnload = "_this call DEV_fnc_onUnloadRscDisplayMPInterrupt;";
class RscDisplayInterrupt: RscStandardDisplay
{
onLoad = "_this call DEV_fnc_onLoadRscDisplayInterrupt;";
onUnload = "_this call DEV_fnc_onUnloadRscDisplayInterrupt;";
shinkicker
Oct 15 2012, 19:30
At the risk of sounding stupid here, it states "Press ESC while in the editor/SP/MP. (Note: in MP only works for logged in admin)"
If press ESC while in the editor, its the same as 'exit' and asks me if I am sure I want to exit?
I figure I must be missing something here. The addon is loaded correctly and can be seen in the expansions.
.kju [PvPscene]
Oct 15 2012, 19:48
Do you have any other addons active?
zvukoper
Oct 16 2012, 01:39
I risk sounding stupid too :) but are you sure you dont press ESC while in 2d editing mode? This only works when the mission is started and you have standard game menu on ESC. You have no game menu in editing mode. It's a tool with EXIT bound to ESC key. May be I acted like the Cap here, sorry.
kylania
Oct 16 2012, 04:32
I risk sounding stupid too :) but are you sure you dont press ESC while in 2d editing mode? This only works when the mission is started and you have standard game menu on ESC. You have no game menu in editing mode. It's a tool with EXIT bound to ESC key. May be I acted like the Cap here, sorry.
It should probably say:
Press ESC while Previewing a mission in the (SP or MP) editor.
instead of
Press ESC while in the editor/SP/MP.
If that's the case. :) I made the same mistake, pressing ESC while in the Editor.
zvukoper
Oct 16 2012, 05:03
Right. It's not correct. Console is working when when mission is running, not when it's being edited :)
By the way, I made my own version of this console for our operations. It is available only to me and is checking Arma2OA UID before opening. Very handy for my squad.
The thing is that we neve play same operation twice. Only training courses or shooting range. But almost every week we have a unique operation with unique scenario (may be a sequel or may be from scratch). So I made a file called snippets.sqf where I collect the sctipts useful for the console scenario control. It's much easier to leave some mission scenario interaction to console than to hardcode it into mission. Sometimes bots don't behave as intended or I lack experience working with waypoints. SOmetimes they stuck or flee somewhere. I just use console to make a new waypoint for them on the fly and correct the scenario. Sometimes I understand that at this moment anot turn of events will be suitable and I respawn more enemies or friendly support. Actually, sometimes my squadmates act out of the boundaries of the scenario or mission and they have the right to do it, but mission is not always technically ready to accept these radical maneuvers or actions and most of the time it's looking not realistic or silly. So the console helps a lot to make everything believable when it's needed without saving, exiting and fixing everything in the editor.
For roleplay scenarios this is a godsend. A true admin\GM tool.
Tankbuster
Oct 16 2012, 09:07
For me, and I suspect how PvPscene intended it, it's a development tool, but it's cool that you use it that way. Perhaps the Mission Control Centre thingy might suit you better?
zvukoper
Oct 16 2012, 09:37
I tried MCC. Too buggy and very heavily impacts performance. A lot of CPU intence features that I don't use, but in genereal it was a great idea. MCC was very good at first glance. But I created one big reoleplay mission with virtual money and got a lot of unpredicted tchnical issues. So I quit it. Concole thingie is more... so to say more native, more low-level and you can achieve practically any resul as with MCC, but you just have to be a bit well-trained in scripting to prepare your own snippets.
Let's say, in MCC you make three clicks to create a hostile group patrolling an area. In my case I have a snippet code to create this group. I just have to remember the group variable afterwards. And for my game I usually have predefined markers in strategic and tactical places. Then I just issue a command like - commander_group1 move getMarkerPos "hideout1". I have another command to control the morale of the enemies. Sometimes we fight against nonorganized badly trained terrorists, but you can't create such units easily. So when I see that squad did everything so that in real life the enemies would have already surrender and cease fire, while arma terrist are like kamikaze fight to death... I activate my surrender script. My terrorsits randomly have cowardice variable so they drop weapons, tell in global chat that they surrender and put hands behind head. Some other ones yell "**** you" and flee away to hide and eventually give up too if suppressed enough.
I know, it's a bit cinematic and not hardcore, but that's our concept in Arma. We spend week or two to prepare 2 hour long operation, but it's just packed full, interesing, intense and unique. It's like a tv-series, new episode.
Sorry for offtopic :)
[APS]Gnat
Oct 16 2012, 10:51
Nice info but, on how a tool like this can be used. Cheers
Dystopian1
Nov 11 2012, 22:50
Sickboy, can you link me to wiki about ACE debug console? I searched - nothing both on google and WAGN.
ACE Debug Console can be turned on:
in SP mission editor: Preview - Esc - Debug Console (since ACE Build 576);
per mission with my script ace_debug_console.sqf (http://narod.ru/disk/63584681001.ac6fc0101337c04038bbd76e386ebd27/ace_debug_console.sqf.html) (for example player addAction ["dbc", "ace_debug_console.sqf"]);
with my addon ace_debug_console.pbo (http://narod.ru/disk/63584646001.f18bac4becd3adae288e03f719322e50/ace_debug_console.pbo.html), in SP: Esc - Debug Console (main menu); in MP: Esc - ACE Debug Console (to the right of "About").
Better late than never :)
Can someone extend Kju's life ? :D
Very useful tool,but i need to see how this works ;)
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