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Thread: Show script errors by default, not the opposite

  1. #1

    Angry Show script errors by default, not the opposite

    The editing forum is full of threads where issues are caused by the simple fact that people don't know about the -showScriptErrors parameter. New and even intermediate scripters see no error messages and thus think their scripts are fine, and when they don't work as expected, the mission editing subforum gets yet another script dump with no error message reports or a mysterious problem caused by one oversight that is impossible to find when everything seems to be in order. Even fairly high profile mod missions show easily fixable errors that stare you in the eyes as soon as the mission starts.

    I propose that -showScriptErrors parameter gets the axe and is replaced by -showNoScriptErrors for people who do not under any circumstance want to see error messages. Making errors show by default would make it so much easier for users experiencing errors and the people trying to help them.

  2. #2
    Doesn't showscripterrors cause readouts on the screen in-game?

    I don't think all us non-editing players want to be nagged about slightly bugged entries in mission addons or mod conflicts, especially when we can't do anything about it.

  3. #3
    Quote Originally Posted by maturin View Post
    Doesn't showscripterrors cause readouts on the screen in-game?

    I don't think all us non-editing players want to be nagged about slightly bugged entries in mission addons or mod conflicts, especially when we can't do anything about it.
    This would be a good thing. Less people using buggy mods/missions with errors. There is a reason those things pop up, something bad happened!

  4. #4
    Is updating base class for AAV engine start sound really so bad?

    And I don't want my screen full of alarmism because too unimportant parts of a conflicting mod don't like each other quite well enough.

    Or am I misunderstanding the function of showscripterrors? Does it blab about everything that goes in the .rpt or does it just show complete script failures?

  5. #5
    Quote Originally Posted by maturin View Post
    Is updating base class for AAV engine start sound really so bad?

    And I don't want my screen full of alarmism because too unimportant parts of a conflicting mod don't like each other quite well enough.

    Or am I misunderstanding the function of showscripterrors? Does it blab about everything that goes in the .rpt or does it just show complete script failures?
    It just shows sqf/sqs script errors, things that if they are failing then something is totally broken and not working as intended.

  6. #6
    Second Lieutenant Celery's Avatar
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    Quote Originally Posted by maturin View Post
    And I don't want my screen full of alarmism because too unimportant parts of a conflicting mod don't like each other quite well enough.

    Or am I misunderstanding the function of showscripterrors? Does it blab about everything that goes in the .rpt or does it just show complete script failures?
    It shows text with black background at the top of your screen when a script within the mission doesn't work. The reason why it happens so frequently nowadays seems to be exactly because the error messages have to be turned on with a shortcut parameter, and many mission makers and especially people who play their missions don't use the parameter. Having everyone see those errors by default would increase pressure to produce working scripts.

    Like I said, I'd have them add a -showNoScriptErrors parameter for your viewing pleasure.
    Last edited by Celery; Apr 24 2011 at 09:17.

  7.   Click here to go to the next Developer post in this thread.   #7
    I fully agree. Too many times I've played missions that have been tested by many people only to see a giant error message pop up right at the start of the mission, which was simply missed because no one used -showScriptErrors. -showNoScriptErrors would be much better.

  8. #8
    Quote Originally Posted by Zipper5 View Post
    I fully agree. Too many times I've played missions that have been tested by many people only to see a giant error message pop up right at the start of the mission, which was simply missed because no one used -showScriptErrors. -showNoScriptErrors would be much better.
    And you'll have a lot of newcomers posting in the TS forum about weird message appearing on their screen ? It's easier/better to teach the mission makers how to debug their scripts than the standard players IMHO.

  9.   This is the last Developer post in this thread.   #9
    No, it was this way in OFP and ArmA.

    If they get said weird messages, then they'll report them, and it'll help things get fixed.

  10. #10
    Quote Originally Posted by Zipper5 View Post
    No, it was this way in OFP and ArmA.

    If they get said weird messages, then they'll report them, and it'll help things get fixed.
    Yes, but missions and addons are very script intensive nowadays, people don't bother anymore to learn how the mission editor works, they immediatly jump on the scripting side of it. Anyway, it'll be your task to clean the TS forum

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