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Thread: Debug Console for ARMA 2

  1. #101
    Quote Originally Posted by bobtom View Post
    The fully implemented 3d editor was confirmed with the BCD videos at E3 wasn't it?
    It was:

    3D editor is confirmed.
    http://forums.bistudio.com/showpost....52&postcount=1

    "...to boldly go where no one has gone before."

    Steam ID: Click me! | Origin ID: MrCharles9206

  2. #102
    Found a bug in the current debugtool that might annoy many users - each time you type a number it executes the line matching the number. The tooptip for the buttons say Ctrl+1, Ctrl+2, but they react on only 1, 2 and so on. The fix is easy, in scripts\init.sqf:
    Code:
    		//--- Set event handlers
    		DEBUG_DISPLAY displayaddeventhandler ["keydown","
    			_key = _this select 1;
    			_ctrl = _this select 3;
    			if (_ctrl) then {
    				switch (_key) do {
    					case 2: {call compile (ctrlText 316101);};
    					case 3: {call compile (ctrlText 316102);};
    					case 4: {call compile (ctrlText 316103);};
    					case 5: {call compile (ctrlText 316104);};
    					case 6: {call compile (ctrlText 316105);};
    					case 7: {call compile (ctrlText 316106);};
    				};
    			};
    			false
    		"];
    Changed/added code in red. Now you need to press the Ctrl + number key for the code to compile.

    The annoying thing was:
    line 1: skiptime 3 (execute)
    line 2: 0 setovercast 1 (executes line 1 when you pressed the 1 key since it didn't check for control key pressed).
    Last edited by CarlGustaffa; Jul 2 2011 at 10:01.
    Regards
    Carl Gustaffa - left this game due becoming Steam Exclusive

  3. #103
    Further slightly enhancing the above, so that enter keys work properly depending on where you're typing:
    Code:
    		//--- Set event handlers
    		DEBUG_DISPLAY displayaddeventhandler ["keydown","
    			_key = _this select 1;
    			_ctrl = _this select 3;
    			if (_ctrl) then {
    				switch (_key) do {
    					case 2: {call compile (ctrlText 316101);};
    					case 3: {call compile (ctrlText 316102);};
    					case 4: {call compile (ctrlText 316103);};
    					case 5: {call compile (ctrlText 316104);};
    					case 6: {call compile (ctrlText 316105);};
    					case 7: {call compile (ctrlText 316106);};
    				};
    			};
    			false
    		"];
    		//--- Set event handlers per control to react to enter keys
    		DEBUG_CMD1 ctrlAddEventHandler ["keydown","_key=_this select 1;if (_key == 28 || _key == 156) then {call compile (ctrlText 316101)};"];
    		DEBUG_CMD2 ctrlAddEventHandler ["keydown","_key=_this select 1;if (_key == 28 || _key == 156) then {call compile (ctrlText 316102)};"];
    		DEBUG_CMD3 ctrlAddEventHandler ["keydown","_key=_this select 1;if (_key == 28 || _key == 156) then {call compile (ctrlText 316103)};"];
    		DEBUG_CMD4 ctrlAddEventHandler ["keydown","_key=_this select 1;if (_key == 28 || _key == 156) then {call compile (ctrlText 316104)};"];
    		DEBUG_CMD5 ctrlAddEventHandler ["keydown","_key=_this select 1;if (_key == 28 || _key == 156) then {call compile (ctrlText 316105)};"];
    		DEBUG_CMD6 ctrlAddEventHandler ["keydown","_key=_this select 1;if (_key == 28 || _key == 156) then {call compile (ctrlText 316106)};"];
    The stuff in red is the new stuff. You may (I have already, but for other reasons) also have to add a dummy button to the dialog (one that doesn't do anything or show anything) that replaces CommandButton1's default parameter so that this isn't executed as well when you hit enter. Instead the dummy button gets the default flag, except when executed it's not actually doing something.

    I tried forEach and "_key in _enterkeys" and whatnot to make it look better, but didn't work. Probably scope problems within the compiles.

  4. #104
    Added these by request from a friend - the ability to doubleclick in the fields to clear them:
    Spoiler:

    Something to consider for the official one in A3? I tried to get some right click functionality in there, but was unsuccessful, which is why I went with doubleclick instead.

  5. #105
    How do I repair a vehicle? Say, the BRM-2?

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