Jump to content
x39

ArmA.Studio - The Open-Source Community made IDE for ArmA

Recommended Posts

ArmA.Studio
Open-Source Community made IDE for ArmA
(best works with profiling build)

 

!PLEASE DISABLE BATTLE EYE DURING DEBUGGING SESSIONS!

 

Spoiler

KJhQMlN.png

 

 

Downloads
ArmA.Studio


ArmaDebugEngine

 

Installation

Please refer to this wiki article

https://github.com/ArmA-Studio/ArmA.Studio/wiki/Install-and-use-ArmA.Studio

 

Links

Important Informations

The tool is provided with auto-update and auto-error-report.
Both cannot be disabled as of now.

We are actively seeking developers in the community! So if you capable of writing C# code, feel free to join this project :)

How to test

 

-@myMod
--Addons <-- workspace is set here
---Tag_Mod
----$PBOPREFIX$
----examplescript.sqf <-- set breakpoint in here
----config.cpp


 

Hope you enjoy!

  • Like 8

Share this post


Link to post
Share on other sites
2 hours ago, STACKER said:

Hi,

Can this debug ability be used in Visual Studio itself?
 

No. And that's not really planned. I thought about making a Visual Studio Code plugin that can use the Debugger but... Not yet and not soon.

If a skilled VS Code Extension maker guy thingymabob would like to do that though I'd be happy to help with the API.

Share this post


Link to post
Share on other sites

Great work!

Failed to attach the debugger time excedeed.

I put all the files in his dirs.

 

Share this post


Link to post
Share on other sites
1 hour ago, magnetar said:

What are the advantages of using Profiling branch instead of the Stable one?

profiling branch provides important hooks for the debugger

without those, you might still use it but some things mightn ot work as intended

Share this post


Link to post
Share on other sites
7 hours ago, magnetar said:

What are the advantages of using Profiling branch instead of the Stable one?

You'll see it when you start the Game with the Debugger. Most of the stuff only works with Profiling builds. But you can still get basic functionality with non-profiling builds though.

But everything is optimized around profiling builds because this is a serious development tool. And a serious developer might already want profiling build to profile their scripts performance and stuff.

 

9 hours ago, M1ke_SK said:

aWJGXNM.png

 

You have to run Arma first. The Debugger get's activated after Arma goes into fullscreen.

Share this post


Link to post
Share on other sites

Profiling branch, hooks...a warning in the antivirus?...mmmmm maybe not...

Thanks but no.

Share this post


Link to post
Share on other sites
6 minutes ago, djotacon said:

Profiling branch, hooks...a warning in the antivirus?...mmmmm maybe not...

Thanks but no.

The debugger is essentially a Game hack. So AV warning and stuff is to be expected. But all source is public and the builds come from an external build server so it's guaranteed that only the source that's visible on Github is what ends up in the final binary. So if you're worrying about malicousness you could check every line of code yourself.

  • Like 1

Share this post


Link to post
Share on other sites
Just now, dedmen said:

The debugger is essentially a Game hack. So AV warning and stuff is to be expected. But all source is public and the builds come from an external build server so it's guaranteed that only the source that's visible on Github is what ends up in the final binary.

 

Game hack...ehmmm.. ok thanks, thanks..

Share this post


Link to post
Share on other sites

Is it possible to use this tool for the running scripts from Client, HeadlessClient & Dedicated Server at the same time, while it all runs in a Multiplayer Session on the same machine through localhost?

Share this post


Link to post
Share on other sites

Nice work!

 

2 hours ago, djotacon said:

 

Game hack...ehmmm.. ok thanks, thanks..

 

Aslong as it's open source it is fine. Community would rip him apart if he does baddy/dangerous things in his code ;)

Just disable BE, maybe it gets even whitelisted with BI approval

 

20 hours ago, dedmen said:

No. And that's not really planned. I thought about making a Visual Studio Code plugin that can use the Debugger but... Not yet and not soon.

If a skilled VS Code Extension maker guy thingymabob would like to do that though I'd be happy to help with the API.

.

@dedmen if that day ever comes, you may want to join forces with @SkaceKachna@nevada_scout, and @armitxes better than having us 4 all doing our own thing.

Share this post


Link to post
Share on other sites
4 minutes ago, rockhount said:

Is it possible to use this tool for the running scripts from Client, HeadlessClient & Dedicated Server at the same time, while it all runs in a Multiplayer Session on the same machine through localhost?

Currently you can only have one Instance per machine. Future holds Remote Debugging over TCP and multi-instance local stuff.

 

 

5 minutes ago, armitxes said:

Nice work!

 

 

Aslong as it's open source it is fine. Community would rip him apart if he does baddy/dangerous things in his code ;)

Just disable BE, maybe it gets even whitelisted with BI

 

.

@dedmen if that day ever comes, you may wan't to join forces with @SkaceKachna@nevada_scout, and @armitxes better than having us 4 all doing our own thing.

I hope we won't get BE whitelisted. Future will allow to execute code on breakpoint or have SQF code conditions on breakpoints. That would allow anyone to execute any script they want. Bad stuff!

 

Well. The Debugger is open source. I don't have time to do any more projects. But if you want to use it feel free to do so.

Share this post


Link to post
Share on other sites
6 minutes ago, armitxes said:

Nice work!

 

 

Aslong as it's open source it is fine. Community would rip him apart if he does baddy/dangerous things in his code ;)

Just disable BE, maybe it gets even whitelisted with BI

 

.

@dedmen if that day ever comes, you may wan't to join forces with @SkaceKachna@nevada_scout, and @armitxes better than having us 4 all doing our own thing.

technically, you guys also could join the ArmA.Studio project :P

IDE just got released and will feature more down the line to help ArmA developers in every aspect possible

eg. it is planned to include a UI editor later

also planned: stringtable editor

 

all that however, still requires to have some systems to be implemented

Share this post


Link to post
Share on other sites
1 minute ago, rockhount said:

If it is, then in wich way is it multiplayer compatible (currently)?

The Debugger works in multiplayer just like everywhere else. Just not with Battleye. But you will get a timeout if you break too long ^^

Share this post


Link to post
Share on other sites
1 minute ago, rockhount said:

So you could debug a packed pbo with a dedicated enviroment?

Yes. You can debug any script in any environment where the Debugger works. which is 32/64 bit windows.

Share this post


Link to post
Share on other sites

ArmA.Studio 0.1.6293.24366 got released
you will be prompted when you start ArmA.Studio in case you are not up to date
Changes:
 

- Fixed Auto-Crash-Report not working
- Fixed invalid sorting
- Fixed crashes with non-ascii characters in workspace path
- Fixed crash when no debugger is present
- Changes layout of workspace selector dialog
- Added info about current workspace to title
- doubleclick on error info will now lead to line (for now only when document already is open)


 

Special thanks goes out to jonpas  and Knight for this update

  • Like 2

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×