gday
I will write a new debug console based on
Vektorboson 's Debug Console 3.0.
Please share your ideas and suggestions you think useful.
Vektorboson 's Debug Console 3.0 ported to a2:
Plan so farTwo main components are debugging and mission testing.
It is not meant to debug AI.
TroopMon2 is the tool to do so.
The new console will work both SP and MP.
Server admins need to have signature system active anyway to be safe.
Debugging
- Many input fields to show the value of a global variable or any expression
- The values will be also shown as part of the main display without the debug console open (left side)
- One input field with a button to log a global variable or expression to local group chat or to rpt.
- An optional second field to set the cycle time (default 1 second).
- Three single line and one multiline code fields with buttons to execute.
Testing
- Automatically setPos on mapclick
- Button to toggle player and his vehicle invulnerability on/off (active by default) (automatically active when entering new vehicles)
- Button to do the same for the whole player group
- Button to heal the player group
- Switch to unit on mapclick
- Switch to unit of cursortarget via pause button
- Button to toggle dot map markers for all units on the map
- Button to toggle movement map marker dots of all units on the map
- Button to toggle movement particles in the 3d world for all units on the map
- Button to toggle markers for all empty vehicles on the map
- Button to toggle animation state of player shown in the side chat and rpt.
- Button to toggle between difficulty modes (SP)
- Button to switch to camera.sqs
- Button to switch to the config viewer
- Teamswitch active by default
- Ability to decelerate the game below 1.0 (SP)
- Ability to stop the game (SP)
- Ability to fast forward or backward daytime (+/- one hour)
- Ability to change weather and fog back and forth
- Button to toggle disabled/enabled for all AI
- Button to save current unit position to clipboard
- Button to toggle clutter on/off
- Button to close the loading screen (on error)
- Selfkill
- Minimap
Interface
What do you think about using DEH to have access to some functions in the main display.
In other words press a key combo while playing to execute or toggle some feature.
Should there be only key actions or also buttons in the debug console?
PS: I still need to ask VB for permission.
PSS: Not everything might be doable. It is mainly about gathering ideas.