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Author Topic: Saving data to the debug log?  (Read 1701 times)

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Darius

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Saving data to the debug log?
« on: 23 Sep 2002, 18:18:54 »
Has anyone out there had any success using the "debugLog" command in a script to record data during a mission?

I'm thinking about the feasibility of making an off-line replay tool (probably in C++) so you can review who did what and when, BUT I need some way of recording a whole load of parameters to a file.

I've tried to use the "debugLog" command, but there's no sign of any output file anywhere.  Is this a command that is disabled in the release versions of the game, or do I need to do something else to initialise the debug log???

Or, if anyone can think of an alternative way I could do the above, please let me know!! ???

Thanks

Offline Dinger

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  • where's the ultra-theoretical mega-scripting forum
Re:Saving data to the debug log?
« Reply #1 on: 24 Sep 2002, 03:30:23 »
AFAIK, it's been disabled.
However, if it's anywhere, it's on the clipboard;
so you could see if you can paste results somewhere.
Dinger/Cfit

Darius

  • Guest
Re:Saving data to the debug log?
« Reply #2 on: 25 Sep 2002, 16:55:23 »
No sign of anything left in clipboard (either during or after the game run) so I guess there is no debug log in the release version of the game.

Any of you clever people have any ideas for an alternative approach I might be able to try?

 ???

Gameer_77

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Re:Saving data to the debug log?
« Reply #3 on: 25 Sep 2002, 18:53:14 »
Try opening up the flashpoint.rpt file in your flashpoint folder, then use it, then see if there's any change. If not, then im out of idea's. Must not work.  :-\

 8)PEACE

Offline Dinger

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Re:Saving data to the debug log?
« Reply #4 on: 25 Sep 2002, 19:01:05 »
Yeah sure.  Send it to an array and have a radio command print the array.  Sort of:
(in an init file):
DebugArray = []

(where you need to add something to the log:)
DebugArray = DebugArray + format ["Value = %1", value]

and have a radio hotel repeatedly trigger:
debugstatement = []; "debugstatement = debugstatement + format [""%1\n"", _x]" ForEach DebugArray; hint debugstatement

if you get a bunch of \ns in there, reverse it to /n

Alternatively, my colleague VektorBoson has generated a debug dialogue that might interest you.  Check ont he flashpoint1985 forum if you can't find it here.

« Last Edit: 25 Sep 2002, 19:02:20 by Dinger »
Dinger/Cfit

Gameer_77

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Re:Saving data to the debug log?
« Reply #5 on: 25 Sep 2002, 19:07:47 »
Weren't you the one who said it was disabled?  ::)

So what's this used for then, hmm?  :-*

 8)PEACE

Offline uiox

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Re:Saving data to the debug log?
« Reply #6 on: 25 Sep 2002, 23:57:46 »
You can see an explanation of debug in this website :

http://editing.deltaforcecommand.org.uk/lusty/default.htm

If you understand, you will understand...

Pax  ;D

Offline toadlife

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Re:Saving data to the debug log?
« Reply #7 on: 26 Sep 2002, 22:19:23 »
You can see an explanation of debug in this website :

http://editing.deltaforcecommand.org.uk/lusty/default.htm

If you understand, you will understand...

Pax  ;D

I found no explanation there. If you are refering to the thing about the debug.log file,the debug.log file is not created. It may have been in the past but now only the flashpoint.rpt is created and it only lists crash data.
"Whenever you want information on the 'net, don't ask a question; just post a wrong answer." -- Cancer Omega.

Darius

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Re:Saving data to the debug log?
« Reply #8 on: 30 Sep 2002, 01:27:02 »
Thanks Toad; I couldn't find it either.

Oh well, I shall go away and re-think my re-thinking.

 ???

Offline DrStrangelove

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Re:Saving data to the debug log?
« Reply #9 on: 21 Oct 2002, 00:54:28 »
Anyone found a way where the game saves data to an outside file during a mission ? It would be great to communicate with another program running.