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Author Topic: How can I debug the last part of my mission, without...  (Read 919 times)

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matjoa

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pass it from the begining?

Is there any way?

I only know the speed 4X but.... is there anything else?

TIA
JF.

Offline macguba

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Re:How can I debug the last part of my mission, without...
« Reply #1 on: 20 Apr 2003, 16:58:13 »
Oooohhhhh there are lots of tricks......

The first thing is to save a new copy of your mission.  That way, if [when] you screw anything up, the real thing is preserved.    Remember to change the original mission when you find a bug.  


  • You can simply delete the first part of the mission.   This can be harder than it looks because you must not delete bits that have an effect later on.   You may need a special little script to set variables to true/false.
  • If you want triggers to fire as soon as you start the test, write true in the Condition line.

  • It might help to write this setCaptive true in the init line of the player and/or his group.    Or perhaps this addrating 10000.    

  • I sometimes make my player a temporary civvy and give him an Abrams (with a civvy crew obviously) to ride around in.   Then you can see what's going on.
  • If you want to play all the way through, but quickly, increase the size and skill of the player's squad and reduce all the enemy squads to one man.   That way you keep both the shape and the details of the mission, but make it very, very easy.
  • Reduce enemy health, ammo and skill bars.
  • Use a radio trigger to give yourself an infinite number of savegames.
  • Use another radio trigger to give yourself infinite morphine injections (player setdammage 0)



That's just off the top of my head.    Anybody got any more?
Plenty of reviewed ArmA missions for you to play

matjoa

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Re:How can I debug the last part of my mission, without...
« Reply #2 on: 20 Apr 2003, 19:40:34 »
Thank you for your quick answer.

As you said, it seems there are only two general ways:

1. Reducing the mission time (deleting the first part), but maybe harder due to the connections between first and last.

2. Reducing the mission difficulty, to pass it easier but whole mission though.

I'm thinking about you said about savegames, but it need a question:

When I do preview...my scripts are loaded to memory in that moment? or in the moment when are called?

If they were loaded when called (not at the begining), then I could put a savegame just before the calling script (or press Save manually), then modify the script, load the saved game, test it, modify it, load the saved game, again and again.....

TIA
JF.

Offline macguba

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Re:How can I debug the last part of my mission, without...
« Reply #3 on: 20 Apr 2003, 20:14:38 »
*racks brain* ......  yes I think that works .. test it using hints.
Plenty of reviewed ArmA missions for you to play

matjoa

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Re:How can I debug the last part of my mission, without...
« Reply #4 on: 22 Apr 2003, 12:24:06 »
Yes, it works.

It seems that the scripts are loaded at run-time in the exact moment which they are needed.

But this technique is only useful to debug scripts, not for the editor's events.

Thank you.
JF.
« Last Edit: 22 Apr 2003, 12:25:10 by matjoa »

vektorboson

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Re:How can I debug the last part of my mission, without...
« Reply #5 on: 22 Apr 2003, 16:27:32 »
Hi,

one thing that can help you with debugging missions and scripts is my ingame console:

http://home.arcor.de/vektorboson/en/scripts.html

You can execute scripts and set variables while playing the mission.