.kju 3245 Posted October 21, 2011 (edited) This is more like a first preview release of the DevCon. Still it is already very powerful and most developers should find it very useful. Credits ### Much thanks to Karel Mořický (Gaia) - his debug console and advanced camera mode are the inspiration, base and foundation of the DevCon. Also thanks to Carl Gustaffa for several good ideas. HowTo ### Press ESC while playing (works for editor/SP/MP). (Note: in MP it only works when being a logged-in admin) Notes ### 1) For now you have to check the =1&tracker_ids[]=2&tracker_ids[]=3&tracker_ids[]=4&completed=1"]roadmap to find out about all the features and key shortcuts. 2) Feel free to help to merge the documentation into the wiki. 3) Anyone interest is welcome to join the team. 4) Post bugs and suggestions in the issue tracker please. 5) Check the source if you want to learn a bit of new stuff. 6) ToDo prio list by order: # Command tab (buttons to apply SQF commands easily onto cursorTarget/player/other unit sets # Information tab (fields to easily check details about cursorTarget/player/other unit sets) # AI debugging # Integration of 3rd party tools (more details in the issue tracker soon) Wiki ### http://dev-heaven.net/projects/devcon/wiki/Wiki Download ### http://dev-heaven.net/projects/devcon/files Edited October 16, 2012 by .kju [PvPscene] Share this post Link to post Share on other sites
loyalguard 15 Posted October 21, 2011 This is beautiful. I remember you talking about this last year but had no idea you made so much progress! I can't wait to check it out! Share this post Link to post Share on other sites
Dwarden 1125 Posted October 21, 2011 great, watching, subscribed, following, using ... keep up work :) Share this post Link to post Share on other sites
mobeus 10 Posted October 21, 2011 very good thank you. Share this post Link to post Share on other sites
Fireball 16 Posted October 21, 2011 Two thumbs up! Will try it out in a bit. Share this post Link to post Share on other sites
hellfire257 3 Posted October 23, 2011 Fantastic! Going to give this a shot now. Share this post Link to post Share on other sites
sickboy 13 Posted October 23, 2011 Awesome! Congrats on the release buddy! Share this post Link to post Share on other sites
manzilla 1 Posted October 23, 2011 What exactly does this do? Is this for mission makers? I'm a bit confused, sorry. I checked the roadmap and if this is what I think it is it sounds awesome. Share this post Link to post Share on other sites
loyalguard 15 Posted October 23, 2011 I don't want to speak for PvP, but yes...it is for mission makers, scripters, addon makers, or anyone else editing in ArmA. It allows you to check status of variables in game, execute new code in-game with locality options (local, remote, server), enables a debugging camera, gives updates in-game as to what the player is looking at and other variables, makes the player invincible for testing purposes. Many of these features can be turned on and off as the editor desires. Essentially, it is an invaluable tool! Share this post Link to post Share on other sites
GregRUS 10 Posted October 23, 2011 Great work! Subscribed! Share this post Link to post Share on other sites
Tankbuster 1747 Posted October 23, 2011 Wow. This is really interesting. I sort of get how it works. In the 7,8,9,10 exec boxes, I can type commands such as hint and diag_log and that's excellent, a great debugging tool, but what do all the other boxes do? Share this post Link to post Share on other sites
loyalguard 15 Posted October 23, 2011 You can type variable names in the "watcher" fields to get the current value of those variables as well. Share this post Link to post Share on other sites
Tankbuster 1747 Posted October 23, 2011 "watcher" fields? Which ones are those? Share this post Link to post Share on other sites
loyalguard 15 Posted October 23, 2011 Dont have it open right now. Probably at the top. Type a name of a global or public variable and the current value should appear below it. Share this post Link to post Share on other sites
.kju 3245 Posted November 29, 2011 Unfortunately so far no one was willing to do the docu and I was not able to myself either. It has not high prio to me, yet eventually it will get done. I am just curious, if anyone was able to understand how it works and what can be done with it? Share this post Link to post Share on other sites
loyalguard 15 Posted November 29, 2011 Yes. I have been using it extensively. I planned on doing some documentation but have not had the time. I have been going in an out of debug cam mode, teleporting, capturing cursor target info, watching variables, executing code. Maybe I can do some docu this weekend. Share this post Link to post Share on other sites
Tankbuster 1747 Posted December 28, 2011 I've been using this too and am gradually working out what it can do and how powerful it can be for mission designers. Just one thing, there's no way of restarting the mission from inside the mission as the esc menu is replaced by the console. Is there any way we can get mission restart back? Share this post Link to post Share on other sites
.kju 3245 Posted January 20, 2012 Where do you want to restart - in SP? ESC - space - space (mission ended). Space (mission started). Same applies to the editor. Does the suffice or you want a restart button interface wise? ---------- Post added at 12:15 ---------- Previous post was at 12:13 ---------- Working on a minimap (like in AAS) and unit map markers for debugging (to help me with my next project..): --- Still need to sort a few smaller issues and tasks, yet it might be available tonight. Share this post Link to post Share on other sites
Tankbuster 1747 Posted January 20, 2012 Where do you want to restart - in SP?ESC - space - space (mission ended). Space (mission started). Same applies to the editor. Does the suffice or you want a restart button interface wise? I'm specifically talking about editor preview in fact. When you press escape the menu has a restart option if you're not running Devcon. So yes, I'd like a restart button on the DevCon interface, please. Share this post Link to post Share on other sites
.kju 3245 Posted January 20, 2012 After testing it, I actually remember why it is removed: After a restart the DevCon is not available. So unless you find a way to fix this, it will remain removed. The exit mission and load again is a quick alternative anyway. Share this post Link to post Share on other sites
Tankbuster 1747 Posted January 20, 2012 Ok. Thanks for looking. Share this post Link to post Share on other sites
.kju 3245 Posted January 23, 2012 (edited) The 2012-01-23 has been released. :bounce3: Download link in the first post. See the roadmap for the changes and read the tickets for details/howTo activate the given features. Here are a couple of demo videos of the "Unit Map Markers" and "AI Debugging": My current AutoInit.sqf diag_log ["DevCon AutoInit.sqf executed"]; DEV_ShowMiniMap = true; DEV_ShowUnitMapMarkers = true; Dev_DebugUnitMapMarker = true; DEV_ShowWeaponUseMapMarkers = true; if (!(isNil "killer")) then { DEV_UnitToDebug = killer; }; PS: I just noticed the knowsAbout value is shown correctly, if the player/UnitToDebug is inside a vehicle.. Edited February 6, 2012 by .kju [PvPscene] Share this post Link to post Share on other sites
.kju 3245 Posted February 6, 2012 The 2012-02-06 has been released. :bounce3: Download link in the first post. See the roadmap for the changes and read the tickets for details/howTo activate the given features. Here is a demo video of the "Position accuracy of AI Debugging ": My current AutoInit.sqf diag_log ["DevCon AutoInit.sqf executed"]; DEV_ShowMiniMap = true; DEV_ShowUnitMapMarkers = true; Dev_DebugUnitInfoAsMapMarker = true; DEV_ShowWeaponUseAsMapMarkers = true; DEV_DebugPerceivedTargetPositionAsMapMarker = true; if (!(isNil "killer")) then { DEV_UnitToDebug = killer; }; Share this post Link to post Share on other sites
Rydygier 1322 Posted February 6, 2012 Great. Very useful, indeed. Seems, that there are used commands not available in Arma 2 1.10, and this version only I have, like alternate getVariable syntax or allMissionObject command... Can I to try for my own usage only to rewrite code for better A2 1.10 compatibility if possible? This is probably in accordance with license, but I would like to be sure... Share this post Link to post Share on other sites
sickboy 13 Posted February 6, 2012 (edited) Congrats on new release! Indeed unfortunate that some useful funcs are missing on A2. Edited February 6, 2012 by Sickboy Share this post Link to post Share on other sites