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.kju

DevCon - the developer console

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DevCon_DebugConsole_mini.jpg

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

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Press ESC while playing (works for editor/SP/MP).

(Note: in MP it only works when being a logged-in admin)

(Note: does not work about "restart" use or savegame loading due to engine limitations)

Notes

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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

Wiki

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DevCon wiki

Thread of A2/OA version

Download

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http://dev-heaven.net/projects/devcon/files

---

A3 version out finally. :bounce3:

  • Make compatible to A3 alpha.
  • Provide useful AutoInit.sqf settings.
  • Change time freezing key.

  • Minimap is not always centered on the player.
  • Minimap background is not hidden when disabled.
  • Minimap is shown at mission start despite being not active.

Make sure to load the DEV_CO_Dummy.pbo and LoadAfterA3Data_C_PvPscene.pbo alongside.

LoadAfterA3Data_C_PvPscene.pbo available here: https://dev-heaven.net/projects/pvpscene-tweaks/files

---

Demo videos of the "Unit Map Markers" and "AI Debugging":

Demo video of the "Position accuracy of AI Debugging":

Edited by .kju [PvPscene]

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great tool, very handy in the editor!

Although, when loading the DEV_CO_Dummy.pbo and DEV_PostA3.pbo together, the devcon did not work. Only when using devcon.pbo (3/10/21013) did it work.

Also having issues getting it to work on a dedicated server. and yes I was signed in as admin.

Any help would be greatly appreciated.

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That's my modline: -mod=@PostA3;@DevCon;@CO_Dummy

Best post your rpt SnakeEyes15 to be able to learn whats going on.

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LOL. tried loading the OA version into A3. What could possibly go wrong?

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Hmm. I can't make this work.

All three addons show up in the expansions menu, though the order can't be changed. I call them in the same order as described in post 4, but pressing excape doesn't bring the console up.:(

---------- Post added at 19:56 ---------- Previous post was at 19:41 ----------

Oh, ignore, ignore. Had loaded the wrong PBO into a folder. Working as expected now. :)

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Awsome tool, one thing, if possible. I used a debug console (stra_debug.pbo) in ArmA 1, it was very handly because after clicking escape and pressing the console button (I think it was default - so it was Esc-Enter), the cursor was blinking in a single line edit box. After entering your code there and clicking "enter", the window automatically closes and returns to game, executing the code. Very fast to use. I was wondering if this developer console can be configured in a similar way, the cursor should automatically focus to some "exec" box (maybe first?) which allows "enter" as "execute and back to game".

Thank you again for this great tool.

Edited by afp

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dev hev is terribly slow, kju. I've managed to get the ammomagvehwep file, but the allinone is just refusing to download.

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;2489325']Updated files to be compatible with latest A3 dev branch/possibly A3 release version:

http://dev-heaven.net/projects/devcon/files

Much appreciated Sir.

On a side note: I can confirm significant difficulties in acquiring the allInOne config.

(https://dev-heaven.net/projects/cmb/repository/revisions/master/changes/configs/A3/unformatted/allInOne.cpp) (?)

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hey,

when i try to run devcon with AiA the GUI is messed up, it works fine with vanilla though, am i doing something wrong?

CA441EE0FF98155E15678B580D329406499CFE1C

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Yes - your modline is obviously wrong. :)

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-nosplash -nologs -skipIntro -noPause -world=empty -cpuCount=4 -maxVRAM=2048 -maxMem=4096 -exThreads=7 "-mod=@DevCon;@CBA_A3;@AllInArma\ProductDummies;D:\Spiele\ArmA 2;D:\Spiele\ArmA 2\Expansion;D:\Spiele\Steam\SteamApps\common\Arma 3;@AllInArma\Core;@AllInArma\PostA3"

:X i obviously fail to see whats wrong with it!!!

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Please upload your rpt. The screen shows that no A3 data (nor A2/OA for your case) were loaded.

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in case anyone reads this and wonders what the answer was:

"Make sure to load the DEV_CO_Dummy.pbo and LoadAfterA3Data_C_PvPscene.pbo alongside." <- skip this step if you want to use DevCon with AiA :)

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I am to update DevCon in the coming days and look for input what to add in addition.

Current plans/already done:

* History to store the input execution and watcher fields of the last X entries. Maybe also a sorted list to select from, rather than just navigate with keypress.

* Two fields to enter paths for diag_mergeConfigFile and button to execute

* Ability to spawn code (to avoid the [] spawn {code}; typing)

* Standalone single pbo

* Smaller text to have more code/input shown

* Precompile via preInit cfgFunctions

* Hopefully checking watcher field and only execute when valid sqf

what i am unsure about is convenience functions for mission testing or AI debug

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Switch to enable a watcher field to watch a local or remote variable?

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* Ability to spawn code (to avoid the [] spawn {code}; typing)

Can we just have a checkbox for that, to keep things simple.

Oh and please suspend the execution of a watchfield while we write in it.

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Switch to enable a watcher field to watch a local or remote variable?

You cannot access local variables outside their (script/function) scope.

I guess you meant global variables - the value for a specific client, like yourself, or the server.

One could do that - its a bit more complex and maybe has some potential issues. Will consider it

though definitely.

 

 

Can we just have a checkbox for that, to keep things simple.

Oh and please suspend the execution of a watchfield while we write in it.

Spawn would be a different button I guess.

I hope catch can be used to stop faulty sqf execution, but I still have to test it (thoroughly).

Do you have other ideas? OnFocus UI EH may be an option but also bit annoying usability wise.

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Spawn would be a different button I guess.

 

More like  3 new buttons (spawn local, spawn global, spawn server). I'd say having a simple checkbox to switch between call and spawn would be a much more elegant solution.

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@ Tajin

Check the picture in the first post. ;)

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You cannot access local variables outside their (script/function) scope.

I guess you meant global variables - the value for a specific client, like yourself, or the server.

One could do that - its a bit more complex and maybe has some potential issues. Will consider it

though definitely.

 

 

 

I posted in a rush while at work, here's what I meant to say.

 

The watcher fields currently show a public variable or a global one (or an expression) on the machine Devcon is used on. I'd like for it to be able to retrieve a global variable from the server, perhaps using fnc_getServerVariable. Or perhaps have a separate watcher field that is dedicated to getting variables that are global on the server.

 

A logical extension, as you correctly worked out, would be that this would be able to get a variable from any named machine on the mission, but the complexity would ramp up there.

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