JMOxx75 10 Posted April 27, 2013 Is there an easy way to test mission tasks without having to actually play through the mission? Share this post Link to post Share on other sites
KevsNoTrev 44 Posted April 27, 2013 you should be able to use the debug console (in pause menu in the editor) the update the objective as completed and see the reuslts. Share this post Link to post Share on other sites
loyalguard 15 Posted April 27, 2013 (edited) I agree the debug console is a great tool for testing! Some other tips only for testing are: 1. Use the new camera feature of the debug console to see if units are behaving correctly without physically being there to observe. 2. Make the player invincible so you do not get killed and have to start over: player allowDamage false;(vehicle player) allowDamage false; 3. Use onSingleMapClick to instantly teleport the player anywhere on the map: onMapSingleClick "player setPos _pos; true;" 4. If you have a lot of objectives you can save each one as a single mission, test them individually, and then merge missions and connect them logically as necessary before the final test. Edited April 27, 2013 by Loyalguard Share this post Link to post Share on other sites
KevsNoTrev 44 Posted April 27, 2013 almost forgot press + a few times to speed up time, makes it easier when running long distance. Only works in SP and editor. Share this post Link to post Share on other sites
clydefrog 3 Posted April 27, 2013 Enable teleport and I always use the following line in mine and another players unit (generally an AT man with SMAW so they have an HE weapon) so they can't be killed and have unlimited ammo this allowdamage false; this addEventHandler ["respawn", {_this allowdamage false}]; this addeventhandler ["fired", {(_this select 0) setvehicleammo 1}]; Share this post Link to post Share on other sites
KevsNoTrev 44 Posted April 27, 2013 hey clydefrog, going to have to use that myself. didn't even think of unlimited ammo! Share this post Link to post Share on other sites
clydefrog 3 Posted April 27, 2013 (edited) hey clydefrog,going to have to use that myself. didn't even think of unlimited ammo! Yeah it's good but unfortunately doesn't work with Arma 3 launchers. If I use it on a SMAW AT rifleman on Arma 2 I get rapid fire infinite rounds which makes it easy to destroy things. Also I think it's important to use the respawn eventhandler to re-add allowdamage false, as without doing that if you die or respawn you will lose it. And it is possible to die even with allowdamage false on especially if you are hit by a big explosion. Edited April 27, 2013 by clydefrog Share this post Link to post Share on other sites
JMOxx75 10 Posted April 27, 2013 Thanks for the tips. I will have to look to see if anyone posted a "how to guide" for the debug console. The teleport thing and unlimited ammo will help as well. Share this post Link to post Share on other sites
loyalguard 15 Posted April 27, 2013 Thanks for the tips. I will have to look to see if anyone posted a "how to guide" for the debug console. The teleport thing and unlimited ammo will help as well. Here is a start: https://community.bistudio.com/wiki/Mission_Editor:_Debug_Console The expression field let's you run code without having to create a new script and execute locally (or globally if MP). The watch fields (four of them) allow you to enter an expression (or even a variable name) and see the current result, so if you put getPos player it would show your position. The buttons open the other features, camera mode is especially helpful. Share this post Link to post Share on other sites
JMOxx75 10 Posted April 28, 2013 (edited) How do you debug/check for trigger status? You can just type in the variable name and it tells you true or false but when I put in a trigger name I get a number followed by <no shape>. Anyone know what that means? edit: NVM I typed in triggerActivation "trigger name" and it gave me the info. Edited April 28, 2013 by JMOxx75 Share this post Link to post Share on other sites
loyalguard 15 Posted April 28, 2013 There is the triggerActivated command that will return true if a trigger has been activated? Will that do what you need? Share this post Link to post Share on other sites