Varanon 892 Posted December 12, 2013 (edited) FHQ Debug Console for Arma 3 Current Version: 1.0 Download: FriedenHQ Armaholic FHQ Debug Console is a tool for mission makers that allows to you execute script commands locally, on all clients, or on the server, set watch expressions, and offers a few useful tools like saving/restoring inventories, finding building positions, a Quake-like debug window, and even a 3d editor! Features: Script command execution on local client, all clients, or server only Paper-doll like tool for modifying inventory Show all groups as icons on the map, including strength, affiliation and combat mode Music player 3d Editor: Place objects in 3d and save them either as compositions, or export them to a mission file ready to be merged with an existing mission Fog editor Screenshots: Main Interface 3D Editor Fog editor Loadout Editor Edited December 13, 2013 by Varanon Share this post Link to post Share on other sites
Kerc Kasha 102 Posted December 12, 2013 Damn! I like how you snuck the 3d editor that can save to .sqm in as if it wasn't a boon in itself! I was considering writing my own debug menu but this one seems to hit every note, good job! Share this post Link to post Share on other sites
Guest Posted December 13, 2013 Thanks for sending us the release :cool: Release frontpaged on the Armaholic homepage. FHQ Debug Console for Arma 3Community Base addons A3 ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted December 13, 2013 I really like the idea and would like to use it but where i have to place this script folder that is inside of your download? Sorry for the nooby question^^ Share this post Link to post Share on other sites
Varanon 892 Posted December 13, 2013 I really like the idea and would like to use it but where i have to place this script folder that is inside of your download? Sorry for the nooby question^^ You don't actually need that script. You can use it for missions that use the debug output functionality: If you deploy the mission, but don't want to remove all the debug output, you can call this script in your init.sqf. Chances are you won't need it, so just don't unpack it, or delete it after unpacking. Share this post Link to post Share on other sites
chondo999 1 Posted December 13, 2013 How does one move the camera when in the 3d view? All i can do is pan it. Share this post Link to post Share on other sites
Varanon 892 Posted December 14, 2013 How does one move the camera when in the 3d view? All i can do is pan it. It uses the Bulldozer movement keys for up/down/left/right/forward/backward. Got to the keyboard configuration and check the "Bulldozer" category on top. Share this post Link to post Share on other sites
chondo999 1 Posted December 14, 2013 @Varanon. Thanks bro. Share this post Link to post Share on other sites
LSD_Timewarp82 21 Posted December 14, 2013 Thx for the reply. So i can use this only in editor, not in a SP-Mission like Whole lotta Series? Share this post Link to post Share on other sites
chondo999 1 Posted December 14, 2013 (edited) The bulldozer keys under the development string is not working for me. I set mine to WSAD for the corresponding move up/down..etc. But I still cannot move the camera when looking through the place object interface. I can move the camera when looking through the camera interface. But when I use the place object screen, I can only pan, not move, the camera. Edited December 14, 2013 by chondo999 Share this post Link to post Share on other sites
Psychobastard 136 Posted December 14, 2013 Very nice and exactly that what i am looking for! With your debug console i have every needed tool in one! Perfect work and thanks for this. :) One intention: Please show the duration of the music tracks in further versions. You can read them out with the following code: _duration = getNumber (configfile >> "CfgMusic" >> _actual_Track >> "duration"); kind regards! Share this post Link to post Share on other sites
raspu86 92 Posted December 15, 2013 The bulldozer keys under the development string is not working for me. I set mine to WSAD for the corresponding move up/down..etc. But I still cannot move the camera when looking through the place object interface. I can move the camera when looking through the camera interface. But when I use the place object screen, I can only pan, not move, the camera. Same here. I tried to reassign some keys as well but it still doesn't work. Otherwise a very useful addition for debugging. Thx a lot! Share this post Link to post Share on other sites
best2nd 10 Posted December 16, 2013 Same here. I tried to reassign some keys as well but it still doesn't work. Otherwise a very useful addition for debugging. Thx a lot! Same here. I guess the UI is locking the movement. Share this post Link to post Share on other sites
Alwarren 2767 Posted December 16, 2013 Make sure you click once into the area ABOVE the GUI, i.e. in the upper two thirds of the screen. It should work again then. Share this post Link to post Share on other sites
chondo999 1 Posted December 16, 2013 Make sure you click once into the area ABOVE the GUI, i.e. in the upper two thirds of the screen. It should work again then. That does not work. I've tried everything. I guess it is just broken in that regard. Good mod though. Share this post Link to post Share on other sites
soapsurfer 12 Posted December 16, 2013 Just tested it. I think this mod will make mission making much easier! Thanks! I just wondered if there is really no option to give your unit ammo in the loadout editor. Tried it and found nothing. :( Share this post Link to post Share on other sites
Varanon 892 Posted December 16, 2013 That does not work. I've tried everything. I guess it is just broken in that regard. Good mod though. I'll add th epossibility to use the normal movement keys in the next versioon Just tested it. I think this mod will make mission making much easier! Thanks!I just wondered if there is really no option to give your unit ammo in the loadout editor. Tried it and found nothing. :( It should automatically add 4 or so mags. You can spawn an ammo crate if you need more. I'll add adding ammo in the next version. Share this post Link to post Share on other sites
soapsurfer 12 Posted December 16, 2013 It should automatically add 4 or so mags. You can spawn an ammo crate if you need more. I'll add adding ammo in the next version. Did not work for me. Maybe I filled my inventory with other stuff before adding the weapon. :o However, nice to see this getting implemented. The Loadout editor saves very much time. Share this post Link to post Share on other sites
Varanon 892 Posted December 16, 2013 Did not work for me. Strange, it uses the BIS function to spawn a weapon plus ammo, so if the weapon is there, the ammo should be there too Share this post Link to post Share on other sites
jelskipro 32 Posted December 16, 2013 this mod is awesome but i noticed one bug. when you save your loadout and add it too a unit it will say missing int Share this post Link to post Share on other sites
Varanon 892 Posted December 16, 2013 this mod is awesome but i noticed one bug. when you save your loadout and add it too a unit it will say missing int Hmm, works here.. can you send me the resulting script as a PM ? Share this post Link to post Share on other sites
Varanon 892 Posted December 17, 2013 Hmm, works here.. can you send me the resulting script as a PM ? Right, to clarify: The script generated by "save loadout" is too complex to be used in an init field (it uses local variables, for example). Therefore, it has to be saved into a script file and subsequently, the script file can be executed from the init field (by adding this call compile preprocessFileLineNumbers "scriptname.sqf" to the init field, or by a similar call from somewhere else (init,sqf). Share this post Link to post Share on other sites
chondo999 1 Posted December 17, 2013 Has anyone had the situation when, with FHQ_Debug running, you cannot open your configure menu to get to your video, audio...settings? Share this post Link to post Share on other sites
Varanon 892 Posted December 17, 2013 Has anyone had the situation when, with FHQ_Debug running, you cannot open your configure menu to get to your video, audio...settings? Any other mods besides CBA and debug console ? It works for me, for sure Share this post Link to post Share on other sites
chondo999 1 Posted December 17, 2013 Yes. I have a lot of mods besides those two. ---------- Post added at 11:51 ---------- Previous post was at 11:20 ---------- Any other mods besides CBA and debug console ? It works for me, for sure I changed the load order of my mods, making FHQ_Debug load last via Arma3 Sync launcher. This solved the problem for me. Share this post Link to post Share on other sites