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Architect's Debugging Panel - For all of your Mission Creation needs!

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Architect's Debugging Panel V1.1

@file Version: 1.1

@file Name: Architect's Debugging Panel V11

@file Author: THumbert

Description:

The Architect's Debugging Panel allows the user to:


  • Spectate any unit in the mission
  • Kill any unit in the mission
  • Teleport anywhere on the map
  • Enable Gode Mode
  • Open the Functions Viewer
  • Open the Config Viewer
  • Change View Distance Settings
  • Change Grass Quality Settings
  • Change Shadow Distance Settings
  • Spawn any weapon or item in Arma or your favorite Mod
  • Spawn any Vehicle in Arma or your favorite Mod
  • Spawn pretty much anything ie. Buildings, Signs, Lights
  • Displays all class of anything you spawn along with magazine class if applicable
  • ADP can watch up to 8 variables simultaneously
  • ADP has 3 Execute lines that can be executed locally, globally, or on the server

Changelog:

--------------------------------------------

+Completely rewrote the spectate script.

+Added Player information during spectating

+Added an exit button "SPACE BAR" to ext spectating

+Adjusted the time to 3 minutes but now you can exit anytime by pushing spacebar

+Changed the Player list text to correspond with the player side

+Adjusted hpp files to allow easier access of using multiple addons that use CfgFunctions

+Added subclassed for Scrollbar

+Changed install intructions

+Other small improvements

Download Link:

Download Links

Installation:

Place ADP Folder and ADPInit in your mission directory

PLACE THIS IN YOUR DESCRIPTION.EXT

#include "ADP\Dialog\defines.hpp"
#include "ADP\Dialog\ADP.hpp"
class CfgFunctions
{
class ADP
{
	class DialogControl
	{
           #include "ADP\Dialog\functions.hpp"
	};
};
};

if class CfgFunctions already exists in your description.ext then put

	class ADP{class DialogControl{#include "ADP\Dialog\functions.hpp"};};

in it. Like so:

#include "ADP\Dialog\defines.hpp"
#include "ADP\Dialog\ADP.hpp"
class CfgFunctions
{
//
//Whatever your other mods are
//
class ADP
{
	class DialogControl
	{
           #include "ADP\Dialog\functions.hpp"
	};
};
};

--------------------------------------------

PLACE THIS IN YOUR Init.sqf

--------------------------------------------

[] execVM "ADPInit.sqf";

**IF RUNNING ON A SERVER PUT YOUR UID IN THE ADPInit.sqf!

-------------------------------------------

Bug Reports:

Please let me know of any bugs @ http://offgaming.us/forums/viewforum.php?f=12&sid=c820be690b16

Edited by terrence
Updating

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Guest

Thanks for sending us the release :cool:

Release frontpaged on the Armaholic homepage.

================================================

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!

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Thanks Delta and Foxhound. Found the problem and will fix on next patch.

If you would like for both of them to work or any other script that uses CfgFunctions before the patch this is what you do:

Delete class CfgFunctions out of APD\DIALOG\DEFINES.HPP

class CfgFunctions
{
class ADP
{
	class DialogControl
	{
           #include "functions.hpp"
	};
};
};

and put this in your Description.ext

class CfgFunctions
{
class ADP
{
	class DialogControl
	{
           #include "ADP\Dialog\functions.hpp"
	};
};
#include "taw_vd\CfgFunctions.hpp" //If your using TAW_VD
};

Making your description.ext looking something like this:

#include "ADP\Dialog\defines.hpp"
#include "ADP\Dialog\ADP.hpp"
#include "taw_vd\dialog.hpp"  //If your using TAW_VD
class CfgFunctions
{
class ADP
{
	class DialogControl
	{
           #include "ADP\Dialog\functions.hpp"
	};
};
#include "taw_vd\CfgFunctions.hpp"  //If your using TAW_VD
};



respawn = "BASE";
respawndelay = 5;
disabledAI = 1;
respawnDialog = 1;
respawnTemplates[] = {"MenuPosition"};
saving=0;

Edited by terrence

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you might wanna try this on the dev branch

Fixs to help you

Spawning.hpp

find

class ADP_SpawnListBox: ADPRscListbox {

idc = 1500;

x = 0.396875 * safezoneW + safezoneX;

y = 0.555 * safezoneH + safezoneY;

w = 0.12375 * safezoneW;

h = 0.363 * safezoneH;

onLBSelChanged = "[1500,(_this) select 1, 1400,1201,1401] call ADP_fnc_getClassinfo";

arrowEmpty = "#(argb,8,8,3)color(1,1,1,1)";

arrowFull = "#(argb,8,8,3)color(1,1,1,1)";

sizeEx = 0.025;

class ScrollBar

{

type = CT_XSLIDER;

color[] = {1,1,1,1};

colorActive[] = {1,1,1,1};

thumb = "#(argb,8,8,3)color(0,0,0,9)";

arrowEmpty = "#(argb,8,8,3)color(0,0,0,9)";

arrowFull = "#(argb,8,8,3)color(0.631,0.153,0.153,1)";

border = "#(argb,8,8,3)color(0.361,0.349,0.353,1)";

};

};

Replace with

class ADP_SpawnListBox: ADPRscListbox {

idc = 1500;

x = 0.396875 * safezoneW + safezoneX;

y = 0.555 * safezoneH + safezoneY;

w = 0.12375 * safezoneW;

h = 0.363 * safezoneH;

onLBSelChanged = "[1500,(_this) select 1, 1400,1201,1401] call ADP_fnc_getClassinfo";

arrowEmpty = "#(argb,8,8,3)color(1,1,1,1)";

arrowFull = "#(argb,8,8,3)color(1,1,1,1)";

sizeEx = 0.025;

class ScrollBar

{

type = CT_XSLIDER;

color[] = {1,1,1,1};

colorActive[] = {1,1,1,1};

thumb = "#(argb,8,8,3)color(0,0,0,9)";

arrowEmpty = "#(argb,8,8,3)color(0,0,0,9)";

arrowFull = "#(argb,8,8,3)color(0.631,0.153,0.153,1)";

border = "#(argb,8,8,3)color(0.361,0.349,0.353,1)";

};

class ListScrollBar: ScrollBar

{

height = 0.021;

width = 0.021;

autoScrollEnabled = 0;

color[] = {1,1,1,1};

};

};

ADP.hpp

Find ADP_LIST and ADP_LIST1

Add under

class ScrollBar {

type = CT_XSLIDER;

color[] = {1,1,1,1};

colorActive[] = {1,1,1,1};

thumb = "#(argb,8,8,3)color(0,0,0,9)";

arrowEmpty = "#(argb,8,8,3)color(0,0,0,9)";

arrowFull = "#(argb,8,8,3)color(0.631,0.153,0.153,1)";

border = "#(argb,8,8,3)color(0.361,0.349,0.353,1)";

};

class ListScrollBar: ScrollBar {

height = 0.021;

width = 0.021;

autoScrollEnabled = 0;

color[] = {1,1,1,1};

};

Find ADP_COMBO and ADP_COMBO1 and ADP_COMBO2

Add under

class ScrollBar

{

color[] = {1,1,1,0.6};

colorActive[] = {1,1,1,1};

colorDisabled[] = {1,1,1,0.3};

thumb = "#(argb,8,8,3)color(1,1,1,1)";

arrowEmpty = "#(argb,8,8,3)color(1,1,1,1)";

arrowFull = "#(argb,8,8,3)color(1,1,1,1)";

border = "#(argb,8,8,3)color(1,1,1,1)";

};

class ComboScrollBar: ScrollBar {

color[] = {1,1,1,1};

};

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Thanks armatec. Didn't realize there was a sub class for scrollbar :)

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ADP Updated to Version 1.1. Sorry for the wait just didnt have enough time to work on the panel as I wanted

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Guest

Thanks for informing us of the update :cool:

New version frontpaged on the Armaholic homepage.

================================================

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!

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Does anybody know how to change the button that opens the panel, I own an altis life server and Y is used to open player menu, how do i change it so i use the letter O or somthing to open it

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It can be changed in the open function if i remeber right. What key do you want it to be ? When i get on my computer ill be able to give you an answer and exactly how to change it:)

Sent from my HTL21 using Tapatalk 2

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It can be changed in the open function if i remeber right. What key do you want it to be ? When i get on my computer ill be able to give you an answer and exactly how to change it:)

Thank You,

I would like it to be the Letter O If that is possible, Thank You :)

Great Tool by the way

Edited by Devy08

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I'm not sure if this has any impact on the mission or not, but the log is giving me this error in it with v1.1:

defines.hpp, line 361: '/ADPRscListBox.border': Missing ';' at the end of line

Spawning.hpp, line 259: '/ADPSpawning/Controls/ADP_SpawnButtonSpawn.tooltip': Missing ';' at the end of line

Spawning.hpp, line 271: '/ADPSpawning/Controls/ADP_SpawnButtonDelete.tooltip': Missing ';' at the end of line

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Are you installing it correctly,

I am not having Any problems with it.

It does not effec the mission file.

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great tool thank you for creating this i use it for testing addons is there anyway to make it spawn ammo boxes from the menu aswell?

Thank you ahead of time

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Thank You,

I would like it to be the Letter O If that is possible, Thank You :)

Great Tool by the way

Go in to ADP\Functions\ADP_F_OpenPanel.sqf and go to line 9 where is says:

if (_KeyCheck == "21") then //Checks if Y is Pressed

and change "21" to the key code you want.

You can put this in your adpint to find out which codes go to which keys:

moduleName_keyDownEHId = (findDisplay 46) displayAddEventHandler ["KeyDown", "hint str _this;"];

Note: I believe the second variable the code kicks out is the code

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When I press 'y' I get "Resource ADBLoading Not Found" and nothing comes up.

my cfgfunctions portion of description.ext

class CfgFunctions
{
class ADP
   {
       class DialogControl
       {
           #include "ADP\Dialog\functions.hpp"
       };
   };
#include "Functions.h"

};

any ideas?

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tylerhimself,

Check you ADP_F_OpenPanel.sqf in ADP/Functions

line 16 should read

	createDialog "ADPLoading";

If that doesn't work PM me and we'll figure it out. BTW is this v1.1 or 1.0

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tylerhimself,

Check you ADP_F_OpenPanel.sqf in ADP/Functions

line 16 should read

	createDialog "ADPLoading";

If that doesn't work PM me and we'll figure it out. BTW is this v1.1 or 1.0

//	@file Version: 1.0
//	@file Name: ADP_F_OpenPanel.sqf
//	@file Author: THumbert
//	@file Created: 12/14/2013
//	@file Description: Opens the ADP

_KeyNum = _this select 1;
_KeyCheck = format ["%1", _KeyNum];
if (_KeyCheck == "24") then //Checks if Y is Pressed
{
for "_i" from 0 to (OpenID) do 
	{
	disableSerialization;
	(findDisplay 46) displayRemoveEventHandler ["KeyDown",_i];
	};
createDialog "ADPLoading";
};

v1.1

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