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Heeeere's johnny!

ExecuteEverything during mission runtime, even in Multiplayer

Please be honest and vote, whether you consider this tool useful or not.  

5 members have voted

  1. 1. Please be honest and vote, whether you consider this tool useful or not.

    • Yes
      4
    • No
      1


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Hi fellow scripters,

this is actually my first attempt of releasing some creation of my own, because I considered this one useful and worth sharing.

uc?id=0B5rpv298jwnbOU9fa3ltTkJHQjQ

I'm currently trying to get my forum name changed to "Heeeere's Johnny!", so yeah...

Why?

When testing multiplayer missions, I pretty soon got sick of always stopping and starting my server again to check if the test code finally runs correctly. I don't know if there's some way to login as admin when ingame, but I didn't bother about that and started creating this little tool.

What?

This tool is called "ExecuteEverything" and obviously it can execute any code typed into the edit field, just as you can do that in the ArmA 3 mission editor. BUT the debug console in the editor has its limitations right there ... in the editor.

"ExecuteEverything" instead is intended to be used ingame, not only SP, but also MP. You can choose if you want to call or spawn the code and you can execute it locally, serverside or globally (on every conntected client) which makes me consider it sort of a raw but nice trolling admin tool.

Using the "Back" and "Forw(ard)" buttons, you can (other than the debug console) switch between the codes you already executed in the current session which makes it way easier than copy-pasting code back and forth from and to your notepad.

Be careful with the "Perf. Test" (Performance Test). That button calls "BIS_fnc_codePerformance" which executes the given code as many times as set in the "Loops" field below. If you have complex code to test or use many iterations, your screen might freeze for some seconds when doing the Performance Test.

How?

There's two things you need to do. Firstly, execVM the executeEverything.sqf once at mission start:

[] execVM executeEverything.sqf:

Secondly, to open the GUI you execute this command:

[] spawn JON_fnc_executeEverything_createDialog;

You can actually use it in an addAction:

player addAction ["Execute", {[] spawn JON_fnc_executeEverything_createDialog;}];

If there's any questions or issues, feel free to contact me via PM (please no e-mail).

Have a nice Play!

Heeeere's Johnny!

Edited by Heeeere's Johnny!
Added some important information regarding function initialization and features.

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Ahh I bet this is fucking sweet! I'm working on a game mode for MP atm and I usually don't mess with MP scripting because SP is just so much more enjoyable. I've basic knowledge of MP scripting, but something always seems to go wrong somewhere. This tool will should cut a shit load of testing time. Cheers.

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Nice work. But where exactly is the difference to the debug console in MP?

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Nice work. But where exactly is the difference to the debug console in MP?

Sometimes it's hard to get the debug console to show up in multiplayer, also if I'm not mistaken, this version also has an option to execute code globally.

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Sometimes it's hard to get the debug console to show up in multiplayer, also if I'm not mistaken, this version also has an option to execute code globally.

Debug console has global exec option too and to make it available in MP one needs to add 1 line in description.ext, so I'm pretty curious what do you mean by "hard" to start?

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Still, no back and forth switching between former executed code and no "easy to use" on the fly code performance test. ;)

Edited by waltenberg

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Waltenberg, I just thought of a cool idea you could add to the next version. I think it would be pretty cool to add some kind of "safezone/sandbox" feature, that would be enabled by default. It would read the input code, and prevent infinite loops from being run. Of course, you would have to add some way to disable the sandbox "for advanced users" :p

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This looks like a really great tool, but I'd like to use it in addon format. Johnny, is there any chance you can make an addon version of this? Thanks!

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Debug console has global exec option too and to make it available in MP one needs to add 1 line in description.ext, so I'm pretty curious what do you mean by "hard" to start?

Personally, I just like the variability. I would agree that the debug console is not "hard" to setup - but an addon allows you more flexibility. (If it is an addon)

I have created something very similar to the debug console as well. It's just nice to have something different or a bit more personalized.

I really like the performance testing button that Johnny added - being able to customize something to how you want it is awesome.

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Personally, I just like the variability. I would agree that the debug console is not "hard" to setup - but an addon allows you more flexibility. (If it is an addon)

I have created something very similar to the debug console as well. It's just nice to have something different or a bit more personalized.

I really like the performance testing button that Johnny added - being able to customize something to how you want it is awesome.

I'm also using custom console, but my question wasn't about variety.

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