- we added several debugging features
- in order to enable them you have to call their respective init functions from
Init_Global();
function inStartup.d
file:
-
legend:
<mandatory parameter>
[optional parameter]
-
show AI
-->G12_ConsoleHistory_Init();
- will display AI of Npc in focus
-
debug dialogues
-->CC_DebugDialogues_Init();
- will give you access to all dialogues which are assigned to the Npc
- will allow you to change dialogues to told/untold
There are 3 'modes':
- calling function with Npc if focus will allow you to debug dialogues associated with that Npc
- calling function with no Npc if focus will allow you to debug dialogues associated with hero
- calling function with Mob in focus will allow you to debug dialogues associated with mob
debug textures
-->G12_DebugTextures_Init();
- will display polygon texture information
-
lock [PickLockStr] [KeyInstanceName]
&unlock
-->CC_UnLock_Init();
lock
LocksoCMobLockable
object in focus with[PickLockStr]
or[KeyInstanceName]
unlock
UnlocksoCMobLockable
object in focus- use
-
as[PickLockStr]
or[KeyInstanceName]
if you don't want to update this parameter
-
set routine <RoutineName>
&show routine
-->CC_SetRoutine_Init();
set routine <RoutineName>
changes routine of an Npc in focus to<RoutineName>
show routine
displays routine of Npc in focus
-
set sleepingMode
-->CC_SetSleepingMode_Init();
- puts vob in focus into sleeping / awake mode
-
create <ItemInstanceName> [qty]
-->CC_Create_Init();
- creates specified amount of items in inventory of Npc in your focus or hero's inventory if no Npc is in focus
-
goto npc <NpcName>
&bring npc <NpcName>
-->CC_GotoNpc_Init();
goto Npc <NpcName>
teleports player to Npcbring Npc <NpcName>
teleports Npc to player<NpcName<
is Npc name or globalC_Npc
variable which points to Npc
-
goto ZEN <ZenName> [StartVob]
-->CC_GotoZEN_Init();
- triggers level change to specified zen and StartVob
- this feature loads all
oCTriggerChangeLevel
objects by default and will register their zen names + starting vobs into console - if you do not specify starting vob, then the feature will use default starting vob (previously registered)
goto zen OLDMINE.ZEN
will take you togoto ZEN OLDMINE.ZEN ENTRANCE_OLDMINE_SURFACE
from G1 surface world
- if you want you can specify different than default starting vob
goto zen WORLD.ZEN OC1
will take you to waypointOC1
in front of the Old Camp
-
focus play ani <AniName>
&focus play effect VFXName
-->CC_FocusPlay_Init();
focus play <Ani aniName>
plays specified animation on Npc in focusfocus play <VFXName>
plays specified effect on Npc in focus
-
puppetMaster
-->CC_PuppetMaster_Init();
- allows you to change position & rotation of model nodes on Npc
-
hold time
-->CC_HoldTime_Init();
- 'freezes' time - hours and minutes will not advance
-
print pos [objectName]
&print trafo [objectName]
-->CC_PrintPos_Init();
-
print pos [objectName]
prints position of object in focus in Daedalus format to zSpy so that it can be copy-pasted to the code *const float pos_[objectName][3] = {x, y, z};
-
print trafo [objectName]
will print both rotation and position of object in focus in Daedalus format to zSpy so that it can be copy-pasted to the codeconst string descRot = "1.000394e-025 1.2990037e-042 0 0 1.4012985e-045 0 5.8889526e-039 3.9913184e-041 1.4314439e+019";
const string descPot = "1.7656361e-043 7.8472714e-044 -9.8679836e-032";
-
-
Note: string descRot and descPos can be converted back to trafo using functions:
Vob_SetByDescriptionRot
andVob_SetByDescriptionPos
-
Console history -->
G12_ConsoleHistory_Init();
- keeps track of commands entered into console
-
oCMobLockable_CheckLockValidity();
(no initialization required)- function traverses through all
oCMobLockable
objects and checks whether their pickLock string or key instances are valid
- function traverses through all
-
oCRtnManager_RtnList_CheckValidity
(no initialization required)- function traverses through all active routines in routine manager and checks whether they are properly setup:
- Checks if waypoint exists
- Checks if 24h day cycle is complete
- Checks if routines are not overlapping one another
- function traverses through all active routines in routine manager and checks whether they are properly setup:
-
oCRtnManager_AllRoutines_CheckValidity
(no initialization required)- similar functionality as
oCRtnManager_RtnList_CheckValidity
except this one will traverse through all routines (might be performance heavy, will definitelly mess up routines)
- similar functionality as