turn_on_debug_mode( )
Author | Topic: turn_on_debug_mode( ) |
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Apprentice
Member # 7238
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written Monday, June 26 2006 04:24
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Using this call anywhere in the code throws an unrecognised command error. Searched the forums, but unfortunately didn't find the soultion, though a few posts regarding the problem. Surely, there has to be a solution to it. Could someone please help me out? [ Monday, June 26, 2006 04:25: Message edited by: live_wire ] Posts: 6 | Registered: Saturday, June 17 2006 07:00 |
Off With Their Heads
Member # 4045
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written Monday, June 26 2006 06:28
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Er, yes, this is a recognized bug, and Spiderweb, as they noted on their bugs page, made a special testing app in order to fix it. It used to be hosted on the page that they link to. I can't find it, though; they may have taken it down. I've never used debug mode, personally. I just use god parties. -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |
Apprentice
Member # 7238
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written Monday, June 26 2006 06:41
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Yes. It seems to have been taken down. Am still finding it hard to believe that one can't use the debug mode! Will have to work around it. I needed the call to change sdfs. I guess I have to use the character editor for that. Anyway, thanks for the help. Posts: 6 | Registered: Saturday, June 17 2006 07:00 |
Infiltrator
Member # 5576
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written Monday, June 26 2006 08:00
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I have never used the debug mode either; but there are easier ways than the character editor to set sdfs. What I have found is that generally I wanted to set several sdf's to a particular set of values all at once; for instance, so that once I've tested and I'm sure that a quest works, I want to set all the flags as if I had done it, so that I don't have to do it over and over to test the next bit of the scenario. To that end, I made an item which when used presents a text entry box, and when you enter a number code into it, sets a group of flags to pedefined values. I then put the item right next to where the party starts, (I'll remove it in the final version of course.) and when I enter the scenario again, all I have to do is use this wand a couple of times and skip the first half of the scenario. Depending on what you want to set sdf's for, I think that this method might help. EDIT: Thought I would post the code for that: The item definition: and the state the item calls: [ Monday, June 26, 2006 08:16: Message edited by: Niemand ] -------------------- Überraschung des Dosenöffners! "On guard, you musty sofa!" Posts: 627 | Registered: Monday, March 7 2005 08:00 |
Shaper
Member # 3442
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written Thursday, June 29 2006 08:36
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The latest version of BoA should work - I used debug_mode recently, and I'm not running anything special. -------------------- And when you want to Live How do you start? Where do you go? Who do you need to know? Posts: 2864 | Registered: Monday, September 8 2003 07:00 |