- we added several debugging features
- in order to enable them you have to call their respective init functions from
Init_Global();function inStartup.dfile:
-
legend:
<mandatory parameter>[optional parameter] -
show AI-->G12_ConsoleHistory_Init();- will display AI of Npc in focus
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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
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lock [PickLockStr] [KeyInstanceName]&unlock-->CC_UnLock_Init();lockLocksoCMobLockableobject in focus with[PickLockStr]or[KeyInstanceName]unlockUnlocksoCMobLockableobject in focus- use
-as[PickLockStr]or[KeyInstanceName]if you don't want to update this parameter
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set routine <RoutineName>&show routine-->CC_SetRoutine_Init();set routine <RoutineName>changes routine of an Npc in focus to<RoutineName>show routinedisplays routine of Npc in focus
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set sleepingMode-->CC_SetSleepingMode_Init();- puts vob in focus into sleeping / awake mode
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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
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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_Npcvariable which points to Npc
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goto ZEN <ZenName> [StartVob]-->CC_GotoZEN_Init();- triggers level change to specified zen and StartVob
- this feature loads all
oCTriggerChangeLevelobjects 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.ZENwill take you togoto ZEN OLDMINE.ZEN ENTRANCE_OLDMINE_SURFACEfrom G1 surface world
- if you want you can specify different than default starting vob
goto zen WORLD.ZEN OC1will take you to waypointOC1in front of the Old Camp
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focus play ani <AniName>&focus play effect <VFXName>-->CC_FocusPlay_Init();focus play ani <AniName>plays specified animation on Npc in focusfocus play effect <VFXName>plays specified vfx effect on Npc in focus
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puppetMaster-->CC_PuppetMaster_Init();- allows you to change position & rotation of model nodes on Npc
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hold time-->CC_HoldTime_Init();- 'freezes' time - hours and minutes will not advance
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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";
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-
Note: string descRot and descPos can be converted back to trafo using functions:
Vob_SetByDescriptionRotandVob_SetByDescriptionPos -
focus export&focus import-->CC_Focus_ExportImport_Init();focus exportexports object in focus to.ZENfile_work\Data\Worlds\EXPORTED_VOBS.ZENfocus importimports object from.ZENfile_work\Data\Worlds\EXPORTED_VOBS.ZENto the world
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Console history -->
G12_ConsoleHistory_Init();- keeps track of commands entered into console
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oCMobLockable_CheckLockValidity();(no initialization required)- function traverses through all
oCMobLockableobjects 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:
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oCRtnManager_AllRoutines_CheckValidity(no initialization required)- similar functionality as
oCRtnManager_RtnList_CheckValidityexcept this one will traverse through all routines (might be performance heavy, will definitelly mess up routines)
- similar functionality as




