Yelo Debug Output
Yelo Debug Output
What exactly is it? I guess it shows skulls you pick up and whatnot, but what else?
- killgore333
- Posts: 54
- Joined: Sat Mar 31, 2007 1:46 pm
- Location: LouEvil, Kentucky
- Contact:
Actually, it shows what current script is running as it starts. Something as simple as music being started and stopped, to events happening, activating or being terminated, or character dialog being activated as they are supposed to say it. You will notice that the dialog text will cut off. That is because of the 80 character limit that almost all C++ programs and scripts should keep each line of code to a minimum of.
If I am wrong in any way, please correct me.
If I am wrong in any way, please correct me.

no ur wrong sorry =]. there is a command called "print"
doesnt work for the mainmenu tho idn y
Code: Select all
(print "THIS SHOWS ON THE SCREEN WHERE IT SAYS 'YOU KILLED DEFAULT' ETC...")
- killgore333
- Posts: 54
- Joined: Sat Mar 31, 2007 1:46 pm
- Location: LouEvil, Kentucky
- Contact:
Its for allowing easier debugging of your scripts in your custom maps, however not limited to that [debugging].
It doesn't show what script is being ran, it only displays what you want it to display via the string argument. However if you say (print scripts_name_poop) and that is actually the name of the script the print macro is in, then yes it will print the script that is running (scripts_name_poop)
It doesn't show what script is being ran, it only displays what you want it to display via the string argument. However if you say (print scripts_name_poop) and that is actually the name of the script the print macro is in, then yes it will print the script that is running (scripts_name_poop)
The "debug output" option simply enables the print script...I actually hijack the call and substitute my own print code since the original stuff is nonexistant in retail builds. The text is limited to 64 chars for no particular reason, it's surely not a programming limitationkillgore333 wrote:Actually, it shows what current script is running as it starts. Something as simple as music being started and stopped, to events happening, activating or being terminated, or character dialog being activated as they are supposed to say it. You will notice that the dialog text will cut off. That is because of the 80 character limit that almost all C++ programs and scripts should keep each line of code to a minimum of.
If I am wrong in any way, please correct me.
