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Debugging Combat
Debugging Combat
Hi,
I followed the tutorials and created my melee combat scenario and I can kill my mob, Yay!!!
Now I want to be able to see the effects of combat in my console and I wanted to know, how
do I see the stats and values for the critter and the combat with the critter? Is there a debug command I can put around the
scripts to print out the data to the console?
Regards,
Lou
I followed the tutorials and created my melee combat scenario and I can kill my mob, Yay!!!
Now I want to be able to see the effects of combat in my console and I wanted to know, how
do I see the stats and values for the critter and the combat with the critter? Is there a debug command I can put around the
scripts to print out the data to the console?
Regards,
Lou
Re: Debugging Combat
Turn on the status, projectile and entity debug channels.
You'll find most of the details in the "status effect" submenu anyhoo
You'll find most of the details in the "status effect" submenu anyhoo
This is not a url, clicking it is pointless
Re: Debugging Combat
Hi,
Thanks for the info, I had most of this stuff on, I turned on the "status effects" but I did not
get any more data printed out.
Now worries I am going to keep digging and coding.
Lou
Thanks for the info, I had most of this stuff on, I turned on the "status effects" but I did not
get any more data printed out.
Now worries I am going to keep digging and coding.
Lou
Re: Debugging Combat
Hi,
Okay it looks like it did add more but I found it in the STDOUT file.
I can see the attack directive kicked off, but I was hoping for the stats and values too.
Lou
Okay it looks like it did add more but I found it in the STDOUT file.
Code: Select all
DEBUG: pushed rpgchar type 0A7D5890 onto reference self
DEBUG: registering end-of-stack reference 00000000 to name actor
DEBUG: reference actor set to null
DEBUG: searching for reference ent, via reference self:0
DEBUG: reference "self" found, returning 0A8A2480
DEBUG: searching for reference obj, via reference player:0
DEBUG: reference "player" found, returning 06EAA298
DEBUG: reference "self" found, returning 0A8A2480
DEBUG: clearing AI directives for entity 0A7D5890
DEBUG: reference "self" found, returning 0A8A2480
DEBUG: reference "player" found, returning 06EAA298
DEBUG: adding attack directive to entity 0A7D5890; target 025BDFE8 priority 1
DEBUG: popping stack...
DEBUG: freeing reference actor
DEBUG: freeing reference self
DEBUG: new depth is 1
DEBUG: reference hover set to null
DEBUG: freeing reference examine
DEBUG: freeing reference inventory
DEBUG: freeing reference curmap
DEBUG: freeing reference talker
DEBUG: freeing reference trader
DEBUG: freeing reference looter
DEBUG: freeing reference hover
DEBUG: freeing reference player
Lou
Re: Debugging Combat
WOOT!!!!
I got one step closer to what I needed!!!
I modified the hud_standard file with the following:
Now when I mouse over the Enemy as I swing my sword I see his health drop as well as see him REGEN his health!!!!
Enjoy
Lou
I got one step closer to what I needed!!!
I modified the hud_standard file with the following:
Code: Select all
//Mod by Lou
r_hud [
if (!= (r_get_state player) $CS_DEAD) [
if (!= (r_reftype hover) $REF_INVALID) [
local str
local str2 //<---------Add a second local variable here
case (r_reftype hover) $REF_ITEM [
r_select_item hover [
str = (format "%1 (%2)" (r_item_name_get) (r_item_quantity_get))
]
] $REF_CONTAINER [
if (|| (= (r_get_faction hover) -1) [= (r_get_faction player) (r_get_faction hover)] [r_hostile player hover]) [
str = (r_get_name hover -1)
] [
//not yours and faction friendly - warn
str = (concatword "^f3" (r_get_name hover -1))
]
] () [
str = (r_get_name hover -1)
str2 = (r_get_health hover) //<--------Get the health of the critter you hover over
]
//Add the string to the end of the display so that it shows after the name------------|
r_hud_text (divf (-f $hud_right (text_width $str)) 2) (+f (divf $hud_bottom 2) 16) 1 0xFFFFFF $str $str2
]
//**This is the Minimap HUD placement code
//old hud_bottom 456)
r_hud_minimap player (- $hud_right 288) (- $hud_bottom 1200) 256 256
Enjoy
Lou
Re: Debugging Combat
Hi,
Can you please give me a break down of the Status Bar Parms. I want to try and put a health bar above the head instead of a number.
So far I have this:
The max health works but there is no bar in red so I must not have something right with the parms?
I searched around and I cannot find any DOC on the status bar is this a new GUI feature?
Regards,
Lou
Can you please give me a break down of the Status Bar Parms. I want to try and put a health bar above the head instead of a number.
So far I have this:
Code: Select all
//This is the standard text above the head and the bar will be ontop of this for now.
r_hud_text (divf (-f $hud_right (text_width $str)) 2) (+f (divf $hud_bottom 2) 16) 1 0xFFFFFF $str $str2
//Try to put a status health bar above the hover target
statusbar (divf (-f $hud_right) 2) (+f (divf $hud_bottom 2.5) 5) 1 (r_get_health hover) (r_get_maxhealth hover) 0xFF0000 1 0
I searched around and I cannot find any DOC on the status bar is this a new GUI feature?
Regards,
Lou
Re: Debugging Combat
Hi,
In order to hover over items and not have them show the health too, you can add a check for a $REF_CHAR type.
Have Fun,
Lou
In order to hover over items and not have them show the health too, you can add a check for a $REF_CHAR type.
Code: Select all
if (r_reftype) $REF_CHAR [
str2 = (r_get_health hover)
] [ //Else path for character check
str2 = " "
]
Have Fun,
Lou
Re: Debugging Combat
I see now. The status bar is defined right in the hud file.
I totally missed it.
I totally missed it.
Re: Debugging Combat
the HUD stuff is a 2.7.1 feature, the HUD in its entirety is defined in the cfg, excepting the "hudlines"
http://www.svn.kids.platinumarts.net/32 ... rpghud.cpp
those are the prototypes - they're the closest to actual documentation that currently exists.
key
http://www.svn.kids.platinumarts.net/32 ... rpghud.cpp
Code: Select all
ICOMMAND(r_hud_minimap, "sffff", (const char *r, float *x, float *y, float *dx, float *dy),
ICOMMAND(r_hud_horizbar, "sfffffii", (const char *i, float *x, float *y, float *dx, float *dy, float *p, int *col),
ICOMMAND(r_hud_vertbar, "sfffffi", (const char *i, float *x, float *y, float *dx, float *dy, float *p, int *col),
ICOMMAND(r_hud_text, "fffis", (float *x, float *y, float *sz, int *col, const char *s),
ICOMMAND(r_hud_image, "sffffi", (const char *i, float *x, float *y, float *dx, float *dy, int *c),
ICOMMAND(r_hud_solid, "ffffi", (float *x, float *y, float *dx, float *dy, int *c),
ICOMMAND(hudline, "C", (const char *t), hudline("%s", t));
ICOMMAND(r_hud, "e", (uint *body),
key
- e - requires code/script
- s/C - string
- i - integer
- f - floating point
- *i - I should've used *tex - refers to an image file
- x/y+dx/dy | sz - refers to offsets and size
- *c - colour, eg 0xFFFFFF for white
This is not a url, clicking it is pointless
Re: Debugging Combat
Thanks Hirato that helps a bunch,
I wanted to add a portrait of the player instead of just his name so I will add that and post back with a sample.
Lou
I wanted to add a portrait of the player instead of just his name so I will add that and post back with a sample.
Lou