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Debugging Your (coop) Missions - Some Cool New Stuff!


davros
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Hi Folks,

I just found some cool switched in the GRAW2 code that we can use to help test/debug missions. I have only used qa_debug and locations so far...but they are great!

Feel free to experiment with the other switches and update the wiki (and here) as you find new things.

I have updated the wiki page "Debugging your coop mission" with this info.

Dav.

Debug switches

The below "switches" can be found in sb_templates\global\the sb_globa.xml (inside the patch.bundle)

These can be activated in your mission.xml through the "SetGlobal" command to aid with debugging missions in GRAW2.

For example, the following two commands will activate "debug_qa" mode (super fast movement and unlimited ammo) and cause all locations on the map to show inside the game (very handy for seeing when things should trigger! The locations even appear to change to red when they are activated.

<element type = "SetGlobal" global= "debug_qa_mode" value = "true"/>
<element type = "SetGlobal" global= "show_locations" value = "true"/>[/code]

If you discover what more of the switches do, then please update the wiki below with a description of the switch's function.

<!-- QA DEBUG STUF -->

<var name="debug_qa_mode" type="boolean" default="false"/> <!--Enables the debug_qa_move_speed and unlimited ammo-->

<var name="debug_qa_move_speed" type="number" default="5"/>

<var name="show_collision_shape" type="boolean" default="false"/>

<var name="show_moving" type="boolean" default="false"/>

<var name="show_bodies" type="boolean" default="false"/>

<var name="show_phantoms" type="boolean" default="false"/>

<var name="show_cloths" type="boolean" default="false"/>

<var name="show_fluids" type="boolean" default="false"/>

<var name="show_fx" type="boolean" default="false"/>

<var name="show_camera" type="boolean" default="false"/>

<var name="show_camera_controller" type="boolean" default="false"/>

<var name="show_water" type="boolean" default="false"/>

<var name="show_collision_mover" type="boolean" default="false"/>

<var name="show_unit_rotpos" type="boolean" default="false"/>

<var name="show_world_listener" type="boolean" default="false"/>

<var name="show_ai_steering" type="boolean" default="false"/>

<var name="show_point_detector" type="boolean" default="false"/>

<var name="show_sound" type="boolean" default="false"/>

<var name="show_lights" type="boolean" default="false"/>

<var name="show_links" type="boolean" default="false"/>

<var name="show_ambient_cube_blend" type="boolean" default="false"/>

<var name="show_bones" type="boolean" default="false"/>

<var name="show_find" type="boolean" default="false" />

<var name="show_raycast" type="boolean" default="false" />

<var name="show_ballistics" type="boolean" default="false" />

<var name="show_hud_windows" type="boolean" default="false" />

<var name="post_processor" type="boolean" default="true" />

<var name="show_hud" type="boolean" default="true" />

<var name="show_mini_physics" type="boolean" default="false" />

<var name="show_occluders" type="boolean" default="false" />

<var name="show_vehicles" type="boolean" default="false" />

<var name="show_nps" type="boolean" default="false" />

<var name="show_cps" type="boolean" default="false" />

<var name="show_cps_radius" type="number" default="5000" />

<var name="gui_atombatcher" type="boolean" default="true" />

<var name="show_mp_zones" type="boolean" default="false" />

<var name="show_model_locks" type="string" default=""/>

<var name="show_effect_surface_volume" type="boolean" default="false"/>

<var name="show_stress_level" type="boolean" default="false"/>

<var name="show_locations" type="boolean" default="false"/> <!--Shows locations on the map -->

<var name="show_location" type="string" default=""/>

<var name="show_detection" type="boolean" default="false"/>

<var name="show_culling_volumes" type="boolean" default="false" />

<var name="show_beam" type="boolean" default="false"/>

<var name="show_decals" type="boolean" default="false"/>

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Wow. :thumbsup:

Very awesome. Where did you find this?

You left one out:

<var name="show_when_wife_angry_due_to_spending_too_much_time_on_mision" type="boolean" default="false"/>

or even

<var name="show_when_wife_pmsing" type="boolean" default="false"/>

I was actually going to try to figure out switching on "God mode"... but is that necessary with these switches?

I've been laying down my ai_graph and want to see if it actually works. Is there some sort of "observer" mode?

Edited by AJ59
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Glad you like it...anything to make creating a mission easier is a great thing in my books...I partic. like seeing the locations on the map in play.

Very awesome. Where did you find this?

Randomly trawling through xml trying to work out how to make a mine. Sad isn't it :)

You left one out:

<var name="show_when_wife_angry_due_to_spending_too_much_time_on_mision" type="boolean" default="false"/>

or even

<var name="show_when_wife_pmsing" type="boolean" default="false"/>

LOL! I tried it, but look slike GRIN did not put it in the public release!

I was actually going to try to figure out switching on "God mode"... but is that necessary with these switches?

Yep, still go with god mode for at least early testing, saves a heap of dying. It's explained pretty well (I think) on the wiki...and is soooo very easy to do.

I've been laying down my ai_graph and want to see if it actually works. Is there some sort of "observer" mode?

I think this code makes you invisible ...but I can not remember if it works in single player mode or just on dedicated server...give it a go and report back.

<element type="AlterGroupStats" player_type="team_a" invisible="true" max_health="5000" health="5000" start_time="15"/>

Dav.

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I think this code makes you invisible ...but I can not remember if it works in single player mode or just on dedicated server...give it a go and report back.

<element type="AlterGroupStats" player_type="team_a" invisible="true" max_health="5000" health="5000" start_time="15"/>

Dav.

Into which file do I insert this? Maybe that same file where the god mode is set. I did get that to work... quite handy.

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I think this code makes you invisible ...but I can not remember if it works in single player mode or just on dedicated server...give it a go and report back.

<element type="AlterGroupStats" player_type="team_a" invisible="true" max_health="5000" health="5000" start_time="15"/>

Dav.

Into which file do I insert this? Maybe that same file where the god mode is set. I did get that to work... quite handy.

It should be put in the mission.xml file under your starting conditions. Also, if you want to see how the AI react to you without dying all of the time, you can remove the 'invisible="true"' and bump up your 'max_health' and 'health' to 9000 or so if you plan to take a lot of hits. I also found that the tanks still see you in invisible mode.

Bogie

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It should be put in the mission.xml file under your starting conditions. Also, if you want to see how the AI react to you without dying all of the time, you can remove the 'invisible="true"' and bump up your 'max_health' and 'health' to 9000 or so if you plan to take a lot of hits. I also found that the tanks still see you in invisible mode.

Bogie

Excellent! I already have activated "God mode"... so dying isn't a problem. I just want to see how the AI patrol when I am not there.

Thanks Bogie.

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I think this code makes you invisible ...but I can not remember if it works in single player mode or just on dedicated server...give it a go and report back.

<element type="AlterGroupStats" player_type="team_a" invisible="true" max_health="5000" health="5000" start_time="15"/>

Dav.

In spite of being invisible, the enemy can still see me. I am now running VERY fast... which saves a lot of time.

But they're still shooting at me!

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Thanks AJ...

Yeah, I think it only works if you run a dedicated server (ie. another PC running GRAW2 dedicated) and connect to it (over LAN).

Sorry, just have to sneak about...an alternative is to set the spawn point somewhere high and crouch and observe...you can even create a wall on the map, rotate it on it's side, then move it up in elevation to say 100m (I think it's ctrl-Up arrow in the editor or just edit the prop's (ie. the wall) z-coord in the world.xml) and set the spawn point on that. Then you'll be up high...they'll still see you if you stand up though - so crouch/lie down.

My invisible sin-bin is like this as it's up high and see though - except they can not see you.

Dav.

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i keep gettin this crash on the second part of boogie training map maybe someone might know what it is that causes it

Crash in application version: 30899.3048

data\lib\script_network\gametype\gametypecustom.dsf(-1): cant find member: setup_grenade_ammo in type <Rpg>

Renderer: threaded

Physics : threaded

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Yeah, I think it only works if you run a dedicated server (ie. another PC running GRAW2 dedicated) and connect to it (over LAN).

Sorry, just have to sneak about...an alternative is to set the spawn point somewhere high and crouch and observe...you can even create a wall on the map, rotate it on it's side, then move it up in elevation to say 100m (I think it's ctrl-Up arrow in the editor or just edit the prop's (ie. the wall) z-coord in the world.xml) and set the spawn point on that. Then you'll be up high...they'll still see you if you stand up though - so crouch/lie down.

My invisible sin-bin is like this as it's up high and see though - except they can not see you.

Dav.

I think that it does work after all. If you shoot at anyone, then it wakes them up. But they do seem to ignore me until that time.

It's sooo hard not to shoot them!! :D

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