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Can combat debugging be toggled via scripting?


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#1
HipMaestro

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Here's the context of this question:

My nephews and I are building a module to do character testing.  Each time we test a new character, in order to invoke combat debugging, the console must be used to turn it on when we begin and off when we are done.  It's not a catastrophic inconvenience but we also use the same module for dueling and then would like it turned off so the stats are easier to see.  I usually quickslot the debugmode and debugging commands on one character to make the toggle easier.  But if it is an entirely new untested group, I need to set the quickslots each time.

So what I was wondering is:

First, can console commands be implemented via scripting or a more automated means?

Secondly, if so, how?

One idea I had was to gate an entry and exit to the testing area and use a trigger to fire the script to toggle combat debugging to ON for the entry gate and to OFF at the exit gate.  Another suggestion might be some knid of object, like a lever, that would do the toggling.  Anyway, that's about the size of the situation.  None of us are expert scripters and I couldn't find any listed commands that seemed to interface with the console level commands.   yet they could be there, we just don't recognize them.

Thank you for your attention and in advance for any help.

#2
Axe_Murderer

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SpawnScriptDebugger() will turn it on but there isn't a way to turn it off by script AFAIK.

I use onplayerchat to trigger these kinds of things.

#3
Lightfoot8

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I know of no way to do what you are asking.  There my be a way with NWNx.  there is just no way I know of in the default system.

#4
HipMaestro

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Thanks, guys.  I have a knack for asking for the impossible.  It's a gift :P 

At least we can stop trying every possible permutation and go back to playing.   'preciate it!