I asked this when the toolset was first released, but the developers chose to ignore my query. (At the time, they were responding to almost every single thread being created, so yes, I use the term
ignore literally.

)
I suspect most of the "Debug_" functions have been compiled out, and that's normal: release build (what ships to us) vs. debug build.
That said, though, a log file is being generated each time we run the game:
Documents/BioWare/Dragon Age/Logs/DragonAge_1.log. It would be nice to know if we can access that log file via the scripting engine, or if it's strictly controlled by the game engine and therefore off-limits to us.
Here's hoping some developer responds.
UPDATE: Based on a post from Craig (
link), I figured it out.
1.) If it doesn't exist--which is probably won't-create an empty text file named
ECLog.ini in your
(install dir)/bin_ship directory;
2.) In that configuration file, add the following:
[LogTypes]
Script=1
3.) Save and close the file.
Now, with that in place, just use PrintToLog() in your scripts to write entries to the above log file.
For example:
void DumpPartyList()
{
object[] arrPartyList;
int nPartyListSize;
int i;
string szLogMsg;
// get all members in party
arrPartyList = GetPartyPoolList();
nPartyListSize = GetArraySize( arrPartyList );
PrintToLog( "****************************************" );
PrintToLog( "****************************************" );
PrintToLog( "****************************************" );
for( i = 0; i < nPartyListSize; i++ )
{
szLogMsg = "[" + IntToString( i ) + "] " + GetName( arrPartyList[i] );
PrintToLog( szLogMsg );
}
PrintToLog( "****************************************" );
PrintToLog( "****************************************" );
PrintToLog( "****************************************" );
}
Modifié par Talian Kross, 28 novembre 2009 - 07:02 .