[project1dev] SVN update 75 i think

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sat, 2 May 2009 22:02:44 -0700

not sure why but the email to the list didn't go through for this one....

Debug Console upgrades!  I tried to model it after existing game consoles so
hopefully most of it is intuitive but:

* Press escape to clear what you are currently have typed
* arrow up / arrow down to browse through the  history of commands you have
typed recently
* page up / page down to scroll through the log
* press table to use tab completion of commands

Also added a few commands to the console

"help" - view all commands
"Clear" / "cls" - clears the console output
"reload" / "refresh" - this does what pressing the R key used to do
"teleport" - this does what pressing T used to do
"load" - load a specific map, it adds the "./scripts/" part onto the front.
Optionally specify X,Y,Z to teleport to after load.  Also, if no mapname
given, it will take you to index.lua.  It will also add .lua onto your
filename if you don't have it

load examples:

load index.lua 0 0 100  <----- load index.lua and teleport to 0,0,100
load index.lua <---- load index.lua and teleport to 0,0,0
load <----- load index.lua and teleport to 0,0,0
load maps/cavemap.lua 0 0 100 <---- load cavemap.lua and teleport to 0,0,100
load maps/cavemap.lua <---- load cavemap.lua and teleport to 0,0,0
load maps/cavemap <---- load cavemap.lua and teleport to 0,0,0

Also, you can register commands via script!

In cavemap.lua i make it register a command called "GoUp" which calls the
script function "TakeMeHigher".

This is useful for instance when you are trying to balance a battle with a
specific monster, you could make a console command that re-spawns the enemy
so you don't have to reload the map and run back to that enemy etc (stuff
like that).

Lots of stuff that might not seem immediately useful but it will get more
useful in the days ahead! (:

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