Debug LOS-less mode

Debug LOS-less mode

Requests for features in the spring code.

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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Debug LOS-less mode

Post by KDR_11k »

For modding it would be very useful if there was an option to see everything just like a spec, possibly even order all units, of course limited to when .cheat is used.

Best would be if you could have specfullview 2 and command everything from there.

Could use a third .give parameter for this to let us give units directly to a team without having to switch to it.

That way we could run "sandbox" battles without constant switching and we could always see what exactly is going on without having to spawn scouts.
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Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

This would be very useful for all modders for all stages of the modding process... everything from testing units for script errors and the like, to creating pretty screenies for load-screens, and everything in between.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

+1000- there are some things you can't test with AIs, and when you're too busy or the game's rough, it's inconvenient to try and hustle up players, just to test game-balance stuff. I find this especially annoying when trying to test defensive stuff, because none of the AIs even come close to using them correctly, nor do they assault correctly, so they're fairly useless as evaluation tools.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

+1
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Zoy64
Posts: 454
Joined: 12 Nov 2006, 00:30

Post by Zoy64 »

+1 (and then some)
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

Something like: .godmode ? ;-)

P.S. already written, just need to commit
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

.sandbox? .fullcontrol? .godmode means .g<tab> for .give will no longer work, we'd have to input .gi<tab>.
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

It remains .godmode for now. I never added it to the word completion list, and
neither of your suggestions rings true with me (maybe .omnipotents?). Anyways,
I've written a little widget that does the .cheat, .spectator, and.godmode all with
one keypress:
http://trepan.bzflag.bz/spring/cmd_godmode.lua

I've also implemented:

.give [count] <unitname | "all"> [team]

So the following will work:
.give all
.give corkrog
.give 12 armpw
.give gdcom2 2
.give 64 armbrawl 1
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Post by REVENGE »

trepan wrote:It remains .godmode for now. I never added it to the word completion list, and
neither of your suggestions rings true with me (maybe .omnipotents?). Anyways,
I've written a little widget that does the .cheat, .spectator, and.godmode all with
one keypress:
http://trepan.bzflag.bz/spring/cmd_godmode.lua

I've also implemented:

.give [count] <unitname | "all"> [team]

So the following will work:
.give all
.give corkrog
.give 12 armpw
.give gdcom2 2
.give 64 armbrawl 1
Win.

As a sidenote, how hard would it be to make nocost toggleable?
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

I've already written a LuaRules version that does it
(try using .nc with the CA mod)

Code: Select all

<trepan> .luarules help
LuaRules commands:   echo  nc  run  sharectrl  sharelevels
LuaRules commands:   uecho  urun
<trepan> .luarules help nc
nc [0|1]:  reversible nocost  (requires cheating)
<trepan> .nc
LuaRules nocost is enabled
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

.nowisee ftw ;)
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