Hi,
when you want to test some changed values of lets say a weapon or ship, how do you test this? Is there some kind of cheat menu to spawn the entity or a unlimited money cheat? I dont want to build every single ship in every configuration by hand just to test the altered values.
How do you make this?
Thanks
[Question] How do you test your mod changes?
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Re: [Question] How do you test your mod changes?
One way: Hang a cue off an event you can easily control ( <event_player_activated_weapongroup /> is a good one ) and use that to trigger test code. In this case you might spawn your ships and weapons as a group and even teleport player to one for convenience. My BugZapper mod does this, the "SpawnVictim" cue in it is the test routine i developed with, which I managed to find an actual use for. Change the check_value in its conditions back to TRUE to re-enable the weaponsgroup switch testing.