[Question] How do you test your mod changes?

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Max Bain
Posts: 1461
Joined: Wed, 27. Jun 18, 19:05
x3ap

[Question] How do you test your mod changes?

Post by Max Bain » Sat, 28. Sep 19, 09:28

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
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

h2odragon3
Posts: 22
Joined: Tue, 9. Apr 19, 15:43
x4

Re: [Question] How do you test your mod changes?

Post by h2odragon3 » Sat, 28. Sep 19, 14:47

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.

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