Debug Help - Monitoring Switches

Rink27

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In debugging, I am interested in monitoring my switches and variables. I am aware I can monitor those via F9, but toggling it repeatedly is annoying and it also isn't accessible during text.

I have utilised HUDs to display live variables during play-testing for this purpose. However, I can't find anything about outputting the current state of your switches. Is there any script or eventing that could achieve that? Is it possible to output the F9 debugger elsewhere so I can monitor it updating in real time while I play test?
 

Roderick

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You could create a Common Event that runs in Parallel and uses the Picture category of Events (or custom Scripts) to put a picture on the screen, and (for example) swap between a black and red circle, depending on the state of certain switches, or a bar that shrinks/grows or needle that rotates, based on the value of a variable. Then, when you're done playtesting, set the Common Event's trigger to "none", or delete it.


I haven't tested this myself, so I don't know exactly what you'd need to do to make it work, but it should be possible, since it's functionally the same as some GUIs I've seen done before.
 

Rink27

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You could create a Common Event that runs in Parallel and uses the Picture category of Events (or custom Scripts) to put a picture on the screen, and (for example) swap between a black and red circle, depending on the state of certain switches, or a bar that shrinks/grows or needle that rotates, based on the value of a variable. Then, when you're done playtesting, set the Common Event's trigger to "none", or delete it.


I haven't tested this myself, so I don't know exactly what you'd need to do to make it work, but it should be possible, since it's functionally the same as some GUIs I've seen done before.
Hmm, alright.

Just to add in more info: I'm looking at over 60 switches xD (There's a 40-ish cast and various characters can die and I need to monitor switches for that xD). For the variables I tried to be able to toggle different HUDs to monitor the variables of interest. 

Sooo, do you think for 60+ switches, using picture events may be inefficient or lag-inducing? I didn't want to do elaborate eventing, but I guess I can also run a global parallel process that monitor the switches and assigns values to OTHER variables accordingly (and output those variables).

What do you (or anyone else) think?
 

Andar

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sixty switches are a bit much, but might barely work if they're all handled in a single parallel process and that process gets a wait (probably wait(20) or soneeded).


As for variables, I would suggest using text code \V in a regular show text box - that might not be real time and needs an event to trigger, but would be much easier to handle even for a large number of variables.
 

Rink27

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sixty switches are a bit much, but might barely work if they're all handled in a single parallel process and that process gets a wait (probably wait(20) or soneeded).


As for variables, I would suggest using text code \V in a regular show text box - that might not be real time and needs an event to trigger, but would be much easier to handle even for a large number of variables.

I already have variables handled enough (and they update in real time via HUDELL's Hud) to help me with debugging. And well... with such a large cast and different story outcomes depending on the player's decisions, it was hard for me to avoid so many switches. It was originally 100-120 xD

And yeaaa, I'm worried about using parallel events for this.
 

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