added debug mod for debugging scripts

Only supports _zm_ai_dogs for now. More scripts will be added soon.
This commit is contained in:
JezuzLizard 2020-04-14 14:57:03 -07:00
parent 8f1cdfaeda
commit 20b25774fe
2 changed files with 36 additions and 0 deletions

20
debugging mod/_zm_bot.gsc Normal file
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init()
{
debug_tracker();
}
debug_tracker()
{
numberOfScriptsBeingLogged = 0;
if ( !isDefined( level.debugLogging ) )
{
level.debugLogging = 1;
}
if ( isDefined( level.custom_zm_ai_dogs_loaded ) && level.custom_zm_ai_dogs_loaded )
{
level.debugLogging_zm_ai_dogs = 1;
numberOfScriptsBeingLogged++;
}
level.player_starting_points = 1000000;
}

16
debugging mod/readme.md Normal file
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# Debug mod
Due to the lack of developer mode in bo2 I decided to go ahead and make my own debugging method.
Basically, I use this script called _zm_bot.gsc to act as a developer mode for the scripts.
What is does it override the typical _zm_bot.gsc logic, and replaces it with global variables that when active enable logprint() functions throughout supported scripts.
**Currently only the following scripts are supported**:
```
_zm_ai_dogs.gsc
```
## How it Works
Compile _zm_bot.gsc as _zm_bot.gsc and place it in maps/mp/zombies. It automatically has the debug variables set to 1 so it will be active.
It works by writing to the log useful events that may need monitoring in order to determine broken aspects of the script.
To disable it simply remove the mod or modify the vars in the mod.