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https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer.git
synced 2025-06-08 01:47:50 -05:00
added debug mod for debugging scripts
Only supports _zm_ai_dogs for now. More scripts will be added soon.
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debugging mod/_zm_bot.gsc
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debugging mod/_zm_bot.gsc
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init()
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{
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debug_tracker();
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}
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debug_tracker()
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{
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numberOfScriptsBeingLogged = 0;
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if ( !isDefined( level.debugLogging ) )
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{
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level.debugLogging = 1;
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}
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if ( isDefined( level.custom_zm_ai_dogs_loaded ) && level.custom_zm_ai_dogs_loaded )
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{
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level.debugLogging_zm_ai_dogs = 1;
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numberOfScriptsBeingLogged++;
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}
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level.player_starting_points = 1000000;
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}
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debugging mod/readme.md
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debugging mod/readme.md
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# Debug mod
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Due to the lack of developer mode in bo2 I decided to go ahead and make my own debugging method.
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Basically, I use this script called _zm_bot.gsc to act as a developer mode for the scripts.
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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.
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**Currently only the following scripts are supported**:
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```
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_zm_ai_dogs.gsc
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```
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## How it Works
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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.
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It works by writing to the log useful events that may need monitoring in order to determine broken aspects of the script.
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To disable it simply remove the mod or modify the vars in the mod.
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