Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
16:54:10 Error position: <ctrlSetBackgroundColor DBUG_colorBorder;>
16:54:10 Error 0 установлено элементов, 4 ожидалось
16:54:10 File /DEV_TOOLS/functions/general/EHs/fn_initCtrl.sqf..., line 65"
Thanks. No promises but if I find some time I'll give it a shot.
@Tezcatlipoca - Tloquenahuaque
Sorry I forgot to reply. I still have no clue what could be wrong. If you want you can DM me the rpt via Discord (@leopard20) and I'll check if I see something unusual.
I can check in a bit the functions.
Check if the mod is even loaded properly. For example. see if the name of the mod appears in main menu at the bottom, or open the function viewer and see if the functions from this mod (tag is DBUG) are there at all.
Also once you get the mod to appear again, open the settings and check both "Always show console" and "Replace vanilla debug console" options.
Unless the is a 'system-wide' issuse with the mod, I suspect the dev will also ask for your RPT files too...be prepared! :)
Otherwise, you will have to wait.
Good luck to ya!
:)
It stops working randomly even with a vanilla game without any mods loaded and the magic workd wont make the console show.
Any pointer in how to fix?
Then there's a structured text box at the background which allows for colorization.
That's how the syntax highlighting works: I duplicate what you type in the text box in the background.
Obviously if one of these fonts change they will no longer overlap.
While technically what is above is true, that is interesting to note what the ACTUAL problem is. Maybe the dev could do a 'pre-startup- check for those varis and note this to the user to address. That is interesting though what you found! :)
As a 'quick side note', I SUSPECT the issue with fonts is between 'fixed width' and 'variable width' fonts. I also suspect that the dev has no control on how ARMA displays text in a text window, as it is NOT graphical. The dev says to ARMA 'show this text', hands it over to ARMA, and ARMA shows it. I could be quite wrong too...the dev's skill is WAY above mine.... ;)
Glad you got the other fixed though! As well as detailing to others 'how to fix it'! :)
:)
I later found out it seems to be one of my loaded mods that forced the DBUG_alwaysShowConsole to false, and now I got ADT working by forcing it back to true (the variable was set to false by default in CBA settings, but that did not stop ADT from popping up; I later CBA set it to true, then noticed that variable got flipped to false in arsenal init, strange).
All should be good now
On a sidenote, I recently rested a font replacement mod and noticed that ADT's script console and Function Viewer were bugged (type cursor unable to align with actual text, letter width not detected), but the config viewer and GUI editor worked perfectly fine.
These font replacement mods are usually for non-English speakers, so should be fine to leave it as is, but figured you might wanna know about this tiny specimen of user feedback
Load JUST ARMA and the mod - Test. Fails? Issue with ARMA/Your profile/etc.
With this mod being last, if anything is 'stepping' on something, by putting it LAST, means that mod will 'set the stage', not the other mods BEFORE IT. Thus, why putting this mod LAST SHOULD WORK.
This tells me that you got something else going on, thus why I suggest you just try ARMA and this mod alone.
If it fails, create a NEW profile, and try just ARMA and this mod.
As you can see by the comments, it DOES work, thus this is an issue on your end and the 'last mod' trick SHOULD HAVE fixed this - It did not.
If the ARMA and this mod DOES work, add a group of like 5 mods at a time and test.
Also, something to look out for: Some people will add other people's mods to THEIR mods, which is really stupid. The biggest I have seen is people including CBA in a campaign... ;)
:)
@MG Kelly, will def give a try on HelpMe! Already tried last load order to no avail, but thanks for the advice!
This is the same issue that plagues a lot of games that have the ability to load 3rd party add-ons: Incompatibility.
This 'issue' is well known by people who play other games such as SkyRim, where this was/is a BIG issue.
What I would suggest, is to move this mod to the LAST 'load position' in the launcher, save it, then open the saved config file, ENSURE this mod is, IN FACT, the last mod, exit out, and then start ARMA.
It SHOULD work.
This 'problem' is termed "Load Order" - Where one mod 'turns it on', and the mod after that, 'turns it off', i.e. termed 'Stepping on it'.
I have had this issue a few times in my 22+ year run with OFP/ARMA...a lot of us have... ;)
You can also use my mod, which DOES work, is current, and does what that one did and about 2k+ other things too! ;)
Link: https://gtm.you1.cn/sharedfiles/filedetails/?id=2441776362
Good luck!
:)
I load a lot of mods so I get that these kinds of instability happen, but I couldnt figure out why that Sandbox helped the Tools work...hope this information helps, I am still trying to narrow down the cause of issue, will post if I find any.
> when I provide a code to debug
You mean the debug console? Also, what do you mean by "translate my code"?
What it does is it compiles your code, and globally (0) remoteExecs the "call" command, with your code and parameters as the args: [_params, _code] remoteExec ["call", 0]
@gray
Was the issue solved? I'm not sure what may have caused it for you.
I have a question, when I provide a code to debug and choose a global exec, how does it translate and execute my code?
Though I do not recall this with OFP -> ARMA 2, I do know in ARMA 3, a few times, Steam did NOT delete the mods, they were still there, even though I unsubscribed (to fix a similar issue as yours).
BEST BET:
Unsubscribe from the mod via Steam
Stop the ARMA Launcher AND Steam
Find your mod folder and VERIFY that mod is GONE!
If it is still there, just whack it, all will be OK! :)
At times, it does it right away, though I have had about 3-5 mods that it did NOT delete. No matter how many times I subscribed/unsubscribed, it just would not delete them.
Thus, the steps I listed above, is how they came to be and the solution which does work.
Just a tip for you and others!
(As a note: This could have been a bug with Steam that has now been fixed - I do not know. This happened within the past 1-2 years ago to me.)
:)
"Addon `AdvDevTools` requires addon `AdvDevTools_Fonts`"
Please repair the mod via Launcher or simply unsub and resub. I pushed two updates very close to each other which seems to have confused Steam a bit ;)
Use the reload option (Ctrl+R) to clear memory. Clear search only clears the search results.
@r0dx864
No. That's way too specific
@Akaviri13 @Rickoshay
Thanks.
@Miss Heda
I updated the keys but last I checked steam used to have a bug that it didn't delete old keys/signatures. Hopefully it's fixed but if not you'll have to delete them manually
//config.cpp:
class CfgFunctions {
class errorlog {
class error_functions {
class errlog {file="\errorlog\handle.sqf";preInit=1;preStart=1;};
};};};
//handle.sqf:
missionnamespace setvariable ["uievent_errorlog",missionnamespace getvariable ["uievent_errorlog",-1]];
if(!((getEventHandlerInfo ["scripterror",uievent_errorlog])#0))then{
addMissionEventHandler ["ScriptError",{
_errlog=uiNamespace getVariable ["error_log",[]];
if(1e7<(count str _errlog))then{_errlog deleteat 0};
_err=[systemtime]+_this;
_errlog pushback _err;
uiNamespace setVariable ["error_log",_errlog];
}];};
Do you think it would be possible to add a "Previous Page" and "Next Page" buttons to the config viewer, so that we could go back and forth between config entries without having to use the search feature each time ?
Use case exemple : I open a config entry to check something. That leads me to an other config entry. Now, I want to come back to the first config entry. But for this, I need to type its whole name into the search bar. I may not even remember how to write it. Having a button to go back to a previously viewed config would be really convenient.
That would make working with configs a lot smoother.
Would that be possible ?
For example, executing the following debug console will cause an error that appears to be missing the ">>" in the executed code.
private _config = configFile >> "RscText";
An absolute pleasure to use, it does change the whole feel of SQF work. Seriously well done :D
You have done an outstanding job with this mod.
I appreciate all of your time and effort you have placed into this.
As a 'modder' myself, I am fully aware of the time that goes into such.
Again, thank you for your time, effort, and sharing of this mod!
It is 'first rate'.
:)
At the moment no it's not editable. But I guess I could add that. I'll try to remember when I decide to update the mod again.
> used externally in VS Studio Code for example
Well if it's rewritten a bit it can (it's in SQF so it should be converted properly to TS/JS for VSCode).
In fact I was writing a VSCode extension version but I didn't finish it because I'm just too busy rn.
I might try later but at the moment I don't have time, sadly.
One question: Can the syntax highlighting and auto-suggestion function which is used in the ingame debug console also externally in VS Studio Code for example or is it completely self-written?
You don't always sit at the Arma-capable computer, but you have an idea that you want to type quickly on the laptop, etc.
Thank you again for the great mod.