Arma 3

Arma 3

Advanced Developer Tools
Počet komentářů: 173
Leopard20  [autor] před 14 hodinami 
Reset the mod settings. They've become corrupted for you. It's not my fault
akostas47 před 17 hodinami 
please use -showScriptErrors "16:54:10 Error in expression <dow getVariable [_border, controlNull]) ctrlSetBackgroundColor DBUG_colorBorder;>
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"
Snake 12. říj. 2024 v 16.11 
thank you SO MUCH ! <3
Leopard20  [autor] 17. zář. 2024 v 13.26 
@That Asbo Guy
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.
That Asbo Guy 17. zář. 2024 v 10.06 
Can we get some support for intercept when used as 'server extension'. throws error (still runs code but error overlays code editor) even being able to manually being able to add custom commands would be amazing, with the new commands toJson & fromJson being added in 2.18 could maybe have it check for custom json file and add commands or something. other than that its an amazing mod been using for several years now!
MK_ 19. čvc. 2024 v 18.52 
Hi, RPT reports the mod as being loaded and ARMA3 shows the mod in the main menu but there is no functions from the mod being compiled.
MK_ 19. čvc. 2024 v 18.32 
Hi Leo, yes the mod loads (or atleast thats what arma says in main screen ).

I can check in a bit the functions.
Leopard20  [autor] 19. čvc. 2024 v 18.16 
I've never heard of or had this issue so I'm not sure what's wrong here.
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.
Machine Gun Kelly 19. čvc. 2024 v 10.51 
@Tezcatlipoca - Tloquenahuaque - Until the dev gets back to you, do this: Check you ARMA RPT files. A lot of times, this log file will 'point' you to the error.

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!

:)
MK_ 17. čvc. 2024 v 17.47 
Ive been having constant problems with this mod.
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?
SSG 14. čvc. 2024 v 1.41 
Reverted the font mod with vanilla EtelkaMonospacePro config database, and it worked smoothly! THANK YOU!
Leopard20  [autor] 13. čvc. 2024 v 7.12 
@SSG if that mod changes the EtelkaMonospace font yeah that'll break this mod. Basically my mod uses 2 overlapping texts: one is a text box (where you type) but it has an invisible font with the same font coordinates as the EtelkaMonospace font.
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.
Machine Gun Kelly 12. čvc. 2024 v 8.32 
@SSG - I am glad that you got it going! I think most of us 'veteran ARMA' players know about the 'one mod stepping onto another' issue(s). Skyrim players do too... ;)

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'! :)

:)
SSG 11. čvc. 2024 v 17.41 
@MGKelly, thanks for the advice, never thought about profiles...
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:steamthumbsup:

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:steamhappy:
Machine Gun Kelly 7. čvc. 2024 v 20.57 
@SSG - I am surprised at the 'last load order' not working - That SHOULD work. Here is something else too:

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... ;)

:)
SSG 7. čvc. 2024 v 16.12 
@Leopard20, will scroll through my mods to track down a suspect!
@MG Kelly, will def give a try on HelpMe! Already tried last load order to no avail, but thanks for the advice!
Leopard20  [autor] 7. čvc. 2024 v 9.28 
@SSG my mod replaces the vanilla debug console using the "OnGameInterrupt" scripted event handler. I guess one of your mods is interfering with it. One way of interruption is removing all of those event handlers. Another way is intentionally causing my mod not to work (e.g. setting the variables DBUG_replaceDebugConsole or DBUG_alwaysShowConsole to false)
Machine Gun Kelly 7. čvc. 2024 v 8.07 
@SSG - While I do not KNOW the EXACT cause of your issue, I do have a pretty good guess.

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!

:)
SSG 6. čvc. 2024 v 21.30 
Hit a very strange bug: I am running a mod set (110+) with ACE, but the tools worked fine until I removed Echo's Sandbox from my mod list; and once I removed the Sandbox, the debug console in ACE Arsenal pause menu becomes vanilla one instead of yours...
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.
gray 12. čvn. 2024 v 19.58 
i've found the keybind, lol i'm dumb. unable to access console on server or in arsenal, though
Emek1501 5. čvn. 2024 v 9.42 
Thanks for the answer! Again, the best mod on my list
gray 2. čvn. 2024 v 23.51 
@Leopard20 no dice, and I've since had to uninstall. I think I'll be able to access it from the editor though.
Leopard20  [autor] 2. čvn. 2024 v 16.37 
Thanks.
> 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.
Emek1501 29. kvě. 2024 v 4.32 
Awsome mod! Thank 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?
gray 18. kvě. 2024 v 19.38 
i'm having an issue where i'm unable to see the new debug panel, or any settings to enable it. couldn't get dbug to work either.
Kerbo 4. kvě. 2024 v 11.09 
Thanks for making and maintaining a great mod
Machine Gun Kelly 24. bře. 2024 v 8.28 
@Leopard20 - Just for your knowledge, unsubscribing does not always actually delete the mod. It is STILL on your HDD

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.)

:)
Leopard20  [autor] 23. bře. 2024 v 18.53 
If anyone gets this error:
"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 ;)
Twentin Karantino 23. bře. 2024 v 15.49 
@Leopard20 danke
Miss Heda 23. bře. 2024 v 10.27 
Thanks <3
Leopard20  [autor] 23. bře. 2024 v 10.25 
@Twentin Karantino
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
Miss Heda 22. bře. 2024 v 12.35 
@Leopard20 would it be possible to add / update the signature / key for this mod and make a dedicated key just for itself? Currently you use your private Leopard key for a few of your mods, meaning if you want to whitelist only ADT via the keys folder server side it will detect this mod but when joining it will block you due to arma not being able to identify the key cause you use it multiple times for other mods as well. It would really help a lot if you could take 10m of your time to quickly update that. <3
RickOshay 20. bře. 2024 v 9.53 
The Advanced Debug console/Tools literally saves me hours a day. Incredible work thank you! The amount of work you guys put into this is just mind blowing.
Akaviri13 11. úno. 2024 v 8.36 
Thank you so much for making this. It is incredibly useful and I can't imagine making mods without it anymore.
r0dx864 30. pro. 2023 v 11.06 
i have a special request if you may? could you add the following code to have it collect errors and then could you create a ui interface to iterate through the errors and allow one to review those errors from that dialog/window? this technique stores all errors into the uinamespace, but it is cumbersome to look at arrays in raw form when i know you are good at making ui dialogs/displays:
//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];
}];};
Twentin Karantino 21. lis. 2023 v 11.19 
is it possible to fix game crashing while searching in config search ? Also, found as an issue that "clear search" button are not flushing memory.
Jixlev762 18. lis. 2023 v 11.49 
will it fix the fact that when i walk or run i am then bugged then desynced back to my previous position P.S. i don't lag and the graphics are running smooth
Hoplite 28. říj. 2023 v 17.06 
Oh very nice thanks. Do you think it would be possible to add the option to change those keybinds ? (I'm on AZERTY so not very practical for me, could use them on my mouse).
Leopard20  [autor] 28. říj. 2023 v 14.07 
Use Ctrl+Z/Ctrl+Y
Hoplite 27. říj. 2023 v 17.57 
Hello,

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 ?
Leopard20  [autor] 19. říj. 2023 v 5.13 
Thanks for the report. Should be fixed
Ansible2 18. říj. 2023 v 19.14 
Latest update seems like it broke parsing config paths.

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";
Spoffy 29. zář. 2023 v 8.33 
This is the most useful mod in Arma for SQF development. It turns the bare-bones in-game editor (which is a chore to work with) into an IDE.

An absolute pleasure to use, it does change the whole feel of SQF work. Seriously well done :D
Leopard20  [autor] 5. srp. 2023 v 12.25 
Thanks! :steamthumbsup:
Machine Gun Kelly 5. srp. 2023 v 10.28 
@Leopard20 - Though it has been a long time since I used your tool, and I did tell you this a long time ago, but worthy of saying again:

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'.

:)
Leopard20  [autor] 5. srp. 2023 v 9.37 
Thanks.
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.
Antigram 4. srp. 2023 v 12.15 
This is a wonder, wonderful mod. This mod watered my crops and cleared my acne. The expression watcher is especially glorious, but I wonder if we couldn't rename them from "1" "2" etc? Maybe an editable string on that UI? Either way, keep up the amazing work.
Leopard20  [autor] 20. dub. 2023 v 10.04 
Thanks! I'm glad you like it!
> 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.
SirBassi 19. dub. 2023 v 10.25 
Thank you for this super helpful tool. Especially as a non-trained programmer, it is an enormous relief to try out your own scripts and ideas directly ingame and, above all, to modify them directly. Thanks a lot for this.

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.
Phronk 16. zář. 2022 v 20.57 
Nice updates & bug fixes. :steamthumbsup: