I know, I already writed especialy script for debuging, and some functiions so now i just call it and send a table of equip, also are levels i make table for each character and jast call dubug.setlvl(1,23) to set level and spend all skil points or just debug.addexp(18999) dubug.setlvl() to make it fullt automated and i can quickly load any "save game"... it's all fine and works good, I was speaking about another - knowing how much expirience player can get for killing enemyes for example in one part of level, to be able to choose enemies dificulty for some traps there. Just now i need manualy calculate all gained exp while "playing".Komag wrote:A few of those can be done now:
3: Just make your party super strong! I have a script entity with this code in it (I deleted some parts for clarity)
Sure sometimes it can be usefule, thow I really tired to clean it each time... Then lets it be some switch to enable\disable log. I think it's not defficult to do )))Komag wrote:4. I definitely would not want auto clean console, no way. I very often want to see the last couple messages before the crash! It helps tremendously with debugging a problem.
Sure but it's very hard - i need to destroy/spawn each lock (and i have up to 40 on 1 lvl of them) then i need some counter to keep state of each lock (will it open ot close), and finaly add different "connectors" to it... so its up to 500 lines of copy past code... And this is very often happens - for example now i do the same thing to "disable" nearest pressures for 12 items, thow it can be done without any scripting just changing already existing property in "connector"...Komag wrote:12. You could hack it with timed destroy/spawn (I think)
13. also for example I can set property - PressurePlate:setTriggeredByMonster(enable) but i can't get it