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debugger work flow.

Forum Overview >> Scripting

CategoryScripting
Created12.06.2021 17:38


RolandDeschain 12.06.2021 17:38
Hi there, I have a simple question concerning the debugger.
I have watched the presentation from FarmCon19. So is the following workflow really the correct one:

- create/modify project containing modDesc, dds and lua files.
- zipping and copying mod files into mod folder of FS19
- starting the debugger and debug the code.
- if error is found, change the code and again zip and store/overwrite the mod in the modfolder.

Is it not possible to work on the code of the mod directly without always having to zip and copy everything to the mod folder? Seems a bit of a slow and inefficient process to me.

Thanks!

Bilbo Beutlin (BBeutlin) 12.06.2021 17:50
You need not zip everytime. Leave your mod unzipped, this works also. Merely for multiplay the mods must be in zipped format.
But for a changed script you must re-start the game. First the scripts are compiled by the FS LUA JIT compiler. Second a changed script at runtime might crash the game.

You know the debugger guide here?
https://gdn.giants-software.com/debugger.php

RolandDeschain 12.06.2021 17:53
Thanks, just figured I don't need to zip the files and use the actual code in the debugger project :)

OK, I was wondering if something similar to gsReloadVehicle was available for scripts.

Thanks again for the fast reply :)

RolandDeschain 12.06.2021 17:57
Thanks, just figured I don't need to zip the files and use the actual code in the debugger project :)

OK, I was wondering if something similar to gsReloadVehicle was available for scripts.

Thanks again for the fast reply :)


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