Is there anything like a debug mode
IntelligentDesigner
Member Posts: 517
I'd like to see what some game attributes are. Any ideas how to view them to help determine why they are not performing as expected?
Comments
Currently Gs does not have a debug mode.
Hope that answer your question!
-Gamexcb
I am trying to use several integer fields to add up and then move the resulting value into game.totalvalue Nothing seems to work, since you cannot add the integers and display them into another attribute.
Any help will be appreciated, I am beginning to think it would be far easier in xcode.
make sure you are using the expression editor to build your expression, typing in the names of other attributes will not work.
I've got an attribute called totalTime, which takes the adds up the values of 100 attributes, and does some math, and displays the results, so I know you can do it.
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How does yours work, Mulcahy?
Thanks for any help...
If you edit the actual instance of the seventh actor, you can access more, but then you break simple re-use of the seventh actor prototype - which can cause other headaches when things need upating en masse. It also means more custom setup per scene.
This does not make sense yet. What am I missing? The actors in question are sitting in the game on the screen, and are updated one by one. Then the seventh actor should be "touched" and update the game attribute with the current six values. The game.attribute needs to be polled once all six are done., you can't push them individually, since they can't accumulate over and over...
Help?
You can edit the actor instances in the scene to pull each other's info but then you have to do that for each scene. Then if you make changes to the actor prototype for the actors in the scene who pull each other's info, you then cannot readily "push" the changes in the prototype down to the instances that were unlocked. If you did, you would have to re-create the custom "connections". Also, the scene level method I describe are for existing (i.e. placed) actors in the scene since you need to be able to navigate to them in the expression builder. So if you plan on having successive "waves" of the actor, you need to do something like move it off-screen when it is used-up/killed and then move it back on screen (in a "reset" state) when you want it to appear again (i.e. a faked spawn).
All I really want to do is cue a selection at the app's startup, so that a later event is based upon the hidden choice.
@adado, I will try your idea of storing each actors state in separate "game.attributes". Maybe that will work around the limitation.... Thanks for thinking out of the box, !
To save attributes to use the next time the app runs, there is "save attribute" and its corresponding "load attribute" behavior...they are in the Wiki I believe. Also, many forums posts on them (i.e. search).