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Debugging attached Lua scripts the easier way http://45.55.195.193/viewtopic.php?f=73&t=25671 |
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Author: | weegee [ Tue Sep 27, 2011 7:39 pm ] |
Post subject: | Debugging attached Lua scripts the easier way |
Excuse me if I'm going to say something well known or stupid I was annoyed that I need to reload CC every time I want to change Lua script attached to device, so I wrote a little workaround: INI file: Code: ScriptPath = UnmappedLands.rte/Scenes/Objects/Teleport/TeleportDebug.lua TeleportDebug.lua, a stub used only while you're debugging. CF_PutTeleport() is a function which actually does something useful Code: function Create(self) print ("TeleportDebug") dofile("UnmappedLands.rte/Scenes/Objects/Teleport/Teleport.lua") CF_PutTeleport(self); end Teleport.lua, actual script in which you write you code, replace your debug stub with it in INI once everything's fine. Code: function Create(self) CF_PutTeleport(self); end function CF_PutTeleport(self) print ("Change Places!"); end This way your code is reinterpreted EVERY TIME your script runs, not a single time when it loads when CC starts |
Author: | Roast Veg [ Tue Sep 27, 2011 8:06 pm ] |
Post subject: | Re: Debugging attached Lua scripts the easier way |
Or failing that, open the console and type: Code: PresetMan:ReloadAllScripts() But your way works too. |
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