Interesting... however, when I designed my complex seven-floor elevator with call
buttons, in-elevator buttons, multi-floor-call-at-a-time, and floor-ordering, (all with
standard ents, my 4th ever HL map) i used an ancient device to help me keep track of
what all the ents where called and how the entire idea flowed.

This device is known as PAPER.

That's right, i drew out my plans, so i could keep track of them.

Maybe you should try it!

-av

Tim Holt wrote:

> Was recently working on a pretty complex set of entities to manage a
> firing range.  It involves a fairly complex set of entities
> (game_counters, env_renders, func_guntargets, path_corners, weapon
> strips, triggers, env_messages, func_buttons, etc. etc.
>
> And what I found was that actually testing this in the "fuzzy"
> environment of a game was not always easy for several reasons...
>     1) I had no way to actively check the exact state of entities
>     2) Things happened too fast at times
>     3) Trying to scroll through the console to view "developer 2"
>        output is not very good.  Especially in a multi-player environment
>        where people talking, dying, etc. cause excessive scroll.
>     4) I had to shoot all 5 of the targets in the rifle range and there's
>        one that's pretty hard to hit :^)
>
> OK so what do I want?
>     1) A set of code that can parse a .map file, analyze the entities
>        and identify...
>        a) common errors such as targets with no matching target ent
>        b) "orphan" entities that need to be targeted to do something,
>           but nothing targets them
>        c) "sequence trigger" entities that in some way start some
>           event or sequence of events.  Examples are buttons,
>           trigger_once/multiples, etc.
>     2) Something that will diagram my entity relations in an abstract
>        way.  Has anyone ever used National Instruments LabView?
>     3) A way to simulate some entity behaviour using this view.  Click
>        on a func_button and "simulate" it's trigger - and watch just
>        what happens.
>     4) View all entity properties during simulations to see just
>        how they behave, etc.
>
> Now what would be REALLY cool would be some extension to HL that let
> extensive debugging/tracing information be sent to a second computer on
> the net.  So you could run the game on one machine, and monitor the
> entities on another machine.  Even perhaps manually trigger items via
> the debugging panel.  For example, what if you want to go into spectator
> mode to properly view some event - yet then can't actually activate the
> events because you're no longer a player?
>
> Ah well maybe this tool is called "WorldCraft 4"?
> --
> I think...I think it's in my basement. Let me go upstairs and check.
> -M.C. Escher
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders

--
---------
[DRP]Avatar-X
SillyZone Homepage: www.thesillyzone.com
SillyZone Forums: forum.thesillyzone.com
My Homepage: www.cyberwyre.com


_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to