LOL - get with the 90's man - cause they are over :^) [DRP]Avatar-X wrote:
> 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 > > -- 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

