View Full Version : get arguments for command in console?
N.U.K.E.E.
01-10-2004, 11:43 AM
Really newb question, but how do you get the console to display an example of the arguments required for a command?
Jokke_r
01-10-2004, 11:45 AM
you can't
N.U.K.E.E.
01-10-2004, 11:52 AM
damn, is there a way to get the console to dump all the commands and fsm messages being used in realtime. I tried using some of the developer commands, but they didn't seem to work http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif
Jokke_r
01-10-2004, 12:08 PM
yes there is a way...
TerminX
01-10-2004, 01:11 PM
yes there is a way...
..you could try being useful and telling him what it is.
Ghast
01-10-2004, 01:15 PM
this was originally posted by Kemical on the "how I got started modding" thread *G*
kemical
#445635 - 01/06/04 11:37 PM
regarding the FSM stuff, and wanting to see remedy's scripting or how certain commands are used...
if you havn't already.. try this!
in the console type
MessageDump
-or-
X_ConsoleMode->CM_MessageMapDump();
(.. i think that is the right command , cant check at the moment)
after typing that your console should FLOOD with messages when ANYTHING occurs in the game..
ex:
sent '::yard10::3rd_commando1.AI'=20:240->AI_AddCommand(ANIMATENOBLEND, NOTHING, 540_commando1) from 'FSMPlayer'=8:784
which would = this message..
::yard10::3rd_commando1.AI->AI_AddCommand(ANIMATENOBLEND, NOTHING, 540_commando1);
anyway..
to find out how certain things were being done, I would load up the level, get to a point close to where whatever specific thing starts, pause the game.. and turn on the messagemapdump, do whatever stuff...
then pause the game again and type this:
X_ConsoleMode->CM_DumpToFile(filename.txt);
which dumps EVERYTHING in the console to whatever filename (it will create the file itself).
you can then type clear; to clear the console..
check out the other developer keys and commands for other useful things.. (type HELP in the console to see a list, or look at the list of messages/receivers.)
anyway, using what i just mentioned helped me easily solve a problem that i had been trying to solve all day...
the bad thing is that you cant see the original setups for Remedy's fsm's and states and all that, but you can at least get an idea of what is going on exactly, and see great examples of how certain commands are used..
N.U.K.E.E.
01-10-2004, 02:14 PM
thanx a bunch ghast, I have one more question. :P
Is it possible to script conditional statements in maxpayne. Example, I'm using the ChangeRemapEffect for pause mode, but is there anyway to check if the player is in bullettime when he presses pause. Basically I've run into the problem of when I pause in bullettime and then unpause, the RemapEffect is turned off while still in bullettime.
TerminX
01-10-2004, 02:21 PM
thanx a bunch ghast, I have one more question. :P
Is it possible to script conditional statements in maxpayne. Example, I'm using the ChangeRemapEffect for pause mode, but is there anyway to check if the player is in bullettime when he presses pause. Basically I've run into the problem of when I pause in bullettime and then unpause, the RemapEffect is turned off while still in bullettime.
Unfortunately not. There isn't a single variable for us to use, nor is there a way for us to use one if there was -- there aren't any if statements we can use, either.
Thanks for making the game "easy" to mod, Remedy. God, MP1 appears to be so much more flexible. http://forums.3drealms.com/ubbthreads/images/graemlins/brickwall.gif
Jokke_r
01-10-2004, 02:23 PM
hmm i'm not sure about your problem, did this happen in mp2 or only after you tweaked sumthn... well i guess if there is some place which defines camerapaths, and check for the pause camera spin and remove the disable remap effect when it ends... although this would mean if you aren't in BT the remap effect will stay on...
so to answer your problem, NO you can't. besides i don't see why remapeffect in pause mode is so important http://forums.3drealms.com/ubbthreads/images/graemlins/confused.gif
N.U.K.E.E.
01-10-2004, 02:25 PM
Because it's COOL...
Actually, I just came up with a way around this. Basically I just want a red overlay effect when the player pauses, because I'm designing my HUD and GUI for my mod to have a red color scheme. So I'll just use the ChangeMotionBlur instead of the RemapEffect. Even if the player pauses during a bullettime reload, the easing out of the effect after the pause wouldn't be as noticable :P
N.U.K.E.E.
01-10-2004, 02:44 PM
Ah screw it, that won't work either http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif The color overlays mix and I just get black :P
TerminX
01-10-2004, 03:13 PM
Ah screw it, that won't work either http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif The color overlays mix and I just get black :P
Motion blur uses a different method of applying color than remap. While remap is multiplied against original, motion blur is more like a filter.. you have to have your RGB values really high for blur to work how you want. Try using something like 0xff9999 or 0xff6666 for your color with the blur effect. Just tried it, made things quite red.
Jokke_r
01-10-2004, 03:14 PM
well who cares... i wouldn't care about such an option... atleast not since it disables Anti Aliasing therefore if i want to pause the game with your mod to take a screenshot and the effect is on all my screens would look crap and i'd haveto start typing console commands to try to disable it.....
N.U.K.E.E.
01-10-2004, 04:16 PM
I love you too Jokke_r http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
TestingCones
01-11-2004, 01:15 AM
well who cares... i wouldn't care about such an option... atleast not since it disables Anti Aliasing therefore if i want to pause the game with your mod to take a screenshot and the effect is on all my screens would look crap and i'd haveto start typing console commands to try to disable it.....
All because you don't care doesn't mean someone else might not.... Sometimes people like to learn in different ways. -_-
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