wato
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| Joined: 16 Nov 2007 |
| Total Posts: 249 |
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| 01 Mar 2013 10:32 PM |
It's really annoying to test scripts in Roblox, bottom console does not work with already loaded scripts eg: some scripts has "test = false" you try to print it and does not exists (nil)
When I need to test something that needs a player (player count) it's REALLY hard to do it because there are no away to simulate players and starting a server (to be able to do things like game does eg: chat) does not show console to cehck for error.
I really wanted to do a place to get rid of my boring routine but that's something hard without proper debugging.
Someone know some trick to do a better debug? Thanks for reading. |
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| 01 Mar 2013 10:40 PM |
Tools > Test > Start Server
Wait for your server to load.
Tools > Test > Start Player View > Toolbars > Command
Type in:
game.Players["Player 1"]:SetSuperSafeChat(false)
The above line may need to be changed; I'm not 100% sure how to enable free chat. Also, use Edit mode. Edit mode has the advantage that the game is not running while you build your level. This means scripts are not running, and there is a nifty 'Play' button that will start the game as if a server is hosting it. At this point you will see output. |
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badcc
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| Joined: 18 Jan 2009 |
| Total Posts: 3170 |
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| 01 Mar 2013 10:40 PM |
"REALLY hard to do it because there are no away to simulate players and starting a server"
There is a way to do this. It's called "Start Server."
"[debugging] is too hard"
No, it's quite simple once you get the gist of what all the error messages actually mean, and can start thinking in advanced about what may go wrong. |
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wato
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| Joined: 16 Nov 2007 |
| Total Posts: 249 |
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| 01 Mar 2013 10:46 PM |
Thanks for you both! Last time I asked for it only got bad answers... |
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wato
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| Joined: 16 Nov 2007 |
| Total Posts: 249 |
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| 01 Mar 2013 10:51 PM |
Also, when I said: "REALLY hard to do it because there are no away to simulate players and starting a server"
I mean more than one player (like bots, I would like it) |
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pwnedu46
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| Joined: 23 May 2009 |
| Total Posts: 7534 |
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| 01 Mar 2013 11:10 PM |
| It isn't that bad, but real debugging tools would be nice. |
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| 01 Mar 2013 11:34 PM |
| actually, you could, just make a copy of your self, the set him to walk around in aimless circles while you do your debugging, and yes, those tools would be the best, but it would make fixing a problem too easy |
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pwnedu46
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| Joined: 23 May 2009 |
| Total Posts: 7534 |
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| 01 Mar 2013 11:50 PM |
"but it would make fixing a problem too easy"
This is exactly why IDEs are EXPECTED to have things like breakpoints and evaluating variables. By using print statements, you're doing it the hard way. |
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| 02 Mar 2013 04:15 PM |
| i was kinda thinking like a diagnostics when i said that, it would show you where the error is, and that destroys the fun and purpose of self exertion to fix the problem. i find it boring for things to be too easy, it must have a little complexity so i can figure it out, which is why i have mastered building and am now onto scripting and scripted Guis |
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wato
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| Joined: 16 Nov 2007 |
| Total Posts: 249 |
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| 02 Mar 2013 09:26 PM |
Actually is really fun to do your own debug but some times it's really annoying... Debug in roblox is not this hard as I said but these days (after stopped playing for 5 months) I'm getting trouble a lot to test scripts where needs player count cause I'm only one :P but there are various ways to debug it so I made this thread just to know how some of you debug your codes...
I really appreciate all posts in here and self debug is fun but some times it is slow... |
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