Built-in debugger questions
by Michael Rogers · in Torque Game Engine · 07/12/2005 (6:30 pm) · 2 replies
[This message was originally posted in tools, but I decided that the built-in debugger really wasn't a tool, so I'm moving it here.]
The built-in debugger looks great, but although I can see the standard scripts, a script that I've written -- control/scfripts/Hello.cs -- doesn't appear in the Open FIle menu. What must I do to make it appear?
Also, is there someway to step through the entire startup sequence, beginning with the root module main.cs? Right now, of course, I have to launch Torque twice, and the first version has completely finished main.cs before I can debug it from the second veresion.
Thanks for any help,
Michael
The built-in debugger looks great, but although I can see the standard scripts, a script that I've written -- control/scfripts/Hello.cs -- doesn't appear in the Open FIle menu. What must I do to make it appear?
Also, is there someway to step through the entire startup sequence, beginning with the root module main.cs? Right now, of course, I have to launch Torque twice, and the first version has completely finished main.cs before I can debug it from the second veresion.
Thanks for any help,
Michael
About the author
#2
If I knew enough to be able to help, I would -- I consider myself pretty good at exposition. Unfortunately, I'm not yet at the point where I could contribute something meaningful.
Michael
07/13/2005 (6:45 pm)
Ben,If I knew enough to be able to help, I would -- I consider myself pretty good at exposition. Unfortunately, I'm not yet at the point where I could contribute something meaningful.
Michael
Associate Kyle Carter
I'm sure there is. The debugger hasn't exactly seen a lot of use; while it works in general (it did the last time I tested it), there's probably a lot of room for improvement and exploration. Any docs/notes/tutorials you might come up with would be very welcome on TDN. Give me a shout if you're interested in helping out!