Game Development Community

I want my console to talk back to me (!)

by James Anderson · in Technical Issues · 11/09/2008 (4:49 pm) · 2 replies

Hi All,
I have been working with Ken Finneys book and I feel I am finally getting my head around the engine.

My question is - How do I get the engine to talk back to me via the console?

for example:

I have a race track with 5 triggers:
%client.cp[0]; through %client.cp[4];

how can I check on the status of a trigger via the console?
they are all set to "false" by a loop statment in their .cs file
but when we pass through the check point -in game- they shoud be revalued as "true"

I've open up the console after passing through a checkpoint and type in:

echo(%client.cp[1];)

but I dont get any return information

what is the syntax for getting feed back from variables ingame?

I hope this makes sense - Im trying to figure out a way to better test my ingame events
thanks for any help.
J.

#1
11/09/2008 (7:08 pm)
Echo(%client.cp[1];) <---- syntax error

echo(%client.cp[1]); <--- correct syntax

The above won't work. Kenneth's book is not a good place to learn torque script. You should by a book dedicated to programming (either C++ or one on torque script) or take a class at your local community college. Just advise... ignore the above if you wish.

To check progress just make a call to the GameConnection::CheckProgress(%client, %cpnumber); function.

Hope that helps. Just email me if you have any other questions.

ckrtimku@yahoo.com
-Tim
#2
11/10/2008 (5:09 am)
ChatHud.AddLine( "myClientCPVar= " @ %client.cp[1] );

Opening the console stops any input action in the playGUI...

...the above calling puts data to the chatHUD...which is an easier area/way to get feedback with fewer keystrokes. In my humble opinion....as as artist/scriptor.