timmiej93 Posted July 28, 2014 Report Share Posted July 28, 2014 Hey guys, I'm probably the only person who doesn't know this, but is there a faster method to test your script changes, other than starting the game, loading the mod and loading freeplay (or your mission)? Tim Quote Link to comment Share on other sites More sharing options...
cops Posted July 28, 2014 Report Share Posted July 28, 2014 I don't think that's possible, the way you say it is the only way I know BUT Emergency 5 will have better options for that as far as I understood of it Quote Link to comment Share on other sites More sharing options...
timmiej93 Posted July 28, 2014 Author Report Share Posted July 28, 2014 Thank god, this takes forever .Especially frustrating for 1 simple syntax error Quote Link to comment Share on other sites More sharing options...
The Loot Posted July 28, 2014 Report Share Posted July 28, 2014 Thank god, this takes forever .Especially frustrating for 1 simple syntax error If it's an error that gets thrown when the script is run, you'll have to load the game. If it's thrown when the game loads, you can just remove all other script files but that one and load the editor. I take any unneeded script files out when I'm dealing with the editor. Quote Link to comment Share on other sites More sharing options...
timmiej93 Posted July 28, 2014 Author Report Share Posted July 28, 2014 Thanks for the suggestion loot, but unfortunately the errors only get thrown when I issue commands Quote Link to comment Share on other sites More sharing options...
Chris07 Posted July 29, 2014 Report Share Posted July 29, 2014 Errors typically get thrown when they are called, with the exception of syntax errors. When you load the mod, I believe the game compiles your scripts. During the compilation it will catch syntax errors. Errors in scope or other semantic errors are usually caught at run-time (during gameplay when the command is called) Scripting is the single most frustrating part of modding. I find that about 80% of my time scripting is waiting for things to load. Stupid error? Forget a ';'? Got to load the whole thing over again. How did those Manhattan mod guys do it? Takes me like 3-4 minutes to load their mod with an SSD. I'd have shot myself somewhere around the 4th or 5th error. Quote Link to comment Share on other sites More sharing options...
itchboy Posted July 29, 2014 Report Share Posted July 29, 2014 Errors typically get thrown when they are called, with the exception of syntax errors. When you load the mod, I believe the game compiles your scripts. During the compilation it will catch syntax errors. Errors in scope or other semantic errors are usually caught at run-time (during gameplay when the command is called) Scripting is the single most frustrating part of modding. I find that about 80% of my time scripting is waiting for things to load. Stupid error? Forget a ';'? Got to load the whole thing over again. How did those Manhattan mod guys do it? Takes me like 3-4 minutes to load their mod with an SSD. I'd have shot myself somewhere around the 4th or 5th error.Maybe that's why it takes so long for mods to get released. Because it takes so much time to fix a script error. Quote Link to comment Share on other sites More sharing options...
Chris07 Posted July 29, 2014 Report Share Posted July 29, 2014 ...and of the remaining 20%, 5% code writing, and 15% crying because my logic is correct but its not working as planned. Quote Link to comment Share on other sites More sharing options...
Hoppah Posted August 2, 2014 Report Share Posted August 2, 2014 ...and of the remaining 20%, 5% code writing, and 15% crying because my logic is correct but its not working as planned. Welcome to EM4. Loading can be reduced using test mods. Imo scripting is more like:- 10% actual scripting- 5% checking script before testing- 15% waiting- 5% actual testing- 30% fixing- so that leaves 35% for frustrations right? X3 Quote Link to comment Share on other sites More sharing options...
The Loot Posted August 3, 2014 Report Share Posted August 3, 2014 Welcome to EM4. With the experience of my EM4 modding, and my friends foray into coding, I'd say "Welcome to programming in general". Quote Link to comment Share on other sites More sharing options...
MikeyPI Posted August 3, 2014 Report Share Posted August 3, 2014 What we do to test a specific script is to make a new mod including only what is required for testing said script, make a mission which basically just loads that stuff in the start-up and try the script operations in that. Shortens load time dramatically and prevents anything else from interfering. You don't need a real freeplay map or a ton of police crap if you're just testing a fire engine's script. Quote Link to comment Share on other sites More sharing options...
Hoppah Posted August 17, 2014 Report Share Posted August 17, 2014 With the experience of my EM4 modding, and my friends foray into coding, I'd say "Welcome to programming in general". I've never made scripts for other programs so I cannot relate. What we do to test a specific script is to make a new mod including only what is required for testing said script, make a mission which basically just loads that stuff in the start-up and try the script operations in that. Shortens load time dramatically and prevents anything else from interfering. You don't need a real freeplay map or a ton of police crap if you're just testing a fire engine's script. Thats what I did for the limited water scripts and the tower ladder scripts for example. Saves A LOT of time indeed. Quote Link to comment Share on other sites More sharing options...
itchboy Posted August 17, 2014 Report Share Posted August 17, 2014 With the experience of my EM4 modding, and my friends foray into coding, I'd say "Welcome to programming in general".True. Programming in general typically has you using a compiler that checks for mistakes in syntax. If the mistakes are considered logical (meaning the program runs but does not do what you want it to), then it is up to you too find the error via the use of a debugger or by eye.EM4's problem is that there is no way to check if the script that one has created is correct. You would need to go ingame and wait a minute or more depending on filesize. MikeyPI's idea is correct and it is one that I personally use just because it is so much faster than waiting 10 minutes to load a mod.Hopefully EM5 either rectifies this by having a built in script tester, or by removing load times all together. Quote Link to comment Share on other sites More sharing options...
The Loot Posted August 18, 2014 Report Share Posted August 18, 2014 Lots of these moments. Quote Link to comment Share on other sites More sharing options...