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 Debugging attached Lua scripts the easier way 
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DRL Developer
DRL Developer
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Joined: Thu Jun 11, 2009 2:34 pm
Posts: 966
Location: Moscow, Russia
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Post Debugging attached Lua scripts the easier way
Excuse me if I'm going to say something well known or stupid :)

I was annoyed that I need to reload CC every time I want to change Lua script attached to device, so I wrote a little workaround:

INI file:
Code:
ScriptPath = UnmappedLands.rte/Scenes/Objects/Teleport/TeleportDebug.lua


TeleportDebug.lua, a stub used only while you're debugging. CF_PutTeleport() is a function which actually does something useful
Code:
function Create(self)
   print ("TeleportDebug")
   dofile("UnmappedLands.rte/Scenes/Objects/Teleport/Teleport.lua")
   CF_PutTeleport(self);
end


Teleport.lua, actual script in which you write you code, replace your debug stub with it in INI once everything's fine.
Code:
function Create(self)
   CF_PutTeleport(self);
end

function CF_PutTeleport(self)
   print ("Change Places!");
end


This way your code is reinterpreted EVERY TIME your script runs, not a single time when it loads when CC starts :)


Tue Sep 27, 2011 7:39 pm
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Data Realms Elite
Data Realms Elite
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Joined: Tue May 25, 2010 8:27 pm
Posts: 4521
Location: Constant motion
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Post Re: Debugging attached Lua scripts the easier way
Or failing that, open the console and type:
Code:
PresetMan:ReloadAllScripts()


But your way works too.


Tue Sep 27, 2011 8:06 pm
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