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Author Topic: Script Compiling "Trick"  (Read 334 times)
Squat
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« on: January 13, 2009, 07:42:08 PM »

While one can keep the game running and reload a level to test for script errors, there's a way to do it in the editor.

Whenever you actually select a script, it compiles it and gives an output of your script errors. You can go make changes and choose "Select Script" and hit Custom and then just OK and it'll default to the same one you had.

Pretty fast for me...because this allows you to easily add/remove controller settings while you work..which require reloading the object...thus restarting the game. Your script might not do what you want, but at least it's bug-free.

I also think we need a button for select, edit and REMOVE scripts.
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gekido
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« Reply #1 on: January 13, 2009, 09:54:32 PM »

What you can do is create an 'empty' controller script and simply 'not' have any controllersettings defined - then when you apply the empty script, check the 'reset controller settings' checkbox and it will remove any existing settings and apply the new ones (which there won't be any).

I use the same trick myself for testing to make sure scripts compile actually ;}
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