Harwin on 31/10/2004 at 01:59
Disclaimer: Other than the included doc, I'm not maintaining/supporting any docs, so don't cut/paste and call it done :) (And I'm not really even maintaining the included doc once it goes out)
But, I'm trying to remember commands that might be helpful to you to speed up editing.
This list is far from complete, I'm kind of just adding a few things I remember. If there's a command you desperately want, I might know if something similar exists and be able to point you to it.
In the editor:
"SCC CLASSVISIBLENAME={FOO}" eg.: "SCC CLASSVISIBLENAME=PlayerStart". This finds the appropriate class in the actor class browser. Handy if you don't know where in the hierarchy something is.
SCC stands for SetCurrentClass (which also works)
In the game:
In windowed mode, you can use "EditActor Object=/ObjectVisibleName=/Class=/ClassVisibleName=" to view the properties on a given actor. If you provide a Class, it will give you the closest object of that class.
Object= takes the "true" name of an object e.g. T_1302__39
ObjectVisibleName= takes the visible name of an object e.g. HammerTorch__23
Class= takes the "true" class name (T_1302)
ClassVisibleName= takes the visible name (HammerTorch)
Note, you can't add or delete properties here... only change them. To add them, use (doesn't require windowed mode)
"Set Class/ClassvisibleName={Name} {PropertyName} {Value}" (at least, that's the syntax the code looks like it takes... been a while since I used the command)
This will set the property on the ARCHETYPE. Note: If you add a property to an archetype that it didn't previously have, and that property is Instantiated (like MeshInstance or DrawScale), child objects will still think they don't have it (instantiation is a caching-type performance optimization). I believe you can distinguish the type of property from color coding in the editor. Most properties are not instantiated.
It's sad that you can't do this for individual objects. I had local code for most of the project that let *me* do it, but since most people didn't use the commands anyway, there was little point in checking in the change (any check-in carrying the tiniest risk of breaking something... and if nobody needs it...)
You can also query individual properties while in full-screen mode. Rather than calling up the full editactor dialog, use
"Get Class/ClassVisibleName/ObjectVisibleName={name} {propertyname}" Handy when trying to debug an issue full-screen.
You can also print out link info:
"Findlinks {reverse(optional param)} flavor={flavorname} object={name}"
Reverse is to find links TO the object instead of FROM.
Flavor is like "RigidAttachment"
The objectname here breaks convention. It can be *either* true or visible.
If you need to see the data on the link, use editactor/set/get.
There is no way to create/delete links from the in-game commandline.
Oh yeah, in order to get the names of objects... use "objectinfo"
Those are the ones I remember for general object editing/debugging.
Sadly there's nothing like Dromed's command for dumping all commands... so there's no easy way for you to figure out this info (although you might look at T3Menu.ini for examples of the commands available through the debug menu) Some of these, like the simtime manipulation functions work in the editor OR the game.
--Alex
Ulukai on 1/11/2004 at 23:13
stat fps still works as in previous unreal engine games to give a fps and ms/frame readout if you type it into the in-game console, which I always find handy for checking how fast different map areas are running.
David on 23/2/2005 at 23:50
Bump!
Gaestle on 24/2/2005 at 13:43
Quote Posted by Ulukai
stat fps still works as in previous unreal engine games to give a fps and ms/frame readout if you type it into the in-game console, which I always find handy for checking how fast different map areas are running.
How I can get the console?
oojackapivvy on 24/2/2005 at 15:24
Haven't got it installed yet (believe it or not I'm still waiting to play T3 - it's been on my shelf since last August or so waiting for the study to be finished so I can actually set up properly with surround sound and a comfy desk rather than this rickety old dining table :tsktsk: ) so I can't actually check for you, but I expect you can get it up by pressing apostrophe (UK qwerty), as that's what works for me in other Unreal-based games.
Ulukai on 24/2/2005 at 16:50
Quote Posted by Gaestle
How I can get the console?
I'm at work at the moment, so I can't confirm this, but I seem to recall that whilst running the debug exe you press the either the ' or ~ keys.
ProjectX on 24/2/2005 at 17:14
This isn't the Ulukai from DM-Bloom is it?
If so, we're in for some amazing maps people.
krummi on 24/2/2005 at 18:33
Quote Posted by ProjectX
This isn't the Ulukai from DM-Bloom is it?
If so, we're in for some amazing maps people.
Nah, its a fake Ulu who actually does Tomb Raider maps.
Ulukai on 24/2/2005 at 18:43
Finns, eh? ;)
Hmm, well I did make bloom (that was a long time ago now), but I doubt I'll be making TDS stuff any time soon.
krummi on 24/2/2005 at 22:23
Quote Posted by Ulukai
Finns, eh? ;)
Hmm, well I did make bloom (that was a long time ago now), but I doubt I'll be making TDS stuff any time soon.
You need to get Swat 4 when it comes and make maps to that. Or Otherside will whoop your arse!