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Posted

The following is just some quick notes about lots of features in Mohaa that you may not be aware of.

They include, how to debug your scripts, finding out the list of commands and variables available from console, cfg files and keybindings, hidden menus, useful cfg files for developers, turning off the startup adverts.

It's a bit long winded, and typed in about 5 mins so don't be too critical ... it will be worth your time reading it though, and if you want any better explanations just ask ;)

Inside mohaa there is EDITSCRIPT and NOTEPAD

the difference being that they are the same app, but Editscript autoloads up the main map script.

Now you have to be careful !!!

If you use EDITSCRIPT and then save your changes, it saves the file into the local directory. For instance if you were editing obj_team1, it would save the file into mohaa\main\obj\obj_team1

no say you came back to play that map several days/weeks l8r, mohaa will load all the pk3s up, and then it will use that local file as the map script, not the one thats in the pk3 !!!

So basically be careful when using editscript, remember to either delete the file after you've played with it, or move it to where your map/bsp is stored, so you add it to your pk3.

Although Editscript and Notepad are useful, i find it much easier to use Wordpad.

Start mohaa, then use ALT-ENTER to send into windowed mode, then you can use Wordpad (better than notepad) to edit your scripts.

And yes after you edit a script you need to save it, bring up console, and type RESTART. This reloads the scripts and you can see the changes.

If your wanting to debug your maps, it's best to start mohaa in developer mode, in console, type "developer 1".

Some maps also look for the debug variable so type "debug 1"

And finally start up the logfile by typing "logfile 2"

When u exit mohaa, and look in the main folder you will find a file called, qconsole.log. Edit this file with Wordpad (or similar) and you will have a copy of the errors/messages that appeared in console as you were running the game.

To help debug your own maps, use the ' println "text" ' commands in your scripts

the println command sends a string to the console, and this is captured by the logfile.

by placing them at the start and end of each thread, and other places inside your loops etc, you can soon see how your map script is being processed. You can also output variables with lines like:

println "this is some text"

println "Self = " self

println "My doors opening sound is " $mydoor.sound_open_start

println "THREAD mythread: Self = " self " and local.counter = " local.counter

by using these commands in your scripts, and turning on developer, debug and logfile, you can rapidly speed up development of your map and also track down errors very quickly.

There are many many hidden menus in mohaa, most are cheat protected. To see a list either look in the pk3 files for the "*.URC" files, or bring down console and type "listmenus"

to show a menu type:

pushmenu

pushmenu controls

to hide a menu type:

popmenu

popmenu controls

Also in the pk3's are lots of CFG files, which set up many key bindings, several of these are for debugging commands, to speed up development.

Just search the pk3's for all the CFG files, and then from console type

exec

exec decapitator

great fun can be had with these

( i recommend u edit the cfg with wordpad and print it out, so you know which keys are assigned to which functions)

if you want to experiment with all the commands and variables available do this:

bring down console

type:

logfile 2

cmdlist

cvarlist

"cmdlist" gives the list of commands

"cvarlist" gives the list of cvars

this wil capture the output to the qconsole.log file, so you can edit them at your leasure after leaving mohaa, lookin the mohaa\main folder for the file.

it's worth doing this from the mainmenu, inside a SP game and inside a MP game, because some commands are only available at certain times.

You'll see lots of postings from peeps like MPowell etc about making strange fishbowl effect views, and showing triangles in the render window ... well if you play with the hidden menus and check out the cmdlist and cvarlist you'll soon discover how to it yourself.

And here is a little treat for you. These are the commands i have in my startup.cfg file (which i autoload when i start mohaa), they turn on all the debug info for me automatically, but also let me toggle debug mode on/off by using just F11

// my debug stuff

//Output console messages to a log file

bind F11 vstr dbg

set dbg vstr debug_0

set developer 1

set debug 1

set logfile 2

set debug_1 "set dbg vstr debug_0;echo DEBUGMODE ON;developer 1;debug 1;logfile 2"

set debug_0 "set dbg vstr debug_1;echo DEBUGMODE OFF;developer 0;debug 0;logfile 0"

If you copy your mohaa shortcut on your desktop and rename it as Mohaa Developer Mode and then call up the properties for the shortcut, and use this shortcut line:

C:\GAMES\MOHAA\MOHAA.exe +set thereisnomonkey 1 +set developer 1 + set cheats 1 +set ui_console 1 +set cl_playintro 0 +set ui_skip_eamovie 1 +set ui_skip_titlescreen 1 +set ui_skip_legalscreen 1 +exec startup.cfg

*note you might have to change the path

this will autoload your STARTUP.CFG file, turns off all the intro adverts, displays the console for you, turns on cheats for the hidden menus (try SP mode for them).

Well that's enough from me for the moment, hope at least some of the above will be useful to you, and enlighten you that what some people are making out to be BLACK-MAGIC, is actually just normal commands/functionality thats built into mohaa as standard.

Have fun ...

Posted

List of CFG Files:

inside pak0.pk3

--------------------

autoexec

av

decaptitator

default

development

earl

fffx

high

jason

low

maplist_ffa

maplist_obj

maplist_team

medium

menu

nate

safemode

Posted

Menus:

use pushmenu to display and pushmenu to hide

beachobjmenu

hud_fraglimit

hud_score

hud_timelimit

project

connecting

DM_Round_Scoreboard

DM_Scoreboard

errormessage

joininternetgame

joinlangame

joinnetgame

Obj_Scoreboard

serverdisconnected

servertimeout

wrongversion

advancedoptions

animate2

audio_options

badserveraddy

briefing1a

briefing1b

briefing1c

briefing1c2

briefing1d

briefing1e

briefing1f

briefing1f2

briefing1g

briefing2a

briefing2b

briefing2b2

briefing2b3

briefing2b4

briefing2b5

briefing2b6

briefing2c

briefing2d

briefing2e

briefing2f

briefing3a

briefing3b

briefing3b2

briefing3c

briefing3c2

briefing3c3

briefing3c4

briefing3d

briefing3e

briefing3f

briefing3g

briefing3h

briefing3i

briefing4a

briefing4b

briefing4b2

briefing4c

briefing4d

briefing4e

briefing4f

briefing5a

briefing5a2

briefing5a3

briefing5b

briefing5c

briefing5d

briefing5e

briefing6a

briefing6b

briefing6b2

briefing6c

briefing6c2

briefing6d

briefing6d2

briefing6e

briefingroom

CinemaQuickmenu

camera

credits1

crosshair

dday1

dday2

decals

demohelp

disconnected

SelectFFAModel

dm_main

SelectPrimaryWeapon

SelectTeam

eascreen

emitter

greytest

hud_ammo_BAR

hud_ammo_Bazooka

hud_ammo_

hud_ammo_M1 Garand

hud_ammo_Mauser KAR 98K

hud_ammo_KAR98 - Sniper

hud_ammo_Frag Grenade

hud_ammo_MP40

hud_ammo_StG 44

hud_ammo_Walther P38

hud_ammo_Panzerschreck

hud_ammo_Shotgun

hud_ammo_Hi-Standard Silenced

hud_ammo_Springfield '03 Sniper

hud_ammo_Stielhandgranate

hud_ammo_Thompson

hud_compass

hud_health

hud_items

hud_stopwatch

hud_weapons

joingame

LevelDesign

loading_default

m1l1

m1l2a

m1l2b

m1l3a

m2l1

m2l2a

m2l3

m3l1a

m3l2

m3l3

m4l1

m4l2

m4l3

m5l1a

m5l2a

m5l3

m6l1a

m6l1c

m6l2a

m6l2b

m6l3a

dm/mohdm1

dm/mohdm2

dm/mohdm3

dm/mohdm4

dm/mohdm5

dm/mohdm6

dm/mohdm7

obj/obj_team1

obj/obj_team2

obj/obj_team3

obj/obj_team4

obj/obj_team5

loadsave

loadsave_mp

LODTool

main

medals

mission1difficulty

mission1_briefing

mission2difficulty

mission2_briefing

mission3difficulty

mission3_briefing

mission4difficulty

mission4_briefing

mission5difficulty

mission5_briefing

mission6difficulty

mission6_briefing

multiplayer

multiplayerstart

multiplayerstart_ffa

multiplayerstart_obj

multiplayerstart_round

multiplayerstart_team

ObjSelectTeam

options_main

serverfull

smoke

StatsScreen_Failed

StatsScreen_Success

video_options

war_records

zound

controls

hud_ammo_Colt 45

mpoptions

Posted

Variables (cvarslist)

From the main menu: (no map running)

g_lastsave ""

A com_autodialdata ""

snd_maxdelay "12"

snd_mindelay "2"

snd_chance "1"

snd_volume "1"

snd_mindist "160"

snd_reverblevel "0.5"

snd_reverbtype "0"

snd_yaw "0"

snd_height "16"

snd_length "16"

snd_width "16"

cg_te_alpha "1"

cg_te_color_g "1"

cg_te_color_r "1"

cg_te_color_b "1"

cg_te_filename "dump/testemitter.txt"

cam_angles_yaw "0"

cam_angles_pitch "0"

cam_angles_roll "0"

viewmodelactionweight "0"

viewmodelnormaltime "0"

viewmodelanimnum2 "0"

viewmodelblend "0"

viewmodelanimslot "0"

viewmodelsyncrate "0"

subteam3 "0"

subtitle3 ""

subteam2 "0"

subtitle2 ""

subteam1 "0"

subtitle1 ""

subteam0 "0"

subtitle0 ""

cg_hud "1"

dlg_badsave "This save game is invalid"

A ui_startmap ""

cl_movieaudio "1"

A cl_greenfps "0"

ui_returnmenu "0"

ui_failed "0"

ui_success "0"

ui_gotmedal "0"

ui_gmboxspam "1"

ui_NumShotsFired "0"

ui_NumHits "0"

ui_NumComplete "0"

ui_NumObjectives "0"

ui_Accuracy "0"

ui_PreferredWeapon "none"

ui_NumHitsTaken "0"

ui_NumObjectsDestroyed "0"

ui_NumEnemysKilled "0"

ui_HeadShots "0"

ui_TorsoShots "0"

ui_LeftLegShots "0"

ui_RightLegShots "0"

ui_LeftArmShots "0"

ui_RightArmShots "0"

ui_GroinShots "0"

ui_GunneryEvaluation "0"

ui_health_end "0"

ui_health_start "0"

ui_drawcoords "0"

ui_inventoryfile "global/inventory.txt"

ui_newvidmode "4"

ui_compass "1"

ui_debugload "0"

soundoverlay "0"

A ui_itemsbar "0"

A ui_weaponsbartime "2500"

A ui_weaponsbar "1"

A ui_consoleposition ""

A ui_gmbox "1"

A ui_minicon "0"

A s_obstruction_cal_time "500"

s_show_sounds "0"

s_show_num_active_sounds "0"

s_show_cpu "0"

s_initsound "1"

A s_dialogscale "1"

C s_testsound "0"

C s_show "0"

A s_mixPreStep "0.05"

AL s_loadas8bit "0"

A s_separation "0.5"

A s_ambientvolume "1.00"

A s_musicvolume "0.9"

A s_volume "0.9"

L net_port "12203"

L net_ip "192.168.123.171"

AL net_socksPassword ""

AL net_socksUsername ""

AL net_socksPort "1080"

AL net_socksServer ""

AL net_socksEnabled "0"

AL net_noipx "1"

AL net_noudp "0"

C graphshift "0"

C graphscale "1"

C graphheight "32"

C debuggraph "0"

C timegraph "0"

A ff_disabled ""

ff_developer "0"

ff_ensureShake "1"

A ff_defaultTension "1"

A use_ff "1"

dcl_texturescale "32"

dcl_maxoffset "10"

dcl_minsegment "24"

dcl_maxsegment "512"

dcl_pathmode "0"

dcl_dostring "apply to all"

dcl_dobmodels "1"

dcl_doterrain "1"

dcl_doworld "1"

dcl_dolighting "1"

dcl_alpha "1"

dcl_b "1"

dcl_g "1"

dcl_r "1"

dcl_rotation "0"

dcl_widthscale "1"

dcl_heightscale "1"

dcl_radius "16"

dcl_shader "blastmark"

dcl_shiftstep "4"

dcl_autogetinfo "1"

dcl_showcurrent "1"

L dcl_editmode "0"

r_gfxinfo "

GL_VENDOR: ATI Technologies Inc.

GL_RENDERER: Radeon VE DDR x86/SSE

GL_VERSION: 1.2.2333 WinXP Release

GL_EXTENSIONS: GL_ARB_multitexture

GL_EXTENSIONS: GL_ARB_texture_border_clamp

GL_EXTENSIONS: GL_ARB_texture_compression

GL_EXTENSIONS: GL_ARB_texture_cube_map

GL_EXTENSIONS: GL_ARB_texture_env_add

GL_EXTENSIONS: GL_ARB_texture_env_combine

GL_EXTENSIONS: GL_ARB_texture_env_crossbar

GL_EXTENSIONS: GL_ARB_texture_env_dot3

GL_EXTENSIONS: GL_ARB_transpose_matrix

GL_EXTENSIONS: GL_ARB_vertex_blend

GL_EXTENSIONS: GL_S3_s3tc

GL_EXTENSIONS: GL_ATIX_envmap_bumpmap

GL_EXTENSIONS: GL_ATIX_pn_triangles

GL_EXTENSIONS: GL_ATIX_texture_env_combine3

GL_EXTENSIONS: GL_ATIX_texture_env_route

GL_EXTENSIONS: GL_ATI_texture_mirror_once

GL_EXTENSIONS: GL_ATI_vertex_streams

GL_EXTENSIONS: GL_ATI_vertex_shader

GL_EXTENSIONS: GL_ATIX_vertex_shader_output_point_size

GL_EXTENSIONS: GL_EXT_abgr

GL_EXTENSIONS: GL_EXT_bgra

GL_EXTENSIONS: GL_EXT_clip_volume_hint

GL_EXTENSIONS: GL_EXT_compiled_vertex_array

GL_EXTENSIONS: GL_EXT_draw_range_elements

GL_EXTENSIONS: GL_EXT_fog_coord

GL_EXTENSIONS: GL_EXT_packed_pixels

GL_EXTENSIONS: GL_EXT_point_parameters

GL_EXTENSIONS: GL_EXT_rescale_normal

GL_EXTENSIONS: GL_EXT_secondary_color

GL_EXTENSIONS: GL_EXT_separate_specular_color

GL_EXTENSIONS: GL_EXT_stencil_wrap

GL_EXTENSIONS: GL_EXT_texgen_reflection

GL_EXTENSIONS: GL_EXT_texture3D

GL_EXTENSIONS: GL_EXT_texture_compression_s3tc

GL_EXTENSIONS: GL_EXT_texture_cube_map

GL_EXTENSIONS: GL_EXT_texture_edge_clamp

GL_EXTENSIONS: GL_EXT_texture_env_add

GL_EXTENSIONS: GL_EXT_texture_env_combine

GL_EXTENSIONS: GL_EXT_texture_env_dot3

GL_EXTENSIONS: GL_EXT_texture_filter_anisotropic

GL_EXTENSIONS: GL_EXT_texture_object

GL_EXTENSIONS: GL_EXT_vertex_array

GL_EXTENSIONS: GL_KTX_buffer_region

GL_EXTENSIONS: GL_ARB_window_pos

GL_EXTENSIONS: GL_NV_texgen_reflection

GL_EXTENSIONS: GL_NV_blend_square

GL_EXTENSIONS: GL_SGI_texture_edge_clamp

GL_EXTENSIONS: GL_SGIS_texture_border_clamp

GL_EXTENSIONS: GL_SGIS_texture_lod

GL_EXTENSIONS: GL_SGIS_multitexture

GL_EXTENSIONS: GL_WIN_swap_hint

GL_EXTENSIONS: WGL_EXT_extensions_string

GL_EXTENSIONS: WGL_EXT_swap_control

GL_MAX_TEXTURE_SIZE: 2048

GL_MAX_ACTIVE_TEXTURES_ARB: 3

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)

MODE: 4, 800 x 600 windowed hz:60

GAMMA: hardware w/ 0 overbright bits

CPU: Intel Pentium III

rendering primitives: single glDrawElements

texturemode: GL_LINEAR_MIPMAP_NEAREST

picmip: 1

texture bits: 32

multitexture: enabled

compiled vertex arrays: enabled

texenv add: enabled

compressed textures: disabled

"

L r_maskMinidriver "0"

L r_allowSoftwareGL "0"

L r_loadftx "0"

L r_loadjpg "1"

A ter_fastMarks "1"

A ter_minMarkRadius "8"

r_precacheimages "0"

r_static_shadermultiplier3 "1"

r_static_shadermultiplier2 "1"

r_static_shadermultiplier1 "1"

r_static_shadermultiplier0 "1"

r_static_shaderdata3 "0"

r_static_shaderdata2 "0"

r_static_shaderdata1 "0"

r_static_shaderdata0 "0"

A r_sse "0"

r_showportal "0"

A vss_smoothsmokelight "1"

A r_debuglines_depthmask "0"

R r_useglfog "1"

A r_lightcoronasize ".1"

C r_farplane_nofog "0"

C r_farplane_nocull "0"

C r_farplane_color ".5 .5 .5"

C r_farplane "0"

r_skyportal_origin "0 0 0"

r_skyportal "0"

C r_light_showgrid "0"

A r_light_nolight "0"

A r_light_int_scale "0.05"

C r_light_sun_line "0"

C r_light_lines "0"

A r_stipplelines "1"

r_maxtermarks "1024"

r_maxpolyverts "16384"

r_maxpolys "4096"

A r_entlight_maxcalc "2"

A r_entlight_cubefraction "0.5"

A r_entlight_cubelevel "0"

A r_entlight_errbound "6"

C r_entlight_scale "1.3"

C r_entlightmap "0"

C r_noportals "0"

C r_lockpvs "0"

C r_drawBuffer "GL_BACK"

C r_offsetunits "-2"

C r_offsetfactor "-1"

C r_clear "0"

C r_showstaticbboxes "0"

C r_showhbox "0"

C r_shownormals "0"

C r_showsky "0"

C r_showtris "0"

C r_nobind "0"

C r_debugSurface "0"

C r_logFile "0"

C r_verbose "0"

C r_speeds "0"

C r_showcluster "0"

C r_novis "0"

C r_showcull "0"

C r_nocull "0"

C r_ignore "1"

C r_staticlod "1"

C r_drawspherelights "1"

C r_drawsprites "1"

C r_drawterrain "1"

C r_drawbrushmodels "1"

C r_drawbrushes "1"

C r_drawstaticmodelpoly "1"

C r_drawstaticmodels "1"

C r_drawentitypoly "1"

C r_drawentities "1"

C r_norefresh "0"

C r_measureOverdraw "0"

C r_skipBackEnd "0"

C r_showSmp "0"

C r_flareFade "7"

C r_flareSize "40"

C r_portalOnly "0"

C r_lightmap "0"

C r_drawworld "1"

C r_nocurves "0"

r_printShaders "0"

C r_debugSort "0"

lod_tool "0"

lod_position "0 0 0"

lod_save "0"

lod_tris ""

lod_metric "0.0"

lod_tikiname ""

lod_meshname ""

lod_mesh "0"

lod_zee_val "0"

lod_pitch_val "0"

lod_curve_4_slider "0"

lod_curve_3_slider "0"

lod_curve_2_slider "0"

lod_curve_1_slider "0"

lod_curve_0_slider "0"

lod_curve_4_val "0"

lod_curve_3_val "0"

lod_curve_2_val "0"

lod_curve_1_val "0"

lod_curve_0_val "0"

lod_edit_4 "0"

lod_edit_3 "0"

lod_edit_2 "0"

lod_edit_1 "0"

lod_edit_0 "0"

lod_LOD_slider "0.5"

lod_maxLOD "0.3"

lod_minLOD "1.0"

lod_LOD "0"

r_uselod "1"

r_showstaticlod "0"

r_showlod "0"

r_showImages "0"

C r_directedScale "1"

C r_ambientScale "0.5"

A r_primitives "0"

A r_facePlaneCull "1"

A r_gamma "1"

A r_swapInterval "0"

A r_textureMode "GL_LINEAR_MIPMAP_NEAREST"

A r_finish "0"

A r_dlightBacks "1"

A r_drawSun "0"

r_fastsky "0"

A r_ignoreGLErrors "1"

C r_znear "3"

A r_flares "0"

A C r_lodCurveError "225"

r_lerpmodels "1"

LC r_singleShader "0"

L g_numdebuglines "4096"

L r_intensity "1"

L r_mapOverBrightBits "1"

LC r_fullbright "0"

L r_displayRefresh "0"

AL r_ignoreFastPath "0"

AL r_smp "0"

AL r_vertexLight "0"

AL r_customaspect "1"

AL r_customheight "1024"

AL r_customwidth "1600"

AL r_ignorehwgamma "0"

AL r_overBrightBits "0"

AL r_depthbits "0"

AL r_stencilbits "0"

AL r_stereo "0"

AL r_textureDetails "1"

L r_colorMipLevels "0"

AL r_roundImagesDown "1"

A r_reset_tc_array "1"

A r_geForce3WorkAround "1"

AL r_ext_aniso_filter "0"

AL r_ext_texture_env_combine "0"

AL r_ext_texture_env_add "1"

AL r_ext_compiled_vertex_array "1"

R r_ext_multitexture "1"

AL r_ext_gamma_control "1"

AL r_allowExtensions "1"

AL r_glDriver "opengl32"

A s_speaker_type "0"

AL s_reverb "0"

U A dm_playergermanmodel "german_wehrmacht_soldier"

U A dm_playermodel "american_army"

U password ""

U A snaps "20"

m_invert_pitch "0"

A cg_forceModel "0"

A cl_maxPing "800"

A cg_autoswitch "1"

cg_gametype "0"

cl_langamerefreshstatus "Ready"

R cl_motdString ""

A m_filter "0"

A m_side "0.25"

A m_up "0"

A m_forward "0.25"

A m_yaw "0.022"

A m_pitch "0.022"

A cl_allowDownload "1"

cl_showmouserate "0"

A cl_mouseAccel "0"

A sensitivity "5"

A freelook "1"

A cl_run "1"

A cl_packetdup "1"

A cl_maxpackets "30"

cl_anglespeedkey "1.5"

A cl_pitchspeed "70"

A cl_yawspeed "140"

rconAddress ""

cl_forceavidemo "0"

cl_avidemo "0"

activeAction ""

cl_freezeDemo "0"

cl_showTimeDelta "0"

cl_showSend "0"

cl_shownet "0"

cl_timeNudge "0"

cl_connect_timeout "15"

cl_timeout "60"

A cl_cdkey "123456789"

cl_motd "0"

cl_eventstats "0"

cl_timeevents "0"

cl_eventlimit "500"

cl_showevents "0"

cl_debugMove "0"

cl_nodelta "0"

sv_deeptracedebug "0"

sv_drawentities "1"

R sv_mapChecksum ""

sv_killserver "0"

sv_padPackets "0"

sv_showloss "0"

sv_reconnectlimit "3"

A sv_master5 ":-)"

A sv_master4 "duncan_paterson_weir@hotmail.com"

A sv_master3 "www.the4thregiment.tk"

A sv_master2 "(Duncan Weir)"

sv_master1 "Scorpios Server"

nextmap ""

sv_zombietime "2"

sv_timeout "120"

S sv_fps "20"

sv_privatePassword "4threserved"

rconPassword "opmhp"

R sv_paks ""

sv_pure "0"

R sv_serverid "0"

S L g_gametype "0"

S A sv_floodProtect "1"

S A sv_minPing "0"

S L sv_maxclients "1"

S sv_privateClients "0"

S R mapname "nomap"

S R protocol "8"

S sv_keywords ""

S timelimit "0"

S fraglimit "0"

S dmflags "0"

skill "1"

g_maxplayerhealth "750"

net_multiLANpackets "2"

I net_qport "22491"

showdrop "0"

showpackets "0"

A in_disablealttab "0"

A joy_threshold "0.15"

in_debugjoystick "0"

A in_joyBallScale "0.02"

A in_joystick "0"

AL in_mouse "1"

A in_mididevice "0"

A in_midichannel "1"

A in_midi "0"

username "Duncan"

sys_cpuid "35"

sys_cpustring "Intel Pentium III"

R win_wndproc "4754704"

R win_hinstance "4194304"

arch "win2000"

arch_minor_version "1"

arch_major_version "5"

R shortversion "1.11"

S R version "Medal of Honor Allied Assault 1.11 win-x86 Mar 5 2002"

com_buildScript "0"

R cl_running "1"

R sv_running "0"

L dedicated "0"

C timedemo "0"

com_speeds "0"

C viewlog "0"

C com_dropsim "0"

C com_showtrace "0"

C fixedtime "0"

C timescale "1"

A fps "0"

A autopaused "1"

R paused "0"

deathmatch "0"

A com_maxfps "85"

convertAnim "0"

showLoad "0"

low_anim_memory "0"

dumploadedanims "0"

pagememory "0"

ui_legalscreen_stay "3"

ui_legalscreen_fadeout ".5"

ui_legalscreen_fadein ".5"

ui_titlescreen_stay "3"

ui_titlescreen_fadeout ".5"

ui_titlescreen_fadein ".5"

g_voiceChat "0"

S A sv_maplist "obj\tank"

A r_lastValidRenderer "Radeon VE DDR x86/SSE"

AL r_fullscreen "0"

AL r_forceClampToEdge "1"

AL s_milesdriver "Miles Fast 2D Positional Audio"

U A name "=4th= [1st] 2nd Lt. Scorpio"

S A sv_allowDownload "0"

S AL g_gametypestring "Objective-Match"

S A sv_hostname "Scorpios ..."

S A sv_maxPing "500"

S A sv_maxRate "9000"

U A rate "20000"

A vid_xpos "40"

A vid_ypos "44"

config "unnamedsoldier.cfg"

AL r_ext_compressed_textures "0"

A r_drawstaticdecals "1"

A g_ddayshingleguys "2"

A g_ddayfog "0"

A g_ddayfodderguys "2"

AL r_texturebits "32"

AL r_colorbits "32"

AL r_picmip "1"

AL r_mode "4"

A cg_marks_add "1"

AL s_khz "22"

A cg_shadows "1"

A cg_rain "1"

A ter_maxtris "16384"

A ter_maxlod "4"

A ter_error "9"

A vss_maxcount "20"

A cg_effectdetail "0.7"

A r_lodviewmodelcap "0.45"

A r_lodcap "0.35"

A r_lodscale "0.45"

AL r_subdivisions "4"

A r_fastentlight "1"

AL r_fastdlights "1"

A cg_drawviewmodel "2"

A g_m6l3 "0"

A g_m6l2 "0"

A g_m6l1 "0"

A g_m5l3 "0"

A g_m5l2 "0"

A g_m5l1 "0"

A g_m4l3 "0"

A g_m4l2 "0"

A g_m4l1 "1"

A g_m3l3 "0"

A g_m3l2 "0"

A g_m3l1 "0"

A g_m2l3 "0"

A g_m2l2 "0"

A g_m2l1 "0"

A g_m1l3 "0"

A g_m1l2 "0"

A g_m1l1 "1"

A g_eogmedal2 "0"

A g_eogmedal1 "0"

A g_eogmedal0 "0"

A g_medal5 "1"

A g_medal4 "0"

A g_medal3 "0"

A g_medal2 "0"

A g_medal1 "0"

A g_medal0 "0"

ui_medalsign ""

ui_signshader ""

A g_subtitle "0"

A g_skill "1"

A detail "1"

A ui_hostname "Scorpio's Monastery Assault 3.3"

A ui_maplist_obj "obj/obj_team1"

A ui_maplist_round "dm/mohdm1 dm/mohdm2 dm/mohdm3 dm/mohdm4 dm/mohdm5 dm/mohdm6 dm/mohdm7"

A ui_maplist_team "dm/mohdm1 dm/mohdm2 dm/mohdm3 dm/mohdm4 dm/mohdm5 dm/mohdm6 dm/mohdm7"

A ui_maplist_ffa "dm/mohdm1 dm/mohdm2 dm/mohdm3 dm/mohdm4 dm/mohdm5 dm/mohdm6 dm/mohdm7"

A ui_inactivekick "999"

A ui_inactivespectate "999"

A ui_connectip "68.43.41.63"

A ui_teamdamage "1"

A ui_timelimit "0"

A ui_fraglimit "0"

A ui_gamespy "1"

A ui_maxclients "10"

ui_gametypestring ""

ui_gametype ""

ui_dmmap ""

A ui_voodoo "0"

A cl_ctrlbindings "0"

A cl_altbindings "0"

A ui_crosshair "1"

A viewsize "100"

I journal "0"

fs_filedir "C:\games\mohaa\main\\maps\"

mapdir ""

logfile "2"

I fs_restrict ""

S I fs_game ""

I fs_basepath "C:\games\mohaa"

I fs_cdpath ""

I fs_copyfiles "0"

fs_debug "0"

A ui_skip_legalscreen "1"

A ui_skip_titlescreen "1"

A ui_skip_eamovie "1"

A cl_playintro "0"

A ui_console "1"

A developer "1"

A thereisnomonkey "1"

AL cheats "1"

607 total cvars

607 cvar indexes

Posted

Commands (cmdlist)

From main menu: (no map running)

cmdlist

-back

-leanright

-moveright

cvarlist

-leanleft

-moveleft

listmenus

-use

set

bind

unbind

alias

seta

exec

devcon

gotoreturnmenu

setreturnmenu

-statistics

+statistics

ui_getplayermodel

ui_applyplayermodel

playermodel

finishloadingscreen

startserver

ui_removehud

ui_addhud

locationprint

centerprint

ui_checkrestart

ui_resetcvars

ui_hud

clear

ui_testlist

ui_loadconsolepos

ui_saveconsolepos

ui_hidemouse

ui_showmouse

inv_restart

editspecificshader

editshader

editscript

notepad

soundpicker

lod_spawnlist

viewspawnlist

ui_startdmmap

dmmapselect

maplist

loadmenu

togglemenu

globalwidgetcommand

widgetcommand

hidemenu

showmenu

popmenu

forcemenu

pushmenu_dm

pushmenu_sp

pushmenu

tmstop

tmstartloop

tmstart

pitch

playsong

loadsoundtrack

stopmp3

playmp3

sounddump

soundinfo

soundlist

play

ff_disable

r_infoworldtris

r_infostaticmodels

farplane_info

gfxinfo

screenshot

modelist

modellist

shaderlist

imagelist

cl_dumpallclasses

cl_dumpclassevents

cl_classevents

cl_classtree

cl_classlist

cl_pendingevents

cl_dumpevents

cl_eventhelp

cl_eventlist

gogetpatch

launchgamespy

fastconnect

aliasdump

dialog

saveshot

vidmode

tiki

animlist

tikilist

tikianimlist

ping

setenv

rcon

localservers

reconnect

menuconnect

connect

stoprecord

cinematic

disconnect

vid_restart

snd_restart

clientinfo

configstrings

cmd

-cameralook

+cameralook

+togglemouse

-mlook

+mlook

-button14

+button14

-button13

+button13

-button12

+button12

-button11

+button11

-button10

+button10

-button9

+button9

-button8

+button8

-button7

+button7

-button6

+button6

-button5

+button5

-button4

+button4

-button3

+button3

-button2

+button2

-button1

+button1

-button0

+button0

-speed

+speed

+leanright

+leanleft

+use

-attacksecondary

+attacksecondary

-attackprimary

+attackprimary

-attack

+attack

+moveright

+moveleft

-strafe

+strafe

-lookdown

+lookdown

-lookup

+lookup

+back

-forward

+forward

-right

+right

-left

+left

-movedown

+movedown

-moveup

+moveup

centerview

difficultyHard

difficultyMedium

difficultyEasy

loadlastgame

loadgame

autosavegame

savegame

killserver

gamemap

devmap

map

spdevmap

spmap

sectorlist

restart

dumpuser

systeminfo

serverinfo

status

clientkick

kick

heartbeat

midiinfo

net_restart

in_restart

pause

writeconfig

changeVectors

quit

unbindall

touchFile

cd

fdir

dir

path

ctrlbindlist

altbindlist

bindlist

unctrlbind

ctrlbind

unaltbind

altbind

append

scale

subtract

add

cvar_savegame_restart

cvar_restart

reset

setu

sets

toggle

wait

echo

vstr

meminfo

239 commands

Posted

3 useful threads to add to your map script files for debugging.

They give nice formatted output in console, and are great when the logfile is turned on:

To use them, put these 2 lines immediately after "main:"

level.debug = 1

level.debugtime = 1

These 2 lines, activate the debuging lines to console, and also activate a TIME message. The time messages are most useful for benchmarking, to see which threads are taking far too long to process.

Then at the start of a thread add a line like:

thread debugtextstart ("currentthreadname: self = " + self)

at he end of a thread add a line like:

thread debugtextend ("currentthreadname: self = " + self)

inside your threads either in a loop or after an important command, put a line like:

thread debugtext ("myvalue = " + local.myvalue)

// the 3 threads follow, stick these into your map script file, preferably right at the bottom.

debugtext local.text:

if (level.debug == NIL || level.debug != 1)

end

if (level.debugtime == 1)

local.text = (" Time: " + level.time + "> " + local.text)

else

local.text = (" " + local.text)

println local.text

end

debugtextstart local.text:

if (level.debug == NIL || level.debug != 1)

end

println " "

println "[-"

println "////////////////////////// START OF THREAD //////////////////////"

local.text = ("// THREAD = " + local.text)

if (level.debugtime == 1)

local.text = (local.text + "\n// Time: " + level.time + "\n")

local.text = (local.text + "\n----------------")

println local.text

end

debugtextend local.text:

if (level.debug == NIL || level.debug != 1)

end

local.text = ("\\ THREAD = " + local.text)

local.text = ("----------------\n" + local.text)

if (level.debugtime == 1)

local.text = ("\\ Time: " + level.time + "\n" + local.text)

println local.text

println "\\\\\\\\\\\\\\\\\\\\\\\\\\ END OF THREAD \\\\\\\\\\\\\\\\\\\\\\\\"

println "-]"

println " "

end

Posted

Ok let me just clear up a few things ...

Yes i see people post stuff about hidden menus, weird views with the hud, edit script etc etc

I've been using all the above for many months now, it's very easy to find out about if know where to look, and even easier if your familiar with things like the quake games and fakk2 / sin ;)

So i just thought i'd post a big thread (this one) with a lot of the information that i've had at my disposal. That way everyone will know how to do these things, and no longer feel that these things are some sort of Black Magic only know to a select few.

I'd should have done this earlier yes, but well i lead a very busy life and i've only just got around to it ... better late than never.

If you study the above info and the links to the 2 html documents you'll have a very good understanding of the mohaa engine and how to use it.

I've still got masses more info that i need to post, but i've not tidied it all up yet ... but as soon as i have it'll be on TMT 1st ;)

As for DEBUG ... that's just a programming process you do when your fixing bugs in the program/script.

The threads i've posted above allow you to output messages to the console (and the logfile if turned on) that greatly help in tracking down where a bug lies in your script.

Basically you use 2 types of message, one is just so you know when you've entered/left a thread, or at which part of a thread the script is processing. The other sort of message you use to ouput the contents of a variable, so you can check it's been set correctly.

Outputting messages is a very very basic way of debugging, and most languages have far more advanced methods, but your limited with the mohaa scripting language ... so if you have problems in your scripts, stick in some messages and track those bugs down.

You can always delete all the debug code once your scripts are running smoothly ... indeed if you examine some of the mohaa scripts in global you'll see that there are still messages in them that were never taken out ... exploder.scr has several 'println "z " messages.

just type developer 1 in console and see how many messages start to appear as you play the standard mohaa maps. one of them even uses 3d debug messages, that shows the entitiy numbers as your playing ... i think it's SP map where your a sniper and have to escort the tank crew through the map.

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