Provide a detailed guide on how to set up a mod project for debugging in the workbench
Description
Details
- Severity
- Major
- Resolution
- Open
- Reproducibility
- Always
- Operating System
- Windows 10 x64
- Category
- General
Event Timeline
This isn't working in a way that you would expect it to currently, but we are testing solution for this, a little how to guide should be included when its done
Maybe you can take a look at this : https://github.com/maxkunes/Enscript-Workbench-Project-Setup
I did not succes at setting it up (see issue) but I miss so much this fonctionnality. pls tell me if it works for you.
I know that guide but I seriously hope that that is not the intended way to manage projects in WB
yes it is not ideal but better that nothing (breakpoints and see variables values helps a lot)
Did you succeed on using it ?
If yes, did you encounter the issue I report on the github page?
Sadly I'm stuck I and loose so much time becouse not be able to use things like this :(
I have put up the initial script debugging guide/documentation here
https://community.bistudio.com/wiki/DayZ:Workbench_Script_Debugging
I have tested it on current patch tools so it should be working, although there are some hurdles that we are planning to solve, most notably the need for 'additional' mod.cpp when working with unpacked mods which contents are already being included in the config.cpp (note that if you want to pack and test things fast you can have the CfgMods contents in both config.cpp and mod.cpp without the need to merge them every time when packing)