Page MenuHomeFeedback Tracker

Documentation for Workbench project and debugging setup
Closed, ResolvedPublic

Description

Provide a detailed guide on how to set up a mod project for debugging in the workbench

Details

Severity
Major
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
General

Event Timeline

Arkensor created this task.Apr 23 2019, 1:00 PM
rVn claimed this task.Apr 23 2019, 1:42 PM
rVn triaged this task as High priority.
rVn changed the task status from New to Acknowledged.

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

Liven added a subscriber: Liven.Apr 23 2019, 9:32 PM

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

Liven added a comment.Apr 23 2019, 9:49 PM

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 :(

rVn closed this task as Resolved.Apr 26 2019, 2:37 PM

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)