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View Full Version : Breakpoints in the debugger


Kaimetsu
05-23-2001, 03:54 AM
Breakpoints should be persistent. What am I talking about? Well, they should stay over if you enter the editor and run the level again. That way, we can put breakpoints in the stuff that happens to initialise the NPC without having to move at twice the speed of light to put the breakpoint there in time. As it is, we can't possible debug the if(created) stuff, which can sometimes be very useful.

Or I suppose a command that automatically broke the script (such as "breakpoint;" would do the trick as well. Obviously we'd take them out manually or disable them for online use.