help file log .. and others
Posted: Mon Feb 18, 2019 9:38 am
I would like to figure out more about various mechanics . The ability to log various parameters of interest during various game states to a text file would be most helpful.
something like this
While technically working - opening and closing a disk file for each write a 'million times a second'(exaggeration) is not really viable ..
Could put it at the beginning and end of each .lua file I need it - but I'm not certain how much better that would be or if it would even work (attempt to open/close file already opened/closed errors).
BASIC REQUEST:
Anybody knows where I would need to put the file open and file close instructions in a way that the file is only opened once and closed at game exit (once) while giving access to the logfile handle in all .lua files ?
EXTRA:
Better yet give me/modders access to writemodlog function that appends to the mod's log file file and all adds timestamp before the text (to make it more usable with multiple mods ?)
EXTRA NICE:
add an ingame log window to F2 shortcut separate to the F1 dev window in which modders could direct heir mods output without mixing with anything else .. Any viable combat log mod would need something like this.
EXTRA NICE 2:
Ability to config in a file to select what output to display in the F2 feedback window [all active mods or a smaller enumeration of mods ] ..
BUNCH OF SEPARATE FEATURE REQUESTS: ..
Separate question for modders & devs .. how hard would be to implement CTRL + A select all your ships during combat ? In big fights it can take a long time to select all your ships ..
Add undo redo functionality to combat ? working 2 minutes to make a ship selection and then losing it because of a click on missile/empty space can be quite maddening .. (undo - get your precious selection back) . The same input key issue different commands based on context is a cardinal sin [ insert mass effect 3 space omnikey memes - a single key to do revive OR sprint OR take cover OR object interaction ..] . That's how you end up shooting the target you're trying to capture and other mishaps .. Undo shortcut would help ..undoing miss clicks in long tedious battles ..
"..The "everything on SpaceBar" system is one of the most-hated and dumbest design decisions that non-writers made in ME3 .." random quote.
In this game right click for move OR shoot command is sometimes just as bad. The game will do precisely what you tell it to do - just it will sometimes NOT be what the player expects it to do .. with potentially disastrous game play consequences ..
Shortcut to eliminate missiles/fighters/vindicators/torps ..etc as viable targeting selection ? Not critical with combat undo but critical without.. Work bunch of seconds to make your ships selection .. closer sub-blob to target area .. start spreading your missile attacks ... click on a barely visible fighter/missile hovering over your target ... lose your current ship selection ... maddening ..
something like this
Code: Select all
logfile = io.open("\Mods\mylog.txt", "a")
logfile:write(growth_text.. " " ..format("%02.2f", 100 * g/n) .. "%", "\n")
logfile:close()
Could put it at the beginning and end of each .lua file I need it - but I'm not certain how much better that would be or if it would even work (attempt to open/close file already opened/closed errors).
BASIC REQUEST:
Anybody knows where I would need to put the file open and file close instructions in a way that the file is only opened once and closed at game exit (once) while giving access to the logfile handle in all .lua files ?
EXTRA:
Better yet give me/modders access to writemodlog function that appends to the mod's log file file and all adds timestamp before the text (to make it more usable with multiple mods ?)
EXTRA NICE:
add an ingame log window to F2 shortcut separate to the F1 dev window in which modders could direct heir mods output without mixing with anything else .. Any viable combat log mod would need something like this.
EXTRA NICE 2:
Ability to config in a file to select what output to display in the F2 feedback window [all active mods or a smaller enumeration of mods ] ..
BUNCH OF SEPARATE FEATURE REQUESTS: ..
Separate question for modders & devs .. how hard would be to implement CTRL + A select all your ships during combat ? In big fights it can take a long time to select all your ships ..
Add undo redo functionality to combat ? working 2 minutes to make a ship selection and then losing it because of a click on missile/empty space can be quite maddening .. (undo - get your precious selection back) . The same input key issue different commands based on context is a cardinal sin [ insert mass effect 3 space omnikey memes - a single key to do revive OR sprint OR take cover OR object interaction ..] . That's how you end up shooting the target you're trying to capture and other mishaps .. Undo shortcut would help ..undoing miss clicks in long tedious battles ..
"..The "everything on SpaceBar" system is one of the most-hated and dumbest design decisions that non-writers made in ME3 .." random quote.
In this game right click for move OR shoot command is sometimes just as bad. The game will do precisely what you tell it to do - just it will sometimes NOT be what the player expects it to do .. with potentially disastrous game play consequences ..
Shortcut to eliminate missiles/fighters/vindicators/torps ..etc as viable targeting selection ? Not critical with combat undo but critical without.. Work bunch of seconds to make your ships selection .. closer sub-blob to target area .. start spreading your missile attacks ... click on a barely visible fighter/missile hovering over your target ... lose your current ship selection ... maddening ..