Hoamaii Posted May 24, 2018 Share Posted May 24, 2018 Okay, well then try and test your mod again from a save which never ever loaded that mod before - just to make sure your OnInit() event runs again. Because if you followed Dagobaking's suggestion, in that event you do Register for a remote event and you need to make sure that has been registered before you test your other functions. As a general rule, it's better to always test your mods, especially scripted ones, on a clean save. Because if you don't, your script is already baked in your saves anyway and some of the changes you may have made to it may never be taken into account. It's particularily true for properties, but obviously it's also true for any line you've added to your OnInit() event. And you're welcome, I often remain logged on the forum when I'm working on my own mods and your strange issue puzzles me - so no problem, really ;) Link to comment Share on other sites More sharing options...
virginharvester Posted May 24, 2018 Author Share Posted May 24, 2018 Okay, well then try and test your mod again from a save which never ever loaded that mod before - just to make sure your OnInit() event runs again. Because if you followed Dagobaking's suggestion, in that event you do Register for a remote event and you need to make sure that has been registered before you test your other functions. As a general rule, it's better to always test your mods, especially scripted ones, on a clean save. Because if you don't, your script is already baked in your saves anyway and some of the changes you may have made to it may never be taken into account. It's particularily true for properties, but obviously it's also true for any line you've added to your OnInit() event. And you're welcome, I often remain logged on the forum when I'm working on my own mods and your strange issue puzzles me - so no problem, really :wink:still not work, but other mod is work,at this point i just need to delete the problematic one and start again from beginning,my idea is the mod is corrupt or something,anyway all of you thanks a lot for guiding me,i appreciate all of your kindness. Link to comment Share on other sites More sharing options...
dagobaking Posted May 25, 2018 Share Posted May 25, 2018 Stupid question, but every time you make a change in the code, you reload you mod from a clean save, right? By "clean" I mean a save in which your mod was never ever loaded.no, i running it from saved game running,i modified script like this : If KeyCode == 161 Game.GivePlayerCaps(100) Debug.Trace("Hello, World!") Debug.MessageBox("Hello, world!") EndIf then i change the caps to 200 or else,the caps in game is changed to 200 too (it come with notification text and sound too),but the both "debug messages" do not come out,anyway, thanks a lot for reply To clarify, "Debug.Trace" will not show you anything on the screen. It sends the message to the log. "Debug.MessageBox" should show that message. I don't see any reason in your code for why it would not. You can also use Debug.Notification("Message") to send a temporary message to the screen. Can you post the full content of the scripts you are testing from beginning to end? Link to comment Share on other sites More sharing options...
virginharvester Posted May 25, 2018 Author Share Posted May 25, 2018 To clarify, "Debug.Trace" will not show you anything on the screen. It sends the message to the log.now i get it, the"Debug.Trace" is not left notification text?i miss understood about it,sorry for my badthanks for your answer, Link to comment Share on other sites More sharing options...
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