Ludeon Forums

Ludeon Forums

  • October 15, 2019, 04:31:43 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: [Solved]Help debugging custom Pawn instanciation  (Read 475 times)

isistoy

  • Colonist
  • ***
  • Posts: 394
  • DeeDleeDoo
    • View Profile
[Solved]Help debugging custom Pawn instanciation
« on: June 14, 2015, 12:03:10 PM »

Hello,

I am trying to make the game instanciate custom pawns inside a mod and might be in trouble with basic debug ideas:

I tried to put the pdb description into the mod's <Assemblies> dir, but the game bugged out directly, stating it cannot load some weird file description as an assembly. I suppose this is what the engine tries to make of a pdb file then?
Any idea in which I could use a debug tool?
I don't see any reasons I would be fully commited to VS now anymore, so other EDI would do the trick as well.

Thanks in advance for your help
« Last Edit: June 14, 2015, 10:19:54 PM by isistoy »
Logged
<Stay on the scene like a State machine>

isistoy

  • Colonist
  • ***
  • Posts: 394
  • DeeDleeDoo
    • View Profile
Re: Help debugging custom Pawn instanciation
« Reply #1 on: June 14, 2015, 12:52:38 PM »

Update: ok, I suppose an exception in CustomPawn.DrawGUIOverlay is bad for the game  :P
By the way, inspector is really useful, now that objects render.
Logged
<Stay on the scene like a State machine>