Call of Duty 7: Whitelisting Dvars: Difference between revisions
(Created page with "{{note|This quick tutorial on Whitelisting of Dvars is from Sparks, associate programmer at Treyarch Studios}} * Whitelist if you want to be able to toggle the dvars from consol...") |
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Then just exec that CFG in-game and do a map_restart / map_rotate / devmap. You won't be able to toggle them off/on through console though, you'd have to turn off the game or exec another CFG that sets them to zero. | Then just exec that CFG in-game and do a map_restart / map_rotate / devmap. You won't be able to toggle them off/on through console though, you'd have to turn off the game or exec another CFG that sets them to zero. | ||
<br>Note from Sparks:<br> | <br><br> | ||
''Note from Sparks:''<br> | |||
I personally would just whitelist them so you have some more freedom to toggle them at your leisure while leaving the game running. | I personally would just whitelist them so you have some more freedom to toggle them at your leisure while leaving the game running. | ||
You can always fix script run-time errors / make script changes, build your Mod.FF, and do a '''/devmap <mapname>''' to load the new script for fast iteration without ever having to reboot the game / mod up each time (running in windowed mode). | You can always fix script run-time errors / make script changes, build your Mod.FF, and do a '''/devmap <mapname>''' to load the new script for fast iteration without ever having to reboot the game / mod up each time (running in windowed mode). | ||
<br><br> | |||
Sources: [http://www.callofduty.com/board/viewtopic.php?f=113&t=520490 Treyarch Official Forums] | |||
[[Category:Modding]] | [[Category:Modding]] | ||
[[Category:BlackOps]] | [[Category:BlackOps]] | ||
[[Category:Dvars]] | [[Category:Dvars]] |
Revision as of 16:00, 7 July 2011
- Whitelist if you want to be able to toggle the dvars from console, otherwise you can still set dvars from CFG / script without whitelisting but you won't be able to access from console.
To whitelist you would just need:
setmoddvar developer setmoddvar developer_script
Then in-game you would exec the CFG, close the console and reopen it and enter something along the lines of:
/developer 1; developer_script 1; logfile 1; devmap <mapname>
That would turn on the developer mode and logfile (console_mp.log) for you and load a map.
If you want to just set them through a CFG without whitelisting:
developer 1 developer_script 1
Then just exec that CFG in-game and do a map_restart / map_rotate / devmap. You won't be able to toggle them off/on through console though, you'd have to turn off the game or exec another CFG that sets them to zero.
Note from Sparks:
I personally would just whitelist them so you have some more freedom to toggle them at your leisure while leaving the game running.
You can always fix script run-time errors / make script changes, build your Mod.FF, and do a /devmap <mapname> to load the new script for fast iteration without ever having to reboot the game / mod up each time (running in windowed mode).
Sources: Treyarch Official Forums