PrintToConsole
Revision as of 04:11, 27 January 2008 by imported>Haama (→Notes: Added v13 and v14 notes)
A command for Oblivion Script Extender
Syntax:
PrintToConsole "Message text", [var1], [var2], etc
PrintC "Message text", [var1], [var2], etc
Prints a formatted string to console. Uses the same syntax as Message and MessageBox. Mainly useful for debugging purposes.
Notes
- This function works in conjunction with the console function ToggleDebugText. When PrintToConsole is called while TDT is active, console messages will be visible during normal gameplay. Useful for debugging when a lot of messages need to be displayed.
- GetInventoryObject and GetNumItems will also return messages to the console (1 message for each item). As the number of console lines is limited, use caution with these and PrintToConsole.
- As of v13, GetInventoryObject and GetNumItems no longer return messages to the console.
- You can increase the number of lines in the console by increasing the iConsoleVisibleLines setting in the config file, found at
..\Documents and Settings\"User Name"\My Documents\My Games\Oblivion\Oblivion.ini
- As of v14, several new variables types have been added:
- %i - prints the formID of a reference or object
- %k - prints a string representing the key associated with a DirectInput scan code
- %n - prints the name of a reference or object
- %r - prints a newline
- %c - prints the name of a component within another object. Takes two arguments - an object (ref) and the index of the component you want to access (short). Supported object types:
- Magic Item - prints the name of the nth effect item.
- Faction - prints the male rank title of the nth rank.
- Also, you can now use up to 20 variables.
- Additional format specifiers used by the C function printf() may work as well. Due to the fact that integer script variables are stored as floats, using %0x to display hexadecimal notation may not display the expected output.
- Example (note that due to wiki limitations, the MessageboxEX line has been split into two):
ref refVar1 ref refVar2 short keyCode short goldCost ... set refVar1 to AdrianDecanusREF set refVar2 to ShadySamREF set keyCode to GetControl 15 ; menu key, assuming 'Tab' (15) set goldCost to 500 MessageBoxEX "Press %k to summon a companion %rCost: %g gold|%n|%n|Cancel" keyCode goldCost refVar1 refVar2
prints out
Press TAB to summon a companion Cost: 500 gold [Adrian Decanus] [Shady Sam] [Cancel]