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Scripting error modal window


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Posted

Can anyone please remind me, how to disable the appearance of the modal scripting error window, so the error will be only visible in the log file without blocking the DCS?

Natural Born Kamikaze

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Posted

https://wiki.hoggitworld.com/view/DCS_func_setErrorMessageBoxEnabled

Just run this function once. 

env.setErrorMessageBoxEnabled(false)

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Posted

@Grimes Is there any lua file, where I could put it once forever, that has small probablity to be changed by updates?

Natural Born Kamikaze

-------------------------

AMD Ryzen 5 3600, AMD Fatal1ty B450 Gaming K4, AMD Radeon RX 5700 XT, 32 GB RAM Corsair Vengeance LPX, PSU Modecom Volcano 750W, Virpil Constellation Alpha Prime on Moza AB9 base, Virpil MongoosT-50CM3 Throttle, Turtle Beach VelocityOne Rudder.

Posted

@Grimes Would it be possible for developers, to put it in this file as a part of base package to have it by default? I am quite sure, that most scripting mission makers would appreciate it.
Of course ideal would be to have the option in the game for it, but I am not so dare to ask for it.

Natural Born Kamikaze

-------------------------

AMD Ryzen 5 3600, AMD Fatal1ty B450 Gaming K4, AMD Radeon RX 5700 XT, 32 GB RAM Corsair Vengeance LPX, PSU Modecom Volcano 750W, Virpil Constellation Alpha Prime on Moza AB9 base, Virpil MongoosT-50CM3 Throttle, Turtle Beach VelocityOne Rudder.

Posted (edited)
On 12/12/2023 at 6:28 PM, Amarok_73 said:

I am quite sure, that most scripting mission makers would appreciate it.

I know that I'm not most people, and I'm probably the minority as script development is part of my regular mission work. Turning off that error screen would make my work that much harder (it's the only "debugging" tool available to script developers), and I would absolutely, positively hate it if there was yet another obstacle put in us coders' way to deliver working code.

I personally find it much better if this last vestige of QoL was left in, and the code stopped when the coder messed up. Otherwise, code would fail silently (even on spelling errors!), and have everyone scratch their heads why a mission doesn't do what it should do (this is bad enough today when you receive a callback from missionCommands  -- that has errors disabled and requires a redirect just to escape it for debugging purpose). I think it would be better if the error dialog stayed in, and mission creators added that one disabling line as a DOSCRIPT action AT START for "production" missions by hand.

My 0.02$ of course, YMMV.

Edited by cfrag
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