Game

The Game tab is the fifth tab in the Developer UI menu. It contains windows that cover game events, animations, player camera and sounds.

The Game tab

It consists of 5 windows - Game Events Debugger, Server Anim Debug, Stick Cam Debug UI, Client Anim Debug and Sound Emitter System Debug.


Game Events Debugger

Game Events Debugger shows the list of all the events that exist in the engine, as well as records and logs the events that happened in a specified period of time.

There are 2 submenus - Event Definitions and Event Log.

Event Definitions

Shows the list of all the events that exist in the engine, as well as additional information about them and their groups.

The menu is a table of events, it has the following columns:

  • Event Name is the name of an event / group of events.

  • Num Listeners shows the amount of event listeners of this group.

  • Reliable? shows if this event is reliable to use. Should always be true.

  • Event ID shows the ID of the event. The events table shows events with low IDs higher up in the table.

  • Local? shows is the event local or global.

  • Serialized Bits shows serialized bits of the event.

Game Events Debugger

Event Log

Shows all the events that have been executed during the recording.

This menu has the following functionality:

  • Filter is a text entry to filter entities by the text put in it.

  • Recording is a checkbar that toggles the recording.

  • Clear Event Log is a button that clears the log below.

  • Event log table is a table that contains the events that happened in a period of time. Can be sorted by Time, Event Name or Event Data.

Game Event Log


Server Anim Debug

Server Anim Debug shows information about an entity that is currently playing its animation or is able to be animated. Note that this menu is server-sided.

Server Anim Debug

The menu has the following functionality:

  • Trace Mask is a filter for the trace function that looks for the dynamic prop. Must be defined as a mask, in numbers.

  • Pick Entity is a button that builds the trace. If it fails to find a dynamic prop, nothing happens.

  • Entity Index is the ID of the entity.

  • Classname is the classname of the entity.

  • Name is the targetname of the entity.

  • Model is the model of the entity.

  • Cycle is the amount of times any animations of this entity are played.

  • Sequence is the animation that is currently playing on this entity. Can be changed at a runtime.

  • Skin is this entity's texture skin.

After a dynamic prop is selected, 5 submenus appear:

Transform

  • Origin Absolute is the position of this entity relative to the center of the map.

  • Origin Local is the position of this entity relative to the owner of this entity (if it has an owner).

  • Angles Absolute are the angles of this entity relative to the center of the map.

  • Angles Local are the angles of this entity relative to the owner of this entity (if any is specified).

  • Velocity Absolute is this entity's velocity.

  • Velocity Local is this entity's velocity relatively to the owner of this entity (if this entity has an owner).

Attachments

Shows attachments of the model used by this entity, as a table.

The columns are divided by Index of the attachment, Name of the attachment, and Position of the attachment.

Bones

Shows this entity's bones, as a table.

The columns are divided by Index of the bone, Name of the bone, and Position of the bone.

Pose Parameters

Shows pose parameters, if the entity uses animations made in Faceposer or generally uses bones to animate.

The parameters are shown as a table, columns of which contain Index, Name, Flags and Value of the parameter.

Server Anim Debug menu


Client Anim Debug

Client Anim Debug is identical to the Server Anim Debug menu, except it hooks up on the client side.

Client Anim Debug


Stick Cam Debug UI

Stick Cam Debug UI is debugging window for the adhesion gel.

There are 4 values in this menu:

  • m_Up is the up vector.

  • m_vEyeOffset is a vector showing the eye offset from the view.

  • m_vecOrigin is a vector showing the origin of player's eyes.

  • m_qQuaternionPunch is a vector showing the quaternion punch of the view.

Stick Cam Debug


Sound Emitter System Debug

Sound Emitter System Debug is a window that allows users to play any sound available in the engine. Sounds should be defined in soundscripts in order for them to be player, no raw sounds allowed.

Server Anim Debug

Sound List

The list of all the sounds available.

There are the following buttons:

  • Reload Client reloads all the sounds on the client side.

  • Reload Server reloads all the sounds on the server side.

  • Stop Previewing Sounds stops any sounds that are played by this menu.

  • The list of all the sound, with the button to play a specific sound, the amount of sounds that will be played by pressing the play button, the sound's channel and the soundscript this sound is from.

Server Anim Debug

Sound Scripts

The list of all the soundscript registered in the engine.

  • Reload Client reloads the soundscripts client-side.

  • Reload Server reloads the soundscripts client-side.

Server Anim Debug