[Defconapi] Loading debug symbols without user intervention
Chong-U Lim
cl2006 at doc.ic.ac.uk
Thu Mar 26 07:52:29 CDT 2009
Hey Luke,
I'm writing a bot for my final year BEng individual project, hehe, and I
happen to be focusing quite a bit on genetic algorithms ;) I don't have
any formal write up and my wiki is quite out of date ( as it's
examinations period now ), but I'm always happy to discuss anything
regarding the bot.
Pertaining to your question, there should be a command-line argument
that goes something like AI="<path to dll here>" which should automate
the selection of the AI bot automatically, rather than relying on you to
select it from the drop down box. I, personally, have used that quite a
fair bit, so I'm pretty sure it works... though it's important to get
the relative directory path correct.
Do follow up if anything doesn't work.
All the best!
-Chong-U
Luke Meyers wrote:
> Okay, writing again a little sooner than I thought :)
>
> I've got a skeleton for my own bot now, based on simplebot. I played
> around with the command line args and have been able to launch the
> game with debugger attached and set breakpoints and such. However,
> there's one snag -- Visual Studio doesn't load the symbols unless I
> physically click and select my bot from the dropdown on the battle
> lobby. This kind of puts a chink in my plans for fully touchless
> world domination.
>
> I can understand why the symbols wouldn't be loaded right at launch,
> since it's choosing an AI DLL to load at runtime, but once it's
> actually got the game up and running it's obviously got the bot loaded
> because I can see the bot's behavior. The command line option to
> choose the AI performs the same function and should make twiddling
> this UI widget unnecessary, but it fails to load the debug symbols.
>
> Anyone else have this problem? Any solutions?
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