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6. Debugging

Max Kunes edited this page Jan 5, 2019 · 1 revision
  • Navigate to your DayZ directory. In it, you should find the DayZDiag_x64.exe. If you do not, verify your game files.
  • Copy the two bat files (startDebugClient.bat, startDebugServer.bat) in from the repository to your DayZ main directory.
  • Change any paths in the startDebugServer.bat as necessary.
  • Navigate to the WorkBench Script Editor and go to Debug at the top left. Here you can choose whether or not you want breakpoints to fire on the client or the server. You can change this setting at runtime, so it shouldn't matter. For this part of the tutorial, set it to server.
  • Now start the startDebugServer.bat. The same process applies for debugging the client, but I will choose to debug the server here.
  • After around 30 seconds or so, you should get a notification that the server debugger has attached. You can also check this by checking the window title of the Script Editor. If the script editor does not show the message below and you started it with the bat file, check the paths in the startDebugServer.bat and make sure there are no errors when compiling your mod in the Script Editor.
  • active debug message
  • Now, if everything else in the tutorial has been done right, you should be able to navigate through the projects window in the Script Editor to any file in your mod you will want to debug and breakpoint any line.
  • If when you breakpoint you get this icon below, Script Editor has not been able to resolve the path to any running mod. Most likely you messed something up during the tutorial. If you create an issue, someone or myself may be able to help you.
  • Debug did not find file.
  • If you see the normal filled red circle instead, you should be all good to debug away. Good Debugger
  • Remember to always edit the unpacked mod folder and then copy any changes to that to the packed folder and repack your mods on all changes.
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