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I've been running my head into a wall trying to figure out how I can pass a location with arguments to my script so I wouldn't have to keep on hardcoding params and reuploading the script for it to work. Right now, my script works appropriately when I invoke it like this: >sec_chk(o:#s.testloc.test) that uses hardcoded variables in the script like so code:
>sec_chk{o:#s.testloc.test{arg1:"foo", arg2:"bar"}} But I don't think that's gonna be at all viable, probably because of some misconceptions about the function of scriptors, or at the very least just because I can't get the parser to stop freaking out over nested curly braces (which can't be escaped here). So, I started thinking of other ways that I could get a list of arguments the avoid the issue, mainly a loop that iterates through Object.keys(args) to just pull out the variables that I specify in the script and then just reassemble them. That hasn't worked out very well and I'm pretty sure I'm missing a simpler way to do all this, any ideas?
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# ¿ Oct 9, 2016 21:12 |
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# ¿ May 14, 2024 01:03 |
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Works perfectly, thanks for the help. I don't think it will really help anyone, but here's the barely functioning script. It'll just run get_access_level and get_level on all the addresses in a given page. The hope is that it will quickly determine for you if there's any script that may have been planted in a bunch of innocuous-looking locations. code:
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# ¿ Oct 10, 2016 14:37 |
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Arghonautz posted:Nearly all my coding has been done in C# in unity, is their an equivalent to Debug.Log in this that i can use to get output part-way through a script, or post messages to the console as the script runs? Need to be able to see where things are going wrong! I'm interested in this too, I've been using returning a tell to myself using code:
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# ¿ Oct 25, 2016 04:34 |