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Best development practices (Debugging/Reloading)

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Hey guys


Finally got time to finish off my awesome callouts. Just to make sure I don't miss any helpful features... what are good practices working with LSPDFR plugins?
Right now I do:

Launch Game

Test stuff

Change code and build

F4 ReloadPlugins

F4 ForceDuty

F4 Start callout

Test stuff

Game crashes

Repeat

 

I would be happy about any advice 🙂

  • Management Team

You can load your plugin with automatic reload enabled (last parameter for loading a plugin) and then configure VS to copy it to the plugins folder after each compile. That way after each recompile your plugin gets reloaded automatically. You can also debug your plugin by attaching VS to the game process. It should work for quite a while until the game's DRM shuts you down.

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

9 hours ago, LMS said:

That way after each recompile your plugin gets reloaded automatically.

Is that just for RPH plugins? Or does that work with LSPDFR plugins as well? If so, will it reload LSPDFR completely (my guess) or will it just reload the single LSPDFR plugin?

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  • Management Team
4 hours ago, TheUniT said:

Is that just for RPH plugins? Or does that work with LSPDFR plugins as well? If so, will it reload LSPDFR completely (my guess) or will it just reload the single LSPDFR plugin?

 

Reloading only works when using a standalone RPH plugin.

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

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