ĭisplays the variable specified by (of type ). The parameters control the amount/charges of the item.
Temporarily highlight Doors + Ground ObjectsĪdvances the in-game 'real time' counter. Keep screen centred on selected character (Followed by ENTER) Write Debug Dump to log file (if Logging On = 1) (Followed by ENTER) Debug Dump (if Wild Surge Keys = 1) Enable this shortcut by adding WILD SURGE KEYS=1 under the section of Baldur.ini. If non-zero, all spells will trigger the specified wild surge. (TOB might need to be installed.) Sets the Wild Surge ID.
3 Baldur's Gate II / Baldur's Gate II: Throne of Bhaalīaldur's Gate / Baldur's Gate: Tales of the Sword Coast Activating the Console.1 Baldur's Gate / Baldur's Gate: Tales of the Sword Coast.
I would like to be able to run a user defined function programmatically through the command line, then be able to interact with the FreeMat GUI after the function has completed.Īlso, is there a possibility of getting a working build environment, that will produce a FreeMat Windows executable, in a virtual machine format (VMware or virtualbox, etc.)? I'm probably capable of contributing to the development on this project, but don't have the time or energy to devote to creating a working build environment. Unless there is something about the Qt GUI system that I am not aware of, omitting the line "emit SendCommand("quit") " from the FuncMode::Fire() method would cause the function to execute within FreeMat, then GUI control to be handed back to the user (i.e. The only change I can see that would be required is to line 27 in the new file based on FuncMode.cpp.
I've looked through the source code files and it looks like this feature could be implemented in the form of a new command line flag, based on the -f flag. I am in need of a way to execute FreeMat from the Windows command line in something similar to function mode (-f flag), but without FreeMat quitting when the function has completed.