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In answer to (2), pressing the Callstack button in the debugger shows how the function was called, with the current function at the top of the list and what called it below. The C++ side calls the script functions that are attached to the object, i.e. its "Activescript" so off the bottom of the list is "C++ code that called the script"
(3) seems like you want a new type of breakpoint, similar to pressing the | key when a unit is selected, but keeping the breakpoint active until you say otherwise. I will look into this.
(4) Once an agent's "ActiveScript" is set, it is not immediately run. The rest of the current function is run, then the "ActiveScript" will be run the next time the agent is given some processing time. So in your example, the whatever the agent's basicscript was pointing to will be run at the agent's next update cycle.
Are you making an override function for Berserk? You should just be able to make a new GPL file with something like this (I have'nt compiled it) and add it to your mod
You will probably have to override berserk_defend as well.
p.s. There seems to be a crash bug with the debugger if you try and use it again after starting a second game in the same session. I will fix it in the next update.
It seems to be working for me. Do you have UseGPLDebugger set to 1 in your MajXPrefs? That needs to be on for the logging to be enabled. Do you see anything in the gpl.log file? The game should at least print out that it has started and will print the bytecode files it has loaded when you start a quest.
Below is a sample of a simple adjustment I made to add log output to the Blessing spell, along with log output when I tried casting on a couple of passing henchmen. It doesn't look like the specific DebugOut arguments are showing up. Or am I doing something wrong?
https://s28.postimg.org/xrnmkkect/gpl_script_excerpt.png
https://s28.postimg.org/9zeb91cbv/debug_window_output.png
https://s16.postimg.org/5wy1g74g5/error_1.png
https://s16.postimg.org/ipm5g4g1x/error_2.png