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So, if you're fine with reading from stdout (console), you can just use the print() function in scripts. This also writes to SSBD.exe.log (which is something you should be careful with, because that file could end up being huge).
There's no real APIs that ley you write to any file or socket explicitly, as that would kind of be a security issue with the Workshop, so the logfile is the closest you can get there.
Another idea is to render pixels to the HUD that you can read back, but that's kind of a hacky way around it.
Reading up on your scripting documentation I find it really hard to create custom triggers to do very simple stuff. For example, if want a trigger to listen for the event "UnitEventType::Damaged" And then tell me the damage value, how do I set it to always listen to the player actor? And how do I access the actual damage values? Also is it possible to store some "global" variable between world scripts?
I must say you got a nice thing going on here and it seems very powerful, but there is very little documentation and it frustrating to not be able to autocomplete :p
So, if you're running the campaign in a custom scenario, you need to make a class that inherits from Player, and then use the class rewrites to add custom behaviors to it.
My suggestion is to override the Damage method:
Not entirely sure if this works, because the Angelscript version used in Bogus Detour is a little old[www.gamedev.net]...