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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Working Example of the Sys_Get_AI_Storage_Long and Sys_Set_AI_Storage_Long functions

Submitted by unnamed on Wed, 2007-06-20 20:24. SE:V MODs

I'm looking for a working example of the Sys_Set_AI_Storage_Long and Sys_Get_AI_Storage_Long functions. All I want to do is save a single long value from one turn and retrieve it the next. Apparently what I'm doing is wrong, and my brain hurts from memorizing law bull****, so I dont have the patience to work it out myself right now. THanks

-unnamed

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Re: Working Example of the Sys_Get_AI_Storage_Long and Sys_Set_A

Submitted by homo ludens on Thu, 2007-06-21 02:54.

As i remember, to save values from one turn to another there are special functions which described in scripting manual. Don't remember its names. It is in the section concerns AI. Theese functions save lists of values and you can access to certain value by giving the list number and listindex in the specified list as params to the function. Just like a two-dimensional array.

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Thy Reaper's picture
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Re: Working Example of the Sys_Get_AI_Storage_Long and Sys_Set_A

Submitted by Thy Reaper on Fri, 2007-06-22 15:34.

What you've just described is exactly what he mentioned.

Stock's diplomacy makes use of these functions I believe. The syntax should be function(player_id, list_num, element_num).

So you'd call Set([player_id], 2, 1), then Get([player_id], 2, 1) on the subsequent turn. What's the code you're currently using?

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Re: Working Example of the Sys_Get_AI_Storage_Long and Sys_Set_A

Submitted by unnamed on Tue, 2007-06-26 18:51.

Thanks for the input homo ludens and Thy Reaper.

I was doing it correctly but another function used the same save location (politics or statechange) and was zeroing out my saved number. Also, I forgot to put a default number in at an appropriate point and it game me garbage because of it. All good now though. Thanks

-Scott

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