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

Script function problem

Isopsyco's picture
Submitted by Isopsyco on Thu, 2007-12-20 21:39. SE:V MODs

I using the function Sys_Get_List_Of_Space_Objects_Of_Type with space object type ship and the list isn't filling.

The code below is my function, you can see next to it the same function call but calling for planets instead. The planet list fills and gives me a value.

Anyone see a problem with my script or is there a bug in the function, if so it also effects the intel and external events script files (only other two places where I found those functions used with the ship object).

//------------------------------------------------------------------------ // BSG Player Ship Count Used Empire Main at very begining storage location: player,7,1 //------------------------------------------------------------------------ function Player_ship_Count_BSG returns boolean params vars ship_list: longlist planet_list: longlist current_player: long planet_count: long ship_count: long

begin
set current_player := sys_long_Player_ID
call Sys_Get_List_Of_Space_Objects_Of_Type(SPACE_OBJECT_TYPE_SHIP,ship_list,TRUE,FALSE,current_player)
call Sys_Get_List_Of_Space_Objects_Of_Type(4,planet_list,TRUE,TRUE,current_player)
set ship_count := ship_list.count()
set planet_count := planet_list.count()
call Sys_Set_AI_Storage_Long(current_player,7,1,999)
call Sys_Set_AI_Storage_Long(1,9,1,ship_count)
call Sys_Set_AI_Storage_Long(1,9,2,planet_count)
end

‹ Small Crystalline Fighter Looking for way to determine if two players have specific treaty element ›
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Isopsyco's picture
Mod Designer

Re: Script function problem

Submitted by Isopsyco on Fri, 2007-12-21 15:40.

Aaron answered my email and found the most likely culprit. Evidently you shouldn't swap script files in a save game and expect fidelity.

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