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

Problem with getting compiled AI scripts to work

Submitted by Blubel on Sat, 2008-10-04 15:26. SE:V MODs

So after Kwoks new fabulous BM release I thought I would give AI scripting a chance myself. (Hopefully, this time I will have enough time for it...)
I am probably forgetting something very obvious, but I have no idea what.
Basically, I changed a few things in script_ai_design _creation, the race_setup and race_main_scripts. Both compiled without problems. I played the race in quick game and used the runturns cheat. The game hung while processing the races turn. After replacing the race_main_scipt with the original one, it worked again, so the problem must be with that file.
I have undone every change I made in both ai design creation and the race main scrict and compiled again, with the same result. In case I had forgotten some change, I replaced both files with Kwoks original ones and compiled them, which ultimately gave me the same error. Now I have used a file date changer, changing the data to the original one, but to no good.
So has anyone an idea what could cause this, or should I just ask Kwok to compile the file for me, using all the black magic he must use to get his entire mod running. Eye-wink

Thanks, Blubel

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Captain Kwok's picture
Mod Designer

Re: Problem with getting compiled AI scripts to work

Submitted by Captain Kwok on Sat, 2008-10-04 17:06.

In the past I know systems that have commas (,) for decimals (.) can cause issues with SE5's compiler that would produce the situation like you describe. If you set your system to use (.) for decimals, you should be able to compile successfully.


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Re: Problem with getting compiled AI scripts to work

Submitted by Blubel on Sun, 2008-10-05 06:29.

That worked, thanks a lot.

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