But oolite just crushes when the code is run. This code is in a choiceEvaluation function called by a delegate passed to mission.runScreen.
I used the same code in PylonBasedEqRemover.oxp and had no problem with it. But mission screen for this equipment was triggered from playerBoughtEquipment.
One possible problem immediately springing to mind is, what happens if the code is executed while the player has no pylon-mounted equipment installed and missArr is therefore empty?
One possible problem immediately springing to mind is, what happens if the code is executed while the player has no pylon-mounted equipment installed and missArr is therefore empty?
If anybody knows how to write a new one of these, or a fixing override... At the moment we can only sell everything in the missile bay ... but with 60-odd missiles, mines & bombs, if one just wishes to exchange one for another, and the local orbital station has a lower TL than needed to buy some of them back...
Or maybe this facility should be included in the Oolite game code...
If anybody knows how to write a new one of these, or a fixing override... At the moment we can only sell everything in the missile bay ... but with 60-odd missiles, mines & bombs, if one just wishes to exchange one for another, and the local orbital station has a lower TL than needed to buy some of them back...
If anybody knows how to write a new one of these, or a fixing override... At the moment we can only sell everything in the missile bay ... but with 60-odd missiles, mines & bombs, if one just wishes to exchange one for another, and the local orbital station has a lower TL than needed to buy some of them back...
Great! Thank you for sorting it out. It just seems to be such a basic thing (just like your Maintenance on Demand, Lave Initial Shipyard & Planet Forests/Oceans). Now that I've finally finished listing the equipment, I hope to retrun to LongWayRound with a summary of what you taught me and my first stab at adding a mission screen with options.