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Posted: Thu Jul 15, 2010 5:12 pm
by CaptKev
Try deleting this section of code
Code: Select all
var excl = new Array();
if (missionVariables.famous_planets) {
excl.push(8, 130, 40, 125, 247, 101, 56, 155, 149, 142);
}
for (var i = 0; i < excl.length; i++) this.system_info[excl[i]] = 0;
Posted: Thu Jul 15, 2010 5:19 pm
by Cmd. Cheyd
Apparently I'm talking to myself for the sheer joy of listening to my own keystrokes...
Edited to save folks the time of scrolling up...
Cmd. Cheyd wrote:
Code: Select all
system.mainPlanet.texture = 'home_planet' & (((this.system_info[galaxyNumber * 256 + system.ID + 1] & 0xFF000) >> 12) + 1) & '.png';
Posted: Thu Jul 15, 2010 5:53 pm
by JazHaz
CaptKev wrote:Try deleting this section of code
Code: Select all
var excl = new Array();
if (missionVariables.famous_planets) {
excl.push(8, 130, 40, 125, 247, 101, 56, 155, 149, 142);
}
for (var i = 0; i < excl.length; i++) this.system_info[excl[i]] = 0;
Don't use Famous Planets so that should affect me.
Posted: Thu Jul 15, 2010 7:14 pm
by Eric Walch
JazHaz wrote:CaptKev wrote:Try deleting this section of code
Code: Select all
var excl = new Array();
if (missionVariables.famous_planets) {
excl.push(8, 130, 40, 125, 247, 101, 56, 155, 149, 142);
}
for (var i = 0; i < excl.length; i++) this.system_info[excl[i]] = 0;
Don't use Famous Planets so that should affect me.
It seems as bad programming to me: recognising the existance of an oxp by setting a missionVariable because that variable will stay there, even if the oxp is removed. Better check if the oxp itself is installed by checking if "worldScripts.famous_planets" exists. (Or whathever the script of famous planets is called by this.name in its script)
I am talking about the check in the original systemRedux. The deep horizon version of Cmd. Cheyd does check correctly for the oxp itself being installed.
Posted: Fri Jul 16, 2010 6:27 am
by CaptKev
Eric Walch wrote:JazHaz wrote:CaptKev wrote:Try deleting this section of code
Code: Select all
var excl = new Array();
if (missionVariables.famous_planets) {
excl.push(8, 130, 40, 125, 247, 101, 56, 155, 149, 142);
}
for (var i = 0; i < excl.length; i++) this.system_info[excl[i]] = 0;
Don't use Famous Planets so that should affect me.
It seems as bad programming to me: recognising the existance of an oxp by setting a missionVariable because that variable will stay there, even if the oxp is removed. Better check if the oxp itself is installed by checking if "worldScripts.famous_planets" exists. (Or whathever the script of famous planets is called by this.name in its script)
I am talking about the check in the original systemRedux. The deep horizon version of Cmd. Cheyd does check correctly for the oxp itself being installed.
Sorry, I didn't realise world scripts existed back in 2007 when System Redux was written.
I created a template for PAGroove to use for his Famous Planets and thought I would make it compatible with my OXP.
Nobody said I was any good at programing, but I do try!
Posted: Fri Jul 16, 2010 2:54 pm
by Cmd. Cheyd
I'll ask again - Can a Moderator split the SR1 troubleshooting to it's own thread?