Are you sure it verifies them then? I threw together a very simple looped event thing (found here http://pastebin.com/Mq69Juxj ). You can get right up to ship selection, and clicking start crashes the gameDryEagle wrote:I'm fairly certain the game verifies all event chains during loading screen (before main menu) so if you have some loops there then it will probably break it, yes.
Crashes
-
- Posts: 4
- Joined: Thu Mar 14, 2013 5:20 am
Re: Crashes
-
- Posts: 363
- Joined: Thu Oct 04, 2012 11:17 am
Re: Crashes
OK, in that case perhaps 'verifies' was not the right word.
But, it does certainly check events file for errors.
Incorrectly formatted events file will cause crash before the main menu (at least in some cases).
But, it does certainly check events file for errors.
Incorrectly formatted events file will cause crash before the main menu (at least in some cases).
-
- Posts: 792
- Joined: Thu Oct 25, 2012 12:01 pm
Re: Crashes
Would it be possible to insert a one-member eventList betwen reciprocal events to 'break' the loop?
A -> B -> eventList(A) -> A...
Or are events also forbidden from calling eventList IDs in their histories.
Edit: Confirmed this will crash too.
A -> B -> eventList(A) -> A...
Or are events also forbidden from calling eventList IDs in their histories.
Edit: Confirmed this will crash too.

-
- Posts: 792
- Joined: Thu Oct 25, 2012 12:01 pm
Re: Crashes
Well, maybe spawn a ship with 0 hp, which continues the loop when it's destroyed... 
Heh, give it transparent hull, floor, shield, gibs... it'd still go boom though.

Heh, give it transparent hull, floor, shield, gibs... it'd still go boom though.