Reliably setting feature and unit IDs on creation - Page 2

Reliably setting feature and unit IDs on creation

gajop's in-engine scenario and map editor

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Kloot
Spring Developer
Posts: 1842
Joined: 08 Oct 2006, 16:58

Re: Reliably setting feature and unit IDs on creation

Post by Kloot » 22 Aug 2017, 14:17

when you first need to remove the existing units
I am talking about LuaLoadSave (the alternative to creg) where gadgets decide what parts of the simulation state they want to keep and there are no existing units when loading. Can you stop getting on my nerves now kthxbai?
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smoth
Posts: 22295
Joined: 13 Jan 2005, 00:46

Re: Reliably setting feature and unit IDs on creation

Post by smoth » 22 Aug 2017, 16:07

hokomoko wrote: [*] Engine dev replied: "No, it may still be in use and it's not reliable at all"
[*] The game dev said: "Well, so only do it if it's possible"
[*] Engine dev, demoralised and depressed said: "I have no idea how this helps you but I will code it in because my soul is empty"
[*] A few uneventful years pass
[*] gajop asks how to reliably set feature and unit IDs.[/list]
this is probably likely
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