Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Goober5000 on January 26, 2003, 09:59:11 pm
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People have reported that tech-add-ships doesn't work as it's supposed to in user-made campaigns. Instead of the proper ship name being displayed, another ship is displayed instead, or the ship is completely absent. I checked the code, however, and it seems like it should work fine. Could someone post exactly what is wrong with the Tech Room and what happens when you use tech-add-ships, so I can fix it?
Thanks. :)
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I've never been able to get tech-add-ships to work, nor does the "in tech room flag" seem to function, so adding custom entries is a real pain. You lose a bit from your campaign options when you take it out, but I really think the tech room should default to always present unless specified otherwise in the tables. The biggest problem is that it [the tech room list] doesn't reset after a campaign is reset, and the list of ships to be shown is stored by ship index, not ship class name, and thus goes haywire when new mods are added.