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

Title: messing around in the Tech Room
Post by: Goober5000 on January 26, 2003, 09:59:11 pm
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. :)
Title: messing around in the Tech Room
Post by: StratComm on January 27, 2003, 12:46:33 am
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.