Originally posted by Cobra
this is why i hate variables.
I wouldn't take the problems I'm having here as a reason to avoid variables. They're an incredibly powerful tool. I'm running into problems cause I'm trying something right on the bleeding edge of their use. I doubt more than a handful of FREDders have ever used string variables let alone tried to assign them a null value like I'm doing. I'd certainly never given them more than a cursory glance before I tried using them in this mission.
Originally posted by Goober5000
Well, you can delay evaluation of sexps via chaining. Clever sexping might work.
I don't think chaining will help. The crash is occuring on mission load not once the mission is running. I'd be surprised if the game checks the syntax of all the events on mission load but stops if it finds a chain.
EDIT : I realised that it would take me let time to check than it did to write that

Yep. Chaining doesn't help null values can't be assigned to a SEXP. The mission must be able to make sense of the value during mission load. I'll test to see if you can assign a null value while the mission is running in a bit. My bet is that with chaining you can but an unchained mission will cause a spectacular CTD
I can see a way around the problem now that I can make equivalence tests though. I'll just assign the initial value of the SEXP to be an invisible far off ship called dummy and check if the variable = dummy before I do anything.
Originally posted by Goober5000
Yep, it's in CVS.
Thanks a lot for this once again. I'm sure only myself, Sesquipedalian and a small handful of other FREDders will care but I'm sure we'll find this very useful
