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zingfharn

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  1. It also doesn't seem to autocomplete for stuff up the chain. So, if I extend Pawn, it doesn't know about the variables in class pawn for autocomplete/intellisense.
  2. Ech, it's more down to lack of people playing for me. Why spend time when no-one's going to see it.
  3. Is there a scaling offset from the origin? Like, if you do 0,0 is it where it should be, but 100, 100 is actually 150, 150?
  4. Yup, I found that with tech requirements too - you need to put "Needs Laboratory" in the desc, if you want to require a lab, and also show it despite requirements.
  5. The fact that Firebrand looks exactly like Ferro is what sold it for me.
  6. Tools -> options -> projects -> build and run
  7. That gives it to rank 3 and above, I think. If you're ok with that, it should be fine.
  8. What level of logging do you have set?
  9. Perhaps a little more data? One looks like a warning, though. like when you do function() { local int a, b; a = 2; }it'll warn about b.
  10. Yep! But make sure you check the tech is there before you add it ; ) I ended up with a very broken game when I forgot to do that. Items will just get loaded in fine, because they depend on techs, so need to refresh each time (or something ; )
  11. Yah, I have a mod which literally just spews out log entries OnInit, OnReceiveFocus, OnLoseFocus and OnRemoved for all screens, all the time, always activated, so I can see if anything strange is happening. class ArmListen extends UIScreenListener; Event OnInit(UIScreen S) { `Log("OnInit:" @ S); } Event OnLoseFocus(UIScreen S) { `Log("OnLoseFocus:" @ S); } Event OnRemoved(UIScreen S) { `Log("OnRemoved:" @ S); } Event OnReceiveFocus(UIScreen S) { `Log("OnFocus:" @ S); } defaultproperties { // Leaving this assigned to none will cause every screen to trigger its signals on this class ScreenClass = None; }Edit: ps - be super careful with tacticalhud. It has a double init, and does other really weird stuff when reloading saves (so it can smash save scummers). It also doesn't handle global vars at all well.
  12. Oh, and another really little thing. In .ini files ; This is coloured as a comment bool = true ; but this isn't
  13. Agreed! It's a small thing, but it catches me all the time. As for everything else, seems to work like a charm. Thank you!
  14. Goto? What about break? You need to AddStateObject for every state item which changes. You can submit the changes after adding lots of state objects. So CreateChangeObject Loop { // Do stuff Add state object } SubmitChanges
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