Detecting when gameplay stops pending [message #241599] |
Sat, 27 January 2007 16:31 ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
![](http://renegadeforums.com/images/custom_avatars/2893.jpg) |
danpaul88
Messages: 5795 Registered: June 2004 Location: England
Karma: 0
|
General (5 Stars) |
|
|
How can I detect when gameplay is no longer pending in the FDS? I have some custom scripts which work fine in LAN mode etc, but in the FDS they crash because they use Get_Shield_Type() on an obj while gameplay is still pending, which seems to cause it to crash.
|
|
|
|
|
|
|
|
|
Re: Detecting when gameplay stops pending [message #241736 is a reply to message #241599] |
Sun, 28 January 2007 05:28 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) |
![](http://renegadeforums.com/images/custom_avatars/2893.jpg) |
danpaul88
Messages: 5795 Registered: June 2004 Location: England
Karma: 0
|
General (5 Stars) |
|
|
strcpy_s ( defaultShieldType, sizeof( defaultShieldType ), Get_Shield_Type ( obj ) );
It works if you play LAN or host through Renegade, but it crashes the FDS unless I comment out that line...
|
|
|