Scripters FYI: Wierd problem with strings in loops and SETA

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voxol
Posts: 429
Joined: Sun, 30. Oct 05, 14:42
x3

Scripters FYI: Wierd problem with strings in loops and SETA

Post by voxol »

I've just found something rather strange that you might want to look out for in your own scripts... or even might have a reason and solution I can use where I dont have to rewrite eveything!

I had a global script running an infinite loop with a 2000ms wait, and with a couple of lines similar to the following:

$globalstring = 'lib.blah.' + $race

I started having this problem where my sector map would freeze when I was in SETA, and also my autopilot would reduce to 0 speed and just sit there whenever it had to change direction, until I stopped SETA, at which point it would resume. Very very strange.

I slashed away at my code until I commented out the 2 lines similar to above and everything started working normal again (worth mentioning that even with these lines commented, $globalstring is not null, so other parts of the code work normally).

If anyone could give reasoning for this I would be most appreciative. Otherwise bear it in mind, cause it took me ages to associate this problem with my script (which otherwise works perfectly fine).

I'll say it again. Wierd.
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22408
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

not sure if thats whats causing it, but the problem has been reported in the past.

althou it was pre patch, and since the latest patches its not really been mentioned, so i assumed it was fixed.

at i guess when it trys to process to fast, ie on SETA, it would either block or skip any other scripts from running, and as the game uses scripts to move the ships, all the movement is stoped as the scripts are no longer getting processed.

i never really create strings that way anyways, i always use the sprintf commands.

Code: Select all

$globalstring = sprintf: fmt = 'lib.blah.%s', $race, null, null, null null
voxol
Posts: 429
Joined: Sun, 30. Oct 05, 14:42
x3

Post by voxol »

EDIT: OK not so sure, sprintf method might have worked here...
voxol
Posts: 429
Joined: Sun, 30. Oct 05, 14:42
x3

Post by voxol »

OK yeah, sprintf doesnt seem to have the same problem. Interesting stuff.
Snike7603
Posts: 12
Joined: Sun, 16. Nov 08, 00:48

Post by Snike7603 »

Hi to all.

Dear scripters, I need your help. After installing some script, I've got exactly the same problem, as described by voxol :( Unfortunatelly, I didn't noticed it immidiatelly, and now I can't remember, what was installed, before this trouble begins.
To check every mod and script from my "build" of X3 - it will take a few days of continious work, to remove script, start a new game, check and so on :(
As far, as I understood from the posts above, this can be caused by some function in the scripts. I've tried to seearch for the text similar to the one from 1st post, inside all scripts in \scripts directory, but with no result :( Is it possible somehow, to find this stupid problem-causing script without "one-by-one exclusion" method?

Will be very gratefull for help.
Khas
Posts: 55
Joined: Sat, 12. Jul 08, 03:27

Post by Khas »

I've noticed this with RRF - I disabled RRF in game and everything works fine again. Not sure if it's exactly the culprit, or it was creating enough load on the game to cause another script to block it to run or not, but it's definitely something that's weird - especially IS, when I can see that the ships stop!
Snike7603
Posts: 12
Joined: Sun, 16. Nov 08, 00:48

Post by Snike7603 »

Thanks for reply, but unfortunatelly, I have no Race Responce Fleets installed.
Any other ideas, please?..
Snike7603
Posts: 12
Joined: Sun, 16. Nov 08, 00:48

Post by Snike7603 »

:gruebel: Nobody knows?.. :(

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