Yes, but the code beneath the command was radically changed for AP, even though the commands are the same.paulwheeler wrote:From my somewhat limited knowledge of the scripting engine - Hotkeys are registered with a string as the ID in a similar manner to local and global variables. I wouldn't have thought they would get overwritten unless another key tried to get registered using the same ID.
The same ID is exactly what kurush is saying is happening.
Until you add extra setup scripts with additional hotkey additions. Then it all falls apart.Perhaps the issue is with the way in which the hotkeys are registered. All the XRM hotkeys are registered in a startup script. That means it runs with every single game load and checks for the existence of the hotkey. If its not there, it will add it. So if AP is losing the hotkeys they are being readded with every game load so its not so noticeable.
I think mine do the same thing. Check for existence, if no, then create. Cycrow wrote mine after all, I cant imagine him leaving that out.
Maybe having all of them in a single setup script is in fact an answer. Thats worth testing. Maybe multiple setup scripts is part of the problem and merging all the setups would be at least some sort of a fix. That is worth testing.
No, actually its the opposite. ALL my hotkeys were added a single time on the second load because of bugs in TC with game starts. That failed in AP even worse than individual setup scripts run every time does.So perhaps the issue with permanently disappearing hotkeys is that they are added in a way where the script does not run at every startup, e.g. where its added via an AL plugin, where the check would only be made when the plugin was turned off and on again.
Mainly to people developing new hotkeys, and to people adding scripts to games part way along.In any case, its clearly not something that happens all the time for everyone.
Anyone who starts their game with everything they want in it and never adds anything else, isnt going to see the problem. Thats all vanilla players, and people who are dedicated to only a single mod.
I dont disagree with any of that.To get to the bottom of it, you'd need to do a lot of trial and error tests with various scripts and methods of adding hotkeys. And even if you work out the issue, don't expect Egosoft to fix it. I'd imagine all their efforts are fully focussed on rebirth so I doubt we'll get another AP update - they've not even fixed the RRF that they broke with the 2.0 update.
Thats why I'm hoping kurush or someone can find the real problem and come up with a work around.
Just for the time it takes, has anyone tried running an XRM game, and after a few saves, installing my salvage pack for AP and seeing what happens ? I'd be interested to know if those hotkeys break any of the XRM ones by being loaded after them. That would be a good test of what Paul is saying about the way he did his. It all adds knowledge.