Hi all,
I have a custom script running on my ship, and i would like to catch and override actions when player assigns that particular ship to a station production officer or commands to join player squad.
Is there an interrupt event generated to the currently running script or the game logic just aborts my script and starts a default one?
The <event_object_signalled> is only called for order type of events, like flytolocation, refuel etc...
Thanks!
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in Vanilla Behavior the curent Main Script is just replaced with another one (overwritten without further check).
It is very diffrent for my Manager Script - there i only change a defaultorders script which adds new Orders to the Command Queue in case the Captains Order Stack gets empty. You can change this Script anytime and when the Captain has fulfiled al outstanding Orders it will take effect. Not sure if this defaultorders script is in the public version yet or still only in dev version since i release this Project in huge chunks till i have covered most funtionality i aim for..
It is very diffrent for my Manager Script - there i only change a defaultorders script which adds new Orders to the Command Queue in case the Captains Order Stack gets empty. You can change this Script anytime and when the Captain has fulfiled al outstanding Orders it will take effect. Not sure if this defaultorders script is in the public version yet or still only in dev version since i release this Project in huge chunks till i have covered most funtionality i aim for..
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
