Hieronymus
03-25-2007, 03:08 PM
Ok, this one really has me baffled.
Testing my latest scenario, I was hit by an invasion I was sure I hadn't scripted. So I checked and double checked the script and, no, it wasn't the one I had set up: it was the wrong time, wrong place, wrong composition and wrong bribe level. :eek: Later on, the invasion I had scripted turned up as expected. So, I have a scenario with an invasion that shouldn't be there. :confused:
Anyone else encountered this problem before? I can only assume that there is some remnant of a previous invasion in the .scn file. Right now I'm working out how to get rid of it. The options I can think of are:
Get rid of the waypoints. Will this prevent the invaders appearing, or will they just default to another?
Use something like game.StopCurrentInvasions or game.StopInvasion shortly after it arrives.
Leave it in and wear an evil grin after posting it ;)
Any suggestions?
Testing my latest scenario, I was hit by an invasion I was sure I hadn't scripted. So I checked and double checked the script and, no, it wasn't the one I had set up: it was the wrong time, wrong place, wrong composition and wrong bribe level. :eek: Later on, the invasion I had scripted turned up as expected. So, I have a scenario with an invasion that shouldn't be there. :confused:
Anyone else encountered this problem before? I can only assume that there is some remnant of a previous invasion in the .scn file. Right now I'm working out how to get rid of it. The options I can think of are:
Get rid of the waypoints. Will this prevent the invaders appearing, or will they just default to another?
Use something like game.StopCurrentInvasions or game.StopInvasion shortly after it arrives.
Leave it in and wear an evil grin after posting it ;)
Any suggestions?