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Development Forum |
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| Determining Docked Worlds? | |
|  Sanely Insane
RisenAngel
     Manager

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5/13/2012 | |
Since I found Jagent can decompile the CL agents, I decided to make it so that my worlds injected the Grendel Upgrade automatically.
To prevent the C3 script from interfering with the DS one, I put this bit of code in front of the C3 version's installation script:
* Before anything else, check the type of world this is
doif type game "ds_game_type" = 2
* If it IS a string, STOP RIGHT HERE. Trying to inject this into a docked world will cause major issues
stop
else
...
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Unfortunately, DS seems to completely ignore this bit and goes right ahead and injects the C3 version anyway.
Is there any other way to tell the game whether or not this is a docked world?
~ The Realm ~
Risen Angel's Creatures Blog
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 Peppery One
Papriko
    
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5/13/2012 | |
Rename your update cosfile to have something like zzzzz_ in front of the name and then just let it overwrite everything?
Usually do newly injected scripts simply overwrite the older when they have the same classifier. All the z make sure your file is loaded after anything else.
Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis... |
 Prodigal Sock
Ghosthande
    

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5/13/2012 | |
I suppose you could use something like GMAP, GRAP, TMVT, etc. to check for a map location you know won't be valid unless the world is docked with C3... the main Bridge/Engineering section might work best, since it isn't one of the "C3 in DS" metarooms... but if this injects automatically when a world is created, that detail probably won't matter.
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