Post
by UniTrader » Wed, 7. Aug 19, 19:32
short explanation of blocking actions:
in short blocking actions are commands in a script which take time to perform (like wait, move_* or run_script - anything which can have a sinceversion attribute). they are also the points in a script where the script state might be saved, and in the savegame you will only find the info what type of blocking action the script was and what number it was. So if you add or remove Blocking Actions you will mess up the whole logic in the game because you randomly jump forward or backward in it.
To resolve this you have to increase the Version Number in the root node (its assumed to be 1 if not defined) and mark all your new Blocking Actions with a sinceversion="##". Also you cannot remove a blocking action, rather you have to skip it by adding a chance="0" attribute (so its still present, but the game will always skip it)
The only problem is that this also might open a can of worms, because if Ego ever decides to change a Script your users will have problems. My suggestion to avoid this as much as possible is to keep your changes small (for example redirect an early run_script to a wrapper script which calls the original function and then your new or copied and modified code so you dont have to worry about such interference)
if your script is removed the game will just return to the original call you replaced
ALL THAT ASIDE I THINK YOUR ACTUAL ISSUE IS: (only noticed after a second read) you just named the Script to call rather than passing it as string, or resulting in a string, so the game tries to run a null script (the call should look like <run_script name="'foo'" …… and you likely didnt put the required ' ' there)
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