FS#6464 - Scenario Editor: Game Script is incorrectly active when loading scenario

Attached to Project: OpenTTD
Opened by Ricardo (Samu) - Sunday, 15 May 2016, 15:52 GMT
Last edited by andythenorth (andythenorth) - Sunday, 20 August 2017, 19:46 GMT
Type Bug
Category Script → Goal/Game script
Status New
Assigned To No-one
Operating System Windows
Severity Low
Priority Normal
Reported Version 1.6.0
Due in Version Undecided
Due Date Undecided
Percent Complete 0%
Votes 0
Private No


I used an altered BusyBee to make it crash immediately when it starts. This brings up the AI/Debug window alerting that a script crashed.


1) Setup the altered BusyBee
- Launch OpenTTD
- Click AI/Game Script Settings
- Click on Game Script slot
- Click Select Game Script
- Chose the altered BusyBee
- Click Accept
- Click Close

2) Save the scenario with the altered BusyBee
- Click Scenario Editor
(altered BusyBee does not crash, which means it isn't active)
- Save scenario

3) Load it back
- Load scenario
bug: altered BusyBee crashes, which means it became active
This task depends upon

Comment by Wormnest (Wormnest) - Tuesday, 17 May 2016, 09:47 GMT
It seems that having game scripts active in the scenario editor is as intended. There is at least a TileLabels gamescript library that's specifically intended for use in the scenario editor.
Comment by frosch (frosch) - Tuesday, 17 May 2016, 18:27 GMT
TileLabels is not meant to be used in scenario editor.
It is used to read locations on game start, which were previously set in scenario editor using signs.