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
Opened by Ricardo (Samu) - Sunday, 15 May 2016, 15:52 GMT
Last edited by andythenorth (andythenorth) - Sunday, 20 August 2017, 19:46 GMT
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DetailsI used an altered BusyBee to make it crash immediately when it starts. This brings up the AI/Debug window alerting that a script crashed.
Steps: 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
It is used to read locations on game start, which were previously set in scenario editor using signs.