Closed NickNo-dev closed 3 years ago
It's a know issue per: docs/modding/LEAVE_EMPTY_LINE_AFTER_SCENE_OPTIONS.txt
Yeah I know. But it always takes me hours to find the problem if I happen to omit that damn empty line accidentally. I do not remember this every time.
I'm just getting started with LifePlay. I'm in the process of setting up a build system for scripts and will be doing some sort of error checking on the scripts. Think checking for tabs vs spaces, missing line breaks, and copying the files from where you are editing them and into where every you have LifePlay installed. Another item I'm going to look at is generating script files. Think along the lines of Random($chanceOfEventA, $chanceOfEventB)
where this would generate a stat that would let a player control the base chance of some event occurring.
You've done a nice job on the mod manager, thank you! If you have any thoughts or suggestions on what'd you like to see in a script builder/verifier let me know. I'm not a c++/unreal dev so don't expect a whole lot in that area. I'm really hopping to get unreal.js as a scripting option at some point and have taken an initial look myself at the blueprints, but as I said never used unreal before so the blueprint system is a bit confusing for a more traditional programmer.
@NickNo-dev if you have any suggestions on https://github.com/vinfamy/LifePlay/issues/184
would be very grateful!
It's just a quirk of the parser. I tried to make that empty line unnecessary but couldn't. It's become a second nature for me now to include that line
Following code will result in the choice being displayed and, after selecting something the script will just display another choice with the last item in a loop.
Only "Emergency" can get you out of that loop.
SceneStart() 0::"YES" 1::"NO" If 0 "YES" Else "NO" EndIf SceneEnd()
A current work around is adding an empty line after the last item of the choice. LP 3.17.