Go into a transcendence xml file, and change a ship's unid to be the same as an item's unid. It's ok, don't be shy. Now watch the game load and run flawlessly.
I don't know why this works. Are the item unids somehow separate from the ship unids? Is the object data structure such that different classes of objects can exist on the same unid without conflicting with each other? Either way, it's pretty cool... and potentially useful. (I haven't tried this with any other object-class combinations yet. Anyone want to?)
Fun UNID trick (bug or feature?)
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Another good discovery! You're right that ships and items are kept in separate tables, so no conflict is apparent.
But I wouldn't try to take advantage of that in extensions--they may not work in future versions.
But I wouldn't try to take advantage of that in extensions--they may not work in future versions.