This is in the Debug: 12/05/2012 23:57:23 Extensions\ZeroShip.XML: (d127a008): <OnCreate> event: Line 1: Mismatched open parenthesis
This is the ship that holds the Event : http://paste.neurohack.com/view/YNUdv/
My Problem is that I can't figure out what the problem is so I am at a loss as to what I need to do to fix it!
<OnCreate> event: Line 1: Mismatched open parenthesis
Bad entity substitution. Replace "itEnhanceShieldsRom;" with "&itEnhanceShieldsRom;". The lack of ampersand prevents the entities from being interpreted as entities and the trailing semicolons that should close entities instead do who knows what, causing the rest of the script to fail to parse so it only gets the first opening parenthesis and produces a mismatched parenthesis error.
Literally is the new Figuratively
- digdug
- Fleet Admiral
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- Location: Decoding hieroglyphics on Tan-Ru-Dorem
if you want to use a itemtype name like itEnhanceShieldsROM (which is automatically converted by Transcendence into a UNID number) you have to put & before and ; after like this
in your case, objEnumItems requires just a "temporary variable" used only for the enumeration and that can be used in the expression you want to run during the enumeration.
By looking at your code, It looks like that you are trying to make things on your cargo "unknown" (itmSetKnown something Nil)
If you are just trying to see an effect on your cargo, try this:
This will make all the uninstalled items (all the stuff in your cargo hold) KNOWN.
Code: Select all
&itEnhanceShieldsROM;
By looking at your code, It looks like that you are trying to make things on your cargo "unknown" (itmSetKnown something Nil)
If you are just trying to see an effect on your cargo, try this:
Code: Select all
(objEnumItems gSource "*U" tempItem (itmSetKnown tempItem))
I am trying to make the starting Items in my Cargo hold Unknown, the reason why is that I am putting together a ship that will give a very small chance of getting Degenerating nanos, but everytime I test it I can see what it is and thinking about how much fun, or how much panic, would be instilled if a player used a degenerating Nanos barrel on their hull in the beginning of the game I decided I needed to hide the Identities of the Barrels and/or ROMs found in your Cargo Hold as soon as you spawn!
Now I just need to learn how to create a list with in the brackets that isn't a football field long...
Edit: The ship actually has quite a few chances for other damaging Barrels such as radioactive waste, or an acid of somesort and just yeah all sorts of fun surprises... I won't tell though!
Now I just need to learn how to create a list with in the brackets that isn't a football field long...
Edit: The ship actually has quite a few chances for other damaging Barrels such as radioactive waste, or an acid of somesort and just yeah all sorts of fun surprises... I won't tell though!
The only practical effect of this is going to be to make players waste one barrel testing and then restart the game if it's bad. Bad barrels in Eridani are game over. Radiation is going to kill you and degen nanos are going to turn you into a one hitpoint wonder from one direction and get you killed. Meteorsteel is going to strip the shield which is critical to not dieing in Eridani. People are just going to start scum or try to play out a horribly gimped opening and then fail and start over, which doesn't differ much in practice even if it's different philosophically.Viymese wrote:I am trying to make the starting Items in my Cargo hold Unknown, the reason why is that I am putting together a ship that will give a very small chance of getting Degenerating nanos, but everytime I test it I can see what it is and thinking about how much fun, or how much panic, would be instilled if a player used a degenerating Nanos barrel on their hull in the beginning of the game I decided I needed to hide the Identities of the Barrels and/or ROMs found in your Cargo Hold as soon as you spawn!
Literally is the new Figuratively
It would be more effectual if you had the barrels spawn when the player enters the St. Kathrines star system, since the vast majority of playthroughs never make it that far, so the effort required to get there could be sufficient to cause the player the type of angst you describe (sunk costs fallacy)
(func(Admin Response)= true){
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}