McJobless Posted June 4, 2010 Share Posted June 4, 2010 I need a list of all the know codes that will crash LegoRR if you put it in Lego.cfg. I mean, if you change a variable like a number or string then LegoRR wont run. For Example (But this is not true): Changing the line: UseLegoManTeleporter TRUE To: UseLegoManTeleporter FALSE Thats way, When I program the debugger I can check these as extra codes the program will warn about. Thanks Guys, Extreme110 Link to comment Share on other sites More sharing options...
Cirevam Posted June 4, 2010 Share Posted June 4, 2010 I can give you a few off the top of my head. All objects must be defined in the AlwaysCheck lists since that's used for route avoidance, priorities, and direct tasks. I believe the number of levels an object has must match up with its number of levels defined in the AE, or if that's not true then the number of levels must be less than or equal to the number of implied levels given by various arguments. Say an object has two levels, and its RouteSpeed argument shows 00.500:00.500:01.000:01.000. This is legal, but if it had four levels and the RouteSpeed argument was 00.500:01.000 then it causes a crash. I'm not sure how you could code those in or if those are even what you're looking for. From experience I can tell you that adding in extra arguments that weren't programmed to work with a certain object class are pretty much ignored, like OreRGB or saying that a vehicle is a Tool Store, so we might have to look for cases where two mutually exclusive variables can cause contradictions. Link to comment Share on other sites More sharing options...
Anonymouse Posted June 4, 2010 Share Posted June 4, 2010 All objects must be defined in the AlwaysCheck lists since that's used for route avoidance, priorities, and direct tasks. The Tunnel Transport works without being in AlwaysCheck. Link to comment Share on other sites More sharing options...
Cirevam Posted June 4, 2010 Share Posted June 4, 2010 The Tunnel Transport was added in using magic powers, so it's an exception. It has its own AlwaysCheck entries, so I think that makes the game treat it as a global reference or something, dunno. Link to comment Share on other sites More sharing options...
Lair Posted June 4, 2010 Share Posted June 4, 2010 It works without AlwaysCheck since it was technicaly a working function of the game before we made it usable. The Tunnel Transport was added in using magic powers That too. Link to comment Share on other sites More sharing options...
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