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 Team SDT Script 
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Joined: Sat Dec 29, 2007 5:06 pm
Posts: 2059
Location: Oklahoma
Unread post Re: Team SDT Script
lmstr wrote:
So I got Traitor's to work, but I gotta try to figure out a bug. It currently doesn't get the planet number right meaning I gotta negotiate by hand. I looked at the code and can't tell why it doesn't work.

I am not sure if that is the script I am thinking of but one of the Team SDT scripts could only have one planet in the sector and no planet scanner on the ships. That might be the problem you're seeing.

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T0yman (Permanently Retired since 2012)
Proverbs 17:28 <-- Don't know it, most should it would stop a lot of the discussions on here.


Thu Apr 04, 2013 9:21 pm
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Joined: Tue Mar 20, 2007 8:34 pm
Posts: 40
Unread post Re: Team SDT Script
That's the one I'm using, no planet scanners, and all the planets are named '.'...I was hoping the planet numbers would be saved but they aren't, just pulled from screen everytime the planet negotiate is started.

The great thing about this script is how well documented it is with comments. I haven't programmed in a few years, but I can easily fix these issues with a little debugging. ::cracks knuckles::


Fri Apr 05, 2013 5:41 am
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