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Using LS Oreinator on planets with #'s greater than 999
https://mail.black-squirrel.com/viewtopic.php?f=15&t=33691
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Author:  Helix [ Mon Jan 21, 2013 4:20 pm ]
Post subject:  Using LS Oreinator on planets with #'s greater than 999

See http://www.tw2002.info

Author:  LoneStar [ Mon Jan 21, 2013 6:29 pm ]
Post subject:  Re: Using LS Oreinator on planets with #'s greater than 999

iirc. The landing sequence-list, doesn't display <1000> ...correct me if I'm wrong but it's either: < 100> or < 000> something like that. The Code is fine, anything between the '<' and '>' should be parsed out.

Then again I can't remember when I worked with planetnumbers in the thousands :roll:

Author:  Big D [ Mon Jan 21, 2013 6:31 pm ]
Post subject:  Re: Using LS Oreinator on planets with #'s greater than 999

LoneStar wrote:
iirc. The landing sequence-list, doesn't display <1000> ...correct me if I'm wrong but it's either: < 100> or < 000> something like that. The Code is fine, anything between the '<' and '>' should be parsed out.

Then again I can't remember when I worked with planetnumbers in the thousands :roll:


It sounds like a planet buy out to me, and on most servers there is a rule against doing that.

Author:  Vid Kid [ Mon Jan 21, 2013 7:42 pm ]
Post subject:  Re: Using LS Oreinator on planets with #'s greater than 999

LoneStar wrote:
iirc. The landing sequence-list, doesn't display <1000> ...correct me if I'm wrong but it's either: < 100> or < 000> something like that. The Code is fine, anything between the '<' and '>' should be parsed out.

Then again I can't remember when I worked with planetnumbers in the thousands :roll:


As LoneStar is saying .. I think your playing on a v1 game ..where that bug has been there forever .. you need to build a blind add on loop so that if that planet was not there it would add the (thousands digit) to the planet ID
starting from 1 then 2 , I think it had a limit of 2 or 8 thousand .. its been a while since I looked for the code on that problem .. its now redundant left over code in one of my scripts. V2 does not have that problem any more.

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