Edwards, on May 16 2005, 06:31 AM, said:
Also, if you give the player a rank with a large negative salary (say, -2000000000), it should keep their money down around zero. No need to mess around with existing planets or missions.
And yes, -2,000,000,000 is a legal number for the salary field, which is a 32-bit integer. Legal values range from 2,147,483,647 to -2,147,483,648. If you want to give someone a salary of over a billion credits per day, you can. :blink:
Edwards
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Yep, that one surprised me as well - when I wrote my annotated templates, I went through all the ResEdit templates, to note which fields were 32-bit to better signal them, and I was surprised to see that one.
Diehard2k0, on May 16 2005, 03:27 PM, said:
Thank Edwards, that solved that problem. Now a new one has arissen.
Kinda like in the vell-os missions, i have the ship you get spawn automatically upon completetion of the mission. The thing is, it doesn't load with any of the weapons i assigned it, but just for testing purposes i set it so i could buy the EXACT SAME ship, and it comes with all the weapons i assigned it. Might someone be able to help me with this problem?
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Make sure you use the right ship-changing operator:
Holy Nova Bible said:
Cxxx - change the player's ship to ship type (ID) xxx. The player will keep all
of his previous outfit items and won't be given any of the default
weapons or items that come with ship type xxx.
Exxx - change the player's ship to ship type (ID) xxx. The player will keep all
of his previous outfit items and will also be given all of the default
weapons and items that come with ship type xxx.
Hxxx - change the player's ship to ship type (ID) xxx. The player will lose any
nonpersistent outfit items he previously had, but will be given all of
the default weapons and items that come with ship type xxx.
This post has been edited by Zacha Pedro : 16 May 2005 - 09:50 AM