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FLMM multiple script execution order

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Post Fri Apr 15, 2005 2:39 am

FLMM multiple script execution order

OK, another oddity when using scripts in FLMM. I have scripted the addition of ships to my LAN server, using 1 script per ship, and another script for weapons, effects etc. Now I have to deploy this on my LAN server and 4 clients.

Here's the interesting bit ...... using this approach I get different execution orders for the scripts on different machines .... resulting in different IDS_NAME ID's for ships .... which means player1 might be flying XYZ ship, and when player 2 sees him fly past the ship he sees is actually ABC ship !!! I had two systems deploy in 1 order and 2 in another. Interestingly two of the systems that differred are identical builds in terms of OS, patch revision etc..

Any tips / clues ???

Post Fri Apr 15, 2005 3:46 am

My only guess would be the version of msxml in use - FL ships with version 3, i've seen version 6 going out with Visual Studio 2005 beta, version 4 shipping with stuff...
There may be no control of this. This topic interests me though since i had previously considered doing entire mods (bar anything like rumoros cos or 2 custom ids numbers on one line) in xml but the order of script parsing was a large potential issue. I'd hoped it was simply alphabetic but obviously not so

Post Fri Apr 15, 2005 4:17 am

yea, the execution order of FLMM is a pain...

i ran in the same problems.... and i ended up putting all ids-specific entries in one script file and the other minor changes in other script files...

a new flmm with this and some other bugs fixed would be great

Post Fri Apr 15, 2005 4:31 am

OK, thanks for the feedback .... looks like the suggestion of putting all major changes i.e. ships into a single script is the way to go for now. Can't really knock FLMM .... it does so much, so well, that this type of issue is really forgiveable.

Post Fri Apr 15, 2005 10:35 am

I haven't seen this issue on my end... and WOS B1 is almost entirely FLMM.

We ran it on a internet server without any problems of players running into issues of that sort whatsoever.

In short... if it worked for me, then why isn't it working for you? Methinks that there must be some difference in the way you're coding or labeling your scripts here, not the order of execution. FLMM executes alphabetically, and from first operation to last within a script.

Down below, I have made a tester for you, so that you can test this assumption you have.
Download this file to test this assumption. On my machine, this code executes in exactly the same order, every time- and it's alphabetical.

Some more notes here:

1. Naming conventions are important. Do not use spaces- always use underscores.
2. Don't forget the version number- it tells FLMM what switches it needs to turn on, to handle certain coding issues.

Edited by - Argh on 4/15/2005 11:36:56 AM

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