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Then a forum thread? It's off topic for here.
sponsor[rocket_class]
Did you define rocket_class, if not then use
sponsor["rocket_class"]
which does the exact same thing as
sponsor.rocket_class
I'm not sure what that if/else is for?
I recently wrote a code to modify the weight and type of sponsor rockets:
1 local sponsors = Presets.MissionSponsorPreset.Default
2 for _, sponsor in pairs(sponsors) do
3 sponsor.cargo = 60000
4 if not sponsor.rocket_class then
5 sponsor[rocket_class] = "ZeusRocket"
6-- else
7-- sponsor.rocket_class = "ZeusRocket"
8 end
9 end
At that time, when I uncommented two lines(6,7), it would cause a dead loop
In addition,(5 sponsor[rocket_class]="ZeusRocket" )was not successfully applied
And if only (3 sponsor.cargo=60000) is used, it will cause imm, us, and newark to become the default rocket
I have no clue about the above three questions
or make a forum post and link to it?
Then control the probability of attempting to trigger based on the Category
If the Prerequisites of this StoryBit also pass, it will trigger
Perhaps to implement dynamic settings in an old game, it is necessary to write that StoryBit to this list
maybe, this is suitable for changing from disabled to default, and there should be other ways to enforce the StoryBit
but, I have not been exposed to Lua and am confused by its magical data structure (odd, considered=)
If you want to implement dynamic generation options like (Unlock Breakthroughs), you also need to exclude those StoryBits triggered by StoryBitOutput and StoryBit Enables by StoryBit
But it is static and cannot be used for old saves, and for new games FollowUp will cause StoryBit to trigger frequently
Due to unknown reasons, Tick only triggered one or two of the StoryBits during my testing (tested 60 sol days)
[
if( option == 0 ) then
bit.Enabled = false
else
if( option == 2 ) then
bit.EnableChance = 100
bit.Category = "FollowUp"
end
end
]