Follow-up Comment #15, bug #21776 (project wesnoth): > Like the lua environment that is not saved. Well it's hard to do so. And most likeley that won't be fixed soon. > don't forget the save/load process doesn't lead to an identical situation, since the controller may change. Especialy in a mp game, a controller can also change during the game without reloading. And yes making decisions dependent on current controller types might result in OOS in some cases. > A preload event is fired sometimes, sometimes it is not. I agree that this can be confusing > So the input must stay within turn 2. But i think the turin 2 event is inside turn 2?
also if you are agree with fireing on teh next moveto event like > Hmm ... it could still work if a preload event just detected a reloaded game and then first moveto there is an option using sync_choice whcih is replay save even in 1.12 (maybe even 1.10): 1) Choose a variable name like 'was_reloaded' 2) set 'was_reloaded' to true in preload events. 3) in moveto events do something like [lua] code=<< local was_reloaded = wesnoth.synchronize_choice( funtion() return wesnoth.get_variable("was_reloaded"); end) wesnoth.set_variable("was_reloaded_synced", was_reloaded) wesnoth.set_variable("was_reloaded", false ) >> [/lua] 4) dont use the variable 'was_reloaded' anywhere else and you'll have a replaysave variable 'was_reloaded_synced' that contains whether there was a reload between this move and the last move. _______________________________________________________ Reply to this item at: <http://gna.org/bugs/?21776> _______________________________________________ Nachricht gesendet von/durch Gna! http://gna.org/ _______________________________________________ Wesnoth-bugs mailing list Wesnoth-bugs@gna.org https://mail.gna.org/listinfo/wesnoth-bugs