Follow-up Comment #7, bug #21776 (project wesnoth): > but in the game the lua variables are deleted during reload, in the replay that doesnt happen. And the prelaod events are normaly executed to compensate that.
Oh, I didn't know that. >thats also possible with the current implementation. save variables in wesnoth.game_events.on_save and restore them in preload events. you mean "in game_events.on_load"? game_events.on_load is not skipped in replays like preload events? and wiki confuses me - game_events.on_load is called also when a game starts or only when a sevefile is loaded? >i don't think fireing preload events again would cause problems though. If you don't delete the Lua environment concurrently then it can cause problems. - An initialization of a Lua structure in a preload event can use 'if something == nil then' - In a non-preload event one can check whether the game has been reloaded by testing a Lua variable > i think throwing them away just to rebuild it in a replay would waste of cputime IMHO to save cpu time by complicating things and asking for problems is not a good idea. I would say it even if I didn't see any concrete issues, but here are some more that come to my mind: - a savefile can serve as the starting point of the game and can offer choices - a specific side controller may be required to play the game or may determine a mode of the game - sometimes a preload event is a way how to bypass a Wesnoth bug: -- in past a status of disallow_end_turn was not saved in a savefile -- if [variables] didn't exist then this bug could be prevented in a reload event: https://gna.org/bugs/?19258 _______________________________________________________________ Conquest Minus: >hm i still dont understand how do you put the input you gained during that one turn in the save of the first turn. do you use [set_global_variable] ? The players' input is not a part of the game. In the input players can veto the game. So the input determines whether the game will continue (and will be reloaded) or a new game will start. I need players do the input simultaneously, without any knowledge of the input of the other player - this is why a Wesnoth chat cannot be used. _______________________________________________________ Reply to this item at: <http://gna.org/bugs/?21776> _______________________________________________ Message sent via/by Gna! http://gna.org/ _______________________________________________ Wesnoth-bugs mailing list Wesnoth-bugs@gna.org https://mail.gna.org/listinfo/wesnoth-bugs