Outfit removal bit (dxxx) causing game crash

After lurking on the boards for several years and mining the nuggets found therein, I've finally started my first large plugin.

Currently, I'm working on a cron-driven damage and repair system involving the addition and removal of "Engine damage" outfits. Adding damage outfits in space (via a cron and the Gxxx bit) works just fine, but the purchase of an "engine repair" outfit planetside causes Nova to crash when I return to space.

To eliminate all other variables, I wrote a simple Blaster Remover Plugin which has a single outfit with "d128" in the OnPurchase field. This outfit works as it should planetside and toggling the flags for "cannot be sold" and "remove after purchase" has no negative effect either way. Unfortunately, the game still crashes after leaving the planet.

Am I missing something or does the Dxxx bit only work properly in space?

Thanks,

epower

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Maybe you should read that FAQ on making big plugs.

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Destroyer E is the name of my ship and the name has a good meaning.

Don't know what's going on for you, but I make extensive use of the Dxxxx bit in the outfitters in Starfleet Adventures and haven't encountered this at all. Are you sure the Dxxxx bit is pointing at the right outfit? Or perhaps Bomb outfits go away once they explode, so it's trying to remove an outfit that the player doesn't have? For testing purposes, make sure it's got a name so that, after you experience the bomb, you can check to see if you still have the outfit.

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Anything of interest in the debuglog.txt file?

Peace,
Luck

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UT,

I checked all the things you suggested and they were OK, so I started going field by field...

Turns out that Mission Computer's default ModType for the oütf resource is "Weapon." Normally, that's not an issue since we change that field to reflect the outfit's function but in this case, "Engine Repairs" has no function other than the Dxxx bit.

Changing that ModType to "Cargo Expansion, ModVal 0" did the trick!

Thank you very much for letting me know it could be done.

Luck,

Alas, the debuglog was of limited use as the crashing I experienced ocurred before the debuglog could update itself. At least I think that's the situation. Am I correct in thinking that the debuglog updates itself when one returns to space?

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epower

(This message has been edited by epower (edited 09-12-2003).)