I tried to test some different changes, and none of them seemed to work.
even made a "world int 1:stufftime[];" line in my library, and then changed it in the maps file, with no result of course.
Then, as if it fell from the sky, my code just randomly started working for absolutely no reason.
If someone comes by this thread at a later time with the same issue, I can not explain how this ended up happening. I even backtracked all the changed I made and it still works.
I do not even have the delays you suggested that I should insert, so that can't have been it. (it didn't fix it either, though)
Spoiler: Observations (Open)
The way I observed this random change was with this:
Spoiler: library (Open)
Code: Select all
world int 1:stufftime[];
script 98 (void) {
print(i:stufftime[0]);
delay(1);
delay(stufftime[0]);
restart;
}
Spoiler: map ACS open script (Open)
The script was printing 0, constantly. Even when I had inserted this and ran it:
Spoiler: added code to map file (Open)
Code: Select all
script 76 (int rofl) {
stufftime[0] = rofl;
}
It would still print 0 on my screen.
I then recompiled the scripts and when I booted it up it worked as supposed to. All of it.
It might be my computer borking up the compiler, I dunno. This is just here in case someone is interested in these occurences.
EDIT:
Nope, it still doesn't work, it randomly processes the values I pass to the struct array. It is definitely the culprit though.
---SUBEDIT: This edit was a huge

on my part, I accidently used acs_execute instead of acs_execute
always, which explains the "randomness" I experienced after it worked.