gothboiclique Posted March 30, 2021 Share Posted March 30, 2021 In the documentation for Map::Load() it is stated: Quote Map: Map::LoadScripts: if included, scripts and flowgraph information contained in the map will be loaded. However, this appears to be the default behavior and after looking through Map, I do not see any integer representing a way to disable script loading. The main reason I need this is for my server implementation, which will not be using any of the scripting but will still be using the map itself. I suppose the alternative could be to just delete every script file but preferably I would just like to guarantee that scripts will not be loaded. Quote Link to comment Share on other sites More sharing options...
reepblue Posted March 31, 2021 Share Posted March 31, 2021 I believe it's the second argument in Map::Load() which you set to false. This just prevents the Start function from auto calling if an entity has a script attached to it. If there is no script attached to the entity, there's no script to execute. You need atleast the Error.lua script and the GUI scripts for the app to function. As for your game, just don't attach scripts to entities. 1 Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
gothboiclique Posted March 31, 2021 Author Share Posted March 31, 2021 Okay, that's useful information. Thanks! Quote Link to comment Share on other sites More sharing options...
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