Hmm, when I try to run this:
function LevelSetup()
Globals.G.Asteroids=0
Globals.G.EnemyFactionsMin=0
Globals.G.EnemyFactionsMax=0
SetBackdropColour(0,0,0)
AddAsteroid(0,0)
Globals.Flowers.Available = 0
Initialization()
BasicSaveFolder = "C:\\EufloriaSaves\\"
end
function LevelLogic()
GetAsteroid(0).Radius = 0
GetAsteroid(0):Hide(1)
GetAsteroid(0):SetVisible(1,false)
end
function Initialization()
NumberofBases = 0
Data = {}
end
--[[function AddBase(x,y)
NumberofBases = NumberofBases + 1
Data[NumberofBases] = {
ID = NumberofBases
Position = {
X = x
Y = y
}
Owner = 0
Units = {}
Units[NumberofBases] = {}
for i = 1,NumEnemies+1 do
Units[NumberofBases][i] = 0
end
Draw = true
Production = math.random()
}
end
function GetBase(id)
local self = {
ID = Data[NumberofBases].ID
Position = {
X = Data[NumberofBases].Position.X
Y = Data[NumberofBases].Position.Y
}
Data[NumberofBases].Owner = 0
Data[NumberofBases].Units = {}
for i = 1,NumEnemies+1 do
Data[NumberofBases].Units[NumberofBases][i] = 0
end
Data[NumberofBases].Draw = true
Data[NumberofBases].Production = math.random()
}
end
function LevelDraw()
if NumberofBases > 0 then
for i = 1,NumberofBases do
DrawSprite(7,GetBase(i).Position.X,GetBase(i).Position.Y,1,1,1,1,50)
end
end
end
function ScreenDraw()
end]]
Uncommented, it crashes D:
EDIT:
Here, fixed the calling in GetBase(), but still crashing :/
function LevelSetup()
Globals.G.Asteroids=0
Globals.G.EnemyFactionsMin=0
Globals.G.EnemyFactionsMax=0
SetBackdropColour(0,0,0)
AddAsteroid(0,0)
Globals.Flowers.Available = 0
Initialization()
BasicSaveFolder = "C:\\EufloriaSaves\\"
end
function LevelLogic()
GetAsteroid(0).Radius = 0
GetAsteroid(0):Hide(1)
GetAsteroid(0):SetVisible(1,false)
end
function Initialization()
NumberofBases = 0
Data = {}
end
function AddBase(x,y)
NumberofBases = NumberofBases + 1
Data[NumberofBases] = {
ID = NumberofBases
Position = {
X = x
Y = y
}
Owner = 0
Units = {}
Units[NumberofBases] = {}
for i = 1,NumEnemies+1 do
Units[NumberofBases][i] = 0
end
Draw = true
Production = math.random()
}
end
function GetBase(id)
local self = {
ID = Data[id].ID
Position = {
X = Data[id].Position.X
Y = Data[id].Position.Y
}
Data[id].Owner = 0
Data[id].Units = {}
for i = 1,NumEnemies+1 do
Data[id].Units[id][i] = 0
end
Data[id].Draw = true
Data[id].Production = math.random()
}
end
function LevelDraw()
if NumberofBases > 0 then
for i = 1,NumberofBases do
DrawSprite(7,GetBase(i).Position.X,GetBase(i).Position.Y,1,1,1,1,50)
end
end
end
function ScreenDraw()
end