It's the exact opposite as the other bug that made them not show up, but work while not in buffer. Now it's the other way around-- It shows up in the loader, but doesn't work.
Scripts are only effective while in the buffer. -509
What?
Scripts in the buffer compile and work fine for me. Can you be more specific?
Sorry, it's a bit confusing. I mean the only scripts that do work are the ones currently in the buffer
He means the same issue that I reported a while back. Correct me if I'm wrong, beefster09, but is this your issue?
1. Import first.z, compile, assign to script slots
2. Import second.z, compile, assign to script slots
- The scripts in first.z still show up as imported
3. Only the second.z scripts work.
Yes, that's exactly it. VERY SERIOUS BUG!
I was told that it is impossible to import more than one compiled script file. In other words, the scripts in first.z are wiped out when second.z is imported, although the script names in the assignment window will remain (since they are stored elsewhere).
Irritating, but understandable. Primarily, global variables are initialized in the automagic ~Init script. Since a script can only exist once, the old ~Init is replaced with the new one. Thus, old globals are not initialized.
Further, trying to access one of first.z's globals from second.z is impossible, since second.z doesn't know anything about the globals in first.z!
So, if you want to break your scripts up, do it like this:
//in master.z
import "std.zh"import "first.z"
import "second.z"
//first.z
ffc script foo {
//...
}
//second.z
ffc script bar {
//...
}
I.e. break it up, and make a "master" script file which imports all the script files. Note that import "std.zh" can only appear once in all of those files, so it's best to put it in the master file.
The problem is with "third party" scripts. It's just a bit of a pain to put it all in one file, but I guess it can be done.
What's odd is that they used to work while they didn't show up in the loader.
Yes; allowing you to manipulate multiple buffers would be quite useful, but is not really a bug. Remind me of it post-2.5.