OpenXcom Forum

OpenXcom Forks => OpenXcom Extended (OXCE) => OXCE Support => Topic started by: Darox on April 27, 2025, 08:06:42 pm

Title: Global Script Limit
Post by: Darox on April 27, 2025, 08:06:42 pm
I encountered the following error while working on a submod script:
Code: [Select]
Error in script parser 'damageUnit': global script limit reach
I assume that it's saying there are too many damageUnit scripts across all of my active mods and I can fix the issue by combining similar scripts together to reduce the overhead, but I'd like to clarify some things.

What is the actual # for the limit?
Is there an overall limit for total scripts?
Is there anything that determines which scripts will get discarded after the limit is hit?

Cutting back the total damageUnit scripts by combining will solve it short term but if the base mod I'm submodding for adds more scripts or users want to add further mods on top it will quickly become an issue again, so I'd like exact information to tackle this problem.
Title: Re: Global Script Limit
Post by: Yankes on April 28, 2025, 01:45:23 am
I bump number to global scripts to 256

[ps]
OXCE 8.2.6 should have this change, you can check it here:
http://108.61.157.159/versions/win/Extended-8.2.6-3e504329e-2025-04-28-win.7z