Reply to Re: Execution of script on game load
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Hello
Does using external actually affect the spawned script? I would've thought it creates a new instance of it, odd.
"Is there a way to check if a script is currently loaded into memory/executing?"
Not as such, but you can save the script number to control it later. For example:
What might be helpful to you is a way to know if a game is being loaded or not - that way you can spawn the timer if it's a loaded game and do nothing if the player has just walked onto the screen.
To do this, make a global &loadedgame or something. In the savebot script set it to 1 just before saving and set it back to 0 straight afterwards. Then in the main() of the savebot you can do:

Does using external actually affect the spawned script? I would've thought it creates a new instance of it, odd.
"Is there a way to check if a script is currently loaded into memory/executing?"
Not as such, but you can save the script number to control it later. For example:
&global_var = spawn("timer"); //later run_script_by_number(&global_var, "term");
What might be helpful to you is a way to know if a game is being loaded or not - that way you can spawn the timer if it's a loaded game and do nothing if the player has just walked onto the screen.
To do this, make a global &loadedgame or something. In the savebot script set it to 1 just before saving and set it back to 0 straight afterwards. Then in the main() of the savebot you can do:
if (&loadedgame) { //It's a loaded game! Do stuff spawn("timer") }