Log for on 5th May 2014:
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18:21:41  <fonsinchen> So we don't save and load the event queue of scripts, did I get that right?
18:21:49  <fonsinchen> Isn't that pretty desync-y
18:21:51  <fonsinchen> ?
18:22:15  <frosch123> script only run on the server
18:22:32  <frosch123> they do not run synchronised on all clients
18:23:15  <frosch123> also many scripts never query events, so i think meanwhile ottd also drops them when they become too many
18:24:49  <frosch123> hmm, that you cannot get the vehicles for a route is a bummer
18:25:06  <fonsinchen> What do you need them for, anyway?
18:25:34  <fonsinchen> I imagine an AI to keep its own account of vehicles supposed to serve certain stations
18:25:34  <frosch123> i want to know whether a link is served by ships, trains, rv or aircraft
18:26:00  <frosch123> with a some quantity hint to detect cheating
18:26:01  <fonsinchen> As a game script?
18:26:07  <frosch123> yes, as game script
18:26:25  <frosch123> i dream of a gamescript where you score with transfering cargo between different vehicle types
18:26:39  <Rubidium> frosch123: doesn't look like there's a limit on the amount of events
18:27:12  <frosch123> so they will just oom at some point :)
18:27:16  <fonsinchen> Even if I implement that "loop over all orderlists" thing there is still endless possibility to trick that with conditional refits and the like
18:27:44  <fonsinchen> There is no way to detect that a vehicle will never visit an order because of conflicting conditionals
18:27:57  <fonsinchen> ... says Goedel
18:28:17  <frosch123> ah, i remember... i had a different solution for the problem
18:28:25  <frosch123> query vehicles where their cargo is from
18:28:37  <frosch123> and how long it has been loaded
18:29:05  <frosch123> i could use that for a statistical analysis
18:30:45  <frosch123> hmm, would need something like previous loading station for the vehicle or something
18:31:20  <fonsinchen> That is easy
18:31:29  <fonsinchen> Vehicle has such a member
18:31:36  <fonsinchen> last_loading_station
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