#Conditional Hooks $Application: FS2_Open $State: GS_STATE_MAIN_MENU $On State Start: [ function BadIndexs() local ShipClasses = tb.ShipClasses local numClasses = #ShipClasses local thisShip local thisIndex for i = 1, numClasses do thisShip = ShipClasses[i] thisIndex = thisShip:getShipClassIndex() ba.print("*****************\n") ba.print("thisShip: " .. thisShip.Name .. " with index " .. thisIndex .. "\n") ba.print("Index actually points at " .. ShipClasses[thisIndex].Name .. "\n") ba.print("*****************\n") end end function BadWeapons() local WepClasses = tb.WeaponClasses local numClasses = #WepClasses local thisWeapon local thisIndex for i = 1, numClasses do thisWeapon = WepClasses[i] thisIndex = thisWeapon:getWeaponClassIndex() ba.print("*****************\n") ba.print("thisWeapon: " .. thisWeapon.Name .. " with index " .. thisIndex .. "\n") ba.print("Index actually points at " .. WepClasses[thisIndex].Name .. "\n") ba.print("*****************\n") end end BadIndexs() BadWeapons() ] #End