I would use this structure://///////////
// *ZATHTOME // this one works fine (it starts a container when an object is used)
the object creates ZTOM1 in the inventory for a few instants and removes it. is OK.
//////////////* plah plah plah plah */As that quotes out everything inside it, not just the one line the // marks do.
Now, why in the unheaven would you wish the computer to play against itself with two AIs? Unless you are a geek...
Imp, thanks for answering.
I was thing anything after "//" wasn't even compiled in bs, so I wasn't worried about ////////.
about beying a geek, I think the problem is exactly the oposite, since if I was one I would have noticed my mistake before >: ) I was wrong about having no scripts assigned to characters: In a matter of fact I still had an experimental script running on one of the NPC, that was clearing ALL actions, instead of "ClearActions(Myself)", so the problem is corrected, and now everything makes sense again.
One more thing, about the slashes (////), I still think they are not affecting anything (problem is fixed, and the scripts are still full of "///////////", But thanx again for this observation. I'll look further into this.