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Possible for Script to read what scripts are active?

Share questions, scripts and tutorials related to the ScriptAPI in SFD.
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Mighty Spirit the 2
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Possible for Script to read what scripts are active?

Post by Mighty Spirit the 2 » Sun Aug 21, 2022 11:34 pm

This is a question, because i know you can read via Script a Maps.Name (so script can activate on that spesific map or disabled).

So say i was someone had a script for an older version of the game (using outdated ScriptAPI). Then he makes a new script with the updated Steam ScriptAPI, kind off a part 2 to be used a long side of the script. This would have to be started separate from the first, as the 2nd won't work on the old version. The first script is running a custom GameMode with a name f.ex (Fun Mode), The 2nd script is activated on steam, if the first script somehow could read that and then replace the name with (Ultimate Fun Mode) [as much more scripting freedom in the newer versions].
Is that somehow possible?

I know games like Age of Empires could do this. Example [Age of Empires + Rise of Rome Expansion pack = Age of Empires Gold]

This probably isn't possible, but would have been good if it was, that and reading what Game version you are currently playing (to activate on specific vers).
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