But let me think about what I can do. If Mission_setScriptControl is set to true, it might be possible to add a script command to change the next nav. Are you using setScriptControl or not?
/me runs out of the room screaming, remembering the long hours spend with IEEE double and single persision.It's a floating point arithmetic thing
if (PathTaken = 1) then Mission = "whatever1.mission.xml"
if (PathTaken = 2) then Mission = "whatever2.mission.xml"
if (PathTaken = 3) then Mission = "whatever3.mission.xml"
/me runs out of the room screaming, remembering the long hours spend with IEEE double and single persision.
Don't worry Winnyfred, just try having everything spawn via Lua. You could really make it work if it was possible to assign scripts to a key.
On a side note, is there any chance of Lua being implamented during the gameflow?
I have two problems right now. The first is multipath missions. Right now I have the option of defecting during a few missions. If you deside to defect you automaticlly fail, thus getting the fail mission. I'm worried that if you somehow fail without the defecting path being taken.
Code:if (PathTaken = 1) then Mission = "whatever1.mission.xml" if (PathTaken = 2) then Mission = "whatever2.mission.xml" if (PathTaken = 3) then Mission = "whatever3.mission.xml"
[/QUOTE]Now the other thing I'm looking at is having the avaliable ships recorded in a few global varibles. This determines how many wingmen you have and if you can call for reinforcements. Being able to manipulate a screen like the one with simulator would be very useful.