Ok, we just finished our story line and it should be about 50-75 missions/ major government along with run off storylines for the smaller governments and if you can't guess our plugin is STEV/O. (check sig.) (5 Major Governments)
Now I need your help. No matter how I try to interpret the bible, things like MissionControl or EVEdit, mission bits screw me up and they are the foundation for mission building.
(Recruitment Mission)
How do I start it off that there is only one available specific mission that will never reappear again if you accept/decline it?
This is what the bible says about MissionBits
A quick word on mission bits: Override stores 256 flags that can be set by your missions when they fail or succeed. The mission bits can then be checked to see whether a mission is allowed to be available. There are three uses for this:
1. Ensuring that a mission is only available once.
2. Creating branching plotlines, in which the types of missions offered depend
on your past successes and failuires.
3. Creating a number of missions that are available at the same time, but which
are mutually exclusive. (e.g. you wouldn't want the player to go on more
that one of a set of three missions) These missions could be made
unavailable if bit 37 was set, for example, and then would set bit 37 on
completion.
My understanding is that you have to accept a mission first to set a missionbit so I can't have the AvailBitSet set to anything as it is what decides the "rarity" of the mission. Is this correct?
What I'm looking for I guess is to have a missionBit set off the start of the game that the mission requires, and is cleared after you accept/decline this mission so it never reappears.
Help?
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"I don't know the key to success, but the key to failure is to try to please everyone."
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Star Trek Escape Velocity
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