I had this argument in another thread. But I think it is time to separate this topic from the other thread.
Sometimes especially trying to write a mission OXP, you may find out if the player has some OXP's installed, your mission plot does not make sense. You may inform the player via the Read_me file and ask the player to remove the clashing OXP's with your mission OXP. But I don't think this is an elegant solution.
If the OXP uses a special equipment, you can easily remove it by code. But if the OXP is using timers to check for a certain condition you will need to implement timers to remove unwanted entities. Which may cause performance problems.
So for the opening post, I will propose a suspend property to be implemented by the OXP's so that in one stage, another OXP can change it through worldScripts quite easily and set it to true. To set that property back to false must be responsibility of the OXP author. I would not use a mission variable for that, because mission variables are saved with the save files. If the OXP does not reset it to the normal mode, loading a saved file will do.
We may find the right way to implement this very soon.
The following is my proposal,
Code: Select all
this.startUp = function()
{
this.suspend = false;
}
this.whatEver = function()
{
if (this.suspend) return;
// your code here
}
Regards,