Normally that results in that when script 1 till 10 have nothing to show, script 11 can show a series of screens and scripts lower in the list don't get an opportunity till 11 is ready. That means that scripts higher on the list, keep getting opportunities but normally will ignore it because they already skipped the first opportunity and conditions didn't change.
Anarchies is an exception, in that skips the first opportunity and than later decided that is does want an opportunity, based on the calculation in the
guiScreenWillChange
handler. Apparently anarchies was higher in the list and on the second opportunity offer, it took the opportunity before my oxp could. This problem can only be fixed inside the source by explicitly remembering the last script. The current handling is not a big problem as long as it happens rarely. No screen will we overwritten, it is just the order that can be mixed up. It could only become a problem when one of the oxp's forces a player launch. I didn't use callbacks because there were no options to select from. By generating a missionscreen from within a callback there will be no problem as there is not yes an opportunity given.Perhaps a problem with how you scripted the callback?