On the subject of "this.missionScreenEnded" I noticed I miss an other triggering event: "this.choicesCleared".
To handle multiple offers it is not possible to react on an missionscreen ended when the choices are not cleared. It can happen if your program reacts sooner on the mission screen than the script that set it up in the first place. I now set up a timer in this case to get control back, but it would be easier when there also would be a "this.choicesCleared" event.
Both are needed for the same so it will become an
this.missionScreenEnded = this.choicesCleared = function()
{
body
}
The trigger looks easy implementable in the clearChoices function or not??
this.missionScreenEnded mini-bug
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- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
I mend: resetMissionChoice(). But that is now cleared in an other forum.
One addition on the mission.showShipModel(), and the legacy counterpart. Unlike the other screen commands it clears the model when used after setting up the screen. So it can't be used to clear it immediately as stated before. mission.setBackgroundImage() and mission.setMusic() however can be used.
One addition on the mission.showShipModel(), and the legacy counterpart. Unlike the other screen commands it clears the model when used after setting up the screen. So it can't be used to clear it immediately as stated before. mission.setBackgroundImage() and mission.setMusic() however can be used.