eddieb
Vice Admiral
Flight Commander 1.3 will definitely feature advanced scripting capabilities. Advanced users of Flight Commander 1.3 will be able to write missions with the same complexity and sophistication of most Prophecy missions. I've already implemented the scripting features needed for missions, and have integrated this support into the Flight Commander engine. Now, I'll be writing a short series of interesting mission scripts to exercise and demonstrate how to use the new mission scripting features.
For example, this feature will allow missions with time constraints, as well as cargo inspection runs, and multiple waves of ships launching from carriers. Mission desginers can spawn any number of new ships in the middle of a mission. Also, a more detailed debriefing screen has been implemented, which is fully controllable from scripts.
You can check out the documentation on all the scripting function calls. All of them are already implemented. http://flightcommander.solsector.net/scriptingdocs.html
For example, this feature will allow missions with time constraints, as well as cargo inspection runs, and multiple waves of ships launching from carriers. Mission desginers can spawn any number of new ships in the middle of a mission. Also, a more detailed debriefing screen has been implemented, which is fully controllable from scripts.
You can check out the documentation on all the scripting function calls. All of them are already implemented. http://flightcommander.solsector.net/scriptingdocs.html