I plan on including conditional statements.  I think I mentioned that in an 
earlier post.  Sorry for not posting that in my last little bit on commands.


>From: Thomas Ward <[EMAIL PROTECTED]>
>Reply-To: Gamers Discussion list <[email protected]>
>To: Gamers Discussion list <[email protected]>
>Subject: Re: [Audyssey] Audio Adventure Creator (AAC) from Gamehawk
>Date: Thu, 08 Feb 2007 08:30:49 -0500
>
>Hi,
>While I recognise a need for simplicity with your project I wonder if it
>would be possible to put in a few conditional operators such as if,
>then, else.
>I've often noticed many game scripts for scripting missions or game
>expantions don't allow for enough flexability when conditions are
>required and it winds up not making the expantion what it could be.
>For example I will use Lonewolf as my lab experiment here. Lonewolf
>comes with a mission parcer which takes a text file of instructions and
>parces them in to a bin file compatible with the game engine.
>Most of the time this is good enough for most users, but I have often
>thought about what it would be like if I had some opertunity to change
>conditions.
>For example, take a mission with two targets. If this and this target is
>alive this ship and this ship guards target one and this and this ship
>guards target two. If target one is destroyed and target two is alive
>move these ships to target two. If target two is destroyed and target
>one is alive move these ships to target one.
>In the above example suddenly the mission becomes more difficult as
>certain enemies that might otherwise be several miles away are now moved
>in to place to lend fire support for your second target.
>Ok, well with your audio text adventure games you might need if
>conditions on some game items such as keys, magic items, or other
>similar items where you have to unlock something, or it has certain
>limitations.
>
>
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