On one hand I'm dealing with a general public who don't know anything about programming, and even simple straight forward solutions like a simple mission parser is too complicated for some end users. At the same time if I make it too simple to be easy for the majority of end users then I can't create more complex missions or script a custom AI etc for each individual mission. If I add a scripting language that gives everyone including the developer all of the bells and wistles to customize every aspect of the game I'm going to get complaints that it is too hard, too complicated, whatever. Basically, it is a lose/lose situation for developer and end user alike. I'd like to hear your solution to the problem as I don't see any realistic way to simplify it any more than David Greenwood did with his mission parser for Lone Wolf. Cheers! On 7/19/11, Ben <gamehead...@aol.co.uk> wrote: > Yes, you could do that, and make the mission creater a whole lot easier than > that parser thing (sorry for the spelling) that g m a use --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://email@example.com. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.