My game is pretty open a bit like GTA. For example you can get a mission from one guy, and get another mission from someone else without having to complete the first one, there will be 2 "open" missions at this point, and I plan to have it so up to say 32 can be open at once. I want to maintain a list of open missions, something like an array or vector, or any trick that achieves the same result.
My mission systems work off a local variable in AC called for example angryMan_mission_index, I set this to 1 initially, so when you speak to the angry man I can check if its 1, then show the dialog for mission 1. Once you do that mission, and come back to him (by carrying the correct inventory item he has asked for, for example) he will thank you and I will increment angryMan_mission_index to 2, for mission 2, its basically a switch statement but done in the visual acitonlist editor.
My question is how can I maintain a list of missions that are open, so that I can show the player what they need to do. I realise if I had an individual variable for every single mission in the game, I could use booleans true for open, false for closed (done) but it seems a bit over the top, I would rather simply keep an array of strings that represent the mission name and nothing more, for example when the user clicks on "open missions" it would present them a simple list like:
- "find a gun for the angry man"
- "find some bullets for the angry mans gun"
(this shows the player there are 2 missions open and what they are)
So how do I make this list and add to it? I realise it might be out of the scope of AC in someways and I dont mind writing code to solve it, just looking for some hints on how to best go about it in the first place.
And I'm sorry if I'm asking too many questions too, once I am good enough I will actively help out on here as a huge thank you :-) Already posted one optimisation trick on my other thread.
Tonight I've built a mixamo NPC who stands in a bar and you can chat to him and get 5 different missions, one even involves finding 2 items and crafting them together to bring to him. It has been a joy to use :-) One thing, where did the zoom go from actionlist editor? it wasnt *great* but it helped, even one switch like I mentioned above is huge and requires lots of scrolling (I dont mind too much) and also the actionlist editor wont span 2 monitors which is a shame because I could work horizontally maximising the space (perhaps I should rotate one of my montors

).
I'm Rambling now, thanks!
Gaz.
EDIT: One idea sprung to mind, I could store each "string" inside one large string using a global variable, then grab it from my own C# and tokenize it, for example:
find a gun for the angry man%find some bullets for the angry mans gun
where I use % as the delimiter and thus each token would be a mission String. Doesnt seem overly crazy to me

Of course it relies on me being able to do missionText+="%find some bullets for the angry mans gun"; which Im not sure is possible?
Comments
The added benefit is that you can display the variable's text in Menus using tokens. E.g. if your local PopUp variable has an ID of 3, then the token [localvar:3], when placed in a Menu Label's text box, will show it's current text (e.g. "Mission Two"). If you want to make things dynamic and only show variable values when a mission is active, you could use the PopUp's first value as an "off" switch, and only show it's related Label if it's value > 0.
More on tokens can be found in the manual, section 10.3.