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Frankelnster's method (the not raw one) seems efficient enough to find each and every issue in the game (albeit to be completely ignored by Overkill instead). If this is not the case for most people, what would you add that make it more palpatable for non-coder users to understand what's going on?
It's purely an attempt at making it visually appealing and interactive. And of course make it so people that can't read (pseudo)code would feel compelled to get involved and play with it.
Although I suppose a tool to, for example, quickly overview all the different sniper setups for all different heists could be very useful (*cough* also to Overkill who'll just ignore it *cough*).
Would you just give options like "snipers", "diff", "spawns", "mission objective 1/2/3/4/5", "random spawns of 1/2/3/4/5" etc?
(I mean, it sounds great, but I just personally don't see how you would preset it user friendly. But knowing you and your site, you probably thinking something that I couldn't possibly have thought off).
But I guess you answered 3) posively, for me anyway. Can't really help with 1 or 2, sorry.
The same goes for finding groups of similar elements, both by meaning (say a sniper spawn as opposed to a safe spawn) and by element type (if it's a chance roll, a trigger, a toggle, etc).
The root of a mission is world.world. It should say world_data.continents_file = "x", which refers to "x.continents". Anyway, I think it is always continents.continents.
continents.continents then has the names of the individual folders in that mission. E.g. if one entry is mt_temp, then there usually is a file "mt_temp/mt_temp.mission" and "mt_temp/mt_temp.continent". There is no guarantee that continents.continents points at valid files only, so you must check for existence. At this point I also filter out editor_only stuff.
The scripts mostly stand on their own, but can interact with each other using ElementExecuteInOtherMission, which behaves the same as a simple MissionScriptElement but its on_executed elements are from another script. The id of each element is unique across scripts of a mission anyway, so this is purely for encapsulation; I personally keep a list of all mission elements mashed together for bookkeeping.
I had tried plain HTML for the mission scripts. It was very ugly and very useless. I'm afraid I haven't looked further into this.