I know there is one for "percent-ships-destroyed" of a defined group which I used to use for arrival cues in hositle wing as it als counted waves of wings in total percentage...
EDIT: It's called "ship-type-destroyed"....
I remember having problems with percent-ships destroyed/departed etc... Some time ago I asked something here and karajorma told me to use this sexp, but it didn't work for me. (the sexp itself didn't work) so I think I won't go further this way, especially when the other version is working (I tested it in a small 3 mission campaign, it does).
Okay, I figured it was something like that then. Then that is probably your best bet then (outside of lua scripting).
Since I have no clue about scripting, I stay with this way
Though I remember a mission in BP where you had to call reinforcements and had some limited points available. Maybe it's possible (for someone else, not me
) to connect the BankAccount to the script that has been used there to make a more "smooth" way to buy the ships. Otherwise:
Just out of interest, how do you plan to handle that?
Well I have to rethink a few things but what
is working right now:
M 1 you kill ships and collect money (campaign-persistent-variable)
M 2 (some kind of small mission in-between) you fly around a "mercenary market". Using GTNB Pharos buoys and distance-checks, you get messages about certain ships waiting around the market. Once you have enough money and the distance to the ship/buoy becomes smaller than X, the ship jumps out, triggering an event like "Ship XY bought". Congratulations, you bought the mercenery ship for the next mission to aid you and your BankAccount goes down a certain amount of money.
M 3: Several ships appear (right from the start is working, other conditions have to be tested, but should as well) for example when the event "Ship XY bought" became true in M 2.
It's still just a mindgame, but it could lead to some interesting tactical choices you could make before a mission. A script would make that easier (like in BP and mentioned above), but I think my version would work in a more "physical" way by flying around, reading the messages and deciding what to buy for the next mission (or maybe the whole campaign, you could do this with "allow ship/allow weapon" sexps as well). so you can decide how to increase the flyable ships (need a bomber? Go for it, buy one!)
I'm thinking about a part of a campaign where you have a contract with a group of scavengers. They pay you for every ship you shoot (because they'll jump in later and scavenge the debris) or maybe even the police, when you go bounty hunting.