Hello,
since I ran into many problems with SEXP-Limits and the AI don't do what I what her to do, I thought I just show you one of my problems, maybe you can think of some solutions or upgrades in the (hopefully near) future. I know I could have written the post shorter, but that makes it easier for me to explain the situation, (and I wanted to explain the argument-skipping below) so sorry for that

Unlike normal freespace-missions I don't have missions like "arriving, fighting and departing" (no offense guys, I just want to give an example

) I have due to the usage of navpoints (spread all over the mission-area with uge distances between them) mostly 3 or more "income, fight and departing"-stages, which also result everytime into a calm mission-part between those stages, where nothing big happens (in this situations, the battlegroups should form together again and / or we have most of our mission-chatter).
Now, what I don't like is the fact, that after a battle is won, fighters have "no orders" and start cruising slowly on their last position in circles, which makes them look like idiots.
To prevent that, I always have to control them by giving them AI-goals like "stay near ship", "guard" or something like that, which will force them into a close position. Since I normally use more than one wing, my problems start. Here is a part of a typical SEXP for one of this calm-stages, to give a picture of it :

Since many single events would use lots of SEXP-Nodes, I already started using more than 1 "when" argument in a single SEXP, but I've noticed many times that escpecially when using more than one "add-goal", you have a 30% chance (only a guess of course ), that at least one goal will not be given to the fighters.
Making use of "clear goals" decreases the possibility that it will happen, but don't prevent it at all.
So much for the "bug", I could mantis it if you wish (but I can't be produced by purpose, it is random).
To make life easier (certainly other people would also benefit from this) would it be possible to :
1) create a variable "all allied fighter/bombers" additional to wingnames (sometimes "all friendly" is available, but not for that AI-Goal part), so that I have only one "add-goal"-argument to create ? (But "all friendly" will be misplaced here, since this shouldn't affect any capships at all)
2) Another idea (or even better additional) some sort of "global goal" , that will be given everytime a fighter has "no orders", or simply force them to stay near the player if nothing happens
Before you ask, I know there are 8 possible goal-slots in ship- or wingedit, but that will not work here, since most of the goals-targets aren't even in the mission-area when the mission starts.
However, I certainly don't know everything about FRED, so maybe there is already a possibility to do that. Just tell me them

(edit) While writing this, I just get an Idea. Since the "everytime" argument is now possible, is there a way to say
"everytime XY has "no orders", add goal to XY" ? That would already be a good solution for the time being.
Thanks.