Originally Posted by SDPhantom
For now, I got the OnFinished handlers on the animations to trigger the next logical step. This makes it play more like a movie without the need for interaction. I might end up hiding the next button and seeing how it turns out visually.
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I just complete them all in the background using C_Garrison.MarkMissionComplete(missionID) and C_Garrison.MissionBonusRoll(missionID) depending on .state, but sometimes GarrisonMissionList_UpdateMissions() doesn't update the mission list and I have to reopen the table...
Also couldn't find a way to tell if a mission failed or was successful, so I don't output rewards.
http://youtu.be/FdMo8hdc4rY
Too much issues for a release