This is really hard. It's tough sticking with something this difficult for several hours but at least I'm able to work out
some issues with all of your help.... I must have spent about 10 or 12 hours over this week trying to get the hang of things and am not making good progress, but at least I'm making a bit!
I was able to get the counters working finally. I didn't use your counter module
@Prof. Garfield because I'm not quite there yet with being able to read those and fully understand them,
but I did read through it and it helped me understand the issue I was having. So, it was helpful and it got the job done. I also re-read your first two lessons today, which helped as well. I don't want to give you the impression that I'm not trying to grasp this stuff and just running off on my own like a crazy person but you're dealing with someone with 1 year of math... Reverse engineering seems to be the most likely way I can achieve things, or get them close, at least for now.
On the very plus side of things, I am now down to just two events from being able to complete this scenario... The downside is that could mean weeks
1. I need to get the KateTorp / KateBomb reload mechanism working. I wasn't able to piece that together yet with what you offered, though I'll give it a shot;
2. I need to decide what to do about reactive attacks. I got them working by throwing a ton of code in that simply didn't need to be there (clouds, high alt stuff, area damage, etc.) but then I tried cutting out some stuff and couldn't get it to work. All this scenario needs is something simple where one unit reacts to another unit when a key is pressed. There's no dive, no clouds, no radar-guided munitions necessary, etc. I'm nearly thinking its needs are so less complex that it might just make more sense to attempt to rewrite entirely, not that I'm very likely to do well with that!
Anyway, this brave new world makes creation interesting!