If you're still working on other features:
1. The ability for a random zone id to be picked from a selection of given zone ids. This would pair well with custom drone missions.
2. As stated previously by someone else, an option to specify how many times a given checkpoint should be repeated before moving to the next one.
3. While working on vibrator states, maybe also look into playing with the timed cuffs so you can keep them locked until completing a given checkpoint. Alternatively, force the normal handcuff success gauge to zero on unlock attempts until a checkpoint is completed.
1. I did think about different approaches for that. Currently my preferred one is to make a list of checkpoints and select a random one as the next. You could do random zones that way by copy-pasting the checkpoint and only changing the zone. But you can also do random conditions that way. It's a bit more work to set up when you create your mission, but at the end more flexible.
I also thought about having multiple checkpoints to choose from, but that would be much harder to do because it would also require multiple UI panels to tell you what you have to do for each.
2. I saw that, but I've been thinking and the use cases are limited. I've seen it for multiple orgasms and there could be a few more like drinking, peeing and buying from the vending machine, but those don't seem very fun.
And unless you plan to do a lot of repetitions you can do it by using the current tool set:
- like you did with multiple checkpoints and a duration that is short enough for once but longer than half the time so you don't do multiple checkpoints with one execution.
- you could also do alternating checkpoints if you are unsure about the duration, with e.g. "Orgasm" and the next one "!Orgasm" so it can only proceed when you stop the current state.
- or you could do it with only one checkpoint if you set "reset" to false and set the duration as a multiple of the duration of one execution.
3. Auto-locking handcuffs is at least something I wanted to try. If you could set a more precise time that would be usable for that.
Currently you can use the timed handcuffs and it only counts as handcuffed if there is time left, like the original missions do it.
For normal handcuffs to interrupt progress you have to also check for "Action_AttachHandcuffs" that is also done when trying to open them.