Jan,
I will have to play around with the state_machines a bit. I get the gist of it, but will have to implement in one place to make sure I get it. Can you move forward and backward? The one example doesn't show going backward. I have where my mode start is active, and then is deactivated when a mode or multiball is active, so I would wan't to revert back to the "off" state.
What I ran into was achievements and other things would lose their state between balls. I would have it in started status, but then on next ball it would be nowhere. So I added my code to tell it that yes, its in that state. Then I can run a check on ball_starting{is my flag true} to put it back into that state.
Is my way going to be more taxing from a computer perspective when I am actually running my game? Or just different? I have the entire base of my game done, and am then going to build out my modes, multiballs, wizards, etc. (about 19 modes). So I don't want to build it in a way that will bog it down during actually gameplay and then have to fix it on the back end.
Thanks again!
Avery