Ah -- that's really good to have.
For the time being, I've figured out a way to use a flat file to 1) store information about provinces, and 2) use a data file stored on a server to determine which map will be played next, and which factions will be involved.
If I have any complications, though, it's excellent to have a back-up way of doing it.
My current system I can make work from the admin panel on my host computer. I have yet to try it with an admin panel on a server, ie, one which is run by config files.
The way it works: as soon as you start the server admin panel, it sends a message to a .php file which echos back four integers. The relevant bit of script in game_receive_url_response is the following:
(assign, ":message_type", reg0),
(try_begin),
(eq, ":message_type", 1), #type 1 is set map
(assign, "$g_multiplayer_selected_map", reg1), #this is the second integer I receive
(store_add, "$g_multiplayer_next_team_1_faction", "fac_empire_0", reg2), #the third integer
(store_add, "$g_multiplayer_next_team_2_faction", "fac_empire_0", reg3),
(team_set_faction, 0, "$g_multiplayer_next_team_1_faction"),
(team_set_faction, 1, "$g_multiplayer_next_team_2_faction"),
(multiplayer_send_2_int_to_server, multiplayer_event_admin_start_map, "$g_multiplayer_selected_map", "$g_multiplayer_game_type"),
(try_end),
The game seems to start automatically from the admin panel, without having to hit the start button, after a second or two. This is what I want to happen.
Does anyone see any pitfalls, if this approach is tried on an automatic server -- ie, where the admin panel is operated by config file, rather than by human? (That is, if I understand the system correctly).