I looked into that very early but I realized the mission ends, well, when I am done flying it; I don’t have any concept of ‘score’ (who/what has been destroyed or when). Essentially there’s no BDA as in my research this was often of questionable veracity.
However, END MISSION trigger action is supposed to work.
See this YT (it add some conditions based on cockpit params IIRC)
LINK: End mission Video
In my off-the-cuff example you create them all, up front, like any other - a ‘set’ of strikers if you will, complete with routes to a target with a task (bomb, attack group, engage in zone), and back home.
However, setting them to late activation prevents them from flying. You could create a few, many, dozens, all with some variety (route, loadout, type of acft, etc). Only n-groups will fly on each run based on the random thingy.
Using the ME, only, seems you would have to create another ‘layer’ to your triggers…maybe:
Condition
If flagTrue(“1st squadron”)
AND flagTrue(“1st squadron loadout dumb bombs”)
Action: activateGroup (1stSqdrn_DumbBombs")
OR – This is an OR condition. Need to duplicate the 'If flagTrue(…) for each
If flagTrue(“1st squadron”)
AND
flagTrue(“1st squadron loadout smart bombs”)
Action: activateGroup (1stSqdrn_smartBombs")
OTW, I don’t think there’s any way to manipulate loadouts via triggers (without scripts). Given some reasonable defaults the user can them modify when in the cockpit (or change it completely).
ME experts I’m sure have a better way but the above is why, after about an hour with the ME, I went to scripts.
I find managing ‘modules’ (separate tables and files) of lua code easier to keep track of and read/decipher (and more reusable across maps an missions)
However…
Managing loadouts is a chore all by itself. I do it offline (but still with scripts) and it’s a royal PAIN[1], which is why I created sets of defaults, say 4-8 different loads for each platform based on some criteria (normally just the situation, the category - or type - of platform, etc)[2]. Seems to me that managing loadouts would mean duplicating the 'Re-arm, Re-fuel" functionality all over again. I compromised.
[1] The possible number of loudouts get BIG fast. So I have defaults (the player can select) and then change to taste in the cockpit. There’s more to it but it gets long.
[2] I wrote a tool (C# GUI) that exports the loadouts from aircraft (within a mission file) and turns that info into tables that are then selected from. This is way beyond our scope here though.