Nutzgo 15 Posted October 3, 2018 I'm trying to duplicate and reconfigure the AddEquipment.fsm from Arma 3s End Game, the reward system for successfully downloading an intel. It gives you new loadout classes as a reward. I've successfully editet the loadout itself, it appears as I want it to in the respawn menu and all. But I want to change how the notification appears. As you can see in the picture: I get 2 classes. One has an empty name " - ", and the other is "Recon Marksman". How can I change it, so it says " Soldier (AT)" instead of " just "-" " The whole .fsm is here: Quote /*%FSM<COMPILE "scriptedFSM.cfg, AddEquipment">*/ /*%FSM<HEAD>*/ /* item0[] = {"Start",0,250,-40.000000,-130.000000,50.000000,-80.000000,0.000000,"Start"}; item1[] = {"",7,210,1.000002,-39.000004,8.999998,-30.999992,0.000000,""}; item2[] = {"West__03",4,218,-150.000000,10.000000,-60.000000,60.000000,0.000000,"West" \n "#03"}; item3[] = {"West__02",4,218,-260.000000,10.000000,-170.000000,60.000000,0.000000,"West" \n "#02"}; item4[] = {"West__01",4,218,-370.000000,10.000000,-280.000000,60.000000,0.000000,"West" \n "#01"}; item5[] = {"East__02",4,218,180.000000,10.000000,270.000000,60.000000,0.000000,"East" \n "#02"}; item6[] = {"East__01",4,218,290.000000,10.000000,380.000000,60.000000,0.000000,"East" \n "#01"}; item7[] = {"East__03",4,218,70.000000,10.000000,160.000000,60.000000,0.000000,"East" \n "#03"}; item8[] = {"End",1,250,-40.000000,80.000000,50.000000,130.000000,0.000000,"End"}; item9[] = {"Add_Equipment",2,250,-150.000000,80.000000,-60.000000,130.000000,0.000000,"Add" \n "Equipment"}; item10[] = {"Add_Equipment_1",2,250,-260.000000,80.000000,-170.000000,130.000000,0.000000,"Add" \n "Equipment"}; item11[] = {"Add_Equipment_2",2,250,-370.000000,80.000000,-280.000000,130.000000,0.000000,"Add" \n "Equipment"}; item12[] = {"Add_Equipment_3",2,4346,290.000000,80.000000,380.000000,130.000000,0.000000,"Add" \n "Equipment"}; item13[] = {"Add_Equipment_4",2,250,180.000000,80.000000,270.000000,130.000000,0.000000,"Add" \n "Equipment"}; item14[] = {"Add_Equipment_5",2,250,70.000000,80.000000,160.000000,130.000000,0.000000,"Add" \n "Equipment"}; item15[] = {"",7,210,-109.000000,170.999985,-101.000000,179.000000,0.000000,""}; item16[] = {"",7,210,111.000000,171.000000,119.000000,179.000015,0.000000,""}; item17[] = {"",7,210,-108.999992,-39.000000,-101.000000,-31.000000,0.000000,""}; item18[] = {"",7,210,-219.000000,-39.000000,-211.000000,-31.000000,0.000000,""}; item19[] = {"",7,210,-329.000000,-39.000000,-321.000000,-31.000000,0.000000,""}; item20[] = {"",7,210,110.999977,-39.000008,119.000023,-30.999992,0.000000,""}; item21[] = {"",7,210,220.999985,-39.000008,229.000015,-30.999992,0.000000,""}; item22[] = {"",7,210,330.999969,-39.000008,339.000000,-30.999992,0.000000,""}; item23[] = {"",7,210,-219.000000,171.000000,-211.000000,179.000015,0.000000,""}; item24[] = {"",7,210,-329.000000,171.000000,-321.000000,179.000015,0.000000,""}; item25[] = {"_",8,218,-40.000000,150.000000,50.000000,200.000000,0.000000,""}; item26[] = {"",7,210,220.999985,170.999985,229.000015,179.000015,0.000000,""}; item27[] = {"",7,210,330.999969,170.999985,339.000000,179.000015,0.000000,""}; link0[] = {0,1}; link1[] = {1,17}; link2[] = {1,20}; link3[] = {2,9}; link4[] = {3,10}; link5[] = {4,11}; link6[] = {5,13}; link7[] = {6,12}; link8[] = {7,14}; link9[] = {9,15}; link10[] = {10,23}; link11[] = {11,24}; link12[] = {12,27}; link13[] = {13,26}; link14[] = {14,16}; link15[] = {15,25}; link16[] = {16,25}; link17[] = {17,2}; link18[] = {17,18}; link19[] = {18,3}; link20[] = {18,19}; link21[] = {19,4}; link22[] = {20,7}; link23[] = {20,21}; link24[] = {21,5}; link25[] = {21,22}; link26[] = {22,6}; link27[] = {23,15}; link28[] = {24,23}; link29[] = {25,8}; link30[] = {26,16}; link31[] = {27,26}; globals[] = {0.000000,0,0,0,0,640,480,1,71,6316128,1,-356.525116,364.254791,631.402222,-128.943207,838,884,1}; window[] = {2,-1,-1,-1,-1,954,104,1544,104,3,856}; *//*%FSM</HEAD>*/ class FSM { fsmName = "AddEquipment"; class States { /*%FSM<STATE "Start">*/ class Start { name = "Start"; itemno = 0; init = /*%FSM<STATEINIT""">*/"// Basic definitions" \n "BIS_EG_NEW_LOADOUT = format [""<t size='1.5' align='center' color='#FFB300'>%1</t>"",localize ""STR_A3_EndGame_NewLoadout""];" \n "BIS_EG_NEW_LOADOUTS = format [""<t size='1.5' align='center' color='#FFB300'>%1</t>"",localize ""STR_A3_EndGame_NewLoadouts""];" \n "BIS_EG_NEW_VEHICLE = format [""<t size='1.5' align='center' color='#FFB300'>%1</t>"",localize ""STR_A3_EndGame_NewVehicle""];" \n "BIS_EG_NEW_VEHICLES = format [""<t size='1.5' align='center' color='#FFB300'>%1</t>"",localize ""STR_A3_EndGame_NewVehicles""];" \n "BIS_EG_NEW_LOADOUT_PICTURE = ""<img image='\a3\Ui_f\data\IGUI\Cfg\Actions\reammo_ca.paa' align='center' size='2.5'/>"";" \n "BIS_BR = ""<br />"";" \n "BIS_MARK = "" -"";" \n ""/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; class Links { /*%FSM<LINK "West__02">*/ class West__02 { itemno = 3; priority = 0.000000; to="Add_Equipment_1"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"([""GetSideCompletedObjectivesCount"",[WEST]] call BIS_fnc_moduleHvtObjectivesInstance == 2)" \n "and" \n "!(BIS_west02_reward)" \n ""/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ /*%FSM<LINK "West__01">*/ class West__01 { itemno = 4; priority = 0.000000; to="Add_Equipment_2"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"([""GetSideCompletedObjectivesCount"",[WEST]] call BIS_fnc_moduleHvtObjectivesInstance == 1)" \n "and" \n "!(BIS_west01_reward)" \n ""/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ /*%FSM<LINK "East__03">*/ class East__03 { itemno = 7; priority = 0.000000; to="Add_Equipment_5"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"([""GetSideCompletedObjectivesCount"",[EAST]] call BIS_fnc_moduleHvtObjectivesInstance == 3)" \n "and" \n "!(BIS_east03_reward)" \n ""/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ /*%FSM<LINK "East__02">*/ class East__02 { itemno = 5; priority = 0.000000; to="Add_Equipment_4"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"([""GetSideCompletedObjectivesCount"",[EAST]] call BIS_fnc_moduleHvtObjectivesInstance == 2)" \n "and" \n "!(BIS_east02_reward)" \n ""/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ /*%FSM<LINK "East__01">*/ class East__01 { itemno = 6; priority = 0.000000; to="Add_Equipment_3"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"([""GetSideCompletedObjectivesCount"",[EAST]] call BIS_fnc_moduleHvtObjectivesInstance == 1)" \n "and" \n "!(BIS_east01_reward)" \n ""/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ /*%FSM<LINK "West__03">*/ class West__03 { itemno = 2; priority = 0.000000; to="Add_Equipment"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/"([""GetSideCompletedObjectivesCount"",[WEST]] call BIS_fnc_moduleHvtObjectivesInstance == 3)" \n "and" \n "!(BIS_west03_reward)" \n ""/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ }; }; /*%FSM</STATE>*/ /*%FSM<STATE "End">*/ class End { name = "End"; itemno = 8; init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; class Links { }; }; /*%FSM</STATE>*/ /*%FSM<STATE "Add_Equipment">*/ class Add_Equipment { name = "Add_Equipment"; itemno = 9; init = /*%FSM<STATEINIT""">*/"BIS_west03_reward = true;" \n "" \n "[] spawn {" \n "" \n "// Classes" \n "_sniper = format [""<t align='left' size='1.25'>%1 %2</t>"",BIS_MARK, localize ""STR_b_sniper_f0""];" \n "_heavyGunner = format [""<t align='left' size='1.25'>%1 %2</t>"",BIS_MARK, localize ""STR_a3_cfgvehicles_b_heavygunner_f0""];" \n "" \n "sleep 2.5;" \n "" \n "// HINT NOTIFICATION" \n "[parseText" \n " (" \n " BIS_EG_NEW_LOADOUTS +" \n " BIS_BR +" \n " BIS_BR +" \n " BIS_EG_NEW_LOADOUT_PICTURE +" \n " BIS_BR +" \n " BIS_BR +" \n " _sniper +" \n " BIS_BR +" \n " _heavyGunner" \n " ),""hintSilent"",WEST,false] call BIS_fnc_MP;" \n "" \n "[west,[""B_Sniper"",2]] call bis_fnc_addrespawninventory;" \n "[west,[""B_HeavyGunner"",2]] call bis_fnc_addrespawninventory;" \n "" \n "sleep 10;" \n "["""",""hintSilent"",WEST,false] call BIS_fnc_MP;" \n "" \n "};" \n ""/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; class Links { /*%FSM<LINK "_">*/ class _ { itemno = 25; priority = 0.000000; to="End"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/""/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ }; }; /*%FSM</STATE>*/ /*%FSM<STATE "Add_Equipment_1">*/ class Add_Equipment_1 { name = "Add_Equipment_1"; itemno = 10; init = /*%FSM<STATEINIT""">*/"BIS_west02_reward = true;" \n "" \n "[] spawn {" \n "" \n "// Classes" \n "_explosiveSpecialist = format [""<t align='left' size='1.25'>%1 %2</t>"",BIS_MARK, localize ""STR_b_soldier_exp_f0""];" \n "_sharpshooter = format [""<t align='left' size='1.25'>%1 %2</t>"",BIS_MARK, localize ""STR_a3_cfgvehicles_b_sharpshooter_f0""];" \n "" \n "sleep 2.5;" \n "" \n "// HINT NOTIFICATION" \n "[parseText" \n " (" \n " BIS_EG_NEW_LOADOUTS +" \n " BIS_BR +" \n " BIS_BR +" \n " BIS_EG_NEW_LOADOUT_PICTURE +" \n " BIS_BR +" \n " BIS_BR +" \n " _explosiveSpecialist +" \n " BIS_BR +" \n " _sharpshooter" \n " ),""hintSilent"",WEST,false] call BIS_fnc_MP;" \n "" \n "[west,[""B_ExplosiveSpecialist"",2]] call bis_fnc_addrespawninventory;" \n "[west,[""B_Sharpshooter"",2]] call bis_fnc_addrespawninventory;" \n "" \n "sleep 10;" \n "["""",""hintSilent"",WEST,false] call BIS_fnc_MP;" \n "" \n "};" \n ""/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; class Links { /*%FSM<LINK "_">*/ class _ { itemno = 25; priority = 0.000000; to="End"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/""/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ }; }; /*%FSM</STATE>*/ /*%FSM<STATE "Add_Equipment_2">*/ class Add_Equipment_2 { name = "Add_Equipment_2"; itemno = 11; init = /*%FSM<STATEINIT""">*/"BIS_west01_reward = true;" \n "" \n "[] spawn {" \n "" \n "// Classes" \n "_AT_L = format [""<t align='left' size='1.25'>%1 %2</t>"",BIS_MARK, localize ""$STR_b_soldier_lat_f0""];" \n "_reconMarksman = format [""<t align='left' size='1.25'>%1 %2</t>"",BIS_MARK, localize ""STR_b_recon_m_f0""];" \n "" \n "sleep 2.5;" \n "" \n "// HINT NOTIFICATION" \n "[parseText" \n " (" \n " BIS_EG_NEW_LOADOUTS +" \n " BIS_BR +" \n " BIS_BR +" \n " BIS_EG_NEW_LOADOUT_PICTURE +" \n " BIS_BR +" \n " BIS_BR +" \n " _AT_L +" \n " BIS_BR +" \n " _reconMarksman" \n " ),""hintSilent"",WEST,false] call BIS_fnc_MP;" \n "" \n "[west,[""B_AT_L"",1]] call bis_fnc_addrespawninventory;" \n "[west,[""B_ReconMarksman"",2]] call bis_fnc_addrespawninventory;" \n "" \n "sleep 10;" \n "["""",""hintSilent"",WEST,false] call BIS_fnc_MP;" \n "" \n "};" \n ""/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; class Links { /*%FSM<LINK "_">*/ class _ { itemno = 25; priority = 0.000000; to="End"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/""/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ }; }; /*%FSM</STATE>*/ /*%FSM<STATE "Add_Equipment_3">*/ class Add_Equipment_3 { name = "Add_Equipment_3"; itemno = 12; init = /*%FSM<STATEINIT""">*/"BIS_east01_reward = true;" \n "" \n "[] spawn {" \n "" \n "// Classes" \n "_AT_L = format [""<t align='left' size='1.25'>%1 %2</t>"",BIS_ADDONS, localize ""$STR_b_soldier_lat_f0""];" \n "_reconMarksman = format [""<t align='left' size='1.25'>%1 %2</t>"",BIS_MARK, localize ""STR_b_recon_m_f0""];" \n "" \n "sleep 2.5;" \n "" \n "// HINT NOTIFICATION" \n "[parseText" \n " (" \n " BIS_EG_NEW_LOADOUTS +" \n " BIS_BR +" \n " BIS_BR +" \n " BIS_EG_NEW_LOADOUT_PICTURE +" \n " BIS_BR +" \n " BIS_BR +" \n " _AT_L +" \n " BIS_BR +" \n " _reconMarksman" \n " ),""hintSilent"",EAST,false] call BIS_fnc_MP;" \n "" \n "[east,[""O_AT_L"",1]] call bis_fnc_addrespawninventory;" \n "[east,[""O_ReconMarksman"",2]] call bis_fnc_addrespawninventory;" \n "" \n "sleep 10;" \n "["""",""hintSilent"",EAST,false] call BIS_fnc_MP;" \n "" \n "};" \n ""/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; class Links { /*%FSM<LINK "_">*/ class _ { itemno = 25; priority = 0.000000; to="End"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/""/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ }; }; /*%FSM</STATE>*/ /*%FSM<STATE "Add_Equipment_4">*/ class Add_Equipment_4 { name = "Add_Equipment_4"; itemno = 13; init = /*%FSM<STATEINIT""">*/"BIS_east02_reward = true;" \n "" \n "[] spawn {" \n "" \n "// Classes" \n "_explosiveSpecialist = format [""<t align='left' size='1.25'>%1 %2</t>"",BIS_MARK, localize ""STR_b_soldier_exp_f0""];" \n "_sharpshooter = format [""<t align='left' size='1.25'>%1 %2</t>"",BIS_MARK, localize ""STR_a3_cfgvehicles_b_sharpshooter_f0""];" \n "" \n "sleep 2.5;" \n "" \n "// HINT NOTIFICATION" \n "[parseText" \n " (" \n " BIS_EG_NEW_LOADOUTS +" \n " BIS_BR +" \n " BIS_BR +" \n " BIS_EG_NEW_LOADOUT_PICTURE +" \n " BIS_BR +" \n " BIS_BR +" \n " _explosiveSpecialist +" \n " BIS_BR +" \n " _sharpshooter" \n " ),""hintSilent"",EAST,false] call BIS_fnc_MP;" \n "" \n "[east,[""O_ExplosiveSpecialist"",2]] call bis_fnc_addrespawninventory;" \n "[east,[""O_Sharpshooter"",2]] call bis_fnc_addrespawninventory;" \n "" \n "sleep 10;" \n "["""",""hintSilent"",EAST,false] call BIS_fnc_MP;" \n "" \n "};" \n ""/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; class Links { /*%FSM<LINK "_">*/ class _ { itemno = 25; priority = 0.000000; to="End"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/""/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ }; }; /*%FSM</STATE>*/ /*%FSM<STATE "Add_Equipment_5">*/ class Add_Equipment_5 { name = "Add_Equipment_5"; itemno = 14; init = /*%FSM<STATEINIT""">*/"BIS_east03_reward = true;" \n "" \n "[] spawn {" \n "" \n "// Classes" \n "_sniper = format [""<t align='left' size='1.25'>%1 %2</t>"",BIS_MARK, localize ""STR_b_sniper_f0""];" \n "_heavyGunner = format [""<t align='left' size='1.25'>%1 %2</t>"",BIS_MARK, localize ""STR_a3_cfgvehicles_b_heavygunner_f0""];" \n "" \n "sleep 2.5;" \n "" \n "// HINT NOTIFICATION" \n "[parseText" \n " (" \n " BIS_EG_NEW_LOADOUTS +" \n " BIS_BR +" \n " BIS_BR +" \n " BIS_EG_NEW_LOADOUT_PICTURE +" \n " BIS_BR +" \n " BIS_BR +" \n " _sniper +" \n " BIS_BR +" \n " _heavyGunner" \n " ),""hintSilent"",EAST,false] call BIS_fnc_MP;" \n "" \n "[east,[""O_Sniper"",2]] call bis_fnc_addrespawninventory;" \n "[east,[""O_HeavyGunner"",2]] call bis_fnc_addrespawninventory;" \n "" \n "sleep 10;" \n "["""",""hintSilent"",EAST,false] call BIS_fnc_MP;" \n "" \n "};" \n ""/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; class Links { /*%FSM<LINK "_">*/ class _ { itemno = 25; priority = 0.000000; to="End"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/""/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ }; }; /*%FSM</STATE>*/ }; initState="Start"; finalStates[] = { "End", }; }; /*%FSM</COMPILE>*/ And here is where I editet mine: Quote /*%FSM</STATE>*/ /*%FSM<STATE "Add_Equipment_2">*/ class Add_Equipment_2 { name = "Add_Equipment_2"; itemno = 11; init = /*%FSM<STATEINIT""">*/"BIS_west01_reward = true;" \n "" \n "[] spawn {" \n "" \n "// Classes" \n "_AT_L = format [""<t align='left' size='1.25'>%1 %2</t>"",BIS_MARK, localize ""$STR_b_soldier_lat_f0""];" \n "_reconMarksman = format [""<t align='left' size='1.25'>%1 %2</t>"",BIS_MARK, localize ""STR_b_recon_m_f0""];" \n "" \n "sleep 2.5;" \n "" \n "// HINT NOTIFICATION" \n "[parseText" \n " (" \n " BIS_EG_NEW_LOADOUTS +" \n " BIS_BR +" \n " BIS_BR +" \n " BIS_EG_NEW_LOADOUT_PICTURE +" \n " BIS_BR +" \n " BIS_BR +" \n " _AT_L +" \n " BIS_BR +" \n " _reconMarksman" \n " ),""hintSilent"",WEST,false] call BIS_fnc_MP;" \n "" \n "[west,[""B_AT_L"",1]] call bis_fnc_addrespawninventory;" \n "[west,[""B_ReconMarksman"",2]] call bis_fnc_addrespawninventory;" \n "" \n "sleep 10;" \n "["""",""hintSilent"",WEST,false] call BIS_fnc_MP;" \n "" \n "};" \n ""/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; class Links { /*%FSM<LINK "_">*/ class _ { itemno = 25; priority = 0.000000; to="End"; precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/; condition=/*%FSM<CONDITION""">*/""/*%FSM</CONDITION""">*/; action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/; }; /*%FSM</LINK>*/ }; }; Share this post Link to post Share on other sites
pierremgi 4739 Posted October 3, 2018 $STR_b_soldier_lat_f0 It seems you have an extra $ character. Drop it. 2 1 Share this post Link to post Share on other sites
Nutzgo 15 Posted October 4, 2018 Oh my god. Hope that fixes it. Will test it. Share this post Link to post Share on other sites
Nutzgo 15 Posted October 4, 2018 I feel so embarassed. That did the trick. Cheers. Share this post Link to post Share on other sites