No need for the editor update. To put Guba in your mission, you need to edit the SQM (like you did for Angelina) with this classname:
GeneralENow, I gotta correct you on some things, RoachKilla
Anyways, planck is right, the only thing is I think the game is picky about capitals too.
When it comes to things like weapon/unit names, no, the game doesn't care about caps. When it comes to labels and variables, the game very much DOES care though.
it doesn't matter what goes first cause he will automatically reload when the mission starts, repeat the addmagazine commands for more ammo.
If you first give the guy a weapon, then give the guy some ammo, he will start with no magazine loaded in his gun. He WON'T reload when the mission starts: he will reload when he tries to fire. If you give him a magazine BEFORE giving him a gun, then he will start out with ammo in the weapon.
Most all script lines begin "this" meaning it starts right when the mission begins.
Wrong
"this" refers to whichever UNIT the code is being run from. So lets say I've got a guy named "bob", and I run this from his init field:
this setdammage 1
Bob will be set to full damage (killed) as soon as the mission starts. However, I could get the exact same result by putting this line in ANYONE else's init field:
bob setdammage 1
So you see, "this" basically replaces the name of the unit, when using init fields. This way you don't have to name every single unit you place: you can just use "this" instead.
A little more advanced: "this" takes on different meanings when it is used in different contexts. For example, when you call a script, the parameters you pass to it can be used in the script with "_this".