1. the command:
this setcaptive false/true
will be of use. as for the weapon, try the command:
unit hasweapon "weaponname"
which would detect whether the weapon was out but would tell you when he had it. you could also use an "eventhandler" (see editor depot for more details, if you need them) to detect when the player fired if you wanted. you can use a trigger to find out whether hes in the camp.
2. this is a pretty basic solution but you could add the action "Distract" in your menu and could have a script with your player saying: "Hey you dumb Ruskie, look behind you" or something.
3. you could set off an alarm in a similar way by playing an alarm sound once an action in the action menu has been done. (for the above two queries there are also tutorials for the addaction command if you need it).
4. dunno - switchmove/playmove maybe?
5. check charlie howarth's campaign.ext tutorial on
this search page (second on list):
for just one mission though, you can just go to save and press "export to single missions" in the drop down menu. you may want an overview.html to make it look good if you don't already have one.
6. same way as a mission. make a trigger that activates when you want the intro to end with type "End 1"
hope it helps
#Link edited to fit on page by macguba[/size]