Oh, the script doesn't throw any errors. The soldier places his mines and all just fine. So the syntax isn't the problem here. The problem is that I can't figure out a way to derive an object reference to an ammo box from either it's name or its id in the editor.
I will change my move to doMove, though, if you think that's better.
P.S. Ahem ... I guess I haven't really expressed myself very clearly. What I mean is that this line ...
_oAmmoBox = object _nAmmoBoxId
would probably work beautifully
__IF__ ..... if I actually __had__ an id to pass to the script. Yanno what I'm saying?
Thing is, I don't. Because when I click on the ShowId's button (or whatever it's labelled in the mission editor) it shows id's for all kinds of things .... roads, houses, even them friggin trees! But not for my ammo boxes. They don't seem to HAVE an id actually.
So that's why my entire "pass an array of object id's" concept is flawed, and I'm asking if anybody has a clue if there are other ways to address a specific ammox box in a script.