I have a whole host of problems with a mission I'm making
Oh boy... Is
that[/i] a feeling we can all relate to... ;D
Welcome to the forum!
1. Does he actually have 3 satchels? (I know, I know ... but check again. Yes, I mean by temporarily making him the player unit and Previewing the mission.) Does the touchoff bit work ok? What happens if you make the delay longer? What happens if you make him move slightly between placements?
2. Several ways to do it. The BIS way is to use a gamelogic with waypoints. Each waypoint has one line of dialogue, and a delay. Alternatively use a script
loon1 sideChat "blah"
~5
loon2 sideChat "bloo"
3. This is slightly tricky. Several possible solutions depending on exactly what you want.
a) If the loon is in behaviour safe, he will go to aware when he hears the shot. You can detect that in a trigger with a behavior command. Probably.
b) You could use an eventHandler "fired" to detect when you fire. If you are within a certain area (experiment to find the area you want) then you can make him react. Read up on eventHandlers in the Editors Depot (link at the top of this page). You may find a reveal command useful.
c) Make him higher skill. He will be more likely to detect you.
If you wound him, he will know where you are. What happens if you kill him? Will the mission cope? What happens if the player doesn't fire at him at all?