You could try using the Radio activations of triggers?, eg: Alpha=1, Bravo=2, etc. Then if the answer your Recon dude needs to take back to his CO is 5, then he has to reply by radioing "Echo". Just set the correct condition to that trigger?
I'm afraid this is the only logical answer to your question that i could think of at present off-the-bat without detailing too much into a built script, & i know next to nothing about UI (interface) construction at this moment. Though i'm sure there are more experienced then i that may be able to give you exactly what you want
Still, i think you may find some potential using trigs
EDIT: Another relatively simple way to achieve this may be to add a bunch of addActions to the Officer, so that when the Recon returns to repot he can pick the correct Action. Just have the correct action call the consequence you want, ie in the form of a script.
eg: correctAnswer = officerName addAction ["5 men in Group", "Correct.sqs"], wrongAnswer = officerName addAction ["4 men in Group", "Wrong.sqs"]
;"Correct.sqs"
Officer removeAction correctAnswer
titleText ["Good work Soldier, better take a full squad back there and sort em out!", "Plain Down"]
"1" objStatus "DONE"
~5
[unitOne, unitTwo, etc] join ReconDude
removeAllWeapons ReconDude
ReconDude addMagazine "5Rnd_762x51_M24"
ReconDude addMagazine "5Rnd_762x51_M24"
ReconDude addMagazine "5Rnd_762x51_M24"
ReconDude addMagazine "5Rnd_762x51_M24"
ReconDude addMagazine "5Rnd_762x51_M24"
ReconDude addWeapon "M24"
exit
;"Wrong.sqs"
Officer removeAction wrongAnswer
titleText ["Are you sure you had both eyes open soldier? You seemed to report back awful quick!", "Plain Down"]
"1" objStatus "FAILED"
~3
titleText ["I better take a look for myself, i think you better stay behind and clean your weapon again!", "Plain Down"]
ReconDude playMove "AmovPsitMstpSlowWrflDnon_WeaponCheck1"
exit
Tested - crude, but it works! However i'm still unsure as to how to implement this sequence of events if the number of units spotted in the group would be random each time
. Therefore if you were to use the above, i'm afraid to say, reduces the replay abilities of the mission somewhat, considering that the answer is going to be the same each time the mission is played. Like i said, crude but it works as is. But alas, i'm confident one of the fine scripting veterans here at OFPEC would be willing to show us both how such a course of events may be passed in a randomized environment
S.W.Carroll [AE]