I was wondering if this could be done...
There are some cases when I dont know on start how many "copies" of a certain item I want to have.
Sometimes I even want tons of them! But I dont want to have to declare tons of variables that I dont know if all are going to be used (or mabe even more than i declare will be needed).

I was wondering if there was any way to create a string (changing the string for each new entity) and using that for its name?

instead of having to use pre-defined names like I do now:
ENTITY* soldier1;
ENTITY* soldier2;
ENTITY* soldier3;
etc...
ENTITY* soldier100;

I just hate doing that!
And also its 100 corresponding actions to attack each different pointer (or 100 ifs in the action to decide which pointer to make = me)

example of what im asking:
Code:
 
int number_of_soldiers;

action Create_Soldier_Name()
{
 STRING* My_ID_Number;
 STRING* New_Entity_Name;

 //set the number
 My_ID_Number = number_of_soldiers;

 //create a string with that number atttacked to it
 New_Entity_Name = "Soldier" & My_ID_Number;
 
 //Somehow use that string as the name/pointer for that entity
 New_Entity_Name = me;
}

void main()
{
 number_of_soldiers = 0;

 while(1)
 {
  if(create_soldier_button == TRUE)
  {
   //update number of soldiers
   number_of_soldiers ++;

   //create a new soldier and go to action to give it its' unique name
   ent_create("grunt.mdl", vector(0,0,0), Create_Soldier_Name)
  }
 }
}


I know that code will not work, but I hope you get what I intend to ask by that example.
Is it posible to do something similar to achieve this?
Mabe also for structs or variables or whatever?


"The more you know, the more you realize how little you know..."

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