Ok people I really tried everything that came to my mind but now I'm stuck.
I have a mission that later becomes part of a campaign file. The loadout depends on the variables from other missions. I can use the team-loadout-window in FRED to tell that the amount of a weapon shall be set from the corresponding variable. After that, I save and exit.
If I reopen the file via FRED some of these weapons are unchecked or now have a certain amount instead of being set from a variable.
If I open the mission with Notepad++, the line shows the following:
+Weaponry Pool: (
"Sling MK 2" @Loadout_SlingMK2
So see, some of them are double. If I delete the ones with the numbers and just have the ones with the variables, everything seems ok (no doubles). But back in FRED some are again set to "don't use variables", some remain with variables.
I used 3.8 and the latest nightly, the problem remains the same.
Or is this just because there is no campaign file behind it where it can check for the corresponding variables (AKA which weapon was chosen before)? Will this problem go away once a campaign file is created?
Strangely, this only happens with the weapon-variables. The ship-variables all stay as "Set amount from variable"...
$Ship Choices: (
"MLF Foxhound" @Loadout_Foxhound
"MMF Tornjak" @Loadout_Tornjak
"MMF Bulldog" @Loadout_Bulldog
"MMF Husky" @Loadout_Husky
"MMF Pitbull" @Loadout_Pitbull
"MHF Mastiff" @Loadout_Mastiff
"MHF Bandog" @Loadout_Bandog
"MVHF Wolfhound" @Loadout_Wolfhound
"MB Tiger" @Loadout_Tiger
"MB Lion" @Loadout_Lion
Any ideas WHY this is happening and what I can do? Or will this not become an issue once the campaign file is created?
The variables are all set to "campaign-persistant", by the way. This strange behaviour also leads to the fact that when I start the mission, I'm told "Player has no weapons", the weapon loadout screen stays empty.