Hi,
don't worry about you asking things that you might feel not adequate. A forum is meant for you to ask questions in the first place, so never hesitate!
Yes, ArrayMaker use the very same vocabulary as the methods you would use with arrays if you were scripting. So yes you can look at examples and theory on c# arrayList and hashtable and find the corresponding playmaker actions for them.
the reference field must be used when you have more than one arrayList or hashtable on the same GameObject, I need a way to identify which one you want to access, does that make sense? Ignore this completly if you are only hosting ONE arrayList and/or ONE hashtable on a gameObject, in that case, there can be no doubt about that. This is something that I added for the implementation, this is not somethign that belongs to the array Itself.
You can prefill with 300 hundred items yes... tho I would not recommand this AT ALL. instead you should maintain a text file that you parse when the application starts that will read each line of the text file and make an try out of it in arrayMaker. Please look at the word search example for a example, you would use the very same technic.
A single arrayList or hashtable can host any data you want, the prefill system I have in place constrains you in only filling one type, but that could be easily lifted with a more flexible editor interface. So yes, you can have a string, then an int, then a gameObjet in the same arrayList, ArrayMaker will be fine with this. Of course it will be up to the designer to properly make use of that power.
in your case, have two arrayList, one that host the string themselves, and have a second arrayList hoting bollean values. so for a given index ( say item 10) , you willg et the string fromt he first array and get it's flag from the second array. Does that make sense? this is a perfect example of using the reference, have both arrays on the same gameObject, name the first array "name" and the second array "selectable". Does that make sense?
Bye,
Jean