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what this does is makes 6 opfor units spawn on those three locations where you put the triggers, you could place one or two triggers and have as many units as you want spawn on it, its just a quick and crappy but simple way without using any mods to spawn a bunch of units in a area.
is this the start of a quote battle?
and im assuming this would answer your question, is it just different units or is it a different side, such as opfor/blufor/east/west/independent/civilian or what? if its a different side such as opfor/blufor, edit where it says defendingUnits = createGroup EAST; to WEST. west being blufor, east being opfor. if you want a different unit such as a medic or machinegunner and such, where i have unitClassNamer, just put the units classname in there. such as
dunits = defending_units createUnit ["O_G_Soldier_F", (spawn_points) call BIS_fnc_selectRandom, [], 0, "FORM"];
O_G_Soldier_F being this guy here https://community.bistudio.com/wiki/File:Arma3_CfgVehicles_O_G_Soldier_F.jpg
also its bed time, ill see your reply tomorow afternoon if i remember to check.
The units are still in opfor just a different group than CSAT
dunits = defending_units createUnit ["theUnitYouJustPlacedDown", (spawn_points) call BIS_fnc_selectRandom, [], 0, "FORM"];
Yes thanks for the help
It has a lot of functions, but the reason why I use this mod for EVERY scenario I make, is because you can assign locations where AI squads either attack, patrol, or fortify (take up positions in buildings and such). All you do is copy and past a line in the AI squad leaders Init, and change a number in that paste to the right zone number you want, and a word to either "Move" (attack), "nofollow" (patrol, not leaving marked area), or "fortify" (take up defensive positions). You mark out zones using the circle or rectangle markers. The AI will then co-ordinate with other squads with the command added, and will not just move in straight lines but tactically manuever. So one play the enemy may attack head on, then the next they may flank you. Or a one play a patrol may start off walking north, but the next they may go south. Etc. It's dynamic. You can also still assign waypoints which the AI will forfill before going over to the MCC command. This will allow you to make a fixed start behaviour (like a squad moving to a set location) or do stuff like stop them from auto-waypoint making before an event happens- like units not taking up defensive positions untill you are detected, etc.