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1. Your CPU is crapping out on processing all of the AI you put down and some of them get 'shut off' by the game engine.
2. You're not actually hostile to one another and you just put down two factions considered friendly or neutral in the game parameters.
Thanks
I'm experimenting with it at the moment. As an example, the script for a Fire Team spawning at marker OPFOR003 from a trigger and despawning from a trigger is:
ON ACT:
RebelFireTeam01 = createGroup east;
"O_Soldier_TL_F" createUnit [getMarkerPos "OPFOR003", RebelFireTeam01,"loon1 = this ; this removeweapon 'NVGoggles_OPFOR';", 0.6, "sergeant"];
"O_Soldier_LAT_F" createUnit [getMarkerPos "OPFOR003", RebelFireTeam01,"loon2 = this ; this removeweapon 'NVGoggles_OPFOR';", 0.5, "corporal"];
"O_Soldier_GL_F" createUnit [getMarkerPos "OPFOR003", RebelFireTeam01,"loon3 = this ; this removeweapon 'NVGoggles_OPFOR';", 0.5, "corporal"];
"O_Soldier_AR_F" createUnit [getMarkerPos "OPFOR003", RebelFireTeam01,"loon4 = this ; this removeweapon 'NVGoggles_OPFOR';", 0.4, "private"];
ON DEA:
deleteGroup RebelFireTeam01;
deleteVehicle loon1;
deleteVehicle loon2;
deleteVehicle loon3;
deleteVehicle loon4;
@stroztech, you example looks very, very interesting. I've always wanted to do something like this (to spawn specific units with custom gear and all that) but couldn't find a way to do it properly... It would be really awesome if it could work ingame (I'm going to test it on some huge mission I made)!
I haven't looked into the ALIVE mod, but it does sound unbelieveable. Also, I'm trying not to use use Mods where I can do the same thing in the vanilla game.
Gunny
alivemod.com