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Therefore, I hope you can combine the advantages of both, specifically a deep copy/paste function that generates units locally, fully replicates the AI's outfits and weapons, and retains randomized faces.
Update is out that adds keybinds for switching AI speed and stance.
For speed I found that it's very inconsistent, I can set AI to walk(limited) but they won't care while in combat mode. So keybind is unbound by default.
You can force it through setting combat mode so I suggest using that keybind normally.
I will add a keybind to switch between units' stances(prone/kneel/stand) soon.
I already have keybind to switch between combat mode(so is AI walking or running) I just need to rename it as current name is confusing. Probably still gonna add a specific keybind just for switching the AI speed but need to test first if there is a need or the keybind for combat mode is enough.
As for grenades ZEN already offers a good way to do it through the "V" menu when you have units selected(you can pick which grenade to throw and where) so probably not gonna add keybind for that one.
That way searching only requires two shortcuts (one for selecting units/compositions and one for selecting which side) and saves some clicking.
force force ace_common_checkPBOsWhitelist = "['L_ES_ES_main', 'L_ES_ES_sounds', 'L_ES_ES_sys','cine_uavkeybinds_main','cine_uavkeybinds_uav','HeadRangePlus','CrowsZA','ZEI','compositions_a3','ZECCUP','PZC','Darth_Potatos_Building_Templates','zeus_keybinds_main']";
Everything but Zeus Keybinds is whitelisted fine. Any further ideas?