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With an object that should be alive, you could use the following condition with the trigger "this && alive myObject", where "this" means the trigger area and "myObject" is the object that should still be OK (alive).
This suggestion thread is a great idea, thanks!
The future development/roadmap can be found here: https://github.com/ahoys/Actionbuilder/issues
I would love to be able simply create one AP for 4-6 men assault team in 5 portals and my AP module got 10sec delay to recreate first group in each portal with total of 4 groups per portal, this setup will create a massive assault on obj. mixing this with waypoints will create an organized action where bots will be act better than original. Normally i had to be on Zeus trying to do some micro on bots force them to think and not going the same path like other groups wiith is kind of frustrating.
Nevertheless, I would still like to see a proper wave/respawn support, so yes, that's still on the roadmap. How it would work is still to-be-decided, or when.
So, you can ease your balancing issue by creating more APs. Having multiple APs is a good idea also performance-wise. If you spawn 100 units at once, players will feel it. Spawn 10 and no-one notices anything.
If you require general support with the editor, I suggest you to go Arma 3's Discord server. It has its own channel dedicated to mission makers: https://discord.gg/Tz3n5WC
ActionBuilder is a amazing waypoint tool and an awesome mod for sector spawning and despawning.
One issue i am having at the moment, when creating a random patrol, via 4 Actionpoints Synced in a "Cycle configuration" and setting each Actionpoint "Placement Radius, under the Transformation Box to 100" thus making each Actionpoint "Random" everytime it Cycles waypoints, the Placement Radius value will hold, but as soon as i reload the mission the Placement Radius value gets wiped. If you had a spare second to look into this it would be greatly appreciated,
Cheers FluKe