private["_pos","_copter","_plyr","_unit","_copterSupportGrp","_arrUnits","_arrSkills","_aiskill"]; _pos = _this select 0; _copter = _this select 1; _plyr = player;//need to check on change owner _unit = objNull; _grp = createGroup RESISTANCE; _grp setBehaviour "COMBAT"; _grp setCombatMode "RED"; // comment out and use sanitized soldiers for now // _arrUnits = ["I_Soldier_TL_F","I_Soldier_GL_F","I_Soldier_AR_F","I_Soldier_LAT_F"]; _arrUnits = ["I_Soldier_EPOCH", "I_Soldier2_EPOCH", "I_Soldier3_EPOCH"]; _arrSkills = ["aimingAccuracy","aimingShake","aimingSpeed","endurance","spotDistance","spotTime","courage","reloadSpeed","commanding","general"]; _units = []; for "_i" from 0 to ((count _arrUnits)-1) do { _unit = _grp createUnit[(_arrUnits select _i), _pos, [], 0, "FORM"]; _units pushBack _unit; _unit setSkill 0.6; _unit setRank "Private"; _unit enableAI "TARGET"; //_unit disableAI "AUTOTARGET"; _unit enableAI "AUTOTARGET"; _unit enableAI "MOVE"; _unit enableAI "ANIM"; _unit disableAI "FSM"; for "_i" from 0 to ((count _arrSkills)-1) do { _aiskill = ((floor(random 10))+1)/10; if (_aiskill<0.6) then {_aiskill=0.6}; _unit setSkill [_arrSkills select _i,_aiskill]; }; if (_i == 0) then { //_unit enableAI "AUTOTARGET"; _grp selectLeader _unit; [_pos,_copter,_plyr,_unit] execFSM "\x\addons\a3_epoch_code\System\Group_Leader_Brain.fsm"; //}else{ //[_pos,_copter,_plyr,_unit] execFSM "\x\addons\a3_epoch_code\System\Group_Soldier_brain.fsm"; }; }; // cleanup units or (transfer ownership) if player logs out EPOCH_TEMPOBJ_PVS = _units; publicVariableServer "EPOCH_TEMPOBJ_PVS";