private ["_group", "_pos","_soldier","_skill","_units","_playerObject"]; _pos = _this select 0; _units = _this select 1; _skill = _this select 2; _group = createGroup EAST; _group setBehaviour "COMBAT"; _group setCombatMode "RED"; _group allowFleeing 0; // Set AI owner to Player. //_group setGroupOwner (owner player); // Not tested this one, may need to apply above one. //ExileServerOwnershipSwapQueue pushBack [_group,_playerObject]; for "_i" from 1 to _units do { _soldier = _group createUnit ["i_g_soldier_unarmed_f", [_pos select 0, _pos select 1, 0], [], 1, "Form"]; // Unlimmited ammo _soldier addeventhandler ["fired", {(_this select 0) setvehicleammo 1}]; removeAllAssignedItems _soldier; removeUniform _soldier; removeHeadgear _soldier; removeAllItems _soldier; removeAllWeapons _soldier; uiSleep 1; _soldier forceaddUniform "U_I_officerUniform"; _soldier addVest " V_TacVest_blk_POLICE "; _soldier addGoggles "G_Tactical_Clear"; for "_i" from 1 to 3 do { _soldier addItemToVest "30Rnd_65x39_caseless_mag"; }; _soldier addWeapon "arifle_MXC_Holo_pointer_F"; _soldier setRank "Private"; { _soldier enableAI _x; }forEach ["TARGET","AUTOTARGET","MOVE","ANIM"]; _soldier disableAI "FSM"; _soldier allowDammage true; // FIX FOR Ai vs Ai killing. [_soldier] joinSilent _group; switch (_skill) do { case 1: { _soldier setSkill ["aimingspeed", 0.05]; _soldier setSkill ["spotdistance", 0.05]; _soldier setSkill ["aimingaccuracy", 0.02]; _soldier setSkill ["aimingshake", 0.02]; _soldier setSkill ["spottime", 0.1]; _soldier setSkill ["spotdistance", 0.3]; _soldier setSkill ["commanding", 0.3]; _soldier setSkill ["general", 0.2]; }; case 2: { _soldier setSkill ["spotdistance", 0.1]; _soldier setSkill ["aimingaccuracy", 0.05]; _soldier setSkill ["aimingshake", 0.05]; _soldier setSkill ["spottime", 0.2]; _soldier setSkill ["spotdistance", 0.4]; _soldier setSkill ["commanding", 0.4]; _soldier setSkill ["general", 0.3]; }; case 3: { _soldier setSkill ["aimingspeed", 0.15]; _soldier setSkill ["spotdistance", 0.15]; _soldier setSkill ["aimingaccuracy", 0.1]; _soldier setSkill ["aimingshake", 0.1]; _soldier setSkill ["spottime", 0.3]; _soldier setSkill ["spotdistance", 0.5]; _soldier setSkill ["commanding", 0.5]; _soldier setSkill ["general", 0.6]; }; case 4: { _soldier setSkill ["aimingspeed", 0.3]; _soldier setSkill ["spotdistance", 0.3]; _soldier setSkill ["aimingaccuracy", 0.3]; _soldier setSkill ["aimingshake", 0.3]; _soldier setSkill ["spottime", 0.4]; _soldier setSkill ["spotdistance", 0.6]; _soldier setSkill ["commanding", 0.6]; _soldier setSkill ["general", 0.7]; }; case 5: { _soldier setSkill ["aimingspeed", 0.9]; _soldier setSkill ["spotdistance", 0.9]; _soldier setSkill ["aimingaccuracy", 0.9]; _soldier setSkill ["aimingshake", 0.9]; _soldier setSkill ["spottime", 0.9]; _soldier setSkill ["spotdistance", 0.9]; _soldier setSkill ["commanding", 0.8]; }; case 6: // Stupidly fucking OP. { _soldier setSkill ["aimingspeed", 1]; _soldier setSkill ["spotdistance", 1]; _soldier setSkill ["aimingaccuracy", 1]; _soldier setSkill ["aimingshake", 1]; _soldier setSkill ["spottime", 1]; _soldier setSkill ["spotdistance", 1]; _soldier setSkill ["commanding", 1]; }; }; }; _soldier