XSOF - Toxx 10 Posted March 18, 2013 Hey, please, why does this not work? Tried to keep it as simple as possible: [getPos player, WEST, 1] call BIS_fnc_spawnGroup; Cheers Toxx Share this post Link to post Share on other sites
skimmer8824 1 Posted March 18, 2013 Your syntax looks OK; it could be that the function tried to run before the BIS_fnc's were initialized. Try putting the following code in front of that line: waituntil {!isnil "bis_fnc_init"}; Another method to create an AI unit is to use the following command: unit = group player createUnit ["B_Soldier_F", getPos player, [], 0, "FORM"]; Additionally, you can create a random unit from a defined array of unit types: unitList = ["B_medic_F","B_soldier_AR_F","B_Soldier_F","B_Soldier_GL_F"]; unit = group player createUnit [unitList select (round(random ((count unitList) - 1))), getPos player, [], 0, "FORM"]; Share this post Link to post Share on other sites
XSOF - Toxx 10 Posted March 18, 2013 Thanks a lot skimmer! The createUnit function method works perfectly :) Do you know how I can spawn the soldier depending on the side I am on? B_medic_F seems to be a blufor soldier. When I'm OPFOR I want the equivalent OPFOR soldier to spawn. ---------- Post added at 10:18 PM ---------- Previous post was at 10:06 PM ---------- Ahh got it :) Easier than I tought, this will do for me: unit = group player createUnit [typeOf player, getPos player, [], 0, "FORM"]; Thanks again! Thread marked as solved. Share this post Link to post Share on other sites