OK DreadPriate, as you forced my hand.. here's my script for my African Nation Boko Harm Faction. No mods, no download, no re-textures. The idea of this script is to redress a faction with another default uniform already available in ArmA3. No need for mods, retextures etc. This will re-dress any OpFor unit placed on the map or spawned from a script as a member of Boko Haram. (uniform based on the "U_O_PilotCoveralls") This script will work will UPS, USPS, UPSMON, EOS, VCOM AI and indeed any AI script. Save as ConfigAAF.sqf // Boko Haram Redress Script // By Beerkan beta 0.96 // Will redress new and spawned OPFOR units as Boko Haram // Add this to the init.sqf // [] execVM 'ConfigAAF.sqf'; // Spawn or Create units in the mission as side OPFOR. // Then run this script to redress them as Boko Haram //Client/Server Check if (!isServer && hasinterface) exitWith {}; // Setup function to set AI Skill and redress Faction     ConfigAI =     {_unit = _this select 0;         _unit setskill ['aimingAccuracy',(0.3 + random 0.3)];         _unit setskill ['aimingShake',(0.3 + random 0.3)];         _unit setskill ['aimingSpeed',(0.3 + random 0.3)];         _unit setskill ['commanding',(0.3 + random 0.3)];         _unit setskill ['courage',1]; //        _unit setskill ['endurance',(0.3 + random 0.5)];// endurance No longer used in ArmA3         _unit setskill ['general',(0.3 + random 0.4)];         _unit setskill ['reloadSpeed',(0.3 + random 0.3)];         _unit setskill ['spotDistance',(0.2 + random 0.3)];         _unit setskill ['spotTime',(0.2 + random 0.3)];         _unit allowfleeing 0; _unit unlinkItem hmd _unit;// Remove NVGoggles         removeuniform _unit;         removeHeadgear _unit;         removeGoggles _unit;         _unit forceadduniform 'U_O_PilotCoveralls';         //Give unit basic supplies         for '_i' from 1 to 3 do {_unit addItem 'FirstAidKit';_unit addmagazine 'HandGrenade';_unit addmagazine 'SmokeShell';_unit addmagazine 'Chemlight_red';};         _weaponMag = currentMagazine _unit;         for '_i' from 1 to 4 do {_unit addmagazine _weaponMag};         //Set face to African         _unit setface selectRandom ['AfricanHead_01','AfricanHead_02','AfricanHead_03'];         //Give Squad Leader Black Beret. if ((leader group _unit) isEqualto _unit)             then {                 _unit addHeadgear 'H_Beret_blk';                 _unit addGoggles 'G_Tactical_Clear';                 }         // Give all other units random Headgear.             else {                 _unit addHeadgear selectRandom ['H_Cap_blk','H_MilCap_gry','H_Watchcap_blk','H_Bandanna_sand','H_Bandanna_khk_hs','H_Bandanna_surfer_blk'];                 _unit addGoggles selectRandom ['','','','','','','','','','','','G_Sport_Blackred','G_Shades_Blue','G_Aviator','G_Tactical_Black','G_Squares_Tinted',                 'G_Squares','G_Shades_Red','G_Shades_Black','G_Lowprofile','G_Combat','G_Spectacles_Tinted','G_Spectacles','G_Bandanna_aviator','G_Bandanna_beast',                 'G_Bandanna_blk','G_Bandanna_oli','G_Bandanna_khk','G_Bandanna_shades','G_Bandanna_sport'];                 };         //Now add Flashlight only if it's night..         _GiveFlashlight = sunOrMoon;             if (_GiveFlashlight < 1)                 then {                     _unit unassignItem 'acc_pointer_IR';                     _unit removePrimaryWeaponItem 'acc_pointer_IR';                     _unit addPrimaryWeaponItem 'acc_flashlight';                     _unit assignItem 'acc_flashlight';                     _unit enableGunLights 'ForceOn';                     _unit setskill ['spotDistance',(0 + random 0.3)];// Reduce for night time                     _unit setskill ['spotTime',(0 + random 0.3)];                     };     }; /* Now set each unit based on Faction Factions can be one of the following West: "BLU_F" (NATO), "BLU_G_F" (FIA), "BLU_CTRG_F" (NATO CTRG), BLU_GEN_F (POLICE) East: "OPF_F" (CSAT), "OPF_G_F" (FIA), "OPF_T_F" (CSAT Tanoa) Guer: "IND_F" (AAF), "IND_G_F" (FIA), "IND_C_F" (SYNDIKAT Tanoa) Civ: "CIV_F" (Civilians) */ { if (side _x isEqualTo EAST && _x IsKindof 'Man') then {[_x] spawn ConfigAI} else {if (side _x isEqualTo EAST) then {{[_x] call ConfigAI} forEach crew _x};}; } forEach allUnits; // Now save this array of units for later use _CheckedUnits = allUnits; // hintsilent format['There are %1 Checked Units',count _CheckedUnits]; // We now have all Units that started on the map with configured with our new settings. // We can now set up a loop to monitor for anything new being created // in this case every 30 seconds while {true} do { // this variable will contain any new units that were not included on a previous loop _NewUnits = []; // Remove checked Units from the updated Unit array to create a list of new Units _NewUnits = allUnits - _CheckedUnits; // Now only do the following if there are new units found. if (count _NewUnits > 0) then { { if (side _x isEqualTo EAST && _x IsKindof 'Man') then {[_x] spawn ConfigAI} else {if (side _x isEqualTo EAST) then {{[_x] call ConfigAI} forEach crew _x};}; } forEach _NewUnits; }; // hint composeText [parsetext format["<t size='1.5' align='left' color='#ffffff'>There are <t color='#00ff00'>%1 <t color='#ffffff'>new units found and <t color='#ff0000'>%2 <t color='#ffffff'>Checked Units",count _NewUnits,count _CheckedUnits]];// Debug _CheckedUnits append _NewUnits; sleep 30; };   Then put this in your init.sqf [] execVM 'ConfigAAF.sqf';