Here's two simple scripts that are byproducts from my Property of Mabunga mission.  In missions that are dark, foggy, or in a dense forest, you may want to occasionally give the player a cue that there is a nearby AI patrol.  These scripts periodically force the AI to issue an order (so player hears the AI speak), or periodically the AI will turn on their gunlights for a few sconds.  This can aid immersion and build tension.   In the short demo video below I set the delay between AI speaking and turning lights on/off to 20 seconds for demonstration purposes only.  In a real mission I recommend a 60 second interval (or more) so it happens less often, and unexpectedly.  Also note that it would be simple to modify the PatrolChatter script to have AI units randomly say something (sneeze, cough, belch, complain, tell a joke, etc.).   Turn up your volume for this video, as the AI commands are hard to hear for some reason.  They sounded louder in-game.   To execute the scripts, put the following lines in the group leader's init or in the On Activation box of any Waypoint: dummy = [group this, 60] execVM "Scripts\JBOY_PatrolChatter.sqf"; // 60 is number of seconds to wait between speaking dummy = [group this, 60, 5] execVM "Scripts\JBOY_LightsOnOff.sqf"; // 60 is duration light is off, and 5 is duration light is on Create a file called JBOY_PatrolChatter.sqf in your mission directory, and put the following simple code in it: // ***************************************************** // ** JBOY_PatrolChatter.sqf // ** by JohnnyBoy // ** Use with AI patrols. Group leader will ocassionally give an audible command to a subordinate. Helps player sense enemy patrols // ** at night or in dense forests. // ** Put this in patrol leader's init: // dummy = [group this, 50] execVM "Scripts\JBOY_PatrolChatter.sqf"; // *********************************************************************************** if (!isServer) exitwith {}; _grp = _this select 0; _interval = _this select 1; WHILE {({alive _x} count (units _grp) > 1) } DO { if (!(behaviour leader _grp == "COMBAT")) then { // patrol leader periodically issues audible command. Helps enemy players // hear an ai patrol moving at night or heavy fog. // You could also add in CASE statement hear to ocasionally say something: cough, sneeze, complain, whatever (units _grp select 1) commandMove getpos (units _grp select 1); }; sleep _interval + random(10); }; Create a file called JBOY_LightsOnOff.sqf in your mission directory, and put this simple code in it: // ***************************************************** // ** JBOY_LightsOnOff.sqf // ** by JohnnyBoy // ** Use with AI night sentry patrols. Units will occasionally turn on gun light. Helps player spot patrols. // ** Put this in patrol leader's init: // dummy = [group this, 30, 20] execVM "Scripts\JBOY_LightsOnOff.sqf"; // *********************************************************************************** _grp = _this select 0; _OffTime = _this select 1; _OnTime = _this select 2; if (!isServer) exitwith {}; WHILE {({alive _x} count (units _grp) > 0 )} DO { sleep (_OffTime + random(10)); if ((date select 3) < 6 or (date select 3) > 19 ) then { if (!(behaviour leader _grp == "COMBAT")) then { (leader _grp) enablegunlights "forceOn"; sleep (_OnTime + random (10)); (leader _grp) enablegunlights "forceOff"; } else { (leader _grp) enablegunlights "AUTO"; }; } else { (leader _grp) enablegunlights "AUTO"; }; }; Hope someone finds this useful.   Johnnyboy out