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Spawning AI into High Command

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Is there a way to make friendly AI spawned in via SpawnAI module part of the High Command? i noticed when I was testing this out all AI spawned via that module weren't commandable. Is there a way to fix this?

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On 11/23/2020 at 10:08 AM, gc8 said:

I tried this but either I can't find the right phrasing in the script or I'm using the wrong HC group but it's not quite working as it should. How would I set the spawning AI to join the player's group? I've tried 
"units spwn1(variable name I gave to the spawn module) joinSilent player" But this doesn't work.

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I not sure what a "SpawnAI module part of the High Command" is, but if you're speaking about the very basic BI spawn AI module (moduleSpawnAI_F), you can write:

units (_this #0) joinSilent player

in the expression field of this module.

 

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