Varhastra 2 Posted November 23, 2020 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? Share this post Link to post Share on other sites
gc8 977 Posted November 23, 2020 I believe you need this: https://community.bistudio.com/wiki/hcSetGroup Share this post Link to post Share on other sites
Varhastra 2 Posted November 25, 2020 On 11/23/2020 at 10:08 AM, gc8 said: I believe you need this: https://community.bistudio.com/wiki/hcSetGroup 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. Share this post Link to post Share on other sites
pierremgi 4904 Posted November 25, 2020 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. Share this post Link to post Share on other sites