I'm still somewhat new to scripting in Arma, and I just wanted to get some opinions on how this script looks to you guys. It's a script that gets called from the serverInit.sqf. The goal is to spawn X number of enemies assaulting a position without spawning 100's of AI at once. I would like to think there's a more efficient way to do this, but I'm not sure what is possible within Arma 3.   *EDIT: Noticed a couple of issues that I fixed. Such as, subtracting from _totalSpawned instead of adding... oops. // Defines the count of AI that can be in action & how many can ever spawn _maxActiveAI = 75; _maxAIToSpawn = 300; // Group lists // Squads are MUCH larger. Use them sparingly. // 10 Tickets per spawn _squads = [ configfile >> "CfgGroups" >> "East" >> "VN_VC" >> "vn_o_group_men_vc" >> "vn_o_group_men_vc_01", configfile >> "CfgGroups" >> "East" >> "VN_VC" >> "vn_o_group_men_vc" >> "vn_o_group_men_vc_02" ]; // 4 Tickets per spawn _teams = [ configfile >> "CfgGroups" >> "East" >> "VN_VC" >> "vn_o_group_men_vc" >> "vn_o_group_men_vc_04", configfile >> "CfgGroups" >> "East" >> "VN_VC" >> "vn_o_group_men_vc" >> "vn_o_group_men_vc_03" ]; // List of spawn point markers for AI _spawnMarkers = [ "ai_spawn_1", "ai_spawn_2", "ai_spawn_3", "ai_spawn_4" ]; // List of attack point markers for AI _attackPoints = [ "ai_attack_1", "ai_attack_2", "ai_attack_3", "ai_attack_4" ]; _totalSpawned = 0; while {_totalSpawned < _maxAIToSpawn} do { while { count units EAST <= _maxActiveAI - 4 && _totalSpawned < _maxAIToSpawn} do { _groupToSpawn = objNull; if( _maxActiveAI - count units EAST >= 10 && random 1 > 0.5) then { _groupToSpawn = selectRandom _squads; _totalSpawned = _totalSpawned + 10; } else { _groupToSpawn = selectRandom _teams; _totalSpawned = _totalSpawned + 4; }; _grp = [getMarkerPos selectRandom _spawnMarkers, EAST, (_groupToSpawn)] call BIS_fnc_spawnGroup; [_grp, getMarkerPos selectRandom _attackPoints] spawn lambs_wp_fnc_taskAssault; }; sleep 60; };