CSWR is an Arma 3 script that allows the Mission Editor to spawn AI units and vehicles (by ground or air paradrop) and makes those groups move randomly to waypoints forever in life, where spawn-points and waypoints are easily pre-defined by Mission Editor through Eden marker's positions. CSWR accepts faction loadout customization, including additional customizations for sniper teams and paratroopers. CSWR almost doesn't change any original Arma AI behavior, saving server performance and Arma 3 integrity.    Creation concept: bring life to the mission through non-stop units' movements with some level of unpredictability without losing control of server performance and what AI units can do. Special thanks: To the old (but gold) "T8 Units" script for the inspiration over the years.   How to install / Documentation: https://github.com/aldolammel/Arma-3-Controlled-Spawn-And-Waypoints-Randomizr-Script/blob/main/_CSWR_Script_Documentation.pdf     What to expect from the CSWR script:    No dependencies from other mods or scripts; Manually define which markers the faction can use as spawn-points; Create unlimited different types of spawn-points: Common spawn: for units and ground vehicles; Vehicle spawn: exclusive for ground vehicles; Heli spawn: exclusive for helicopters; Paradrop spawn: for units and ground vehicles; Sectorized spawn: all spawn types can be sectorized to be available only for specific groups/vehicles inside a faction; Spawn-points can be triggered by: Mission starts: right after the mission gets started; Timer delay: a down count; Trigger delay: when some editor's trigger is activated; Target delay: when a specific unit or vehicle or building is killed/destroyed; Once the spawn-points are created, the script will spawn the groups randomly through their faction spawns; There is no re-spawn. Death is death for units and vehicles spawned by CSWR;  Vehicles with turrets spawned by CSWR, when damaged, their gunners never leave the vehicle, doing the last standing in combat until death; Manually define which markers will be used as one types of destinations (waypoints) for AI units and vehicles; Create unlimited different types of destinations: Move: groups will move randomly through your predefined move-markers; IMPROVED! Watch: sniper groups will search for the best high position to cover one of your predefined watch-markers; Hold: soldiers, civilians, or ground vehicles (mainly tracked ones) will set position facing a specific direction predefined by you with hold-markers;  IMPROVED! Occupy: soldiers and civilians will search for a building around a predefined occupy-marker, and will go there, get in, and stay; IMPROVED! Sectorized destination: all destination types can be sectorized to be available only for specific groups/vehicles inside a faction; Once the destination markers are created, CSWR will take care of taking (or not) the groups there, randomly; Manually set the number of soldiers, who they are, their loadouts, who belongs in each group type, and even ground vehicles and helicopters; Add or remove Night-Vision-Goggles and Flashlights for one or more factions, easily through "True" or "False" management; There are 7 infantry templates and 8 vehicle templates to customize (with modded or vanilla things) for each faction;  Define easily how many AI groups are in-game, what squad types they belong to, and their behavior: safe, aware, stealth, combat, chaos. For more details, check the documentation; IMPROVED! Available white and blacklist for buildings and ruins when groups are using Occupy movements; All vehicles and units spawned by CSWR can be (ON/OFF) editable by Zeus; Set if the CSWR should wait for another script load first on the server; Debugging: friendly error handling; Debugging: hint monitor to control some AI numbers; IMPROVED! Debugging: full documentation available. .   Video demo:         Check the file above on GitHub.   Check the file above on GitHub.   Link on this post header.   Link on this post footer.   (Above) Editor set if all one side can use night vision goggles (or just parachuters, or only sniper teams), or only flashlights, or both gears or none. If flashlights are available they need to be on all the mission long or just when each AI decides.  
(Above) WATCH destination (specific for sniper groups) is working much better with high natural terrains, regardless of whether the map is an official one.  
(Above) Group executing OCCUPY destinations can get in high towers with better distribution positions inside.  
(Above) Group executing OCCUPY, if they select an acceptable ruin/destroyed building, the group will always get in a crouch in this kind of position.  
(Above) Even heavy ground vehicles can be paradropped.   (Above) All groups paradropped, when touched the ground, they will focus on regrouping with their squad leader before starting their missions.   (Above) Helicopters automatically identify where all safe and not busy helipads are to land if they need to rearm, repair, refuel, or heal their wounded crew.     Dependencies: None 😉   Download: - On GitHub: https://github.com/aldolammel/Arma-3-Controlled-Spawn-And-Waypoints-Randomizr-Script - On Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2740912514
  Missions using it: Basically all my missions on Steam Workshop.   - - - - - - - - - - -    Changelog: Apr, 14th 2024 | v6.5.2: news, fixes and notes. 
Known issues: - Watch > Sniper groups still not considering buildings when no natural highlands to take a position for overwatching; - Occupy > If you hide a building and the building can be occupied, the groups will consider that hidden building as a regular place to occupy;   Paradrop > When parachuters are civilians, they're crouched right after landing and stay like this forever. - Move Hold > Sometimes tracked vehicles are not facing exactly the marker direction configured by the editor;   - - - - - - - - - - -    Video tutorials (playlist):