pliskin124 4 Posted March 16, 2022 Okay, the short and sweet run down. My headless client is deleting the waypoints that are created by the dynamically spawning AI script. The AI are being spawned by a script in a PBO and I would prefer not to have to unpack the mod and reupload it with alterations, the simplest method for me is to create a script on a trigger once any EAST units are detected within the trigger area to move to the waypoint "Base" This is what I have so far, but it's not working Trigger is named AzovTrigger Condition: Opfor Activation Type: Present Repeatable: Yes {if ((_x != player) && {(side _x) == east && {_x distance AzovTrigger <= ((triggerArea AzovTrigger) select 0)}}) then _x doMove(getMarkerPos "Base"); forEach allUnits Any and all assistance would be appreciated Share this post Link to post Share on other sites
pliskin124 4 Posted March 16, 2022 Figured it out! Activation: Opfor Activation Type: Present Repeatable: Yes Simple is better: condition: this On Activation: thisList doMove(getMarkerPos "Base"); Share this post Link to post Share on other sites
pliskin124 4 Posted March 22, 2022 Unfortunately it appears I was mistaken. After testing this live on the dedicated server the AI still sit there and do nothing when transferred to the headless... Works fine on the editor without a headless client, still can't figure out how to issue the command to the headless controlled units. Any help would be appreciated Share this post Link to post Share on other sites