Thank you guys.
Sorry for the late (late) reply.
I have recently discovered that you can add code to specific init objects (using the classnames from objects) in the file "kp_objectInits.sqf" inside the KP Liberation mission folder. This is the comment in the header of that file on how to use it.
/*
Specific object init codes depending on classnames.
format:
[
Array of classnames as strings <ARRAY>,
Code to apply <CODE>,
Allow inheritance <BOOL> (default false)
]
_this is the reference to the object with the classname
Example:
KPLIB_objectinits = [
[
["O_soldierU_F"],
{
systemChat "CSAT urban soldier was spawned!"
}
],
[
["CAManBase"],
{
systemChat format ["Some human named '%1' was spawned!", name _this]
},
true
]
];
Now, my issue here is that I'm trying to add a "say3d" to a unit (infantry) which I can build in the KP menu:
[
["rhsusf_usmc_marpat_d_squadleader"],
{
[_this, ["radiochatter", 23, 1]] remoteExec ["say3D", 0, true];
}
],
But it doesn't work when I build a unit (infantry classname) only works when I build a vehicle (using a vehicle classname).
Thanks for reading, everyone!