Koni 3 Posted September 28, 2010 I'm trying to spawn some Civilians on WEST side, so Independent side will engage them. For preset Civilians on the map, I have simply grouped them to Blufor troops which are set to 0% Probability of Presence, so the Independent forces will shoot them on site, but I want to actually spawn some Civilians that are classed as Blufor, so they will be shot by other groups spawned on the Independent side. This is what I am using _pos = getmarkerPos "berezenemymarker1"; _skill = [0.1, 0.5]; _side = west; _units = ["RU_Citizen2", "RU_Citizen2", "RU_Citizen2", "RU_Citizen2", "RU_Citizen2", "RU_Citizen2", "RU_Citizen2", "RU_Citizen2"]; bg1 = [_pos, _side, _units, [], [], _skill] call BIS_fnc_spawnGroup; sleep 3; { _x setskill ["aimingAccuracy",0.15]; _x setskill ["spotDistance",0.75]; _x setskill ["spotTime",0.85]; _x setskill ["courage",0.65]; _x setskill ["commanding",0.85]; _x setskill ["aimingShake",0.15]; _x setskill ["aimingSpeed",0.55]; } foreach units bg1; ~2 [bg1] join w; _ewp1 = bg1 addWaypoint [getMarkerpos "em1", 10]; _ewp1 = setWaypointType "SAD"; _ewp1 = setWaypointSpeed "NORMAL"; _ewp1 = setWaypointFormation "STAG COLUMN"; Just by using the side as WEST does nothing to help the Independents engage, so I put in the [bg1] join w; where unit w is a blufor soldier hidden miles away. Now using this script, bg1 seems to only be the leader of the group, and he will toddle off to join w and leave the rest of the group behind, but the Independents just let him go without fuss ? How do you name each unit if you needed to, or would you just spawn one at a time and do it that way ? What am I doing wrong please ? I got this script from a search on here, which works well for simply spawning groups, but it's the rest I can't figure out yet. Thanks Share this post Link to post Share on other sites