Bolbies,
I have not seen that, are you packing these into a pbo or using them as straight files?
Gary,
Are you using the updated faction code I have added - it is possible that if the AI as died and respawned that it took the faction of the last _aispawn line in init.sqf to avoid this in the add_unit_server.sqf change the eventhandler line to look like this
Code:
_aiunit addEventHandler["Killed",{null=_this+[(getPosATL (_this Select 0)),wpradius,wpnum,1,1,(side (group (_this Select 0))),baseSkill,potentialSkill,gearSet,respawnTime] execVM "scripts\unit_killed.sqf";}];
Peter,
You can follow the OP tutorial and it should work, I have seen many posts which say that. I can tell you where I had some issues which seem to be the same for most users.
1. The AI disappear when you kill them
2. The AI don't respawn in the correct place
3. The AI change faction when they respawn
For me all three issues are solved by using the line I recommend to Gary above in place of the _aiunit addMPEventhandler line that comes in the OP add_unit_server.sqf. Now depending on what exactly you are trying to do with the AI you may run into other issues. I would be glad to assist in any troubleshooting I can.