Your Fix works perfectly with the respawn

. Many thanks.
But i've some questions.
Is there a chance to deactivate the radio communication for example "check your fire" for the AI?
What about shooting a survivor or soldier of a group and the group open fire? Actual Survivor groups are walking weaponcarriers as long that you're not a bandit.
What's the progress of the humanity fix?
Is there something wrong with the SAR_trace_entities.sqf or SAR_trace_from_vehicle.sqf?
I get in my scripts log still following messages. Or is everything okay and i should adjust my be filters, so it won't be logged anymore? (Name, IP and GUID replaced)
Code:
if (isServer) then {
dayzPlayerSave call server_playerSync;
};
dayz_las"
11.03.2013 17:48:56: XXXXX (XXX.XXX.XXX.XXX) XXXXXXXXXXX - #5 "layer: %1", _x];
};
_x setVariable["tagged",true,true];
_x addrating -10000;
};
};
} else {
if(isPlayer _x) then {
_humanity"
11.03.2013 17:48:56: XXXXX (XXX.XXX.XXX.XXX) XXXXXXXXXXX - #138 "
_humanity=0;
_sleeptime=5;
while {alive _ai} do {
if !(isServer) then {
_entity_array = (position _ai) nearEntities [_trac"
11.03.2013 17:48:56: XXXXX (XXX.XXX.XXX.XXX) XXXXXXXXXXX - #138 "umanity=0;
_sleeptime = 15;
while {alive _ai} do {
if !(isServer) then {
_entity_array = (position _ai) nearEntities ["CAMa"
11.03.2013 17:48:56: XXXXX (XXX.XXX.XXX.XXX) XXXXXXXXXXX - #23 "ent wrong! disconnect and try again!", "PLAIN"];
player enableSimulation false;
} else { diag_log "DEBUG: loadscreen guard ended"
11.03.2013 17:48:56: XXXXX (XXX.XXX.XXX.XXX) XXXXXXXXXXX - #135 "ctsPercMrunSlowWrflDf_FlipFlopPara";
};
sleep 0.3;
player setVelocity [(velocity player select 0) + 1.5 * sin direction player, "
11.03.2013 17:48:56: XXXXX (XXX.XXX.XXX.XXX) XXXXXXXXXXX - #138 "haracter getVariable["messing",[0,0]]
];
_medical
};