@Kerlix
" How do you go about deactivating it on Player lead AI? "
If you go in the addons options (while in mission), in the lambs options there should be an option to deactivate lambs fsm on player group. There's one or two other options in the parameters concerning player group AI, I can't remember right now how I have them set, I'll take a look later and edit this post.
In the Spyder addon recruitment module, there is a parameter line called "Code". It's the last parameter on the module. It runs on each unit that you recruit. This is what I put in the Code line:
[this] call AIS_System_fnc_loadAIS;this setSkill ["aimingShake",1]; _this setSkill ["aimingSpeed",0.8]; _this setSkill ["spotDistance",1]; _this setSkill ["spotTime",1]; _this setSkill ["courage",1]; _this setSkill ["reloadSpeed",1]; _this setSkill ["commanding",1]; _this setSkill ["general",1]; _this setUnitTrait ["camouflageCoef",0.4]; _this setUnitTrait ["audibleCoef",0.4]; this setUnitTrait ["loadCoef",0.1];removeFromRemainsCollector [this];
"this" is the unit that is recruited/spawned by the module.
"[this] call AIS_System_fnc_loadAIS;" this run the AIS wounding script on the unit, which allows the AI to be unconscious, to be revived, dragged, carried, and also allow them revive the player. If you don't plan on using this script just remove this part.
The rest is pretty self explanatory I think, it sets most subskills to max.
"_this setUnitTrait ["camouflageCoef",0.4]; _this setUnitTrait ["audibleCoef",0.4]; _this setUnitTrait ["loadCoef",0.1];" Those ones are a bit misleading, the lower number, the better the skill is, for exemple camouflageCoef of 1 the unit will be easier to detect than with camouflageCoef 0.1. loadCoef is how much the gear weight affects stamina.
I did quite some testing, and with those settings camouflageCoef and audibleCoef set to 0.4, it seemed realistic enough for me in terms of enemy detection. With those settings you can have your units prone in the jungle without moving, and have enemies pass by 4 5 meters without being detected (depending on the enemy AI settings, this can vary, if they have max value too they might detect you from farther away, etc). With settings to 0.3 it became unrealistic as enemies could just stand over you and your AI and not detect you. I also set the same unitTrait settings on my player character( which you can easily do if you use Eden enhanced, in the unit attributes).
Those settings are personal preferences, play with the values if you find it too easy.
"removeFromRemainsCollector [_this];" This should prevent unit from being removed by garbage collector if its activated in the mission, you can remove the line if you want. I put this so I can grab ammo on my AI dead bodies if I need to.
Didn't expect to write this much. If you have any other questions or problems feel free to ask.