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  1. Face´s orignal A3xai script had code for Ai to call in for reinforcement and heli would arrive and depending on your config, deploy paratroops or shoot. ( This is NOT the same as the patrols dropping paratroopers when investigating a player ) Kuplions version are missing the code for this feature. So no paratroops and depending on if a headless client is connected, the reinforcement heli will just hover until it flies away again. After countless of hours messing with files and testing I now know that there is a bug when the HC takes over a reinforcement group and that bug goes all the way back to Face´s original version. I have found a workaround for this and enabled air reinforcement deploying paratroops + loot inside vehicles. How to add reinforcement paratroopers : https://pastebin.com/RAsF66tA How to add loot in vehicles : https://pastebin.com/EG84LMdt Below is for people using a headless client for a3xai ----------------------------------------------------------------------------------------------------------------------------------------------- If you are using a HC the quickest "bushfix" is to NOT let the HC handle the air reinforcement. "bushfix" = open a3xai pbo, go to a3xai/init and find variables.sqf and remove the "air_reinforce" from the line :A3XAI_HCAllowedTypes = ["static", "dynamic", "random", "air", "land", "staticcustom", "aircustom", "landcustom", save and repack. The server will then handle air reinforcements. It will still NOT deploy paratroopers but the reinforcement heli will shoot instead of acting like a retard. If you want to continue to have the HC to handle air reinforcements and also have the ability to deploy paratroppers you can workaround this by set deploychance = 1.0 and then adjust the airReinforcementSpawnChance to 0.50 then there is 50/50 if a reinforcement heli arrives and IF it arrives it WILL deploy paratroopers. Cheers Porkeld