Cheers Dixon. I've actually played around with the script a bit so different items will reveal either locations of insurgents (using a script based on the Alive_fnc_MarkUnits script - couldn't work out an easier way) or installations at different radiuses.
So a mobile phone will be fairly common but wouldn't reveal many installations, a map would be rarer but reveal more, a smartphone would also be rare and reveal locations of spawned AI of a certain side, things like that. Also different intel items based on side (so no installation revealing, just AI locations). The one thing I'm struggling with is how to make the items spawn closer to the killed unit. If I change the _pos = [_unit, (random 3), (random 360)] call BIS_fnc_relPos;
to _pos = [_unit, (random 1), (random 360)] call BIS_fnc_relPos;
, it seems to make no difference. Is that the right part to change? It's a bit challenging searching for a tiny phone in a 27 square metre circle!
Also, I know ALiVE doesn't permit modifications but could somebody advise me on whether using an Alive script as a basis for creating a different function is permitted? As I mentioned, I've used parts of the Alive_fnc_MarkUnits script to reveal AI locations and it would be cool to let people have a look at this in this thread if they wanted.