Of the soldier types on the list, you can see that there are three main categories: guerilla, infantry, and special forces. Their skill level and weapons skills go along with these levels. recon means mp5 or similar weapons, patrol means Scar or similar gun, heavy means light machine guns. The panhard crews are similar - three types for each as well as for their passengers. Use those only for Panhards or other vehicles which we will cover later. Also note that there are some "patrol" groups and panhard crews I marked as "do not use" - they absolutely do not work. Rule of thumb: if there's no number 1/2/3/4 behind it, you probably can't use it. Exception are snipers and RPG soldiers who only come in singles.
The naming box called "group ID" is very important, because the script that triggers the spawn of enemy soldiers needs to know which set of enemies to spawn at one time. When not using random spawns, I name each group after the area that triggers them. So for soldiers to trigger at the start of the game, I use "area01" as the group ID. All soldier groups labelled as area01 will be spawned by my script when a ghost walks into the area01 area trigger zone. For random spawn, I use area01easy, area01normal, area01hard and area01difficult, or a subset of those. This helps me sort out which set gets spawned but the name still has the area in it they belong to.
Once the ID is set, you can give the AI orders.
The order pull down is the first step - here I chose "patrol" which popped up the patrol type pulldown as well. For "guard" duty, you don't need to do anything else but pointing the AI in the proper direction, because they will not leave the area. Very good for AI on buildings, because they cannot move up there anyway. Very few buildings can be walked around on (only those you can get on top of as well)
Patrol types are important. Some mean they walk in a loop, others mean they run to the final location you direct them to and stay there and yet others mean they go slowly and then return back to origination point. I generally use "pingpong idle" for those guys that come forward from the back at higher speed. For patrols that wait for you in some area, I use the pingpong recon, which has them at a higher alert (guns ready) and they keep moving back and forth on the path you defined for them. Here's a good reference on what the different terms in the list mean:
https://www.ghostrecon.net/forums/index.php?showtopic=39722 The path is that green stuff to the right of the AI on the top view. How to do it?
Hit "Insert key" on the keyboard and start clicking the nodes onto the map. Make sure they can actually go to these places and no obstacles re in their path. To undo, use the right mouse button, to redo left button. when done you must hit "insert" again, because you cannot place another AI while in that mode (right mouse button will actually take away nodes then and not place a new guy on the map_). So if you are clicking the right mouse button and nothing happens, go back to your last guy and check his path - you probably just deleted the last node... Hit the insert key and you're back in business for the next guy.
When you place a group ending on e.g. heavy4, you are placing 4 soldiers with the same orders. This save time.
Sniper orders: usually you do that order type for a sniper but you can actually tell any soldier to behave like a sniper, even an RPG guy (I've done it...) What you do after orienting the soldier to face in the proper direction (again, red is right shoulder, green is front), is you hit the "INsert" key again, as if you were about to put a track for them on the map, but you have a yellow cone showing for the sniper orders. thiscone has a center dot that you can direct on the map. It tells the sniper where to focus. use the Mouse Wheel button to set that cone center to the direction you want the guy to look. At least that's what I think the key was - already forgot how to do it since I took the below picture:
as you can see all the other AI tracks show in the map all the time. This helps to see where you already placed some troops, but on big maps with multiple random group per area, it gets very dense and the fps in the editor drops massively at the end of the map. I now build the map in sections, cut the code of finished zones out, then build the next and at the very end when everything is tested, I paste all AI back into the very same world.xml to use for final export. For a simple map with just 100 soldiers you should not need to do that
Another important footnote to the above - when you give orders by hitting insert and clicking away with left or right mouse button to add or remove waypoints, you have to be extremely careful to NOT hit the right mouse button when there is no waypoint left to remove: it will crash the editor with some sort of cannot create in void error. Example, you place a sniper, don't need to place a waypoint, but you hit insert anyway. You then just aim the sniper cone with the center mouse button and want to move on placing the next enemy with the right mouse button before hitting insert again - kablammo, there goes the editor and all your changes since the last autosave... When in doubt what your insert key toggle is at, always click the LEFT mouse button, as it will add a waypoint when it's toggled on. You can remove that waypoint easily and toggle off, but when you try the right button and it's on, you crash without warning.