I'm trying to use General Barron's InforShare (
http://www.ofpec.com/editors/resource_view.php?id=608) script to make my loons react when someone near to them gets shot - a major failing in OFP I think.
Anyway, I have all resistance units, and it wasn't working. I searched and found a thread that said put GUER units in to make resistance work, then set the trigger which activates the script to do the same. However, I get an invalid number error with the following line in my init.sqs file:
{[_x, GUER_units, west_units] exec "infoShare.sqs"} foreach GUER_units
if I change it to:
[_x, GUER_units, west_units] exec "infoShare.sqs" foreach GUER_units
I don't get the error, but it doesn't work.
I don't want to understand how the whole thing works, I'd just like it to work so loons aren't so, well, loony.
Personally, I feel that if I can't get the loons to react then it's worthless continuing spending hours and days writing my first mission (which could be reasonably good) - it looks
so stupid shooting someone only to have the rest of them all continue and mooch about happily.

Any help very much appreciated.
Edit:
I've just re-read the page at the link above, and was missing this:
knownEnemies = preprocessFile "knownEnemies.sqf"
Mind you, that gives an error - not supported in 1.46?
Is there a simple way to make enemies within say 20 meters go combat if they 'see' or 'hear' someone get shot..?
This is making a mess of my mission, and the only way to make it less unrealistic is to just keep units apart, but then I can't have the mission plot I'm working on...