1. Create a high-ranking (eg. Colonel)
Resistance Officer. Set his Probability of Presence to zero. Group the civilians under his command (press F2 to enter 'Group' mode and click-and-drag 'lines of command' from the civilians to the officer).
The civilians are now effectively on the Resistance side.
2. & 3. It depends on what you're trying to achieve: what the trigger zone covers and what it does when activated.
If there aren't too many units in the area you could use
EventHandlers - these are a specialised type of trigger that are personal to each unit.
In the first instance you'd use:
this addEventHandler ["Fired", {shotsfired=true}]
for individual units, or to apply it to each member of a group:
{_x addEventHandler ["Fired", {shotsfired=true}]} forEach units this
And similarly, in the second:
this addEventHandler ["Hit", {bloodspilled=true}]
{_x addEventHandler ["Hit", {bloodspilled=true}]} forEach units this
Then your triggers merely need to have as a condition
shotsfired or
bloodspilled.
4. Possible, but what is the point? If he isn't seen by the enemy it doesn't matter whether he is setCaptive or not.
Have a large 'Detected by (enemy)' trigger. Press F2 to enter 'Group' mode. This time drag a line from the
unit to the trigger. Now edit the trigger properties and ensure they are 'Vehicle Detected by (enemy)'.
5. Create a file called
Init.sqs in the mission folder - this is automatically run before the start of the mission. According to which radio channel you are using, use
setRadioMsg to hide/unhide the broadcast option. For instance, if it was radio Alpha you use
1 setRadioMsg "NULL"
Have a trigger that activates once the action is done, and reveal the radio option:
1 setRadioMsg "Call Heli"
6. I can understand the words you've written but can't think of a circumstance in which I'd need to do things in the way you've described. Triggers can be moved using setPos (though their size can't be changed in OFP), but to move it with a unit would be best done via scripting.
I expect it could be accomplished in a manner mentioned above: either an eventHandler or a trigger activated by a specific Vehicle.