You need to become more specific, what your problem is.
It can be a problem, if the groupleader is not present,
but this is apart of the way how you designed your
mission.
If you've done it right, it shouldn't become a problem,
as a group always has "a" leader (the highest ranked
soldier of the group is the leader).
If you try to start scripts from the init field of the groupleader
or if you name his group there in multiplay, you will for sure
get in troubles, if the groupleader gets disabled in the
player selection screen.
Or if you try to do anything during the mission according
to the groupleader's unit name instead of using:
leader groupname, you will also get in troubles if he has
got killed before.
Normally expecting you did setup the mission correct, it
should not be a problem, wether this unit is there or not.
~S~ CD
Yes, Mr. Mortuary ,you pretty much nailed it. I was trying to create/adapt a script that would work for a heli dropoff whether I was playing it as a SP mission , a MP mission solo or a MP with any combo of AI and human players , but there always seemed to be a glitch depending on whether or not the group leader was human or AI , active or not active and if the second in command (when group leader not present) was host or other human. So I wanted to understand if/how game knows what group a unit is in if leader wasn't present.
So, yes, I set up the group with
mygrp = group this in the leader's init. And in one version I used
[mygrp] exec "script.sqs" which had mixed results. :-\
But I also tried specifically stating the names of the units in the script , thinking it would bypass the group parameter. But again, mixed results. :-\
So Doc, you're saying that if I use
[leader mygrp] in a trigger's On Activation to execute a script, it should work even if original leader is never present during game? :-X