1) the least intensive method for the cpu, is to already have the units on the map somewhere, say a safe island away from the playing area, and place them incargo in a vehicle that will take 12 men, a chinook is good for this
and then when you are ready, simply unnasign, eject them and setpos them
2) Second least intensive
is to create the group you want, somewhere on the island
(You can then create an array, with the info required about each attribute for each member of the unit, which can then be used later when you use "Createeunit")
Then deletevehicle each member of this group
(There is far less lag caused when you use createunit to create a class of unit that has "ALREADY" existed on the map somewhere, even if that unit classtype is already dead)
3) 3rd option is to use BN880's superb AI on demand (Download from the C0C site), however this is more useful for recreating vast amounts of units or groups when triggered by booleans, distance or triggers
4) Worst system, use createunit to create a unit class that has never existed on the map, have lots of entry's in the createunit "Init" field, run the create script too fast.
To create a group, you will have to run a createunit command for each unit you want
RE: Trigger Question
What is the trick to spawning groups of enemy off of a detect west/east trigger?
On Activation: []Exec "Myscript.sqs"
Myscript.sqs?!(local server): exit
That will stop any other system, eg other players on your network, from running the create/ setpos script for your new group