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The issue is that there is another randomization of the equpment later in the "Edit loadout" screen, after the unit has been already initalized
I noticed that you use the sleep command in your random.sqf files. Problem is that sleep uses the time that passed in the mission. But in the editor there is no mission running and therefore no mission time passing.
Which can easily lead to some unexpected behaviour of the scheduler. Using the "Edit loadout" might cause the sleep command to finally continue and trigger the actual random.sqf code to be executed delayed.
Don't know why sleep is necessary at this point, but might be better to use uisleep instead of sleep, as uisleep uses actual time instead of mission time and might solve the issue.
Doesn't really effect something when a dedicated server is used, but in a singleplayer mission or in a hosted environment it would change the 2 settings as soon a unit is spawned with that code but the mission deactivated one or both of the settings.
If unit equipment is changed for a newly created unit it can also cause problems, as the randomization script might not have finished yet.
If the unit randomization has to be spawned via execVM it would be helpful if there would be a flag on the unit as soon the randomization has been processed, that can be checked in the mission to determine if randomization of the unit has been finished.
there's only the "men" category, no cars or such, even in the factions that have them