Well, I don't see any problem with merging the slots into groups, except that the then non-leading players could still recruit AI which then joins the players group. A neat workaround for that would be to change the units accordingly, to, lets say, medics, engineers, marksmen etc. (the ai recruitment so far is restricted to the units given).
Originally Posted by LoneStar
Or change the init code from the barracks building at base from
to something like
this addAction ["<t color='#FFFFFF'>Recruit Units</t>","bon_recruit_units\open_dialog.sqf"]
However, the bare, "non-pboed" mission files are included, feel free to load them in the editor and group the units up as you like.
this addAction ["<t color='#FFFFFF'>Recruit Units</t>","bon_recruit_units\open_dialog.sqf",,-1,false,true,"","player == leader player"]