OK, I've got a fix but its a total hack.
I've changed the beacon to be outpost rather than the mortar. That way the outpost renders for everyone to see.
The only problem with this is that if you drop a radio beacon from the chopper it will spawn an outpost, but I'm prepared to live with that until there is a fix.
function ctld.spawnRadioBeaconUnit(_point, _country, _type)
local _groupId = ctld.getNextGroupId()
local _unitId = ctld.getNextUnitId()
local _radioGroup = {
["visible"] = false,
-- ["groupId"] = _groupId,
["hidden"] = false,
["units"] = {
[1] = {
["y"] = _point.z,
["type"] = "outpost",
["name"] = _type .. " Radio Beacon Unit #" .. _unitId,
-- ["unitId"] = _unitId,
["heading"] = 0,
["playerCanDrive"] = false,
["skill"] = "Excellent",
["x"] = _point.x,
}
},
-- ["y"] = _positions[1].z,
-- ["x"] = _positions[1].x,
["name"] = _type .. " Radio Beacon Group #" .. _groupId,
["task"] = {},
--added two fields below for MIST
["category"] = Group.Category.GROUND,
["country"] = _country
}
-- return coalition.addGroup(_country, Group.Category.GROUND, _radioGroup)
return Group.getByName(mist.dynAdd(_radioGroup).name)
end