Reinforcements - Theseus-Aegis/MissionTemplate GitHub Wiki

This page will explain the usage of the Reinforcements function.


/*
 * Author: Jonpas, Mike
 * Sets visibility of units, simulation and AI behaviour of a group along with any vehicles manned by the group.
 * Call from initServer.sqf
 *
 * Arguments:
 * 0: Groups <ARRAY>
 * 1: Disable <BOOL> (default: true)
 * 2: Distance <NUMBER> (default: 0)
 *
 * Return Value:
 * None
 *
 * Example:
 * [[Group_1, Group_2]] call MFUNC(reinforcements)
 * [[Group_1, Group_2], false] call MFUNC(reinforcements)
 * [[Group_1, Group_2], false, 50] call MFUNC(reinforcements)
 */

Usage

This function will hide or unhide a group of units for use later, preserving behaviour, loadouts and waypoints. Will also do the same to vehicles provided a group member is inside one.

Reinforcements has a failsafe for unhiding more than 2 groups at once as this causes lagspikes/desync. This will simply pass your groups to reinforcementWaves with a 1.5s delay per group.

Call from trigger with Server check or initServer.sqf

Examples:

[My_Group] call MFUNC(reinforcements); // Will hide units.
if (!isServer) exitWith {};
[My_Group, false] call TAC_Mission_fnc_reinforcements; // Will unhide units via Trigger

Multiple Groups

// Hiding Groups
[[My_Group_One, My_Group_Two]] call MFUNC(reinforcements);

// Unhiding Groups (via Trigger)
if (!isServer) exitWith {};
[[My_Group_One, My_Group_Two], false] call TAC_Mission_fnc_reinforcements;

Staggered unhiding
For staggered unhiding see the Reinforcement Waves function.

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