Reinforcements - astruyk/Ares GitHub Wiki

These modules make it easy to spawn enemy (or friendly) reinforcements and have them head into an AO in a controlled way.

There are two basic building blocks:

  • LZ's - Locations where transport units will head to and unload their troops before carrying on.
  • RP's - Locations that the unloaded troops will head towards after getting dropped off.

The basic flow is that you can place down a set of LZ's and RP's and then spawn units using the Reinforcements modules. The spawned units will automatically head to an LZ, drop off troops and RTB before being deleted. The troops will unload at the LZ and head for an RP.

Multiple options have been provided to allow customizing the type of force that is spawned and giving limited automatic control over their behaviour. You can also always just grab the spawned units and issue different orders.

LZ's

Once spawned, reinforcements will head towards an LZ in order to unload their troops. You can customize how it chooses which LZ to head to in the 'Spawn Units' menu. See that section for details.

The default behaviour is to head to a random LZ, unload troops, and RTB before being automatically despawned.

RP's

Once unloaded from a transport, reinforcements will head towards an RP. You can customize how units choose which RP heads to in the 'Spawn Units' menu. See that section for details.

The default behaviour is to head to a random RP once unloaded.

Spawning Units

Once you place the 'Spawn Units' module you will be shown a dialog. From here you can customize a number of different attributes about the troops being spawned:

  • Side - Determines the army from which to draw the troops. Different sides will use different equipment and squad loadouts.
    • NATO
    • CSAT
    • AAF
  • Vehicle Type - Determines the type of vehicle to be spawned and, by association, the amount of troops.
    • Unarmed Light Vehicles + Scouts - Light vehicles without weapons carrying the smallest amount of troops.
    • Armed Light Vehicles - Light vehicles that will be armed with some kind of weapon. Typically carries few troops.
    • Dedicated Troop Trucks - Heavy trucks carrying lots of troops.
    • APC's & Heavy Troop Transports - Heavily armed and armored transports that carry a small number of troops.
    • Unarmed Aircraft - Unarmed helicopters that carry a small number of troops.
    • Light Armed Aircraft - Armed helicopters (typically with fixed forward-firing weapons) that carry a small number of troops.
    • Unarmed Boats - Unarmed boats that carry a small number of troops.
    • Armed Boats - Armed boats that carry a medium number of troops.
  • Vehicle Behaviour - Determines how the transport unit will react after dropping off troops.
    • RTB and Despawn - The vehicle will return to it's spawn point and then be deleted.
    • Stay at LZ - The vehicle will stay halted at the LZ until Zeus gives it new orders
  • Vehicle LZ - Determines how the transport will choose the LZ
    • Random - The LZ will be chosen randomly
    • Nearest - The LZ closest to the spawn point will be chosen
    • Farthest - The LZ farthest from the spawn point will be chosen
    • Least Used - The LZ that has had the least number of units head to it already will be chosen
  • Unit RP - Determines how the unit will choose an RP
    • Random - The RP will be chosen randomly
    • Nearest - The RP closest to the LZ will be chosen
    • Farthest - The RP farthest from the LZ will be chosen
    • Least Used - The RP that has had the least number of units head to it already will be chosen
  • Unit Behaviour - determines the default disposition and speed of a unit after unloading
    • Default - The default arma unit behaviour (fast movement with weapons down).
    • Relaxed - Units will walk casually with their weapons down in an unaware state.
    • Cautious - Units will hold their weapons up and move slowly.
    • Combat - Units will move as if expecting a hot LZ.