Improve tactics flank and suppress actions#446
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…actics This pull request adds better exit conditions to suppression and flanking group actions-- and makes these actions more reliable in terms of handling vehicles, picking suppression targets, and actual movemement. Some of the introduced changes will make #442 redundant. In practice this means mission makers can interrupt group level tactical actions at any time. danger\fnc_tacticsAssess.sqf - Tweaks timings. - Removes _units. This makes the functions more flexible. danger\fnc_tacticsFlank.sqf - Adds exit condition to tactic check - Adds more positions to shoot at - Adds better handling of vehicles and their cargo - Changes previous variable name "_pos" to "_posList" to better distinguish it. danger\fnc_tacticsSuppress.sqf - Adds exit condition to tactic check - Changes previous variable name "_pos" to "_posList" main\fnc_checkVisibilityList.sqf - Adds a new checkVisibilityList function to pick better suppression targets from a list main\group\fnc_doGroupFlank.sqf - Adds exit conditions - Improves vehicle suppression and movement reliability - Changes previous variable name "_pos" to "_posList" main\group\fnc_doGroupSuppress.sqf - Adds exit conditions - Adds more robust suppression target selection to both infantry and vehicles - Changes previous variable name "_pos" to "_posList"
tacticsFlank - get vehicle loaded units earlier in process to allow for mech-inf attacks checkVisibilityList - performance improvements doGroupFlank - performance improvements. Paerticularly as it relates to infantry. Fixes groups with vehicle leaders not moving doGroupSuppress - Minor performance improvement
diwako
approved these changes
Oct 9, 2025
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This pull request adds better exit conditions to suppression and flanking group actions-- and makes these actions more reliable in terms of handling vehicles, picking suppression targets, and actual movement. Some of the introduced changes will make #442 redundant.
In practice this means mission makers can interrupt group level tactical actions at any time. Fitting something like this code into the mod or a mission will also allow ZEUS players to interrupt ongoing tactics and issue new movement orders.
danger\fnc_tacticsAssess.sqf
danger\fnc_tacticsFlank.sqf
danger\fnc_tacticsSuppress.sqf
main\fnc_checkVisibilityList.sqf
main\group\fnc_doGroupFlank.sqf
main\group\fnc_doGroupSuppress.sqf