Author: twakkie 333
Author Website:

Requirements: No addons required

Version: 2.2

Short description: This script allows the mission creator to call up fast and low resource intesive reinforcements, follow waypoint markers to an offload point and then attack a marked area.

Date: 2017-01-10 10:19

Comments: (0)


Configurable Motorised Infantry Reinforcement Script


I want to share a script which I have been working on in the last couple of months. I started development of the script with the intent of not only providing my unit with an easy and semi configurable reinforcement script but also to improve my own scripting skills. The reinforcement will be spawned at a predefined marker location, loaded up in a vehicle of choice, follow waypoint markers to an offload point and then attack a marked area.

Installation / Usage:
For usage instructions and information of how to use the Configurable Motorised Infantry Reinforcement Script please refer to the included documentation and/or example mission.

The bare minimum needed for the script to work is:
3 waypoint (spawn,drop and attack waypoints)
a trigger (or any other method) to call the script
the name of the infantry squad and transport vehicle.

~In Editor:
Place minimum three markers on the map. The first being the spawnpoint (movement array element 1) of the transported infantry and vehicle, in this example it will be "marker_vehSpawn_01". The second will be the drop off point of the infantry, in this instance "marker_vehUnload_01" and lastly the attack point for the infantry and vehicle (vehicle will only assault attack markers if specified in the "motoInfReinforce_Init.sqf" otherwise it will remain at the unload waypoint), called "marker_attack".

~In initServer.sqf:
In the intServer.sqf place this code: [] execVM "motoInfReinforce_Init.sqf";

~How to Call:
Place a trigger on the map, set it to whatever conditions required ex "Bluforce Present" and in the init:
null = ["O_APC_Tracked_02_cannon_F",["marker_vehSpawn_01"],["marker_vehUnload_01"],["marker_attack"]] spawn TB_fnc_motoInfReinforce_Main;
The vehicle cargo space will dictate the number of units transported.

There is no need to edit the main program body and you can edit the "motoInfReinforce_Init.sqf" settings to customise the vehicles and units that are spawned.
Please read the readme to see all settings that can be adjusted. This includes, vehicle type, nr of movement, unload and attack markers, the unit type size and class as well as nr of squads

- Added function to form a convoy with different vehicles.
- fn_motoInfReinforce_Main now returns the vehicle name that was created.

- first public release

Forum topic:
- BI forums

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