The wave spawner is a powerful tool for a wide variety of reason. Any units that are synced to the wave spawner will be replicated when the wave spawner activates. When the mission loads they will be deleted and data on them stored (loadouts and waypoints).
The wave spawner works with triggers or without.
Examples
The wave spawner requires one or more synced units to module to function.
The entire group is used so you only need to sync one unit for each group.
The groups waypoints will be replicated after spawn.
Example
You can add an event handler via the TMF function tmf_ai_fnc_addWaveHandler . The event handler is executed everytime a wave is spawned. This code can be placed on the init box of the wave spawner module.
The parameters passed to the event handler is an array consisting of: [wave_index,array of groups]
Example 1: Set all spawned units to move fast and free to engage any enemies. Perhaps for spawned reinforcements.
[this,{ private _groups = _this select 1; { _x setBehaviour "AWARE"; _x setCombatMode "RED"; _x setSpeedMode "FULL"; } forEach _groups; }] call tmf_ai_fnc_addWaveHandler;
Example 2: Handle the output in a seperately defined function.
[this,my_custom_function] call tmf_ai_fnc_addWaveHandler;