A problem spotted with the reveal command:
Reveal works only between two units (unit1 reveal unit2), so having one group reveal another array won't work. However, if the leader of a group is aware of any unit, the whole group is, so using ((leader _group) reveal _unit2) should work.
Problem with nearTargets is more complicated:
If you check the array you get out of nearTargets (using a hint format for instance) will give you something like this: [[[2555.33,2535.33,1.32708],"SoldierEB",EAST,214222,EAST 1-1-A:1],[[2550.39,2482.5,1.32696],"SoldierWB",WEST,0,WEST 1-1-A:2]]
What these different parts mean is explained in the comref, but basically the command return is considerably more complicated than just a list of units. Furthermore, it returns both empty and static targets, as well as friendly or neutral ones. So not even solely enemies. What you need to do is filter the information you want (=the unfriendly units themselves) from the nested arrays, which will require a bit of setting up. Apparently, the "object" itself is the 5th element of the nested array. So, let's see:
(untested example)
//get list of targets
_list = _unit nearTargets 500;
//count initial array
_count1 = count _list;
_list2 = [];
//create new array which picks out the 5th element (_list select 4) of _list
for "_i" from 0 to (_count1 - 1) do
{
_cursel = _list select _i;
_list2 = _list2 + [_cursel select 4];
};
//reveal entire content of _list2 to _unit & give hint as to list's contents
{_unit reveal _x} forEach _list2;
hint format ["List 2: %1", _list2];
The above is in .sqf of course, and would pick up friendly and neutral and semi-unknown objects as well (i.e., you know how sometimes your men cry out "man, at, 6 o'clock!" and it turns out to just be some random farmer/a guy from the other team. Or how targets pop up as "Unknown" when in a chopper turn out to be "Shilka" once you get closer - those would all now be revealed).
Might work, might not. Food for thought though!
Wolfrug out.