That's what I would do. For each of the hidden units, record their position and direction in a setVariable, then setpos them to position [0,0,0]. Then when time comes to reveal these units, setpos them back to original position and reset their direction. Its not hard to do.
Raptor Lake, after Alder Lake, will have bigger cache, higher frequency, will support faster DDR5 and by then, there will already be higher frequency and lower timings DDR5 for sale. Not like the first gen of DDR5, expensive, low frequency and high timings. No, thanks.
Heh your gonna need to script that one yourself as its pretty specific. Your basically asking for an easy way to adjust dynamic skill settings against many different conditions -no ones going to be able to tailor that exactly for you so your best bet is to get to learning sqf and start doing it yourself. I use a personal mod (never released because its too buggy and im to lazy to want to fix it for everyone) that does alot of these types of things -that being dynamin skill setting based off of units current concealment level or even if their leader gets killed in an ambush.
I agree tho the base game is very lacking in this area which leads to very unsatisfying firefights as imo -all the AI are too good no matter the circumstances. Nightime, ambushed, flanked? Doesnt matter in vanilla AI as they all react without any attempt at human reaction -but more like terminators that simply orient -fire -misorient -reorient -fire -repeat....