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S.C.A.R -- Enemy Areas-of-Operation
Von Quest posted a topic in ARMA 3 - ADDONS & MODS: COMPLETESURROUNDED, COMBATANTS, AREAS-OF-OPERATION, and REINFORCEMENTS by Richard Von Quest VERSION: v0.6.7 beta UPDATED: 23 DEC 2020 DONATE: Support Project // INTRODUCTION: Enemy Spawner, Ambient Real-Time Combat, and Map Occupation System! WORKS WITH ANY and ALL ADDONs & FACTIONS. This is the Stand-Alone Module system of my DARK Project from SpookWarCom. Fully customizable, with numerous User Option Settings for intensely dynamic game-play for any and ALL ArmA Maps. Even NEW Maps!! Create anything from quiet stealthy "Behind-Enemy-Lines" Black-Op Missions, or Defending a NATO Base. Maybe some Terrorists and War Lord controlled 3rd-World territory, or perhaps an epic full-blown chaotic War-Zone where you are fighting for the freedom of an occupied sovereign country that lasts for months. The choice is yours... The heart of the System is the Areas-of-Operation. You can select 'Known' Intel, or probable 'Unknown' Intel. Select the EXACT number of AOs or select RANDOM for each group. Mix-n-Match the Modules and Options as you wish for a gazillion of variations. Very Easy to use. Very very noob friendly! Just enter Config Paths, and/or Classnames for a fully customized scenario. Control your Maps with precision! Spawn 1 Terrorist, 100 Civilians, or thousands of Enemy Squads. I give all the power to the player. "Behind Enemy Lines" // FEATURES: Ease of Use! Noob & FPS Friendly! Spawn ANY Unit from ANY ADDON!!! ALL Maps, Mods, Factions Supported Supports all styles of Gameplay Supports User Custom .sqf Files Create 1 AO or an entire WarZone Spawns BLUFOR, OPFOR, INDEP, CIVs Hyper-Flexible with complete freedom! De-spawns Units over 3km away Enemy can Radio nearby Helis for CAS "Bad Guys", MERCs, etc (non-military) Reinforcements: ParaTroops, Arty, etc Great ALiVE alternitive for ease-of-use Flies Buzzing on Dead Bodies Random "Items" for looting/immersion Areas-of-Operation for Hot/Cold spots Intel for AOs with Static/Probable % Custom Marker Details for EACH AO Too much to list here - check it out! // NOTES: Module #1 -- SURROUNDED This Module Spawns Units all around the Player, at all times, at all locations in a user-set (continuing or limited) loop. You will be surrounded by these Units anywhere. They spawn around you at all times. Use for BLUFOR and/or OPFOR. Control any and all details. Set to have the units patrol at random or use the Player has the focus/center point. Module #2 -- COMBATANTS & CIVs This Module Spawns Units both normal Civilians and Units that are "Armed Civillian" Units. These are the Non-Military Units (Terrorists, Freedom Fighters, Civilians, War Lords, Rebels, Resistance Fighters, Gangs, Black-Ops, Locals, MERCs, etc). They Spawn all around the Player, at all times, at all locations. They spawn as single units, or as loose groups that have a higher probability to seek out Buildings and interior locations. Often disorganized, unarmored, little discipline, etc. Module #3 -- AREAS-OF-OPERATION This Module sets "AOs" randomly around Map. These Units ONLY Spawn when you are near these Areas. This will create Hot & Cold areas scattered around the entire Map for a more organic and realistic experience. Set as STATIC Intel (100%) or DYNAMIC (Unknown 0%-100%) Intel. Player has complete control for all settings. Set from the Config Level, and/or Classnames. Set Marker type, color, etc. NOTES / INFO: Module #4 -- REINFORCEMENTS This Module adds Enemy Reinforcements to the Map. When the enemy feels threatened, or overun, they can call for help. You can set the probability of how likely they will make that radio call. Reinforcements can be in the form of QRF Heli Teams, Paratroops, Artillery, and Mortars. Make sure you always set this to the ENEMY. // REQUIRED: 1. n/a // DONATE: ENEMY SPAWN SYSTEM Von Quest Industries // LICENSE: // USAGE: Place ANY Module. Set your settings as needed. More info is right INSIDE the Modules - just hover over the option for the popup tool-tip. // CREDIT & THANKS: *TPW (w/ Larrow) for the Ambient Aircraft Script
CivPopulate - Populate towns dynamically
kenoxite posted a topic in OFP : MISSION EDITING & SCRIPTINGCivPopulate A script package that populates areas dynamically with civilians and adds traffic to the roads. * FOR OFP/CWA * Current version: 1.4.1 DOWNLOAD: http://www.mediafire.com/download/6o5w3m4t4y4b0ap/civPopulate_v141.zip CONTENTS: Template Demo mission in Nogova Demo mission in Nogova to test CoC UA. Debug mode on. FEATURES: Populate your towns with as many civilians as you want in as many towns as you want Civilians wander the streets or idle lazily inside or near buildings. You can populate your towns with civilians from different addons to increase the diversity of the population Population changes depending on if it's day or night Just one simple, light script is used to manage an unlimited amount of walker civilians Add any pack of civilians by adding templates *New* Civilian traffic You can now also designate camping areas Populate towns with specific types of civilians Add and remove designated towns and camps on the fly You can pause, resume, reset or completely stop civPopulate You can now really set an unlimited amount of towns and camps (previously there was a limit of 63) USE: MISC NOTES: Traffic: Although there's a minimum placement distance of 300m from the player you'll sometimes see the cars popping up. Traffic: You'll occasionally hear explosions around you. Don't panic. It's just vehicles exploding and civilians burning to death. New clones will replace them shortly. Traffic: Five vehicles is usually enough to simulate the traffic in any island. With more the chances of they bumping against each other, particularly on the initial placement, are too high, and you'll actually see less traffic than with less vehicles (as they keep being destroyed and relocated). Other: Expect huge house parties if there's just a couple of building with preset positions in a town. Other: Lots of civilians = less FPS. If you set your max population to 700 and you enter a "high" town expect a significant FPS drop. This script package places as many civilians as you want in the spots you want. No more, no less. CREDITS Functions: Backoff (createunit2.sqf) Liquid_Silence (distancepos3d.sqf) General Barron (nearestobj.sqf) Tophe of Ã–stgÃ¶ta Ops (randomBuildingPos.sqf) weasello (rndPosInRadius.sqf) toadlife (shuffle.sqf) Igor Drukov (getrelpos.sqf) bn880 (sortbubble.sqf) Scripts: Mr-Murray (teleport.sqs) Music: Dola Re Dola (by Devdas) <unidentified song> (by Amir Jan Saboori) Kopeika <extract> (by et_) CHANGELOG --- Use this, share this, modify this, whatever you want. Just put my name somewhere if you do so.