Author: Von Quest
Author Website:

Requirements: Community Base addons A3

Version: 0.4.5.01
Signed: No

Short description: This is the Stand-Alone Module system of my DARK Project from SpookWarCom. Fully customizable, and intensely dynamic game-play for any and ALL ArmA Maps.

Date: 2019-03-11 09:42


Comments: (1)
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=VQI= SCAR -- Enemy Spawn System

by
Von Quest


Description:
SQUADS, COMBATANTS, AREAS-OF-OPERATION, and REINFORCEMENTS

Enemy Spawn System! This is the Stand-Alone Module system of my DARK Project from SpookWarCom. Fully customizable, and intensely dynamic game-play for any and ALL ArmA Maps. Even NEW Maps!! Create quiet "behind-enemy-lines" Missions, Defending a NATO Base, Terrorists and War Lord controlled territory, or full-blown chaotic War-Zones where you are fighting for the freedom of an occupied sovereign country.

The heart of the System is the Areas-of-Operation. You can select 'Known' Intel, or probable 'Unknown' Intel. Select Passive or Aggressive Patrols for either slower realistic or more intense styles of play. Select the EXACT number of AOs or select RANDOM for each group. Mix-n-Match the Modules and Options as you wish for trillions of variation. Easy to use. Very very noob friendly!


Features:
Ease of Use! Noob & FPS Friendly!
Works on ALL Maps & even NEW Maps
Supports all styles of Gameplay
Create 1 AO or an entire WarZone
Spawns BLUFOR, OPFOR, INDEP
Spawns both Land and Water Units
De-spawns Units too far away
Infantry, Armor, Vehicles, Boats, etc
"Bad Guys", MERCs, etc (non-military)
Reinforcements: ParaTroops, Arty, etc
Flies Buzzing on Dead Bodies
Random "Items" for looting/immersion
Areas-of-Operation for Hot/Cold spots
Aggressive or Passive Patrols
Intel for AOs with Static/Probable %
Air Defense Radars (if L.E.A.P Module)
And much more coming SOON!...

Module #1 -- SQUADS
Intended to be the ACTIVE Force (attacking, invading, liberating, etc). This Module Spawns Units all around the Player, at all times, at all locations. You will be surrounded by these Units anywhere.

Module #2 -- COMBATANTS
This Module Spawns Units that are "Rogue" Units. These are the Non-Military Units (Terrorists, Freedom Fighters, 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.

Module #3 -- AREAS-OF-OPERATION
Intended to be the PASSIVE Force (occupying, annexed, home force, etc). 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.

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 call. Reinforcements can be in the form of QRF Heli Teams, Paratroops, Artillery, and Mortars. Make sure you always set this to the ENEMY.


Installation:
To install the =VQI= SCAR -- Enemy Spawn System you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3.


Included files:
vqi_dark.pbo


Usage:
For usage instructions and information of how to use the =VQI= SCAR -- Enemy Spawn System please refer to the included documentation and/or example mission.


Changelog:
0.4.5.01 Beta
0.4.5 Beta
CHANGED: Re-Write of AO System! Supports ALL Factions/Addons!
CHANGED: Re-Write of Defenses System
CHANGED: Air AO removed; changed into basic Patrol/CAS (temp WIP)
ADDED: User Custom Config Path Option
ADDED: User Custom Classname Option
ADDED: Multi Layers per Category; INF1, INF2, INF3, etc
ADDED: Intel Layer Naming Option
ADDED: Marker Type/Color Option
ADDED: Spawn Distance Option
ADDED: Patrolling % Option
ADDED: Patrolling Distance Option
ADDED: User Custom .sqf File Option
ADDED: Marker(s) Blacklist Option
ADDED: Log/Displayed Option (hide/marked)
ADDED: Cargo Options for Vehicles
ADDED: Custom re-write of Enemy Heli scripts
ADDED: Start Time Option
*note: massive 5000+ line re-write (WIP)

0.3.5 Beta
ADDED: Aircraft Attack AOs
ADDED: MOVED ALL AOs from other projects into SCAR
ADDED: Delay Timer for Combatants
ADDED: Min/Max Distance for Combatants
ADDED: Civ spawner
ADDED: User Option for range, fuse, etc (for CORE infil)
ADDED: Enemy Defenses Module
CHANGED: Vastly increased the speed of setup
CHANGED: several misc tweaks, etc

0.3.2 Beta
CHANGED: Tweaked Infantry & HQ settings
CHANGED: Removed Auto-Map Open during Intel
ADDED: More Intel Items
FIXED: Looting & Intel Items (WIP)

0.3.1 Beta
FIXED: Several more bugs
UPDATED: Docs/Info/Notes, etc
ADDED: Example Setup/Mission
ADDED: Camps into random Infantry AOs
CHANGED: Increased Intel to 5min
TWEAKED: Markers

0.3.0 Beta
FIXED: Re-Write of AO System!
FIXED: Arty Reinforcements
ADDED: Marker Color Options
CHANGED: Force Multiplier is Enemy Intel on Player
CHANGED: AO Radius is 1km for ALL AOs
REMOVED: RADAR -> moved into L.E.A.P Project
REMOVED: Marker Alpha Option

v0.2.2 Beta
FIXED: Broken Menu not removing spacers
CHANGED: Lowered Marker Alpha-Color on Brig, Div, Corps AOs
CHANGED: Increased Armored Pick-Up Trucks for Vehicle AOs
CHANGED: Minor other tweaks

v0.2.1 Beta
CHANGED: Vastly INCREASED the startup speed
CHANGED: Default Keybinding: SHIFT + A
CHANGED: Increased Call for ARTY 10%
CHANGED: Tweaked Markers Alpha-Color
FIXED: QRF Heli crashing onto players, etc

v0.2.0 Beta
- first release



- Community Base addons A3


Forum topic:
- BI forums




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