Author: r0dx864
Author Website:

Requirements: No addons required

Version: 0.10
Signed: Yes, serverkey included

Short description: Simulate good/bad ambient combat around player (or centered around other select objects). Great for behind-enemy-lines scenarios and/or ambient civilian life.

Date: 2020-08-08 12:54

Comments: (0)


Ambient Combat Manager


Simulate good/bad ambient combat around player (or centered around other select objects). Great for behind-enemy-lines scenarios and/or ambient civilian life.
Spawns units/vehicles around center point radius based on minimum distance and then automatically sets waypoints for the units to traverse to. Airborne assets will more than likely fly overhead. Depending on the side used, this could simulate tension or safety depending on friendliness of the side.
Uses (not all inclusive):
- Spawn civilians in a city to 'populate' it
- 'Surround' a base with friendly forces to showcase dominance or airpower
- Augment enemy presence by activating module when alarm or other trigger goes off
- Use in tandem with ambient battle sounds and use the code on each unit to get them to sneak around
- When attached to a unit, the spawn center point follows him around
- Use with "Ryanzombiesfaction" to spawn zombies everywhere you go
- Scare downed pilots with search parties

To install the Ambient Combat Manager 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:

fixed: despawn by maximum time even when despawn value is zero

replaced unit accountability again but this time it doesn't wait until after unit is deleted

replaced completely the way units are counted (avoid stoppage after unlimited time)
changed method for deleting after lifetime reached (random up to maxlifetime (prevented by spotting with player) and force deletes after that ie. disappear right before your eyes)
changed how DISMISSED units are timed out so as not to stagnate with same wandering units forever
changed placement code so vehicles don't explode as much (unavoidable for areas/maps with dense buildings or trees)

tweaked default factions for ACM module when used in Zeus to use only civilian units

tweaked center of mass from default of player to module logic
changed default factions sample for module to include a few more from latest updates
fixed default side error if none provided to module as a function
changed default properties of function in prep for zeus compatibility
moved module under effects section on modules tab in order for visibility by zues
basic drop in module for zeus that provides simple civilian population without interface to customize properties yet

Added maxLifetime variable to control how long a unit is allowed to roam at most
Added minDespawn variable to determine how long a dead body persists before garbage collection

moved init code to end of function to prevent code from affecting the user's code
changed the compile down to the actual call function so it actually gets run (cannot pass compiled code as parameters)
added icon for the module

bug fixes
added option for maxLifetime (function side only)
overhauled vehicle accountability/garbage collection
fixed "car" type units spawn on roads

- first release

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