Author: Drongo
Author Website:

Requirements: No addons required

Version: 0.49
Signed: Yes, serverkey included

Short description: lets you uickly and easily populate an entire map with any faction, no scripting required.

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Date: 2020-09-26 10:26

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Drongo's Map Population


Quickly and easily populate an entire map with any faction, no scripting required

This mod quickly and easily populates an entire map or a subsection of a map with user-defined patrols, garrison, vehicles, occupied towns, air units, etc with no scripting required. It works on any map with any mod. Many parameters such as the amount, type and composition of forces can easily be changed with module settings. The mod also features optional civilian foot,road and air traffic and abandoned vehicles. There are simple AI scripts (which can be disabled). There are no mission scripts.

Version 02 adds in optional loot and ambient factions.

To install Drongo's Map Population 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:

Place a DMP Core module at the center of your desired AO
Select the desired AO size (values larger than the map will not go out of map bounds)
Place a Define Faction module
Adjust the composition options
Place the desired units and vehicles you wish to make up the faction within 200 meters of the Define Faction module
Upon mission start, the system will read and delete the units and use their classNames as the basis for spawning groups
If no units are placed, the module will default to a simple NATO force

Note: It is a good idea to right click on all placed units, go to Attributes > Special States and uncheck all boxes.

For more control about which classNames are used, set the rank of units according to this list:

MAJOR: Pilots
CAPTAIN: Vehicle crew
SERGEANT: Squad leader

Units with "pilot" or "helicrew" in their classname will be added to pilots
Units with "crew" in their classname will be added to vehicle crew
Units with "iconmanleader" as their icon will be squad leaders

The Core module has options to delay spawning by X seconds or until dmpWaitForGo=FALSE is set on the server (use dmpWaitForGo=FALSE;publicVariable"dmpWaitForGo").

Each unit will have text variables called dmpFaction and dmpAItype which can be checked by getVariable. For example

systemChat format["%1",(_unit getVariable"dmpAItype")];

Men and units can have a custom script which is executed on each unit shortly after it is spawned using execVM. This happens at the mission level. For example, if you have a folder called MyScripts in your mission folder and an sqf file called EditMan.sqf, you would put this in the module script field:


Do not use quotes: "MyScripts\EditMan.sqf" will not work.

The file might contain something like this:

// Execute code here

Air and vehicle groups will be spawned at mission start. Pedestrians are dynamically spawned in buildings around players. Like the Define Faction module, units and vehicles within 200m of the module will be spawned. If no such units are placed, vanilla civilian men and vehicles will spawn.

Spawns abandoned vehicles around the map. Like the Define Faction module, units and vehicles within 200m of this module will be spawned. If no such units are placed, vanilla civilian men and vehicles will spawn.

The blacklist module has a radius of 500. This will (mostly) prevent units from spawning in this area.

Similar to the civilian module, this spawns a faction in buildings around the player. It only spawns infantry, no vehicles or statics. It is recommended to only run a single instance of this module at one time. High values may have a big impact on performance. The faction is defined as follows:

SERGEANT: Squad Leader

This requires some setup. In the editor, place four crates on the map and name them as follows:


In each crate, place the types of weapons, magazines and items that corresponds to each crate name. Upon mission start, these items will be read and randomly spawned in houses, at camps and (optionally) in abandoned vehicles. If the above four crates are not placed, a very simple loadout will be generated for each.

Note that it may take a few minutes to spawn every crate. In debug mode, buildings with no loot have a yellow dot, buildings with a crate have a blue dot.

For better performance, consider placing a BIS Simulation Manager module

Known issues:
Camps sometimes spawn close to roads
Garrison units and crates sometimes spawn under floors

Future plans:
Possibly giving factions their own AO
Maybe traders (if there is enough demand)

If you encounter a problem, first try using the demo mission with no other mods loaded. If that works, then start adding mods until you find the conflict, then report the conflict. Vague reports such as "it doesn't work" or "I got a script error" are impossible for me to troubleshoot. Please provide specific information such as map and mods used, exact error messages, screenshots, etc.

Credits & Thanks:
Drongo69: Concept and coding
Kokuroku: Help fixing the NATO spawn bug
miaou: Help fixing the NATO spawn bug

Most of my mods and missions are released on my Patreon page. You don't need to be a Patron to download them:

Check my YouTube channel for trailers, WIP etc:

I am not on the BIS forums. I can be emailed at .
I am not on social media, so I would appreciate it if those of you who are would help promote my mods.

License / Disclaimer:
Arma Public License No Derivatives (APL-ND)

In addition to the above license, the following conditions apply:
This addon may not be used as a tool by any corporate, government, military, law enforcement or security groups/individuals.
This addon may not be used for any commercial purpose.
This addon may not be used for training purposes.
If you need an exception, please contact me.

Changelog: (01-09-2020)
0.37 (SWS versioning start)
Fixed: Units not being detected by modules (bug with nearEntities command on some maps)
Added: Blacklist Radius value to core module

Added: Detailed debug messages and markers for the Define Faction module
Added: Small delays to civ, vehicle and loot modules
Changed: Air vehicles should now spawn in flight

Added: Dedicated debug function for Factions
Changed: Added a two second delay to allow modules more time to register units
Removed: Detecting leaders by "officer" string

Fixed: Civs not despawning
Fixed: Abandoned vehicles not registering types properly
Added: Option to add caches/loot to buildings, camps and abandoned vehicles
Added: Option to spawn an ambient faction around the player (infantry only, spawns in buildings)
Added: Option to control chance of civilian staying inside vs wandering around outside
Added: Option to control spawn height of aircraft
Added: Option to delay spawning by X amount of seconds
Added: Option to delay spawning until dmpWaitForGo=TRUE is set on server

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