Arma 3
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S.C.A.R -- Enemy Spawner
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
45.265 MB
23 Dec, 2020 @ 7:22am
15 Apr @ 3:13pm
52 Change Notes ( view )

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S.C.A.R -- Enemy Spawner

Description
S.C.A.R - Surrounded, Combatants, AOs, and Reinforcements

// TUTORIAL :
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1705508237/5506189390969927678/


// INTRODUCTION :
Zero Dark Zero is the Mega-Pack of my ArmA: Systems, Units, Modules, Scripts, Equipment, etc. The full pack consists of CORE, SCAR, LEAP, FROGS, etc., now each with its own Workshop Page. Modules are found in "Systems" in the Eden Editor. This is S.C.A.R ONLY.

1. Open Editor, Place Module(s)
2. Double-Click to Open
3. Hover Over for Tool-Tip Info

WORK-IN-PROGRESS. This is a HUGE Project of numerous things we use for our weekend games, released to the public. DOCUMENTATION, UPDATE NOTES, ETC., WILL BE LIMITED.

- Module #1 -- Surrounded . . . . . . . . . . . spawns around player, timed intervals, anywhere
- Module #2 -- Civs and Combatants . . . spawns single units around player
- Module #3 -- Areas-of-Operation . . . . . spawns in set specific locations, random locations
- Module #4 -- Reinforcements . . . . . . . . enemy calls arty, QRF teams, etc
- Module #5 -- Enemy Defenses . . . . . . . sets minefields, radar, flack, mortars, etc
- Module #6 -- Command & Control . . . . WORK-IN-PROGRESS / EXPERIMENTAL

Just place any Module(s) you want to use, set the options as needed, press Play.

// SUBMARINES :
(physical sub models spawed with these addons)
(Type 1, Type 2, Kraken, U-Class, Typhoon, Djinn)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2353633726
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2012371414
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1362114638
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1787156456


// ADDON FILES :
zdz_scar.pbo
zdz_flags.pbo


// FORUMS :
Support & Discussion - Forums HERE[forums.bohemia.net]

[www.paypal.me]


// NOTES :
Documentation, Compositions, Notes, etc. can be found in the download folders and/or the BIS Forums. Its currently very lacking and several features are not available to the general public. If you have any issues, bugs, requests, or comments, please use the official BIS ArmA 3 Forums.

This project is quite large and there are numerous hidden gems and other obscured or nebulous features. Some things are also experimental. The best things are on the horizon, and full documentation will likely be reserved closer to a more polished finished version.

Feel free to REMOVE any .pbo files from the package if you are having issues, or they are overriding some default game settings you still want to use.

Arma Public License – No Derivatives




"Explosive Alarm Clock. Guaranteed to never wake up anyone who uses it."
– Q (James Bond, License to Kill)
186 Comments
R. Von Quest  [author] 21 Jul @ 4:12pm 
Nope... Only 1 of the SAME TYPE at a time. You can use all of them at the same time, but only 1 each as they use Global Variables that would get overwritten if you use more than one.

Well.... doubtful, anyway. I don't think so.
Chuck Jiggles 21 Jul @ 1:51pm 
Hey, something I've been wondering and didn't see an answer in comments and forums ain't working. Is it possible to use multiple same modules at the same time, like setting up multiple Surrounded modules that are configured differently?
J4CKAL05 11 Jul @ 1:35am 
@R. Von Quest
As a footnote, yes the defence missions from the C2 module only work for BLU and I think only for CSAT and AAF? The module only lets you pick between RED and GREEN as the opposing forces for those missions and I don't think it's taking note of the faction configs used elsewhere in the module. Could be wrong and I just messed something up, though.
Chuck Jiggles 8 Jul @ 1:05pm 
Alright, it was a caching script that broke the mod in mp and I found out that it just takes a while even with 4x speed in editor for the units to make the call / spawn in. Thanks for the help, got the mod working now. :praisesun:
R. Von Quest  [author] 8 Jul @ 11:10am 
Checking..... Works fine for me. Just ran the testing file for the QRF Module, for all sections. HeliTroops, ParaTroops, Arty, Armor, and Truck Troops. Worked great.
Chuck Jiggles 8 Jul @ 9:17am 
So uh, ever since 2.20 patch the Reinforcements module seems to have become borked for me. In multiplayer it throws constant sidechat errors about "0 troops could be spawned for QRF" etc. and even editor testing environment consisting of vanilla game + this mod does not seem to spawn or do anything.

Could dev or some other user kindly confirm if everything works fine on their end?
J4CKAL05 14 Jun @ 8:51am 
@R. Von Quest
Alrighty, thanks for the reply! I'll play around with different sides and AOs and see what happens, might drop an update, especially if it works consistently with the player on RED/GREEN. I've been using your modules alongside NR6 HAL, so that might be the way to do it.
R. Von Quest  [author] 13 Jun @ 8:34pm 
@J4CKAL05
Yeah, its mostly coded with the Player being on the BLUFOR Side. You'll have to experiment. We only play as BLUE, and the Enemy is RED and GREEN.

@Cochise
No. Sounds like another mod issue or conflict. We don't have any issues on our end.
J4CKAL05 11 Jun @ 3:10am 
For the C2 module, if your player side is OPFOR and you want it to spawn BLU field commands, bases, garrisons, etc. as well as OPFOR bases for the defence missions, will the module still work correctly? Will it generate defence missions for the OPFOR side you're on with BLU as the enemy? I ask because I know that some of the module logic is very much designed to always have OPFOR as the side opposing the player, e.g. OPFOR attack helicopters engaging the player, even if the player is also on OPFOR.
Cochise 6 Jun @ 12:59am 
Awesome MOD. I transitioned from TPW and I've found this is more FPS friendly. I do have an issue with the enemy in areas of operation that won't die or suffer damage. Has this occurred to you before?