Arma 3
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Evolution Warfare System
   
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Data Type: Mod
File Size
Posted
Updated
256.996 KB
22 Jul @ 9:23am
28 Jul @ 6:35pm
2 Change Notes ( view )

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Evolution Warfare System

Description
Flexible modular system that is scaleable from single AO to full map warfare with multiple AO including vehicle and infantry spawner system with attack/defend/patrol waypoint selection and trigger integration adaptable to many different scenarios.

- Place Vehicle and Squad Pool modules, sync unit definitions as needed.

- Use triggers with trigger sync modules for dynamic spawn/despawn.

- Use WP for patrol/attack points.

- Squad and vehicle pools work identically

- Everything customizable and fully modular

- Apply custom init for loadouts (see doc)


Google doc setup guide:
https://docs.google.com/document/d/1bctd_6b9HH6KesswNWUWi19p1jqm3UVmahYj20W3WTA/edit?usp=sharing

Discord:
https://discord.gg/wFD4z5RN

SPAWNER MODULES


VP (Vehicle Pool) Module

Side: Faction of spawned vehicles (default: West)
Spawn Delay: Seconds between spawns (default: 30)
Poolsize: Max units available -1 = infinite
Spawn Radius: How far from VP vehicle appears (default: 50)
Create Crew: Vehicles spawned with crew? (default: True)
AI Behavior: Patrol/Attack/Defend (default: Patrol)
Max Active, Pool Size: How many active/spawned at once (default: 3/-1)

- Sync to 1 or more V module
- Sync to 1 or more WP (optional)
- Sync to 1 of each TSS, TSD, TSM (optional)

V (Vehicle) Module

RAW: Affects probability of selection relative to other vehicles
Init Script: Script on spawn (optional, can use for custom vehicle cargo)

- Sync to 1 VP
- Sync to 1 vehicle

SP (Squad Pool) Module

Side: Faction of spawned squad (default: West)
Spawn Delay: Seconds between spawns (default: 30)
Poolsize: Max squads available -1 = infinite
Spawn Radius: How far from SP squad appears (default: 50)
AI Behavior: Patrol/Attack/Defend (default: Patrol)
Max Active, Pool Size: How many active/spawned at once (default: 3/-1)

- Sync to 1 or more S module
- Sync to 1 or more WP (optional)
- Sync to 1 of each TSS, TSD, TSM (optional)

S (Squad) Module

RAW: Affects probability of selection relative to other squads
Init Script: Script on spawn (optional, can use for custom loadouts)

- Sync to 1 SP
- Sync to 1 squad (sync each squad member)

WP (Waypoint) Module
Acts as a target for patrol/attack/defend.

- Sync to 1 or more SP/VP (can sync same WP to opposing sides)

TSS (Trigger Sync Spawn)
Activation of spawning ON trigger activation

- Sync to trigger (e.g. blufor present/repeatable)
- Sync to 1 or more VP/SP
- Limit 1 per VP/SP

TSD (Trigger Sync Despawn)
Activation of despawn ON trigger activation/deactivation.

Optimize performance by ensuring units are only spawned for the active AO. Maintains an accurate count of the current vehicle/squad.

Player Distance Check: Enforce a minimum distance from players for despawn

- Sync to trigger (e.g. blufor present/repeatable)
- Sync to 1 or more VP/SP
- Limit 1 per VP/SP

TSM (Trigger Sync Modify)
Activation of modified pool properties on trigger (set pool size, max active, etc.)

- Sync to trigger (e.g. seized by blufor)
- Sync to 1 or more VP/SP
- Limit 1 per VP/SP


FUTURE PLANS


- Sector Control Module

- Urban Defense Module

- Rescue Hostage / Collect Intel / Kill HVT

- Mission generation
3 Comments
bannanadan  [author] 29 Jul @ 6:40pm 
It should never run out of respawns. Its fully based on the activation state of the trigger.
H0STILE 29 Jul @ 2:34pm 
is there a way to detect when squadpool/vehiclepool have ran out of respawns in order to fire a trigger?
fhs_james 23 Jul @ 2:28am 
Example mission?