Arma 3
S.C.A.R -- Enemy Spawner
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?
R. Von Quest  [author] 4 Apr @ 2:00pm 
UPDATE - re-designed the Submarines some. They are now all more archetype, single-task focused to simplify and enhance gameplay. The Akula Class is renamed Kraken.

Type 1 -- Guided Missile Platform
Type 2 -- Special Operations, w/ Divers and LOC
Kraken -- Anti-Submarine, Fast Attack
U-Class -- Surface Attack Warfare, w/ Anti-Air
Typhoon -- ICBMs / SLBMs / Nukes (roleplay only)
Djinn -- Surveillance Platform, QRF SATCOMs
Visitor 24 25 Mar @ 7:26am 
My goodness, Von Quest, you have been busy!
I might have to put ARMA 3 back on, just for this.
Great work , as always.
R. Von Quest  [author] 16 Jan @ 1:32pm 
Noticed since the "5-Sections Each" upgrade, the SUB section (and some Diver sections) have been broken. The Enemy Submarines AO is completely nonexistent. We just started paying on an Island Map, and I noticed there are zero enemy subs. Zoiks!... I'll fix and upgrade soon.
R. Von Quest  [author] 14 Dec, 2024 @ 12:09pm 
Single Player or Hosted Server.

Doesn't work well, nor coded for Dedicated Server. I don't know much about server stuff. It would take a big upgrade and be very time consuming to do. Apologies. So sorry. We play Hosted Server each weekend and it works great for us as long as we stick together as the Hosted Server Player (me) is the "player" that the Trigger AOs are activated by.
DireStatus 5 Dec, 2024 @ 1:29am 
Hey, sorry to trouble you however I am having a issue that I assume is a problem that I can't fix and that you might want to be aware of.

As stated in the forums by someone else having a similar issue I am having a issue where on a local host for a small setup of AO's the infantry and sites spawn just fine and everything seems to work as intended however on our dedicated server it seems that although the markers spawn, and some of the defenses actually do pre spawn. For a unknown reason all of the sites will not spawn any infantry or other things whatso ever.

If this is something more common or just something that I messed up in terms of the transition from local to dedicated please let me know as I wish to get this fix as it has been a massive pain after all the testing and setup I did on my local sever.

Best Wishes.
R. Von Quest  [author] 31 Oct, 2024 @ 12:27am 
UPDATE - re-packed, and re-signed to fix dedicated server signature issue.
Blacklisted_Gaming 26 Aug, 2024 @ 1:19pm 
Hey i wanted to point out that the default range for the ACK is still set to 1000. Only mentioning it since adding the ability to change the range, the value being kilometers defaults the ACK range to 1000km vs 1km lol. I was racking my brain wondering what i was doing wrong, so i changed the value to 1 and it worked. My whole map was one big red ellipse and i thought i broke something lol
R. Von Quest  [author] 20 Aug, 2024 @ 4:48pm 
UPDATE - Fixed broken fIle-path for random Enemy Supply Camps (you need to turn these ON in the Command & Control Module). Added User Setting for Range for all Anti-Air ACK, RADAR, and SAMs.

-1 is for Default (random weighted), Positive Number will lock them at that exact Range. Negative Number will be random UPTO that Range (random equal). 10km Max.
R. Von Quest  [author] 24 Jun, 2024 @ 1:49pm 
@P.Milkman
You'll have to experiment. When we play, Hosted Server (player LAN), only the main PC (player #1; me) triggers the AOs to spawn units. The other PCs won't spawn anything in. So when we play, we all have to stick fairly close together. The triggers are set to 1km radius, and repeat. The de-spawn I think is set to 3km.
R. Von Quest  [author] 24 Jun, 2024 @ 1:44pm 
@Eaurélien
You usually don't have to replace the Module. Sometimes, but its very rare. Also, I don't have anything coded for Dedicated Server play. Its only Single Player, and Hosted (player) Server. You'll have to experiment with it. I don't think it will work well though in Dedicated.
R. Von Quest  [author] 24 Jun, 2024 @ 1:40pm 
UPDATE - Fixed the Armor AOs. They were all spawning from the Vehicles Section.
P.Milkman 4 Jun, 2024 @ 3:34am 
Hi R. Von Quest, thanks for the recent updates, your mods are always great! I mainly use SCAR and I have a question. In my current mission, each player (5 playable units) is a separate group. Does the spawner work by targeting players individually? Or even for each of the groups? I've had the impression of seeing a fair amount of AI ^^' because if it acts 5x for each player I'll have to scale back my enemy spawns. Thanks in advance for your reply! Have a nice day!
Eaurélien 18 May, 2024 @ 7:44am 
hello, i made a mission with the mod and it's working perfectly in singleplayer and multiplayer when it's on my computer. But i rent a bisect hosting server and it seems the mod don't work when i am launching the same mission ? Any ideas ? thanks !
Eaurélien 18 May, 2024 @ 3:57am 
do we have to replace the modules in a mission made in the past to have them work after an update ?
R. Von Quest  [author] 16 May, 2024 @ 12:19pm 
UPDATE - massive expansion to add 5 sections each into all AOs and Defense Module sections for trillions of possibilities, and variations. Added more random Compositions for Infantry Camps, and added Vehicle Supply Caches, and Armor/Vehicle Repair Depots. Added more Command and Control Bunker compositions. Several other tweaks, etc.
P.Milkman 4 May, 2024 @ 10:29am 
Perfect ! i was affraid it was because of my mission or others scripts :)
R. Von Quest  [author] 4 May, 2024 @ 10:25am 
Thanks! I have a large update coming where I expanded all sections out to 5 each. Plus numerous other tweaks throughout other projects.

That error is from not having the GEAR module. The "Intel" Items are from that project. I'll have to update SCAR to not throw that error if the GEAR module is not used.
P.Milkman 4 May, 2024 @ 9:08am 
Link to the error message [ibb.co]. I'm using 4 of your modules : SURROUNDED, COMBATANTS and REINFORCEMENTS. Message is here when i try using AREAS-OF-OPERATION, i hope it will help you ! :summer2019corgi:
P.Milkman 4 May, 2024 @ 8:07am 
As I was saying on the Bohemia forum! Thank you so much! This module is clear, easy to use and configure, and above all well done! A great job! I see that you're more active on steam, so I'd like to take this opportunity to point out an error (which I can no longer remember) when using the Areas of operation module. I was only using 1 Opfor group (CUP unit) and at each spawn, an error message appeared (line 96 on an intel_something function ^^' ). I set the module to OFF and no more errors. I hope you can find the cause! Thanks again for your incredible work! :steamhappy:
R. Von Quest  [author] 30 Mar, 2024 @ 1:07pm 
UPDATE - Found, and Fixed ACK issue. Thanks, I don't think I would have ever noticed it the we we play, as we start off map and play a specific style. Being on-foot breaks the ACK as its looking for a Helicopter, then never resets my switch to turn back 'on' the triggers. Phew! Awesome. Thanks again. Did a little tweaking of the scripts as well.
R. Von Quest  [author] 29 Mar, 2024 @ 5:55pm 
Yup, seems broken. Not sure what happened. I think its on BIS' end as I haven't changed anything in long time, and we play almost every weekend. Hmm... I'll dig into it, and see if I can do a fix/update. It may not be until next week though. NOTE: its also set to Helicopters Only. Its meant for our Infil Heli rides into the map.
R. Von Quest  [author] 28 Mar, 2024 @ 5:57pm 
Thanks!... I'll look into it. I have some updates this weekend.
RSA79 27 Mar, 2024 @ 3:31pm 
Mr R.von Quest. for some reason the AA/flack burst around the plane does not any more show off around the plane or helo... i dont know is it something in my end or is there something gone broken?? U have a great mod and i like the way you think with whole picture. radio, halo, heli insertion, tracking and all!!! After the modders like you and the rest stop doing it , the arma is going to die.
R. Von Quest  [author] 20 Mar, 2024 @ 8:01am 
UPDATE -- flipped the Trigger Function (see below). Also added 2 more Infantry Sections for AOs. There are now a total of five.
R. Von Quest  [author] 12 Mar, 2024 @ 5:10pm 
NOTICE :
I flipped the Trigger/Function for the AOs. It will be [MIN, MAX, MULTIPLIER]

For any that is using these I just wanted to give a heads up with several days notice before uploading the update so it didn't mess any games up without a proper warning. It won't effect anything else if your not using this option. The old version was [MULTIPLIER, MIN, MAX]. I'll aim for an update likely next week.
The World 31 Jan, 2024 @ 1:18am 
Gotcha R. Von Quest! Managed to make the vehicle part of Surrounded work after all. Turns out vehicles only work with classnames, same as vehicle passengers. :)

Your mods are really underrated it seems; can't find ANY videos on YT showcasing your mods! If your other mods are like S.C.A.R quality-wise then people are missing out haha. Tried to use DMP before this but that just killed my fps, so this mod is a huge upgrade to me personally. :) Thanks!
The Shadowbroker 30 Jan, 2024 @ 11:24pm 
just 1 module and if i set anything to 0 then nothing at all will respond.
R. Von Quest  [author] 30 Jan, 2024 @ 10:09pm 
Just tested a few runs, and it worked as intended each time. Works for me. =) Are you sure you only have one reinforcements module? Are you setting the QRF to 0, and not blank maybe?
The Shadowbroker 30 Jan, 2024 @ 5:04pm 
not trying to bug ya R. its just overwhelming at times cuz they send all qrf types at me 100% of the time. honestly the oly one that bugs me is the para qrf because they land in the ocean alot and then just stay in place.
R. Von Quest  [author] 30 Jan, 2024 @ 4:38pm 
@The Shadowbroker
Never noticed. We never have any of them set to zero. I looked at the code, and don't see anything wrong. I'll have to run some tests to confirm.
R. Von Quest  [author] 30 Jan, 2024 @ 4:36pm 
@The World
The Surrounded will LOOP (script cycles) until its done. Whatever you enter for the loop, that's how many will spawn. You set all details. It doesn't track dead or alive, it just spawns and sends them your way or has them patrol where they spawn depending on settings. Same with Vehicles. They don't head exactly where you are at, but set to "patrol" very close to you. It's RANDOM, so they may be super close, or just nearby randomly.
The World 25 Jan, 2024 @ 8:05am 
Oh and another question I forgot to ask: How to use the surrounded module with vehicles? I'm a lil' lost there. :/
The World 25 Jan, 2024 @ 5:22am 
Wow the surrounded module is EXACTLY what I was looking for! Really amazing so far, I gave it a quick test in the editor. :)

I'm fairly new to this entire mod though, so out of curiosity I wanted to ask how the module knows when to stop spawning new squads? Is there a set number? Am I correct in assuming that once the number is reached, the module will halt until at least 1 squad is dead?
The Shadowbroker 19 Jan, 2024 @ 4:44pm 
nothing in the reinforcements module obeys a 0 value for me.
The Shadowbroker 19 Jan, 2024 @ 4:33pm 
R. what can i do about the reinforcements not obeying the values? i have QRF heli/para at 50 and no matter how i tell arty 0 its always chiming in.
R. Von Quest  [author] 1 Jan, 2024 @ 10:53pm 
Fixed & Updated the Tutorial/Example/Mission File download on the Dropbox Link.
R. Von Quest  [author] 20 Dec, 2023 @ 8:37pm 
UPDATE - added/expanded to included more Infantry, Vehicles, Helicopters, Jets, SAMs, ACK, Radars, etc Also added another option into the Anti-Air so you can set the Accuracy Rating (radar tech) of each if needed.

You can set the number percent to split how many are 100% (leathal/newer), with remaining random; all to random; or you can lock the entire group to a set specific % rating if using a negative number. Example: 50 would be, on average, half are 100%, and the remaining would be random 10% - 100% Accurate. 0 Would be ALL are random. And -33 would set them all to 33% Accuracy Rated.
R. Von Quest  [author] 17 Dec, 2023 @ 6:45am 
UPDATE - added a Trigger Function for several of the AO sections. This allows for players to control more detail on What, Where, and Why. Copy/Paste into Triggers.

Example :
[5, 2, 4] call ZDZ_fnc_SCAR_AO_INF_1;

First number is MULTIPLIER, then MINIMUM, and MAXIMUM Squads/Spawn. The multiplier is for *IF* the enemy knows about the player (stealth/spotted). In the example, if the enemy knows about the player before hitting the trigger, it would spawn a random 10-20 squads (5*2) ~ (5*4). If not known, it would be a low 2-4 squads.
R. Von Quest  [author] 26 Sep, 2023 @ 1:43pm 
Not sure. None of my projects are coded for Server nor Dedi play. Its a little over my skill level. Its mostly meant for single player. We only play over LAN. I can try to setup a Dedicated Server environment, and test from there, but I don't know know about that stuff, and its a pain to code for it.
A Knight of Nii 26 Sep, 2023 @ 4:52am 
Hi, I've been messing with the module a lot, and it's exactly what i've been looking for! the only problem is, once i start it up on a dedicated server, the spawner sends everything to the debug corner, and their patrol focus stays in the debug corner. on top of this, the enemies do not call their renforcements anymore once i switch to the dedicated server. is there something i'm missing? any help is appreciated!