Arma 3
Ambient Combat Manager
99 Comments
Ace 5 Oct, 2023 @ 9:10am 
Is this still being supported? I've been encountering issues where vehicles don't get cleaned up reliably when this runs. The infantry get removed, but the vics often if not always get left behind.

Also, jets and helicopters spawning on the ground is really goofy. Despite the flaws, this is still useful.
Cochise 2 Aug, 2023 @ 9:38am 
Spiderholes work thanks!
Cochise 17 Jul, 2023 @ 2:08am 
I've added the static weapons with SOGPF which is amazing however I haven't figured out a way to spawn spiderholes. Any ideas? They should also be "StaticWeapon"
r0dx864  [author] 3 Dec, 2022 @ 12:02pm 
trust me, i've used it more than i would like to admit. enjoy.
Lightmanticore 3 Dec, 2022 @ 11:46am 
Thank you!!! It works wonderfully! You should be extremely proud of this mod!
r0dx864  [author] 3 Dec, 2022 @ 11:10am 
in your case because you are using respawn, do NOT use the sync to your unit and that should solve the problem
Lightmanticore 3 Dec, 2022 @ 9:56am 
problem, it seems to be spawning all units in the corner, though thank you because the tips are all working!
r0dx864  [author] 2 Dec, 2022 @ 8:17pm 
are you playing in multiplayer? what are your inputs for the settings?
if i were going to use unsung, i would drop a few guys from their factions and find the object faction with the log option from 3den enhanced mod. i would also just leave the unit type on ["Man"]. as for how, just drop the module, apply the settings above, and sync the module to your player (so the spawning centers around the player). keep in mind, respawn will not follow the player because that causes a new object to be created and the original player remains as the center. a trick i use is the following in the init of the module: 0=this spawn {while{true}do{_this setpos getpos player;sleep 1;}};
Lightmanticore 2 Dec, 2022 @ 4:59pm 
Heyo! I'm trying to get this mod to function with unsung and to sync to myself so targets spawn around us, but spawning seems to not be occuring. Is there any chance you can show me an example of how to do this?
Epsilon 26 Apr, 2022 @ 1:12am 
Okay thank you mate :)
r0dx864  [author] 25 Apr, 2022 @ 7:25pm 
RAVAGE uses AI that is programmed to attack all sides, ACM was not meant to recreate AI from other mods, however if you use a mod's faction and class names from their configs, then (just like ryanzombies) the AI will work for those units.
Epsilon 25 Apr, 2022 @ 6:08pm 
@r0dx864 I tried what you said and it worked, however they dont attack the same side units because there is no init code on them, but they will be attacked by their own same side. I'm looking for a way to make them attack anybody just like a real zombie would do. For example like a RAVAGE ZOMBIE.
REDBowl 25 Apr, 2022 @ 2:11pm 
BRAVO!!!
r0dx864  [author] 25 Apr, 2022 @ 6:22am 
EPSILON: just add _this addrating -9999; into the box; because that 'side' is really just a switch that occurs when the rating is too low.
Epsilon 25 Apr, 2022 @ 1:36am 
Hello there mate, Can I make a suggestion? can you please put SIDE: resistance/ renegade faction? a faction that attacks anybody because this mod is also usable for ZOMBIE MODS thank you
REDBowl 16 Apr, 2022 @ 4:40pm 
Damn son. You're a legend.
r0dx864  [author] 14 Mar, 2022 @ 10:27am 
dreadnought: it is under Effects
Dreadnought 14 Mar, 2022 @ 8:51am 
Where is this module located? its not in Eden editor modules/other/.
r0dx864  [author] 22 Feb, 2022 @ 1:40pm 
leifen_1: could you submit a screenshot to your profile showing how you have it synced up on the map in editor?
Sanguinox 22 Feb, 2022 @ 10:26am 
tried syncing the module up to a player, but it spawns the units in the bottom left corner of the map, instead of around the synced player, and i cant seem to figure out how to make it work
minhduc-dev 5 Jan, 2022 @ 6:06am 
Thanks man
r0dx864  [author] 5 Jan, 2022 @ 5:21am 
placement matters if you do not sync with an object.
minhduc-dev 5 Jan, 2022 @ 1:47am 
Do I have to put the module right bro?
r0dx864  [author] 20 Aug, 2021 @ 6:33pm 
SpaceLatency: let me look into it
SpaceLatency 18 Aug, 2021 @ 9:16pm 
is there a way to make this spawn groups instead of single units?
r0dx864  [author] 12 Jun, 2021 @ 5:06pm 
EPSILON: it is, and clients do not need to have the mod.
Epsilon 12 Jun, 2021 @ 2:34am 
Hello friend, can I ask if this is compatible with multiplayer?
r0dx864  [author] 12 Mar, 2021 @ 5:44am 
schmokmok: happy coding!
schmokmok 11 Mar, 2021 @ 7:53pm 
OMG
the solution was so simple :-)
_this
:-) :-)
schmokmok 11 Mar, 2021 @ 7:10pm 
Hello,
I have a question :-)
I use the following code in the init line for enemy units.

this addEventHandler ["HandleDamage",{damage (_this select 0)+((_this select 2)/20)}];

With this I achieve that the units do not die so quickly.
The last number "20" indicates how much energy this unit has.
This is very good for longer battles

How should I write it so that I could use it with the module?

I would be very happy about help.

Sorry for my English

Best regards
r0dx864  [author] 22 Sep, 2020 @ 12:54pm 
Roguesaber: the module only follows the first unit synced with it (unpredictable which one it selects as the first one due to how 3den syncs units)
Roguesaber 22 Sep, 2020 @ 12:47pm 
What if multiple units are synced to the same Ambient Combat Manager? Does the unit have to be out of the line of sight of all the synced units?
r0dx864  [author] 21 Sep, 2020 @ 6:49pm 
Roguesaber: that was intented behaviour. i would recommend increasing the radius to give the units more space to move around before despawn but the unit that the ACM is attached to determines if the character despawns depending on whether the unit can see the character.
Roguesaber 21 Sep, 2020 @ 5:34pm 
Hmm... I'm having some issues.

1.) Units seemingly despawning in mid air. I think it's related to them being replaced by newly spawned units. I would prefer new units not spawning until the old unit is destroyed or leaves the area. Perhaps a minimum despawn distance.

2.) Units appear to be spawning well-within the minimum spawn radius.

Units spawn in a circle around the spawning object (ACM or unit), unfortunately if I want to have ambient combat on a front line, this results in a cloud of units from both sides fighting against each other around the spawner. It would be ideal if units spawned on one side of the spawn radius and traveled to the other before despawning. That or maybe making it so units spawn at one module and move to another module to despawn. That would be great for both front-lines and convoys. Hell, it could even simulate civilian traffic.
r0dx864  [author] 13 Aug, 2020 @ 1:38pm 
ethan: it never stops
Ethan 13 Aug, 2020 @ 1:08am 
Hi r0dx864, I have synchronized the module to a trigger (each player, present, repeatable), to make the spawn start when a player enters the trigger area. What command could I use to stop spawn when the player exits the trigger? Thanks...and good job it's a really useful mod
r0dx864  [author] 11 Aug, 2020 @ 6:27pm 
_this
Yamete kudasai 11 Aug, 2020 @ 5:59am 
r0dx864 what variable can i use to change the equipment of the bots?
Yamete kudasai 7 Aug, 2020 @ 1:38pm 
r0dx864 but i set value is 3600 sec...
okay... i wait your update, and a... thanks)
r0dx864  [author] 7 Aug, 2020 @ 1:35pm 
when the maximum lifetime was set to a low value, it was despawning regardless of the despawn value. should be fixed with this update
Yamete kudasai 7 Aug, 2020 @ 11:33am 
only man`s no despawns, all vehicles... cars, tanks, helicopters, planes - despawns after first waypoint
r0dx864  [author] 7 Aug, 2020 @ 10:35am 
i will look into it...
Yamete kudasai 7 Aug, 2020 @ 7:56am 
r0dx864: but the vehicles still despawns...
r0dx864  [author] 7 Aug, 2020 @ 7:10am 
shido itsuka: set the value of "Minimum Despawn" to 0 (zero)
Yamete kudasai 7 Aug, 2020 @ 1:36am 
How to make a vehicle not despawn?
r0dx864  [author] 30 Jun, 2020 @ 6:20pm 
it creates a dependency for the module yes but i believe it should work server side only so there is no need for clients to have the mod while the server does (if someone can test this that would be great!).
Bogsy 29 Jun, 2020 @ 9:20pm 
Does this mod create dependencies in the game files or is it client side?
Cypher 23 Apr, 2020 @ 5:14pm 
That's pretty useful, I'll give it a try. I'm no code writer but I wonder if it's simple for you to copy it and change which side gets spawned?
r0dx864  [author] 23 Apr, 2020 @ 4:57pm 
technically there is a zeus module but it only spawns ambient civilians atm