Arma 3
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Ambient Combat Manager
   
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
0.103 MB
Jul 13, 2016 @ 2:08pm
Aug 7, 2020 @ 1:34pm
10 Change Notes ( view )

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Ambient Combat Manager

In 1 collection by r0dx864
Alternate Main Menu: Arma 3 Apex
4 items
Description
Simulate good/bad ambient combat around player (or centered around other select objects). Great for behind-enemy-lines scenarios and/or ambient civilian life.
Spawns units/vehicles around center point radius based on minimum distance and then automatically sets waypoints for the units to traverse to. Airborne assets will more than likely fly overhead. Depending on the side used, this could simulate tension or safety depending on friendliness of the side.
Uses (not all inclusive):
- Spawn civilians in a city to 'populate' it
- 'Surround' a base with friendly forces to showcase dominance or airpower
- Augment enemy presence by activating module when alarm or other trigger goes off
- Use in tandem with ambient battle sounds and use the code on each unit to get them to sneak around
- When attached to a unit, the spawn center point follows him around
- Use with "Ryanzombiesfaction" to spawn zombies everywhere you go
- Scare downed pilots with search parties
Popular Discussions View All (4)
2
May 1, 2020 @ 9:40pm
module stops after 60 minutes
schmokmok
1
Apr 23, 2020 @ 8:52am
How to use this?
Frostin
0
Dec 12, 2020 @ 9:28pm
Spawning units from a mod
Dreadnought
< >
73 Comments
r0dx864  [author] Jun 12 @ 5:06pm 
EPSILON: it is, and clients do not need to have the mod.
EPSILON Jun 12 @ 2:34am 
Hello friend, can I ask if this is compatible with multiplayer?
r0dx864  [author] Mar 12 @ 5:44am 
schmokmok: happy coding!
schmokmok Mar 11 @ 7:53pm 
OMG
the solution was so simple :-)
_this
:-) :-)
schmokmok Mar 11 @ 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] Sep 22, 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 Sep 22, 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] Sep 21, 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 Sep 21, 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] Aug 13, 2020 @ 1:38pm 
ethan: it never stops