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://gtm.steamproxy.vip/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://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2353633726
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2012371414
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1362114638
https://gtm.steamproxy.vip/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)
191 Comments
Kayien 23 Aug @ 5:05pm 
I have approximately 4 months making a base of operations, hypertested so as not to lose fps and constantly testing locally and when. The work is ready to be able to simulate with the whole community (it doesn't work on dedicate server) I want to die :steamfacepalm:
R. Von Quest  [author] 23 Aug @ 4:32pm 
We only play LAN for our weekend games. Dedicated coding is a whole other complexity that is a pain-in-the-ass to upgrade, and test on. I'm mostly done working on these projects. I may upgrade in the future, but its doubtful. Apologies.
R. Von Quest  [author] 23 Aug @ 4:27pm 
Its coded for Single Player... and Hosted Server... Its NOT coded for Dedicated Server.
ERRE 23 Aug @ 3:44pm 
Hey, I’ve got the same problem, when I run a local mp host it spawns enemies, but when I run tha same PBO on a dedicated server it only spawns vehicles and structures. Anyone had this problem too?
Kayien 23 Aug @ 3:38pm 
Hi. why in Lan Server works but in dedicated server don´t work :(
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.