#Scripts and Utilities for Scenario Markers

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gloomy ledge
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This space contains my scenario-making scripts, utilities, and mods. All mods function across any game mode, provided they’re set up correctly.

EE_Prevent Garbage Collection
Adds a component that prevents a specific prefab to be collected by the gargabe collector.

Workshop link: https://reforger.armaplatform.com/workshop/662E3E80869BA352-EE_PreventGarbageCollection

EE_Prefab Limit
Limits how many instances of a prefab can exist in the world at once. If the maximum is exceeded, the newest instance is automatically deleted.

Workshop link: https://reforger.armaplatform.com/workshop/662E390317E11470-EE_PrefabLimit

EE_Area Markers
EE_AreaMarker lets you place visual zones directly on the map

Workshop link: https://reforger.armaplatform.com/workshop/662A29A2BFA8021D-EE_AreaMarkers

EE_Scenario Framework Timer
This action can add a countdown timer. When activated, it counts down from a set duration and shows on the player’s HUD with a custom title. At zero, it stops and can trigger configured follow-up actions.

Workshop link: https://reforger.armaplatform.com/workshop/66296575A08B183F-EE_ScenarioFrameworkTimer

EE_Actions On Base Capture
This plugin triggers custom actions whenever a military base changes faction control.
This is a first attempt at creating an hybrid game mode between SF and Campaign game mode.

Workshop link: https://reforger.armaplatform.com/workshop/66290AE6A50D1702-EE_ActionsOnBaseCapture

EE_SF Ticket System
This mod enables a functional basic Ticket System for Scenario Framework. Compatible with other game modes as well. Just drag and drop the prefabs in the scenario.

Workshop link: https://reforger.armaplatform.com/workshop/66203B26A8E16BB5-EE_SFTicketSystem

EE_Actions On Empty Vehicle
Adds a new plugin to fire actions when a vehicle is empty after a set time.

Workshop link: https://reforger.armaplatform.com/workshop/662E0142866E77A5-EE_ActionsonEmptyVehicle

I will be adding more.

wise summit
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Grande Ever!

gloomy ledge
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BTW If anyone has scripting ideas for features that aren’t in the game, throw them out. If one catches my interest, I might take a crack at it.

gloomy ledge
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It is now possible to fire up actions when tickets reach half and critical state (10%) for both factions in the EE_SF Ticket System

gloomy ledge
gloomy ledge
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EE_Simple Vehicle Spawner

This mod adds a lightweight vehicle spawner for quick setup in scenarios.

-Supports a list of vehicle prefabs to spawn.

-Option to spawn a random vehicle from the list or always the first.

-Can automatically respawn a new vehicle back at the spawn point once the old one has moved away (toggleable).

-If respawn is disabled, it simply spawns once at mission start.

How to use:

Drag and drop the EE_SimpleVehicleSpawner prefab into your world. In its attributes, assign the vehicles you want it to spawn, and configure whether you want automatic respawn-on-move enabled or not. That’s it. No extra setup required.

https://reforger.armaplatform.com/workshop/66322C38B8DF9DAE-EE_SimpleVehicleSpawner

forest linden
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Eyy, nice to see something like this, might be using it for my scenarios later
however, i do have script to share (though it does have a ACE Core dependency)

This script hooks into ACE-core's tree chopping RPC messages (it keeping a list of non-replicated entities to remove from the world)
and lets you set a whitelist of entities to remove in a area

Basically, you can remove any world prefabs that you can usually not edit, opening up more area to be used for scenario making
For instance, create a woods clearing, removing piles of wood were you want to put an objective etc.

gloomy ledge
gloomy ledge
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EE_Simple Character Spawner

This mod comes with two ready-to-use spawner prefabs that you can drag directly into your scenario. The spawners create AI units from a customizable list of character prefabs, with options for infinite respawn and adjustable respawn timers.

Each spawner is preconfigured (but customizable) with two waypoints: the first works out of the box, and the second can be activated by giving it a name in the EE_WaypointComponent and placing a matching entity in the world where you want the waypoint. This lets you easily direct spawned AI to specific locations without extra setup.

https://reforger.armaplatform.com/workshop/66324AE36A101050-EE_SimpleCharacterSpawner

Arma Reforger

Simple Character Spawner prefab. US and USSR.

gloomy ledge
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EE_Dynamic AI Spawner


EE_Dynamic AI Spawner is a tool that automatically spawns AI groups from a list of prefabs. It supports two modes:

Infinite Respawn Mode: Groups respawn back at the spawn point endlessly after being killed.

Wave Respawn Mode: Groups respawn for a limited set of times, with the option to increase group numbers each round to make it more challenging and create fun missions. Additionally, when the final wave is defeated, the spawner can trigger custom scenario actions like ending the mission or whatever you wish.

Each group can be given waypoints at spawn and follow up waypoints to control their behavior.

Workshop link: https://reforger.armaplatform.com/workshop/66354C398328E4B0-EE_DynamicAISpawner

Arma Reforger

Dynamic AI Spawner for mission creators. Just drag, drop and configure!

obtuse gust
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These are for use with scenario only and not GM correct?

gloomy ledge
gloomy ledge
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Update

Hi everyone. I have upated my EE_Dynamic AI Spawner. Here's the changelog.

New component added: EE_HighCommand

EE_HighCommand is a new system that works like a commander, dynamically reassigning spawners depending on which side controls the bases. It’s designed for conflict mode since it needs to connect to existing military base prefabs. Setup is straightforward, and it runs alongside EE_Dynamic AI Spawner.

Features:

•Tracks all registered bases (friendly, enemy, neutral) and all linked spawners (US and USSR)

•Listens to faction changes on bases and evaluates battlefield situation.

•Issues strategic orders dynamically:

  2v1 situation: *Two spawners defend last friendly (or neutral) base, one spawner        counterattacks an enemy base.*

  3v0 situation: *All spawners mass counterattack a random enemy base.*

   Balanced/other: *Restores original waypoints.*

•Live updates: Existing AI units instantly redirect to new orders, no waiting for respawn.

•Clear logging: Every evaluation prints [HighCommand Faction] with exact strategy issued.

This is the first stable version of the system, and I’ll keep updating it with the goal of making the AI as unpredictable and challenging as possible for a PvE conflict match.

acoustic verge
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Really awesome you're making these tools and should really help scenario makers and bring more modes to Reforger, keep it up!

gloomy ledge
unreal dawn
gloomy ledge
gloomy ledge
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EE_Limited Spawnpoint

This mod adds a configurable spawnpoint where each spawn location has a limited number of respawns before it automatically deactivates.

Key features:

Custom name: Each spawnpoint can be named in the editor and will display that name in notifications.

Respawn limit: Define how many times the spawnpoint can be used before it shuts down.

Popup notifications: Players see on-screen popups showing how many respawns remain.

Action support: Optional actions can be configured to trigger when a spawnpoint is fully depleted (e.g. trigger events, spawn entities, change objectives).

Designed for mission makers who want more control over reinforcement flow and progression in scenarios, without relying on global ticket systems.

Workshop link: https://reforger.armaplatform.com/workshop/66396157A53372D3-EE_LimitedSpawnPoint

gloomy ledge
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Update

EE_Simple Vehicle Spawner

*Added Despawn Delay: moved vehicles can auto-delete after X seconds.

Added Despawn on Respawn: old vehicle disappears instantly when a new one spawns. (video example attached)

If both are off → old vehicles stay forever.*

And just for context this is what the mod does: Spawns a vehicle at a set point. If it’s driven away past a chosen distance, a new one appears back at the spawn.

unreal dawn
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yo I have built a scenario with the ai spawner (the group one) and one thing I have noticed is that the ai will just simply walk past enemy ai or players, I think I have everything configured but even at the point us and ussr ai will sit next to eachother, any ideas?

gloomy ledge
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You can change them directly in the EE_DynamicAISpawner prefab

unreal dawn
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Ok so I did try changing the modded defend waypoint to a normal search and destroy and yeah the ai still aint shooting at me

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here the config lmk if I did something wrong cause I very well did

gloomy ledge
unreal dawn
gloomy ledge
unreal dawn
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also thanks for the help so far, so sadly I didnt notice a change, they still dont shoot, heres the setup. Also does the Domination mod use the character spawner it seems like it does, if so I may try adding the character spawner in along with it

gloomy ledge
unreal dawn
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ok will do, ill look through how you have it set up and see if anything is different, also does the mod work with more than three points because I do have 5 the ai are set too, so I wonder if that may be an issue

gloomy ledge
gloomy ledge
unreal dawn
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Sweet I will look into it, and will send you a Dm Ever, thanks sooo much for the help so far, and yeah imma double check that ever base has a ai group assigned to it I did make a rather complex layout so that may be why

gloomy ledge
gloomy ledge
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New mod:

EE_Illusion Building Manager

This mod enhances PvE conflict by creating the illusion that AI can fortify captured bases.

When the AI captures a base, it can spawn defensive structures drawn from customizable prefab lists (configurable from the SCR_CampaignMilitaryBaseComponent in each base). Both US and USSR factions are supported, and each side can be enabled or disabled separately depending on the scenario.

Spawning only happens when no players are close enough to see it, keeping the illusion that the AI forces actually built the defenses (hence the name "EE_Illusion Building Manager")

Each base can only fortify itself a limited number of times, and placements follow natural rules for terrain and roads, so the results look believable.

I created this mod specifically for my DOMINATION PVE game mode, but you are free to use it as a dependency in your own scenarios. This is an early implementation, but it is already fully functional.

Showcase: #1413925271404413190 message

Workshop link: https://reforger.armaplatform.com/workshop/664B59C095304B31-EE_IllusionBuildingManager

gloomy ledge
gloomy ledge
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New mod:

EE_War Sounds

This mod adds distant war sounds for ambience.

This is the initial implementation, using a temporary audio sample sourced from YouTube. Future updates will feature authentic in-game recordings for a more natural effect, along with an expanded range of sounds such as explosions, helicopter flybys, and additional combat elements.

https://reforger.armaplatform.com/workshop/665D33E2BC1923A6-EE_WarSounds

novel panther
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This is some cool shit

gloomy ledge
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New mod:

EE_Infinite Mags for AI

This mod gives AI unlimited magazines, so they never run dry no matter how long the fight lasts. Both enemy and friendly AI will keep fighting endlessly, while you still have to track and manage your own ammo as usual.

Ideal for PVE, where AI normally burn through their ammo too quickly and become easy targets.

https://reforger.armaplatform.com/workshop/665EE024AE553612-EE_InfiniteMagsforAI

late mango
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Hey @gloomy ledge, looking for some explaination on this:

I'm not sure how to use it. I want to create an addon for Conflict where, either randomly or by the GM’s decision, some Personal Belongings or other Intel-type items will spawn with a marker on the map, so players can look for them to earn XP rewards.

Looks like your mod can help with such a thing, am i right?

gloomy ledge
gloomy ledge
obtuse gust
gloomy ledge
opaque linden
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I want to change the colors in an image from faded, Cold War-like to normal colors. Do you have a solution?