#EE_Dynamic AI Spawner

1 messages · Page 1 of 1 (latest)

pastel sonnet
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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!

pastel sonnet
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Update

Added new action: Actions On Wave Eliminated.
Desc: Actions fired each time a wave is eliminated, except the last wave.

craggy ivy
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can u make tutorial video?

pastel sonnet
craggy ivy
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it's possible we can place spawn point and watpoint to spawn AI and move in game master?

pastel sonnet
pastel sonnet
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Update

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.

pastel sonnet
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Update

Now you can use the EE_Dynamic AI Spawner to spawn vehicles too.

pastel sonnet
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Update!!

Many improvements have been made to the Dynamic AI Spawner, including a new feature that scales AI with player count. Thanks to @main seal for the suggestion. Needs more testing so if anyone can test, I'd appreciate it.

plain cradle
pastel sonnet
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Hey! Can't remember if that feature is already built in or not but I'll check and I'll add it if not.

plain cradle
plain cradle
plain cradle
pastel sonnet
plain cradle
pastel sonnet
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Eventually I’ll remove the old EE_SimpleVehicleSpawner and make this the primary version, since it already offers more functionality. I’m also considering renaming it to EE_DynamicSpawner, as it has evolved into a robust system for spawning vehicles, not just AI. The plan is to further expand its capabilities to handle other types of spawns as well.

plain cradle
sour hinge
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Is this mod compatible with console?

pastel sonnet
mental pine
zinc fable
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i need help i need to make all my Ai spawn in and just defend the one place

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if anyone want to help me that would be nice

zinc fable
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How do i set this up on my Ai spawn points

pastel sonnet
zinc fable
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This was in your mod but i got it set up and working now

heavy badge
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Is it possible to use this addon to enable counterattacks that include vehicles?

warm parrot
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This mod is PC only 🤔

pastel sonnet
heavy badge
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Is there a way you could show me how to have AI ride vehicles?

zinc fable
heavy badge
pastel sonnet
# heavy badge So, is there still no way to make AI get into vehicles?

With my mod, you can spawn AI and vehicles at the same time. You can assign the AI two waypoints, which they will execute consecutively. The first waypoint can be GetInNearest, causing them to enter a vehicle if one is within the waypoint radius. The next waypoint can be Move or Search and Destroy. Since they are already in the vehicle, they will perform that action while remaining inside it.

I do not have the time to properly teach this or create a tutorial at the moment. You can see the system in action in my EE_Domination PVE game mode and figure it out from there if you really want to understand how it works though.

heavy badge
timber sigil
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Is there anyway to make this like COE2 where you select a town or towns and however many enemies spawn in that area and enemies in the next town over will QRF to the town that’s being attacked, also could we add the function to spawn civilians as well?