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Workshop mod by WickedWabbit

Dynamic AI Zones Arma Reforger Mod

Dynamic AI Zones! place down a spawner zone with right click in GM! Adjustable sliders for different scenario difficulties, now with convoy & HVT Intel logic!

6A712AFBC038C3C6
Dynamic AI Zones preview

Ranking

Popular#501678.5Falling#328247.2
9Serversrunning this mod
2Observed players nowon servers reporting this mod
481Estimated player-hours (7d)7-day data
DeploymentTop 15%85.3ahead of 85% of tracked mods by servers running it
ActivityTop 32%68.3ahead of 68% of tracked mods by play on those servers
Popularity78.5deployment and activity combined
How those 9 installs happen100% traced
  • Not identified as a dependency9
Last 30 days
Servers, last 30 days
8 latest11 peak, 11 Oct1 low, 2 Oct

Servers reporting the mod in each hourly observation. Covers 17 days of the last 30 days.

Daily values
Servers, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
2 Oct1113
3 Oct34124
4 Oct66224
5 Oct910624
6 Oct710624
7 Oct78624
8 Oct78624
9 Oct68524
10 Oct99424
11 Oct711624
12 Oct57524
13 Oct66424
14 Oct77524
15 Oct67524
16 Oct1010524
17 Oct911824
18 Oct1011824
19 Oct810814
Observed players, last 30 days
1 latest25 peak, 11 Oct0 low, 2 Oct

Sampled player counts on servers reporting the mod; not unique players. Covers 17 days of the last 30 days.

Daily values
Observed players, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
2 Oct0103
3 Oct12024
4 Oct26024
5 Oct48124
6 Oct119024
7 Oct27024
8 Oct29124
9 Oct112024
10 Oct312024
11 Oct025024
12 Oct36024
13 Oct39024
14 Oct26124
15 Oct04024
16 Oct28024
17 Oct89024
18 Oct816124
19 Oct19014

Calculated Oct 19, 2026, 1:42 PM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.

Summary

Dynamic AI Zones! place down a spawner zone with right click in GM! Adjustable sliders for different scenario difficulties, now with convoy & HVT Intel logic!

Official Workshop description

DYNAMIC AI ZONES – Game Master Mission Builder Turn Game Master into a full mission builder. Place enemy zones, convoys, HVTs, QRFs and civilians with a right-click, chain them into objectives, and the mod runs the fight for you. Enemy numbers scale to how many players show up. Introducing the all new Dynamic Mission Builder. set up an entire multi-operation with just one click! right-click and press mission builder over a town to dynamically place zones and HVT placment anywhere in the town, use the re-roll option or fine tune the whole setup to get a 3-4 point operation that could take you hours to complete in just 20 seconds of set up! finally the GM can play with you and not have to deal with the teadious placments of enemies and defences and HVT logic.. we all know that is a pain! spend more time planning and less time doing. check the change log and the discord for information. DYNAMIC AI ZONES Right-click the ground and choose Place Dynamic AI Zone. When players walk into the ring, enemies spawn based on how many players are inside. Set the activation radius, AI per player and maximum AI. Reinforcements: one force, or up to 10 waves. Spawn around the players, or inside a set area such as a compound. Factions: USSR, US and FIA. Pick more than one and they'll fight each other. Behaviour: Search & Destroy (room-by-room building clearing), Patrol, Defend, Hunt Players or Mixed. AI skill: Recruit, Regular, Veteran or Elite. If players leave before the zone is beaten, the AI despawn and the zone resets for next time. Live ring preview while you place, plus a label showing the zone's status. DEFENCES & MORTARS Defence presets: Checkpoint, Outpost or Compound, with sandbag positions, MG nests, bunkers and barricades. Layouts: Ring, Front Line (faces the way your camera is looking), Road Block or Strongpoint. Gunners man the positions when players arrive. Optional mortar team that shells players once the fight starts, getting more accurate with each salvo. OBJECTIVE CHAINING Link events to results with two right-clicks. Events: a zone is cleared, players enter a zone, a character is killed or captured, or a character's intel is taken. Results: a waiting zone starts, a QRF is sent, or the next HVT's area is revealed on players' maps. Example: clear the outpost, and the town wakes up. Enter the town, and a truck QRF arrives. Grab the officer's laptop, and the next target is marked. QRF POINTS Standby forces: infantry, trucks or armour. They're sent by a linked event, or by the GM to any spot you choose. HIGH VALUE TARGETS Officers carrying intel: a laptop, notebook, phone or handwritten letter. Write the intel in-game with Milsim Creator Framework. Guarded by the zone they're in, or by their own bodyguards. Players can capture an HVT: clear his guards and he surrenders. Escort him to an extraction point to extract him. Optional: he flees in a nearby vehicle if attacked. DYNAMIC CONVOYS Vehicles drive real road routes, to an objective you pick or to a random one. Set what they do on contact: dismount, push through, radio for help or reroute. At the destination they hold the area or leave. Optional HVT riding in an armoured vehicle. CIVILIANS & TRAFFIC Ambient people and cars that appear when players are near. They run for cover or drive off when shots are fired. PLAYER TASKS One click creates "Clear Zone N" or "Neutralise <officer>" tasks. Tasks complete automatically. GM TOOLS Live console showing AI alive, the current wave and players in each zone, plus a running event log. Click any line to fly the camera there. Pause or resume every zone while you set up. Change any zone's settings afterwards with Edit Properties. Save and load whole mission layouts: 5 server-side slots. REQUIREMENTS These are installed automatically: Milsim Creator Framework (Core + Intelligence) Anarchy Map Markers Anarchy Markers Compatibility Civilians need a scenario that includes the CIV faction. HOW TO USE Open Game Master. Right-click the ground and choose either Dynamic Zones or Dynamic Mission Builder . A step-by-step GM guide is available on our Discord. Feedback and bug reports are welcome https://discord.gg/Q98Tu4qYJ

Servers running this mod

9

9 currently listed servers report Dynamic AI Zones in its mod list. Showing the 5 with the most players.

View all 9 servers

Versions

10
published · approved · 7.5 MiB
published · approved · 7.49 MiB
published · approved · 7.49 MiB
published · approved · 7.49 MiB
published · approved · 7.49 MiB
published · approved · 7.49 MiB
published · approved · 7.48 MiB
published · approved · 7.45 MiB
published · approved · 7.43 MiB
published · approved · 7.42 MiB
0.8.50Game 1.8.0.13 · 7.5 MiB · Oct 16, 2026
Dependencies: 6Scenarios: 0PublishedApproved
v0.8.50

 NEW - DIRECTOR (right-click > Dynamic Zones > Director) 
- Live control window for the GM: players online, AI alive, zone count and the last auto-save. 
- Difficulty slider (50% - 200%): scales how many AI every zone spawns (AI per player and zone maximum). 
- Pause all / Resume all zones. 
- Reset all zones: every zone despawns its AI and starts fresh (click twice to confirm). 
- Auto-save on/off, Save now, Restore (click twice) and Load on restart on/off. 
- Live list of every zone with its status - click one to fly the camera to it. - Director settings are kept on the server and survive restarts. 

NEW - AUTO-SAVE AND RESTORE 
- The whole layout (zones, QRF and extraction points, civilian areas, HVTs and links) is saved automatically every 2 minutes. 
- After a server restart the last auto-save is placed again by itself. 
- If another save mod has already restored the zones, nothing is added twice. 

NEW - ZONE PRESETS 
- New Preset row in the placement window: Checkpoint, Outpost, Garrison, Ambush, Roadblock. 
- One click sets size, AI count, waves, spawn position, behaviour, skill, defences, layout and mortar team. 
- Every setting can still be changed afterwards. 

NEW - TEMPLATES 
- "Save / load layout" is now "Layouts & templates".
- Save template: saves everything within a chosen radius (100 - 1500 m) of where you click, including links. 
- Drop template: places the whole setup anywhere, laid out the same way and sitting on the ground at the new spot. 
- 5 template slots, separate from the 5 layout slots. 

HELICOPTERS - Extraction and air support helicopters now fly smoothly: gradual speed and height changes, banked turns, nose down when speeding up and a flare before landing. - Still fully scripted, but no more jerky movement, and smoother on players' screens too. 

CHANGES - Now uses ACE Core Dev and ACE Captives Dev instead of the normal ACE versions (better on servers). Update your server mod list to match. 

FIXES 
- On dedicated servers the HVT intel editor did not open after placing an HVT. His intel now waits at his feet while you write it, then goes into his inventory. 
- If the intel editor cannot open, the HVT gets his intel straight away instead of waiting.

config.json entry

{
  "modId": "6A712AFBC038C3C6",
  "name": "Dynamic AI Zones",
  "version": "0.8.50"
}

Use Dynamic AI Zones on your server

Add Dynamic AI Zones to the game.mods array of your server config.json. The config generator builds the full file, the mod manager keeps the mod list and its dependencies organized, and the config validator checks an existing config. The adding mods guide and mod dependencies guide walk through it step by step.

Fetch this mod from the API

The same metadata is available as JSON. See the API quickstart, the V2 reference, or the V1 reference.

GET https://api.reforgermods.net/v2/mods/6A712AFBC038C3C6
GET https://api.reforgermods.net/v2/mods/6A712AFBC038C3C6/versions

Data is cached from Arma Reforger Workshop metadata and may be stale. reforgermods.net is independent and is not affiliated with Bohemia Interactive.