IED RANDOM SPAWN

by MADs of Wars
IED RANDOM SPAWN

Summary

SUPER DUPPER WIP EXPECT BUGS

IED RANDOM SPAWN

Description

EXTREMELY WIP (Very Early Build)

⚠️ Expect bugs, balance changes, and frequent updates.
This mod was built very fast and is still under heavy iteration. That means:
You may see instability (rare crashes / weird behavior)
Edge-case bugs can happen (uncommon situations)
Performance and balance will be tuned constantly
Updates will continue as systems are refined

What This Mod Does (In One Sentence)
This mod adds a dynamic IED threat system that creates unpredictable danger near active players across the map.
✅ Explosive prefabs used by this mod come from:
EODModByWitchkraft

Main Features (Explained Simply)
1) Dynamic Road IED Spawning
IEDs can spawn near roads around players.
How it works:
The system scans around active players
Finds road candidates
Places traps using configurable distance rules
You can configure:
min/max spawn distance
scan range
how often it updates (tick interval)

2) Indoor Door Trap Spawning
The mod can also spawn traps at/near house doors, so the threat isn’t only on roads.
This adds:
ambush risk inside villages
“clear the building” tension

3) Linked Trap Pairs (IED + Wire)
Instead of spawning only an IED, the mod spawns a linked pair:
IED (the main device)
Wire trigger (activation / defusal flow)
✅ This keeps activation + defusal behavior consistent.

4) Smart Density & Spawn Limits (Anti-Spam)
The mod prevents excessive trap clustering.
It uses separate limits for:
Road traps (max active road pairs)
Door traps (max active door pairs)
So tuning one doesn’t break the other.

5) Door-Specific Density Control
Door traps can have their own minimum spacing, independent from road spacing.
Example:
Roads: allow traps every 80m
Doors: require at least 150m between door traps

6) Persistent Clean Zones (No Instant Respawn)
After an IED is cleared/destroyed, that area can become a blocked zone (no respawn there).
Zone lifetime options:
Permanent
Time-based (expires after X minutes)

7) Distance Streaming System (Performance Friendly)
Traps that are far away can be:
unloaded (to reduce load)
restored later when players return
✅ Helps with performance and world control.

8) Road-Aware Placement (More Realistic)
The system tries to place traps using road logic:
finds road segments
applies edge/offset placement
creates more believable “ambush” positions

9) Player-Only Trigger Logic
Trigger behavior is patched so human players are the intended activation target.
✅ AI does not trigger traps like players do (by design).

Server Configuration (No Script Editing Needed)
✅ Runtime JSON Configuration
All server-friendly settings are managed via:
settings.json
You can configure:
Road/Door max active pairs
Spawn distances and scan ranges
Density spacing (including door-specific spacing)
Tick interval + streaming ranges
Exclusion zone behavior
Wire offsets + rotation
Type weights + spawn context (road/door)
⚠️ After changing config:
✅ Restart the server/session.

Credits & Thanks
Darc — code examples, ideas, and support
JohnnyKernet — help and references
WitchKraft — creator of the original EOD mod and explosive prefabs used here

License

Arma Public License (APL)

Rating
100%
Version
1.0.15
Game Version
1.6.0.119
Version size
94.09 KB
Downloads
3,985
Created
19.11.2025
Last Modified
23.02.2026
ID
66E50A238FD98826

Dependencies