Dynamic AI Zones

by WickedWabbit

Contributors

WickedWabbit

1.0.0

Dynamic AI Zones v1.0.0 — Workshop Update
Build co-op missions in Arma Reforger Game Master. Place AI encounters by hand or use Dynamic Mission Builder to set up an operation with several objectives. DAZ scales enemy numbers to the players who show up and lets you link encounters so one objective can start the next.
What’s new in 1.0.0
Building Garrisons. Aim at a building and choose which rooms and floors enemies can spawn in, or let DAZ pick the rooms for you. Preview your setup in 2D or 3D, then set how close players need to get, how many enemies spawn per player and the maximum enemy count. Garrison troops can open interior doors and receive orders to return if they stray outside their assigned area.
Sniper Nests. Set up a hilltop observation post with a camo net, sandbags and an arsenal crate. Move each piece individually or rotate the whole setup using the zone’s direction arrow. Link the nest to distant encounters so they activate when a player reaches the position. Linked encounters stay active until the GM resets them.
DAZ Assistant. Ask a question like “How do I send a convoy to this town?” and get numbered instructions to follow in Game Master. Find it at the end of the DAZ top bar or at the bottom of the legacy window.
Longer-range encounters. Standard zone activation can reach up to 3 km, depending on the server’s view-distance setting. The placement slider starts at 300 m. Height limits help stop players far above or below an encounter from triggering it.
Scenario factions. The faction picker shows the factions available in your scenario. Find additional factions under Mods.
Improvements and fixes
DAZ and Mission Builder menus expand to fit the options on screen. The Garrison window gives the floor plan and room list more space, with clearer walls and room outlines.
Fixed the event link for when enemy AI spot players, so it can trigger a follow-up encounter such as a QRF.
Fixed a save-and-restore cleanup issue that could remove newly placed Garrisons near old zone markers.
Install and get started
Install Dynamic AI Zones and its required Workshop add-ons, including TRGB Intel. Open Game Master, right-click the terrain and choose Dynamic Zones to place your first encounter, or Dynamic Mission Builder to plan a full operation. For a first setup, open DAZ Assistant and ask how to place an AI zone.
Guides, feedback and bug reports are welcome on the TRGB Discord.
Game Version
1.9.0.37
Created
Mon, 09 Nov 2026 14:54:24 GMT
Last Modified
Mon, 09 Nov 2026 14:54:41 GMT

0.9.83

Dynamic AI Zones – Update 0.9.83
A stability update after live testing on a dedicated server. Several things that worked in single player or Workbench misbehaved on real servers, and they’re now fixed.
Orange aim ring (Dynamic Zones top bar)
Zones are picked on dedicated servers. Pointing the ring at a zone now shows “Zone N” and lights up every option that applies to it: link, edit, start, pause and so on. This works for zones already on the map and for ones you’ve just placed. Before, only intel and characters were picked on a live server.
Point at the zone itself. Aim the ring at a zone’s Game Master icon, just like pointing at a phone or laptop, and the ring locks onto it.
The bar closes when you leave Game Master. Holding Y to go back to your player now closes the top bar and the ring straight away.
Save and restore after a server restart
Missions now come back exactly as you left them. On scenarios with their own save system, such as GM Arland, the scenario could bring zones back after a restart as plain, separate zones. They had no links, no waiting objectives and no Mission Builder grouping, and DAZ then skipped its own, correct save. DAZ now clears those bare copies and restores its own save in full: chains, waiting zones, QRFs, convoys, HVTs and Mission Builder groups.
If a past restart left you with a broken mission, delete those zones and rebuild it once. Every restart after that will restore it correctly.
Road ambushes and IEDs
Ambush zones now show on live servers. The road outline, trigger lines, infantry positions and IED spots now draw for the Game Master on a dedicated server, not just in single player. They update when you move or edit the ambush.
Helicopter QRF rappelling
No more soldiers stuck in the air. A rappeller who’s shot or knocked out on the rope now lets go and falls, instead of hanging in mid-air. If he survives, he rejoins his squad.
Helicopter shot down mid-insertion. Everyone still on a rope is released at once and falls with normal animations. Survivors fight from where they land. Anyone still inside goes down with the helicopter.
Fixes
Fixed a flood of script errors from the zone rings when switching between Game Master and player.
General clean-up and performance tidy-up.
Feedback and bug reports are always welcome on the TRGB Discord: HTTPS://www.TRGB.Link/Discord
Game Version
1.9.0.37
Created
Sat, 07 Nov 2026 21:24:38 GMT
Last Modified
Sat, 07 Nov 2026 21:26:10 GMT

0.9.82

Zone test update, persistance fixes
Game Version
1.9.0.37
Created
Sat, 07 Nov 2026 20:53:40 GMT
Last Modified
Sat, 07 Nov 2026 20:54:59 GMT

0.9.81

changed the way DAZ's new UI Orange ring sees the Zones to be more reliable at picking them up for linked zones
Game Version
1.9.0.37
Created
Sat, 07 Nov 2026 20:34:32 GMT
Last Modified
Sat, 07 Nov 2026 20:36:36 GMT

0.9.8

multiple ID fixes with the HVT and the new Intel systems
Game Version
1.9.0.37
Created
Sat, 07 Nov 2026 19:06:19 GMT
Last Modified
Sat, 07 Nov 2026 19:06:46 GMT

0.9.7

DYNAMIC AI ZONES – UPDATE [version]

A big quality-of-life update: a brand new way to work with DAZ in Game Master, full controller support, and a batch of fixes to helicopter QRFs and Pause.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
NEW: THE DYNAMIC ZONES TOP BAR
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Right-click > Dynamic Zones now shows/hides a tabbed bar across the top of the screen instead of a long list:
Place a Zone · Convoy · QRF · Ambush/IEDs · Director & Chains · Create a Link · Pause & Delete · Create a Task · Layouts & Templates

- Click a tab to drop down its options; click an option to open its settings. The bar stays up while you work.
- Every option is always listed. Anything you can't use right now is greyed out instead of hidden, so you always know what's available.
- Drop-downs and tab names size themselves to fit their text.
- Prefer the old way? Flick the "Legacy window" switch on the bar to go back to the classic list window (with a working scrollbar). A switch at the top of that window brings the bar back.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
NEW: AIM RING
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
With the top bar open, a small orange ring sits in the middle of the screen. Everything you do from the bar happens where the ring points – no more right-clicking the exact spot.
- Place zones, QRF points, convoys and more exactly where you aim.
- Point the ring at a zone marker, AI character or intel item to link, start or edit it. A label next to the ring shows what it's on (e.g. "Zone 3").
- The options update live as you aim, greying out anything that can't be done on that target.
- The ring hides itself while a settings window is open.
- Legacy window still works from your right-click spot, as before.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
NEW: START BUTTONS WHERE YOU NEED THEM
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
- Place a Zone tab: "Start zone now" for waiting zones and waiting HVTs.
- Convoy tab: "Start convoy now".
- QRF tab: "Start QRF now" – sends a QRF straight at the nearest players.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
MISSION BUILDER
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
- The Mission Builder now opens as tabs along the top of the screen (Area · Enemy · Extras · Plan). Each tab drops down and stays open until you close it.
- You can fly the camera around and check your mission's zones before confirming.
- Panels size themselves to fit their contents.
- Helicopter QRF now works with a single objective.
- The helicopter QRF launches when the enemy in its linked objective spots the players.
- Only ever one helicopter per QRF.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
HELICOPTER QRF
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
- Removed the "how many to send" slider for helicopter QRFs.
- No more AI left standing on the ground at the QRF point – the troops ride in the helicopter only.
- A QRF point can no longer launch two helicopters at once.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
NEW LINK TYPE
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
- "Link: when this zone's enemy spot players" – trigger chains, QRFs and more the moment the enemy in a zone sees the players.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
PAUSE ALL ZONES
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
- Pausing now truly freezes everything: spawning is held and all zone AI (squads, teams and QRF groups) is switched off – they stand still and don't react until you resume.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
CONTROLLER / CONSOLE SUPPORT
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
DAZ can now be run fully from a controller.

Top bar:
- Aim the ring with the camera, then hold X > Dynamic Zones to take control of the bar.
- LB / RB – move along the tabs (Legacy window and Close are at the end)
- A – open the tab · LB / RB – move up/down the options · A – run it
- B – back a step; B on the tab row gives the camera back

Settings windows:
- D-pad / left stick – move the orange highlight, row by row
- Left / right on a slider – change it; hold for a moment and it speeds up (100 m per second on size bars)
- A – change the highlighted option
- Hold A – place / confirm
- LB / RB – switch the window's tabs
- B – cancel

Legacy window: A now selects entries properly on controller.

Mouse and keyboard work exactly as before – none of the controller handling kicks in unless you're using a controller.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
OTHER CHANGES
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
- Removed all MCF (More Comprehensive Factions / MCF-Intel) leftovers – DAZ no longer depends on it. Old saves that used the MCF letter intel load it as a notebook.
- Fixed the legacy list not scrolling all the way to the bottom.

Questions, bugs or ideas? Come find us on the TRGB Discord: HTTPS://www.TRGB.Link/Discord
Game Version
1.9.0.37
Created
Sat, 07 Nov 2026 17:45:35 GMT
Last Modified
Sat, 07 Nov 2026 17:46:00 GMT

0.9.4

removed the handwritten letter. forgot to do this on the recent update!
Game Version
1.9.0.37
Created
Fri, 06 Nov 2026 21:54:55 GMT
Last Modified
Fri, 06 Nov 2026 21:55:25 GMT

0.9.3

Dynamic AI Zones | Update
New: Fast-rope rappelling for heli QRF
AI arriving by helicopter QRF now use a proper rappel animation on the way down the rope, instead of holding their normal stance.
Each AI attaches to the rope before leaving the helicopter, rather than jumping out first.
AI sit closer in to the rope for a more natural look.
The animation eases smoothly into and out of the descent.
Once on the ground, AI return to their normal animations and behaviour and carry on fighting as usual.
Fixed the rope being invisible at many camera angles and distances.
New: Director UI settings
Added a UI SETTINGS button at the bottom of the Director, which opens a window for cleaning up the GM’s screen.
Ring display options: 
Show both rings
Inner ring only
Activation ring only
Centre dot only (no rings)
Option to show or hide direction arrows.
Reset to defaults button.
Settings are saved per GM and kept between sessions.
Game Master improvements
Zone rings and labels now always draw behind the map and any open GM menus, instead of on top of them.
Server and performance
Removed the 33 script warnings that cluttered dedicated server consoles.
Replaced obsolete save and load code with the current engine versions.
Minor script optimisations.
Game Version
1.9.0.37
Created
Fri, 06 Nov 2026 21:32:38 GMT
Last Modified
Fri, 06 Nov 2026 21:32:57 GMT

0.9.1

DAZ — Latest Update
TRGB Intel is now required. MCF Core and MCF Intel are no longer dependencies.
Integrated TRGB Intel with HVTs, Mission Builder and intel-triggered mission chains.
Updated intel saving and loading to preserve GM-written content.
Added compatibility for previously saved HVT intel and copied contacts.
Accepting or being assigned a mission through a TRGB mission board now grants air-support smoke.
Intel items now fit in jackets, trousers and backpacks with available space.
Improved HVT inventory handling to prevent intel items obstructing their movement.
Fixed repeated slider callback errors.
Corrected the whiteboard display’s position against the board surface.
Server owners: update DAZ and install TRGB Intel before restarting your server.
Game Version
1.9.0.37
Created
Fri, 06 Nov 2026 17:34:23 GMT
Last Modified
Fri, 06 Nov 2026 17:34:45 GMT

0.9.0

Added helicopter QRF: helicopters arrive from a distance, provide 30 seconds of door-gunner support, then deploy riflemen and machine gunners by rope.

Added Road Ambush / IED zones to the DAZ right-click menu, with US, USSR and FIA faction options.

Added road-following ambush areas, adjustable activation lines and selectable IED counts. Ambushes activate when vehicles enter, with infantry remaining inside their assigned areas.

Added blue route previews for convoys and ground QRF, showing planned routes along roads.

Added Director folders for organising zones, including automatic grouping of zones created by Mission Builder.

Updated folder renaming to use a separate pop-up window.

Improved DAZ saving and loading for zone settings, convoys, QRF and GM-written HVT intel.

Updated Director reset and refresh handling for convoys and QRF.
Updated QRF vehicle selection to favour personnel transports and armoured vehicles.

Added automatic gate opening for road convoys and QRF vehicles.

Reordered the Dynamic Zones menu and resized the Director panel.

Updated compatibility with Arma Reforger 1.9.
Game Version
1.9.0.37
Created
Thu, 05 Nov 2026 21:12:06 GMT
Last Modified
Thu, 05 Nov 2026 21:18:42 GMT

0.8.59

Improved convoy and QRF save/load support, preserving settings, vehicle selections and mission objectives.
HVT intel now saves GM-written content and restores it when loaded.
Fixed mission resets so linked convoys and QRFs can trigger again.
Added mission folders to the Director, with drag-and-drop organization and expandable Mission Builder groups.
Improved Director layout and added a dedicated folder-renaming dialog.
Added automatic gate opening for approaching convoys and QRFs, with braking and slower gate departures.
Passengers remain aboard during roadblock stops until ordered to dismount for combat or arrival.
Improved vehicle recovery after collisions.
QRFs now select personnel transports and combat vehicles, excluding construction and support variants.
Game Version
1.8.0.13
Created
Mon, 02 Nov 2026 14:18:40 GMT
Last Modified
Mon, 02 Nov 2026 14:18:59 GMT

0.8.58

added support for painted on roads in modded maps (not base game road entities)
Game Version
1.8.0.13
Created
Thu, 29 Oct 2026 12:26:46 GMT
Last Modified
Thu, 29 Oct 2026 12:27:09 GMT

0.8.57

fixed an issue with the DAZ save and load after server restarts, it was deleting ioptions set on the zones and spawning the incorrect faction on top of what used to be a US zone and vis versa. the save feature on the right click menu and in the director menu now save all settings and features including placments and orientations. Thanks again eKEYN from Discord for pointing this out
Game Version
1.8.0.13
Created
Wed, 28 Oct 2026 22:06:10 GMT
Last Modified
Wed, 28 Oct 2026 22:06:28 GMT

0.8.56

small bug fixes for upcoming projects. compatability issues fix for custom maps
Game Version
1.8.0.13
Created
Mon, 26 Oct 2026 14:21:48 GMT
Last Modified
Mon, 26 Oct 2026 14:22:20 GMT

0.8.55

ground search bug fixes
Game Version
1.8.0.13
Created
Fri, 23 Oct 2026 16:48:49 GMT
Last Modified
Fri, 23 Oct 2026 16:49:10 GMT

0.8.54

Game Version
1.8.0.13
Created
Thu, 22 Oct 2026 20:47:17 GMT
Last Modified
Thu, 22 Oct 2026 20:47:54 GMT

0.8.53

fix for desync for MCF boards - thanks to my discord user (ekeyn) for spotting this.
Game Version
1.8.0.13
Created
Thu, 22 Oct 2026 20:17:37 GMT
Last Modified
Thu, 22 Oct 2026 20:17:55 GMT

0.8.52

Edited the Extraction chopper script so that it doesnt overshoot the target as much, whilst still giving that realistic feel
Game Version
1.8.0.13
Created
Wed, 21 Oct 2026 17:36:18 GMT
Last Modified
Wed, 21 Oct 2026 17:36:37 GMT

0.8.51

Updated the size of the activation ring from 500M > 1000M
Game Version
1.8.0.13
Created
Wed, 21 Oct 2026 07:32:03 GMT
Last Modified
Wed, 21 Oct 2026 07:32:30 GMT

0.8.50

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.
Game Version
1.8.0.13
Created
Fri, 16 Oct 2026 08:52:17 GMT
Last Modified
Fri, 16 Oct 2026 08:52:43 GMT

0.8.17

changed ace core and captives to the DEV versions for better combatibility.
Game Version
1.8.0.13
Created
Fri, 16 Oct 2026 07:39:55 GMT
Last Modified
Fri, 16 Oct 2026 07:40:33 GMT

0.8.16

HVT Intel fix, now spawns at his feet so it is more reliably editable. once the intel is finished, after the HVT spawns he picks it up after 2 seconds, this lets any other script run fully so it wont get overridden in his inventory
Game Version
1.8.0.13
Created
Thu, 15 Oct 2026 12:41:57 GMT
Last Modified
Thu, 15 Oct 2026 12:42:53 GMT

0.8.15

FIXES - HVT intel could disappear on servers running loadout mods, because those mods replace a new character's kit shortly after he spawns. The server now checks a few seconds after an HVT spawns and gives his intel back if it is gone. - Mission Builder: after a build, the intel editor now waits a few seconds and re-checks his intel before opening, so it opens on the right item.
Game Version
1.8.0.13
Created
Thu, 08 Oct 2026 19:52:37 GMT
Last Modified
Thu, 08 Oct 2026 19:52:59 GMT

0.8.11

FIXES - Mission Builder on dedicated servers: road blocks, QRF and convoy did not appear. The Game Master's PC has no road map on a dedicated server, so the server now picks their road spots when you press Build. Their settings can still be changed in the Plan tab. If no suitable road is found, the GM log says what was removed. - HVT intel editor did not open after building a mission on a dedicated server. It now finds his intel item directly. - If the HVT's intel item cannot be created (for example, MCF Intelligence is not loaded on the server), a message now appears in the GM log.
Game Version
1.8.0.13
Created
Thu, 08 Oct 2026 19:21:30 GMT
Last Modified
Thu, 08 Oct 2026 19:21:49 GMT

0.8.1

NEW 0.8.1 - MISSION BUILDER - Build a full mission from the Game Master right-click menu. - Set the area, objective count, enemy waves (1-5), skill and AI mode. - Extras: HVT with editable intel, optional extraction, convoy, QRF, up to 3 extra sides (each with its own faction and push target), and 0-4 road blocks per objective. - Plan tab: edit every point before building (radius, distance, 360° angle, faction, waves, skill, mode, QRF, vehicles and more). - Re-roll moves the HVT to a new building and shuffles the side positions. - QRF and convoy start on a flat road at the edge of the range, facing the most direct route in. If no road leads to the objective, they are removed and logged in the console. - Road blocks: MG positions with sandbags on the roads around each objective. They start with their objective, use the same faction, hold their position and have a green ring. - Large missions build in stages to stop crashes. - When the build finishes, the camera flies to the HVT and the intel editor opens. - Plan and Extras tabs now scroll with the mouse wheel. NEW - MISSION CHAINS WINDOW - Floating window you can resize and minimize, showing each zone and its linked zones as a tree. - Drag and drop zones to change how chains are linked. - RESET button on parent zones to put a chain back to fresh (click twice to confirm). NEW - RESET ZONE + LINKED ZONES - Right-click a zone to despawn its AI and the AI in every linked zone, then put them all back to fresh. CONVOYS - Placed convoys can be fully edited with right-click > Edit properties. CHANGES - "Enemy strength" renamed to "Enemy waves". - Zone labels now sit at the top of the ring. FIXES - Sides set to FIA spawned as RU. - AI reported pushing into the main zone but didn't move. - World-save mods saved defences, so they stayed behind after their zone was deleted. - Defences sometimes didn't spawn on zones placed by the Mission Builder. - The convoy-waiting message spammed the log.
Game Version
1.8.0.13
Created
Thu, 08 Oct 2026 18:34:29 GMT
Last Modified
Thu, 08 Oct 2026 18:34:56 GMT

0.8.0

Dynamic AI Zones v0.8.0
New: Dynamic Mission Builder (Right-Click Option)
New mission builder menu for the right click menu brings up a zone to place down that sees any towns and roads in that zone selection. mission builder panel pops up so you can put in any information that you like, how many objectives in the area, the enemy density per player in the area, enemy skill, next windows will ask if you want a HVT in the area and what intel the HVT may have, this is usually the main objective. this menu will also ask how many defences each zone will receive and also how many other zones should feed into these zones using the linked zones logic. inside these outer zones you can have the AI get reinforcements or place down other factions to help you in the fight, they will come in as back up for you. you can also place a convoy to reach the zone or a QRF for opposing back up. I have made this as flexible as possible and the outer zones are movable and scalable. once the zone is placed you can then go through and edit and move anything you wish. or you can just keep re-rolling until you find something that suits you! the placements are smart and strategic to take away as much GM set-up time as possible. extraction points for the HVT are also available to be on or off depending on your mission outcome!

Mission Chains addon for zones.
this menu displays under the Dynamic Zones right click menu and will display all of the zone's information and linked stages. making a lot easier for GM's to control what is happening on the battlefield without the need to even look at the zones. so the GM can create the next objective on the fly and go to, pause, replay, activate or delete zones at the same time! call it multi-tasking ;)

Improvements and fixes
a few minor bug fixes here and there, more bugs are known and I am working on them so expect new deliveries in the next couple of days! as always check the roadmap in the Discord, link in the mod description.
Game Version
1.8.0.13
Created
Thu, 08 Oct 2026 16:05:37 GMT
Last Modified
Thu, 08 Oct 2026 16:06:17 GMT

0.7.5

Dynamic AI Zones v0.7.5
New: Air support (red smoke)
Getting the smoke: 
Accepting a task on the MCF intel board gives the player (or their group leader) a red smoke grenade.
GMs can also hand one out: right-click a player > Give air support smoke.
Calling it in: throw the red smoke inside an enemy zone. A blue "Zone N AIR SUPPORT" ring appears 250 m around the smoke, and an armed UH-1H flies in, arriving in about 25–30 seconds.
Over the zone: it circles the ring for 3 minutes, banking into the turn, with its door gunners firing into the zone.
Who it fires at: only soldiers from the marked zone, standing inside both that zone and the blue ring, who are enemies of the thrower's side, in the gun's arc and in clear line of fire. Anyone else caught in the crossfire isn't protected.
Accuracy: aimed for a moving, banking helicopter. Fire lands tightly around targets but not perfectly, so it doesn't hit like a laser.
Losing gunners: if the gunner facing the zone is killed, the helicopter turns round to bring the other gun to bear. If both gunners are killed, it ends its run and leaves.
Shoot-downable: badly damaged, it pulls out. Destroyed, or with the pilot killed, it goes down.
Leaving: it leaves early once the zone is clear. Deleting the blue ring cancels the run.
Smoke given back: if the smoke lands outside a zone, or a gunship is already flying, the player gets the smoke back.
New: "Spawn another zone together with this one" link
Setting it up: a separate link that leaves the other links unchanged. Right-click Zone 1 > Link: spawn another zone together with this one, then right-click Zone 2 > Link to picked event.
Purple linked zone: Zone 2 draws a purple ring, labelled "Zone 2 | Linked to spawn with Zone 1".
When it spawns: only while players are inside Zone 1. Players walking into Zone 2 itself are ignored.
Push: its AI spawn around Zone 2's centre and push towards Zone 1's centre, fighting anything hostile on the way.
Takeover: squads that reach Zone 1 join it and switch to defend mode. 
Same faction: they back up the defenders.
Different faction (for example FIA pushing into an RU zone): they fight the defenders, and if those are all killed, they take the zone over and hold it.
Removes itself when spent: once all its squads have moved over and it has no reinforcement waves left, the linked zone removes itself. This doesn't fire any "zone cleared" links.
Convoys
Direction arrows: placing a convoy now puts down a marker with an arrow first, lined up with the road. Hold Shift to rotate it, then right-click > Start zone now (or link an event to it). The convoy drives the way the arrow points.
Waiting with a picked objective: "Start: wait" and "Objective: pick" now work together. Pick the end point right after placing; the convoy waits until triggered, then drives there.
Edit convoy properties: right-click a waiting convoy's marker to reopen its settings window, prefilled. Change anything and press Save. The marker, arrow, links and objective stay.
Improvements and fixes
Helicopters no longer fly into mountains. Both the air support and extraction helicopters now check the ground 800 m ahead, climb faster, and slow down to climb before ridges.
Dynamic Zones menu: wider rows, so long action names are no longer cut off.
Game Version
1.8.0.13
Created
Thu, 08 Oct 2026 10:16:39 GMT
Last Modified
Thu, 08 Oct 2026 10:17:07 GMT

0.7.1

Dynamic AI Zones: Patch Notes
HVTs
Fixed: the intel editor (laptop, phone, notebook, letter) now opens reliably, both when the HVT is placed and with right-click > "Edit carried…" later.
New: an HVT only exists while players are near, like his guards: 
After you close his intel editor, he's hidden once no players have been within his zone's radius (300 m by default) for 20 seconds.
When a player comes back within range, he reappears in the same spot with everything you wrote on his intel.
He never hides while you're writing his intel, or once he's being captured, has surrendered, is fleeing or is in a vehicle.
Mission-chain links and tasks on a hidden HVT, or on his intel, wait for him to come back instead of counting him as killed.
Saved layouts now include hidden HVTs.
Diagnostics
The log now shows each step of HVT intel: the intel type picked, the item given, the editor opening or why it didn't, and the HVT hiding or coming back.
Game Version
1.8.0.13
Created
Thu, 08 Oct 2026 07:49:23 GMT
Last Modified
Thu, 08 Oct 2026 07:49:50 GMT

0.7.0

Dynamic AI Zones: Patch Notes
New: Helicopter extraction (green smoke)
When an HVT surrenders, nearby players now get a green smoke grenade as well as zip ties.
Throw the green smoke near the captured HVT and a transport helicopter of your faction flies in. It lands on the nearest flat, open spot to the smoke.
One AI pilot only: no squad and no co-pilot, and the door-gun seats are left free for players. It uses the armed UH-1H when available, otherwise any transport helicopter your faction or the GM list has (vanilla, WCS, RHS).
Waits for everyone: once the HVT is loaded, it waits until every player within 50 m is aboard, then takes off 5 seconds later. If someone stays outside, it leaves anyway after 2 minutes.
It flies to the nearest extraction point, lands, and the HVT is extracted there. It waits until everyone has got out.
Smooth departure: it lifts straight up to about 100 ft, turns, builds speed gradually, flies 1.5 km away and despawns.
With no extraction point placed, players are let out and the helicopter flies the HVT away.
Its flight height is measured from the sea surface over water, so it no longer spawns in or crashes into the sea.
The helicopter can't be damaged, because its flight is scripted.
One helicopter at a time, with a 2-minute cooldown. A failed call retries automatically after 30 seconds.
Extraction points
Extraction now only counts within 2 m of the ground. HVTs are no longer extracted while being flown over an extraction point.
Convoys and QRF
New waiting trigger for convoys: a convoy can be placed to wait and set off when its linked trigger fires.
QRF uses troop transport trucks only: fuel, ammo, repair and command variants are excluded. If the faction has none, it falls back to other trucks, then light vehicles, never armour.
Modded trucks are no longer misread as armoured vehicles.
Modded vehicles are fully crewed: empty seats are filled after spawning. A vehicle that still has no driver after 25 seconds is removed.
Better at reaching the zone: a QRF that gets stuck within 400 m of its target dismounts and moves in on foot. With no road route, the infantry go on foot.
Defences
One set of defences per zone, no longer one per player.
Game Master
New zone icon, easier to spot on the Game Master map.
Diagnostics
The extraction now writes each step to the log (smoke detected, helicopter chosen, spawned, pilot seated, landed, taking off), which makes problems quick to trace.
Game Version
1.8.0.13
Created
Wed, 07 Oct 2026 17:29:21 GMT
Last Modified
Wed, 07 Oct 2026 17:30:01 GMT

0.6.84

Game Version
1.8.0.13
Created
Wed, 07 Oct 2026 12:56:28 GMT
Last Modified
Wed, 07 Oct 2026 12:56:48 GMT

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