Dynamic AI Zones

by WickedWabbit

Contributors

WickedWabbit

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

0.6.83

fixed the dynamic ai zone's defence structures not displaying as entities, also added rotation and direction arrows to easily adjust
Game Version
1.8.0.13
Created
Wed, 07 Oct 2026 12:45:14 GMT
Last Modified
Wed, 07 Oct 2026 12:45:50 GMT

0.6.81

Dynamic AI Zones – Update
New
Copy / paste contacts: right-click a phone or laptop, then choose Dynamic Zones > Copy contacts. Right-click another device and choose Paste contacts to give it the same contact book. Only the contacts are replaced, so messages, mail, files and call logs stay as they are. It works between phones and laptops, and the saved contact book is kept after a server restart.
Editable defences: sandbag positions, MG nests, bunkers, barricades, guns and mortar pits placed by a zone are now Game Master objects. You can select, move, rotate (hold Shift) and delete them like anything placed from the content browser. If a piece has no Game Master version, the zone isn't placed: the GM log shows an error naming the missing pieces and the zone is removed.
Changes
Truck QRFs: they now only use troop-transport trucks. Fuel, ammo, repair, command and other support trucks are skipped.
Blocked QRFs: if a QRF is stuck for 12 seconds within 400 m of its destination, the troops dismount and carry on to their defensive positions on foot. A single truck that gets stuck while the convoy is pulling up no longer holds up the rest.
Help for HVTs: an HVT placed with "Own guards" is now only protected by his own guards, even after they're dead, so nearby zones no longer rush to him. An HVT placed with "Defend by zone" is still helped by his zone, but only when he's under attack.
Fixes
Sandbags, MG nests and other defences are now removed when their zone is deleted or cleared, instead of being left on the map.
Game Version
1.8.0.13
Created
Wed, 07 Oct 2026 12:14:18 GMT
Last Modified
Wed, 07 Oct 2026 12:14:36 GMT

0.6.80

Dynamic AI Zones – Update
New
Delete all Dynamic AI zones: a new option in the Dynamic Zones right-click menu. After a confirmation window, it removes every zone, QRF point, extraction point, civilian area and waiting-HVT marker in one go, along with all the AI they spawned. Placed HVTs and convoys are left alone. Save a layout first if you might want the zones back.
Units tab in Place Dynamic AI Zone: choose exactly which troops a zone spawns. 
Soldiers: build your own team from single soldiers, such as a sniper, sharpshooter, AT specialist, machine gunner or medic. Use the arrow tiles to set how many of each (up to 12 per team).
Groups: pick whole teams, such as sniper teams, AT teams, MG teams or rifle squads.
Search: type to find soldiers or groups. The lists stay hidden until you search, and your picks stay listed.
Just once / Fill zone: "Just once" spawns exactly your team and nothing else (for example, 2 sharpshooters). "Fill zone" keeps spawning copies of your team up to the zone's AI count.
Clear: resets the tab to the normal random mix.
Saved layouts keep your unit picks.
Fixes
Fixed a server crash when loading a captured HVT into a vehicle. The HVT's AI now switches off when he surrenders, so ACE Captives fully controls him while he's escorted and loaded.
Deleting an HVT's guard zone now removes the HVT too. If the players have already made him surrender or zip-tied him, he stays.
Game Version
1.8.0.13
Created
Wed, 07 Oct 2026 11:00:23 GMT
Last Modified
Wed, 07 Oct 2026 11:00:59 GMT

0.6.61

fixed crashing when loading HVT with ACE
Game Version
1.8.0.13
Created
Wed, 07 Oct 2026 09:40:38 GMT
Last Modified
Wed, 07 Oct 2026 09:41:14 GMT

0.6.6

Game Version
1.8.0.13
Created
Wed, 07 Oct 2026 09:23:03 GMT
Last Modified
Wed, 07 Oct 2026 09:23:39 GMT

0.6.5

DYNAMIC AI ZONES – HVT REWORK (ACE CAPTIVES)
NEW REQUIREMENT - Dynamic AI Zones now requires ACE Captives (and ACE Core). 
The server downloads them automatically. 

HOW TO CAPTURE AN HVT
1. Kill his guards. Once none of his side is left within 25 m, he puts his hands up when a player comes within 30 m. An orange bar shows "SURRENDERED – zip-tie him". 
2. Zip-tie him with ACE zip cuffs (from the arsenal). The bar turns green: "CAPTURED – escort him to extraction". 
3. Escort him and load him into a vehicle using ACE's own interactions. 
4. Bring him into an extraction point, on foot or by vehicle, to extract him. DETAILS - HVTs never carry a weapon. - Once surrendered he stays surrendered until he is zip-tied. - Capture tasks, objective links and the GM console all trigger when he is zip-tied. - 
The old capture method (stand next to him for 4 seconds, then he follows you) has been replaced by ACE Captives. as this was causing a lot of issues with leading the HVT or having him follow you.

ALSO - The server console is no longer spammed with "[SM] Saved … markers/drawings" every minute. Anarchy Map Markers still saves whenever markers or drawings change.
Game Version
1.8.0.13
Created
Wed, 07 Oct 2026 08:51:07 GMT
Last Modified
Wed, 07 Oct 2026 08:51:27 GMT

0.6.4

DYNAMIC AI ZONES – UPDATE HVT CAPTURE - The officer now stands still while you capture him. No more running off or teleporting. - New progress bar at the top of the screen for players nearby: "CAPTURING… %", then a green "CAPTURED" when done. - Once captured he switches to your side and stops treating you as a threat. - He joins your squad if you're in one. If not, he follows you on his own. - He gets into and out of vehicles with you, and no longer drives off in the car after you get out. CONVOYS – VEHICLE SLOTS - New Vehicle Slots tab in the convoy window (slots 1–6, slot 1 leads). - Pick the exact vehicle for each slot from a drop-down list with a search box, or use the dice for a random one. - The list shows every convoy vehicle for the chosen faction, including modded vehicles. - If you pick a vehicle for the HVT's slot, he rides in that vehicle. CONVOYS – DRIVING - All engines start together, then the vehicles set off one after another, 2 seconds apart, so the convoy stays tight. FIXES - Troops stuck standing on truck beds after getting out are now put on the ground behind the vehicle. - On "Defend" arrival, every passenger now gets out. Anyone still left inside is put out and sent to defend.
Game Version
1.8.0.13
Created
Wed, 07 Oct 2026 08:01:42 GMT
Last Modified
Wed, 07 Oct 2026 08:02:14 GMT

0.6.1

DYNAMIC AI ZONES – UPDATE RIGHT-CLICK MENU - The Game Master right-click menu is much shorter. Everything from Dynamic AI Zones now sits under one entry: "Dynamic Zones". - Click it to open a list showing only the actions that work on what you clicked (zone, character, vehicle, intel or empty ground). Pick one and it runs as before. HVT – NEW CAPTURE SYSTEM - HVTs no longer carry any weapons. - Capture works like capture the flag: kill his guards, then stand next to him for 4 seconds. - Once captured he follows you like a squad member. He gets into cars, trucks and helicopters with you, and gets out when you do. - If his captor dies, he follows the nearest player instead. - Bring him into an extraction point to extract him. HVT – WAITING - New "Start" option in Place HVT: Active now / Wait for trigger. - With Wait for trigger, he spawns so you can write his intel. When you close the intel editor he disappears and your intel is saved. - A purple "HVT waiting" ring marks where he will appear. - He appears, carrying the intel you wrote, when: – you right-click the marker > Dynamic Zones > Start zone now – a linked event happens – the zone protecting him starts - Backup: right-click the marker > "Hide HVT until triggered". INTEL LINKS - New link: "Link: when this intel is picked up". - Place a laptop, letter, notebook or phone and link it to a zone. When a player picks it up, the zone starts. - It can also send a QRF, reveal an HVT on the map, or bring in a waiting HVT. PLAYER TASKS – NEW TASK WINDOW - "Create player task" now opens a window where you choose the task type and write your own title and description. - Task types: – Clear: kill all enemies in the area – Capture: hold the area with no enemies for 10s (or make an HVT surrender) – Kill: kill or capture a target – Take: pick up an intel item or object – Steal: get into a vehicle's driver's seat – Deliver: bring an item, vehicle or HVT to a delivery point – Supply: drive a vehicle into the area – Defend: hold the area for a set time – Reach: get to the area – Destroy: destroy a vehicle or object – Manual: the GM completes it by hand - Tasks complete or fail on their own. - New right-click options: – "Set delivery point here" – "Complete player task" – "Fail player task" FIXES - Fixed big solid blocks sometimes appearing over the zone rings. - Fixed a compile error in the task window.
Game Version
1.8.0.13
Created
Tue, 06 Oct 2026 21:42:41 GMT
Last Modified
Tue, 06 Oct 2026 21:43:01 GMT

0.5.21

fixed issues with the zone dots stretching across the screen blocking views, some zones may show with missing dots, these will be the bugged ones getting removed.
Game Version
1.8.0.13
Created
Tue, 06 Oct 2026 19:42:23 GMT
Last Modified
Tue, 06 Oct 2026 19:42:43 GMT

0.5.20

HVT is now able to be used with the zone waiting status so he isnt always spawned in.
Game Version
1.8.0.13
Created
Tue, 06 Oct 2026 19:23:15 GMT
Last Modified
Tue, 06 Oct 2026 19:23:37 GMT

0.5.15

Dynamic AI Zones – Big Mission-Builder Update
Objective chaining
Zones can start in Wait for trigger mode, shown with a grey ring and no AI.
Link events to results with right-click. Events are: 
a zone is cleared
players enter a zone
a character is killed or captured
a character's intel is taken
Results: 
a waiting zone starts
a QRF is sent
a character's area is revealed on players' maps
New actions: Start zone now and Cancel link.
QRF points
Place a standby force: infantry, trucks or armour, with faction, size and skill.
It's sent by a linked event, or manually with Send QRF then Send QRF here.
Defences and mortars
New Defences tab with presets: Checkpoint, Outpost and Compound. These use real sandbag positions, MG nests, bunkers and barricades.
New Layout options: 
Ring: spread around the zone, facing outwards
Front line: faces the way your camera is looking
Road block: on the nearest road
Strongpoint: tight around the centre
Gunners arrive with the players.
Optional mortar team that shells players once fighting starts, getting more accurate with each salvo.
HVT upgrades
HVTs can be captured: clear his guards, then stand next to him and he surrenders and follows you.
New extraction points: bring a captured HVT here to extract him.
New If attacked: flee option: he drives off in a nearby vehicle.
The officer list is trimmed to US Officer, USSR Officer, USSR SL and one FIA officer.
AI skill presets
Recruit, Regular, Veteran or Elite, for zones, QRFs and convoys.
Civilians and traffic
Ambient people and cars that appear when players are near.
People run for cover and cars drive off when shots are fired.
Player tasks
Create player task on a zone or HVT. It completes automatically.
Save / load layouts
5 server-side slots for zones, QRFs, extraction points, civilian areas, HVTs and links.
GM console
Live status for each zone: AI alive, current wave, players inside.
Click any line to fly the camera there.
Right-click to Pause or Resume all zones.
Edit properties
New settings: AI skill, defences, defence layout, mortar team and waiting for trigger.
Fixes
Sandbags and defences now actually spawn in Game Master scenarios.
Various compile and stability fixes.
Game Version
1.8.0.13
Created
Tue, 06 Oct 2026 18:50:57 GMT
Last Modified
Tue, 06 Oct 2026 18:51:17 GMT

0.4.31

Added Anarchy Markers Compatibility as a dependency: AI helicopters and other mods that use vanilla markers (LZ, CAS…) now work with Anarchy markers
Game Version
1.8.0.13
Created
Tue, 06 Oct 2026 10:13:52 GMT
Last Modified
Tue, 06 Oct 2026 10:14:12 GMT

0.4.3

Dynamic AI Zones: Update
Zones
Zones now end. When every enemy in a zone is killed, the zone removes itself.
Reinforcement waves. Turning Reinforcements on adds a Reinforcement waves setting (1–10). When a wave is wiped out, the next arrives 60 seconds later. After the last wave the zone is removed. Waves can also be changed later in Edit properties.
Zones reset when players leave. If players leave before a zone is beaten, its AI despawn after the despawn timer. When players come back, the zone starts fresh, as if newly placed.
HVT guard zones follow the same rules: kill all his guards and they're gone; leave without killing them and they respawn fresh next time.
HVT and Intel
Added a handwritten letter to the intel options in the HVT and convoy HVT menus.
Fixes and polish
The placement window now fades while you move a slider, without hiding the zone rings, so you can see the size change.
Zone rings, labels and the GM console no longer draw over MCF's intel editors.
Removed red log errors from the zone rings, the zone labels and the menu sliders.
MCF's debug messages no longer flood the log when you right-click. MCF warnings and errors still show.
Game Version
1.8.0.13
Created
Tue, 06 Oct 2026 09:01:18 GMT
Last Modified
Tue, 06 Oct 2026 09:01:41 GMT

0.4.0

Dynamic AI Zones: Update
New: HVT & Intel (needs MCF Core and MCF Intelligence)
New GM right-click option, Place HVT, with everything in one menu: officer type, intel and protection.
Intel can be a laptop, notebook, phone or handwritten letter. You can write it straight away, because the intel editor opens as soon as he's placed.
He's protected either by the zone or by his own guards, who stay in the building with him.
The HVT can move around but never leaves his building.
A new right-click option, Edit carried intel, lets you change his intel later.
Convoys
New HVT on board option, off by default. Turning it on shows the intel choice and the option to edit it after placing.
The HVT always rides in an armoured vehicle (one is added if needed) and never leaves the convoy.
GM tools
New GM console: a movable, resizable window with zone logs and numbered zone tabs that jump the camera to each zone.
Zones can now be changed after placing through Edit properties.
Game Version
1.8.0.13
Created
Mon, 05 Oct 2026 19:55:55 GMT
Last Modified
Mon, 05 Oct 2026 19:56:32 GMT

0.3.5

Game Version
1.8.0.13
Created
Mon, 05 Oct 2026 12:32:09 GMT
Last Modified
Mon, 05 Oct 2026 12:32:33 GMT

0.3.4

Game Version
1.8.0.13
Created
Mon, 05 Oct 2026 12:21:42 GMT
Last Modified
Mon, 05 Oct 2026 12:22:13 GMT

0.3.3

bug fix for the activation rings not displaying in game.
Game Version
1.8.0.13
Created
Mon, 05 Oct 2026 12:12:39 GMT
Last Modified
Mon, 05 Oct 2026 12:13:02 GMT

0.3.2

Dynamic AI Zones – Zone Update
Spawn position (Zone tab)
Around players: AI spawn 150–300 m from a player. This is the default.
Centre: AI spawn inside a set area around the zone, which is ideal for compounds. Set the size with the new Spawn area slider (1–300 m). AI never spawn within 30 m of a player.
Activation radius
Now goes from 50 to 500 m in 1 m steps.
GM rings and live preview
Game Masters see the zone's rings on the ground: orange for the activation radius, red for the spawn area.
The rings show while you set up the zone, and the menu goes see-through while you drag a slider so you can watch them resize.
Zone status on the ring (GM only)
With players inside the zone, a label on the ring shows how many: "2 players in zone".
Once everyone has left, it switches to a countdown: "Despawn in 4:59".
Defend behaviour
Defenders stay inside the red ring. They prefer a building inside it and split into pairs across its rooms, otherwise they hold spots on open ground.
If attacked, they break off and Search and Destroy within the activation radius. After 30 seconds without contact they return to their positions.
Radio calls no longer pull defenders away.
Game Version
1.8.0.13
Created
Mon, 05 Oct 2026 11:38:34 GMT
Last Modified
Mon, 05 Oct 2026 11:38:44 GMT

0.3.1

Dynamic AI Zones – Convoy Update
Requires: Anarchy Map Markers
Convoys
Right-click → Spawn Convoy to place a road convoy. Vehicles drive point to point on roads only, in strict single file with no overtaking, and set off one after another.
Objective: On the Convoy tab, choose Auto to pick a destination within the route distance, or Pick to set it yourself. With Pick, place the convoy, then right-click on the map → Set Convoy Objective. The convoy starts on the nearest road.
On contact (any enemy, player or AI)
Drive through: keeps going.
Dismount: stops and fights.
Reroute: turns round with the rear vehicle leading and takes another road to the same objective. If the convoy has armour, the armour escapes with its passengers (ideal for HVTs) and despawns. The other vehicles pull off the road, unload and fight. Troops who lose contact for 30 seconds switch to Search and Destroy.
At destination
Defend: vehicles close up, troops dismount together and defend the area in their own squads, and armour keeps its crew.
Leave: drives on without stopping and despawns out of sight.
GM map
Start, objective and contact points are drawn on the map for Game Masters only. Turn this on or off with Show on map.
Fixes
Zones now activate for players only. whist AI (US) can still trigger convoy status, hopping out to fight, rerouting etc.
Game Version
1.8.0.13
Created
Mon, 05 Oct 2026 09:26:00 GMT
Last Modified
Mon, 05 Oct 2026 09:26:10 GMT

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