Dynamic AI Zones
by WickedWabbit
Contributors
WickedWabbit
0.2.10
added new photos and the release version, convoy settings are still WIP, currently the convoy gets to the location and despawns, i dont want it doing this but i have to push this release to keep the ball rolling with this mod. in the coming day i will add end point logic tothis and either have them stop and defend the area or drive off and despawn out of site. i understand the sudden despawn can be a bit of am immersion killer so i will push this new update soon :) remember to join the discord if you have any suggestions for changes or things to be added. it would help me a tonne as i am currently working solo on this project. this will come in update 0.3.0 working towards a 0.4.0 release adding HVT's in convoys and in the AI Zones for defence, this may require more dependencies on other mods but we will see!
- Game Version
- 1.8.0.13
- Created
- Sun, 04 Oct 2026 20:44:03 GMT
- Last Modified
- Sun, 04 Oct 2026 20:44:13 GMT
0.2.2
Dynamic AI Zones: Update Notes New: Dynamic Convoys New Game Master right-click action: Place Dynamic Convoy. Vehicles spawn lined up on the nearest road and drive point to point to a destination chosen by road, steered by the game's own vehicle AI. Settings menu with three tabs: Convoy: vehicle count, spacing (5–40 m), distance, max time Vehicles: faction, vehicle types, crew Behaviour: speed, on-contact action, map display The convoy despawns at its destination, but never in sight of players. Deleting the placed convoy object removes the whole convoy. Start and end points are shown on Game Masters' maps only, never to players. Requires Anarchy Map Markers & Drawings. Convoy contact options Dismount: stops and unloads passengers to search the area. Drive through: keeps moving while gunners return fire. Radio: dismounts and calls nearby Soviet zone squads to the contact. Turn back & deploy: The convoy turns round, with the rear vehicle taking the lead, and heads for a new destination away from the contact. Troop carriers pull off the road and unload to engage. Troops that lose the player for 30 seconds switch to a full Search & Destroy. Zones Zones can now take over troops dropped off by a convoy and run their normal Search & Destroy, including building clearing.
- Game Version
- 1.8.0.13
- Created
- Sun, 04 Oct 2026 20:05:23 GMT
- Last Modified
- Sun, 04 Oct 2026 20:05:31 GMT
0.2.1
- Game Version
- 1.8.0.13
- Created
- Sat, 03 Oct 2026 21:13:54 GMT
- Last Modified
- Sat, 03 Oct 2026 21:14:03 GMT
0.2.0
Dynamic AI Zones – Update Search and Destroy rework Squads now move 20–80 m between search areas instead of creeping in small steps. They prefer buildings. Only real houses and structures count, not trees, walls or fences. Only one squad searches a building at a time. Squads gather just outside the building, open its doors, then send in 2-man entry teams while the rest hold security outside. Entry teams depend on building size: 1 for a shed, 2 for a house, 3 for a large building. Teams go in a few seconds apart and clear room by room, nearest rooms first, including upper floors. Search time depends on building size: about 5 s for a shed, 30 s for a house and 2–5 min for large buildings. The outside security group moves between the building's corners instead of standing idle. A building reported clear isn't searched by any squad for 5 minutes, across every zone. After a search, squads always move on to a new area. Radio network (Soviets only) One in every three Soviet squads has a radio man carrying an R-148. When a Soviet soldier spots a player, his squad radios the radio man, who calls nearby Soviet squads with radios to the contact. Called squads move to the last known position, search the area, then return to their normal behaviour. There's a 60 s gap between reports, and the call fails if the radio man is killed. Placement menu Restyled to match the base-game Game Master menus. The menu now has icon tabs, the game's own settings rows and grey icon tiles for choices. Sliders are now labelled properly. The buttons now show the standard Esc / Enter key hints. Fixes Squads no longer grow past their spawn size after splitting into entry teams, so the zone's maximum AI cap holds again. Soldiers who fail to rejoin their squad are no longer left behind idle. New zone settings (Workbench) Leg distance, building search times, entry team size and stagger, the cleared-building cooldown and outside security movement. Radio range, delays and cooldown, and radio faction.
- Game Version
- 1.8.0.13
- Created
- Sat, 03 Oct 2026 21:10:52 GMT
- Last Modified
- Sat, 03 Oct 2026 21:11:01 GMT
0.1.8
Dynamic AI Zones – Update Faster, more natural spawning Zones start spawning about half a second after you place them, instead of up to 10 seconds later. Groups now arrive 3–5 seconds apart instead of 20–30. Reinforcement waves still wait their cooldown, but the groups within a wave arrive quickly. The zone checks for players every 2 seconds instead of every 10. Squads start moving sooner after they spawn. More AI group types Zones now use each faction's built-in patrol groups: sentries, fireteams, MG teams, AT teams, sniper teams, rifle squads and FIA partisan teams. Each group is picked at random, using the game's own spawn chances. The same group type is less likely to spawn twice in a row. Groups that fit the zone's remaining AI count are preferred. Mission makers can add their own group prefabs to the pool in Workbench. Multiple factions Choose USSR, US or FIA, or any combination. With more than one faction, groups alternate between the selected factions and fight each other if the scenario makes them enemies. USSR remains the default. New AI behaviours Search and Destroy: sweeps random points inside the zone (the original behaviour). Patrol: walks a loop around the zone. Defend: holds the centre of the zone. Hunt Players: moves on the nearest player in the zone and updates its target every 30 seconds. Mixed: each group picks one of the behaviours above at random. Redesigned placement menu The menu now has three tabs: Zone, Factions and Behaviour. Every button has its own icon, and the selected options are highlighted. The text at the top explains whatever is selected. The "Place Dynamic AI Zone" option in the Game Master right-click menu now has its own icon. Fixes and tweaks The console log is much quieter: the zone status line only prints when something changes. The log now shows each squad's faction, group type and behaviour, to help with troubleshooting.
- Game Version
- 1.8.0.13
- Created
- Fri, 02 Oct 2026 22:17:21 GMT
- Last Modified
- Fri, 02 Oct 2026 22:17:29 GMT
0.1.2
- Game Version
- 1.8.0.13
- Created
- Fri, 02 Oct 2026 20:58:28 GMT
- Last Modified
- Fri, 02 Oct 2026 20:58:35 GMT
0.1.1
Changed upload name
- Game Version
- 1.8.0.13
- Created
- Fri, 02 Oct 2026 20:48:28 GMT
- Last Modified
- Fri, 02 Oct 2026 20:48:36 GMT
0.1.0
- Game Version
- 1.8.0.13
- Created
- Fri, 02 Oct 2026 20:39:30 GMT
- Last Modified
- Fri, 02 Oct 2026 20:39:51 GMT