Dynamic AI Zones

by WickedWabbit

Contributors

WickedWabbit

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

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

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