JLH Vehicle IED Randomizer

by Ignatius_Fenix

1.0.11

JLH Ambient Vehicle IED Randomizer - Update Changelog
Reworked Civilian Vehicle IED System
This update completely refactors the mod into a civilian-focused IED vehicle system while improving performance, simplifying maintenance, and preserving support for mapper-placed ambient civilian vehicles.
Added
Added dedicated civilian vehicle spawning system.
Added support for civilian vehicles spawned from AmbientVehicleSpawnPoints.
Added separate IED chance settings for:
Ambient spawnpoint civilian vehicles
JLH-spawned civilian vehicles
Added ambient vehicle source tracking and lightweight registration system.
Added source-specific active IED caps.
Added automatic cleanup of unoccupied spawned vehicles that end up in water.
Added prefab validation caching for invalid vehicle prefabs.
Changed
Reworked the mod into a civilian-vehicle-focused system.
Ambient civilian vehicles and JLH-spawned civilian vehicles now use the same shared IED arming, ignition, detonation, and cleanup pipeline.
Simplified runtime architecture and vehicle management systems.
Simplified configuration layout and removed obsolete legacy options.
Improved active vehicle tracking and cleanup behavior.
Improved spawn validation and vehicle eligibility checks.
Improved performance by removing unnecessary vehicle discovery systems.
Removed
Removed broad world vehicle scanning.
Removed world placed vehicle IED scanning.
Removed military vehicle IED support.
Removed base vehicle processing.
Removed depot and service vehicle processing.
Removed Game Master vehicle processing.
Removed player-placed vehicle processing.
Removed maintenance-point vehicle handling.
Removed legacy ambient vehicle scan system.
Removed force-all vehicle IED mode.
Removed debug driver-enter detonation mode.
Removed obsolete service/depot hook system.
Removed unused legacy configuration options tied to world scanning and military vehicle support.
Performance
Eliminated large-scale vehicle scanning across the world.
Removed depot, service, and base vehicle monitoring.
Reduced runtime processing to:
Ambient civilian vehicle registrations
JLH civilian vehicle spawner management
Armed vehicle tracking
Ignition-trigger detection
Reduced unnecessary runtime overhead and tracking complexity.
Validation
Confirmed no remaining references to:
World vehicle scanning
Legacy ambient scan systems
Military vehicle IED mode
Base/depot/service vehicle hooks
Force-all debug modes
Configuration validation completed successfully.
Game Version
1.7.0.49
Created
Tue, 09 Jun 2026 11:50:53 GMT
Last Modified
Tue, 09 Jun 2026 11:50:56 GMT

1.0.10

Changelog notes:
Reduced IED Randomizer live-server scan overhead.
Increased default scan interval to 120 seconds.
Reduced default vehicle checks per scan to 8.
Reduced fallback spawn safe-position attempts to 3 per tick.
Added fallback spawn failure cooldown of 180 seconds.
Fallback spawning now backs off after failed safe-position searches instead of retrying immediately.
Added cooldown handling for failed spawn cases such as player too close, blocked clearance, and no safe position.
Lowered fallback minimum player distance to 250m.
Kept debug logging disabled by default.
Normal logging remains limited to scan summary output; detailed candidate spam remains deep-debug only.
No gameplay, IED chance, ignition trigger, or explosion behavior changed.
Game Version
1.7.0.41
Created
Mon, 01 Jun 2026 11:41:27 GMT
Last Modified
Mon, 01 Jun 2026 11:41:30 GMT

1.0.9

Game Version
1.7.0.41
Created
Sat, 30 May 2026 19:37:12 GMT
Last Modified
Sat, 30 May 2026 19:37:15 GMT

1.0.8

Game Version
1.7.0.41
Created
Sat, 30 May 2026 19:31:34 GMT
Last Modified
Sat, 30 May 2026 19:32:17 GMT

1.0.7

Changelog notes:
Fixed Conflict mode IED deaths sometimes being treated as player suicides.
Updated IED detonation attribution handling for Arma Reforger 1.6 kill/XP APIs.
IED vehicle explosions now rewrite self-attributed IED deaths to neutral/world attribution before vanilla XP handling.
Prevents suicide XP penalties when a player dies from triggering a JLH IED vehicle.
Keeps the fix scoped only to JLH IED detonations; normal suicides and normal vehicle deaths are unchanged.
Added debug logging when an IED suicide XP penalty is suppressed.
Game Version
1.7.0.41
Created
Sat, 30 May 2026 19:28:16 GMT
Last Modified
Sat, 30 May 2026 19:28:35 GMT

1.0.6

Spawn Tick / Scanner Performance Update

Changed:
- Increased default IED scan interval from 5 seconds to 60 seconds.
- Added scan backoff when no useful candidates are found:
  60s -> 120s -> 300s.
- Added per-scan vehicle work budget:
  MaxVehiclesEvaluatedPerScan = 20
- Added cooldown for uncertain maintenance/service vehicles:
  UncertainVehicleRetryCooldownSeconds = 300
- Vehicles skipped as uncertain maintenance/service are no longer retried every scan tick.
- Processed vehicles are now skipped silently instead of being rediscovered and logged every scan.

Logging:
- Removed repeated per-vehicle candidate spam from normal debug.
- Normal scanner logging now uses a summary only:
  [JLH_IED] Scan summary candidates=X armed=Y rejected=Z skippedCooldown=W durationMs=N
- Added EnableIEDDeepDebug for detailed per-vehicle scan logs when troubleshooting.

Defaults:
- EnableIEDDebug = false
- EnableIEDDeepDebug = false
- IEDScanIntervalSeconds = 60
- MaxVehiclesEvaluatedPerScan = 20
- UncertainVehicleRetryCooldownSeconds = 300
Game Version
1.7.0.41
Created
Thu, 28 May 2026 20:21:57 GMT
Last Modified
Thu, 28 May 2026 20:22:02 GMT

1.0.5

JLH Ambient Vehicle IED Randomizer - Fallback Vehicle Spawning Update

Added:
- Added optional JLH-controlled fallback civilian vehicle spawning.
- The mod can now create extra civilian vehicle candidates for the IED pool when needed.
- Added server config:
  AllowFallbackVehicleSpawningWithAmbientSpawnPoints = false

Default behavior:
- Default is false.
- If vanilla ambient vehicle spawn points exist, fallback spawning stays disabled.
- This preserves the original behavior by default.

Optional behavior:
- If AllowFallbackVehicleSpawningWithAmbientSpawnPoints is set to true, the mod can spawn additional fallback civilian vehicles even when ambient spawn points exist.
- These fallback vehicles are added as extra IED candidates.
- This does not replace normal ambient/world vehicle scanning or arming.

Safety:
- Fallback despawning keeps existing distance and line-of-sight safety checks.
- Fallback vehicles are localized civilian candidates, not HQ/service/maintenance vehicles.
- HQ, service, maintenance, player service, and Game Master protected vehicles remain excluded from automatic IED arming.

Logging:
- Added startup logging for fallback spawn decisions:
  AmbientSpawnPointCount
  FallbackSpawnerEnabled
  AllowFallbackVehicleSpawningWithAmbientSpawnPoints
  Whether fallback spawning was skipped or allowed
Game Version
1.7.0.41
Created
Thu, 28 May 2026 18:05:30 GMT
Last Modified
Thu, 28 May 2026 18:05:33 GMT

1.0.4

1.7 Compatibility Patch
Game Version
1.7.0.41
Created
Thu, 28 May 2026 16:42:13 GMT
Last Modified
Thu, 28 May 2026 16:42:18 GMT

1.0.3

Game Version
1.6.0.119
Created
Wed, 27 May 2026 21:56:59 GMT
Last Modified
Wed, 27 May 2026 21:57:01 GMT

1.0.2

Game Version
1.6.0.119
Created
Wed, 27 May 2026 21:44:32 GMT
Last Modified
Wed, 27 May 2026 21:44:36 GMT

1.0.1

Game Version
1.6.0.119
Created
Wed, 27 May 2026 21:36:07 GMT
Last Modified
Wed, 27 May 2026 21:36:10 GMT

1.0.0

Game Version
1.6.0.119
Created
Wed, 27 May 2026 21:32:36 GMT
Last Modified
Wed, 27 May 2026 21:32:38 GMT

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