ArmaDB

Vehicle Spawn Zone with radius tracking, timer-based waves, and optional map marker support. Spawns vehicles when zone becomes empty after configurable interval.

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Rating

100%

3 votes

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1,149 downloads

Get it on the Workshop reforger.armaplatform.com/workshop/66E873D8AE1E4DF3

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Details

Author
CurseVXZ
Version
1.0.1
Size
36 KB
Licence
APL
Game version
1.6.0.95
Likes
0 / 0 dislikes
Published
20 Nov 2025
Updated
9 months ago
Workshop ID
66E873D8AE1E4DF3

Recent adoption

30 days: +1 −1 ↑0

Version history

2
  1. v1.0.1 36 KB 2 Jan 2026

    FIX RESPAWN

  2. v1.0.0 35 KB 20 Nov 2025
Description from the Workshop

• What it does • Spawns vehicles at safe ground positions inside a radius around a GenericEntity. • Tracks only the vehicles it spawned ("owned"). While any owned vehicle remains inside the radius, the timer is paused. • When the last owned vehicle leaves the radius or is destroyed, a timer starts; after it elapses, a new wave is spawned (up to N vehicles, respecting spacing and a global max-alive limit). • Optional map marker can be shown at the zone center via a separate .et prefab that references your .edds icon. • Debug radius rendering is disabled by default to keep the map clean. • How to use (setup in World Editor) 1) Place a GenericEntity at the desired zone center. 2) Add the component: BDCM_VehicleSpawnZoneComponent. 3) Open the component and configure: • Vehicle Prefab1–4: select .et prefabs of vehicles to spawn (at least one). • Spawn Interval (seconds): delay before a wave after the zone becomes empty. Can be adjusted to any value you want—15 minutes (900 seconds), 1 hour (3600 seconds), or more. • Vehicles Per Wave: how many vehicles to spawn per timer tick. • Radius (meters): spawn/search radius around the center. • Max Alive: maximum number of owned vehicles existing at once. • Min Vehicle Spacing (meters): minimum distance between spawned vehicles. • Map Marker Prefab (optional): select your map-marker .et. To use a custom icon, create a GenericEntity-based marker prefab that points to your .edds (e.g., red-circle) and select it here. Adjust visibility/size in that prefab if needed. 4) Run the scenario. The component executes on the server; clients will only see the results (and the marker if configured). • Notes • Vehicles are placed on terrain height and checked against spacing both against already-owned vehicles and positions chosen within the same wave. • If no safe position is found within a limited number of attempts, that particular vehicle in the wave is skipped. • A vehicle that once leaves the radius is "released"...