Ambient Civilians for Arma Reforger This version of the mod works for all game modes out of the box.
Players now
199
Servers
279
Rating
100%
82 votes
Subscribers
-
40,818 downloads
Busiest servers running it 279 in total
All serversPlayers on servers with it
daily, last 30 days
Details
- Author
- borked.gb
- Version
- 1.0.23
- Size
- 275 KB
- Licence
- APL-SA
- Game version
- 1.8.0.10
- Likes
- 0 / 0 dislikes
- Published
- 12 Mar 2026
- Updated
- 2 months ago
- Workshop ID
- 68D8F6DC0619FF94
Recent adoption
30 days: +647 −546 ↑0
- − [GER][ENG] PVE Brotherhood PS5 XBOX PC [ Discord ZAsRfsy6ya ] 1.0.23 2h ago
- − (GER/ENG) Austria German Attack Squad 1.0.23 3h ago
- − [CZ/SK]Oldpardals Antistasi 1.0.23 3h ago
- + [GER][ENG] PVE Brotherhood PS5 XBOX PC [ Discord ZAsRfsy6ya ] 1.0.23 3h ago
- + [CZ/SK]Oldpardals Antistasi 1.0.23 3h ago
- + Genesis Combat Solutions 1.0.23 4h ago
- + SDL : DEFOULOIR TACTIQUE | EVENT | ARENE | CQB | CAH | DOMINATION | PVPVE | MULTI-CARTE 1.0.23 5h ago
- − SDL : DEFOULOIR TACTIQUE | EVENT | ARENE | CQB | CAH | DOMINATION | PVPVE | MULTI-CARTE 1.0.23 7h ago
- − [CZ/SK]Oldpardals Antistasi 1.0.23 7h ago
- + Tactical Chaos 1.0.23 8h ago
- + [OFFICIAL] Enhanced Conflict kolguyev - 17362967 (US-NY) 1.0.23 9h ago
- − FIJIWATERBOYZ 1.0.23 9h ago
Required by
82Often used with
8Version history
10-
v1.0.23 275 KB 13 Aug 2026
Update to 1.8 Minor changes to scripts only.
-
v1.0.22 275 KB 31 May 2026
-
v1.0.21 275 KB 7 May 2026
-
v1.0.20 276 KB 7 May 2026
-
v1.0.19 275 KB 7 May 2026
-
v1.0.18 274 KB 5 May 2026
Description from the Workshop
Automatically populates towns, villages, settlements, ports, farms, landmarks and monuments with wandering civilian AI. No manual zone placement required, the mod discovers every location on the map at game start using the terrain's built-in location data/labels and should be plug and play. Civilians spawn when players come within 1km of a location and despawn when they move away, hopefully keeping server performance in check. Each civilian wanders independently within the zone, picking a new random destination within the spawn zone every two minutes. Spawn positions are validated against terrain and geometry to avoid placing civilians in water, inside buildings, or under objects as much as possible. Civilian vehicles also drive between towns on roads. The mod finds nearby roads and builds routes between locations automatically. Vehicles spawn outside your line of sight and despawn once they're far enough away. If a vehicle reaches its destination while you're nearby it'll turn around and drive back instead of vanishing in front of you. Stuck vehicles are cleaned up automatically. GMs can place or remove entities to control ambient civilians and vehicles, either within individual zones or across all of them at once. Remove them and civilians resume spawning without any issues. New zones can also be dropped in on the fly, with 50, 100, and 150m options spawning 3, 6, and 10 civilians respectively. ---For Mission/Mod Developers--- Add the AC_CivilianManager to your GameMode entity, if it inherits from gamemode_base.et it will automatically work. All settings are tunable per location type directly in the component attributes, including spawn radius, civilian count, and a prefab override for locations where you want a specific character type. A global prefab pool handles all other zones, picking randomly from whatever characters you add to it. If you wish for the locations and numbers of civilians to be persistent between zone activation and deactivation you can e...