ArmaDB

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

Get it on the Workshop reforger.armaplatform.com/workshop/68D8F6DC0619FF94

Busiest servers running it 279 in total

All servers

Players on servers with it

daily, last 30 days

0 150 300 450 600 24 Sep 1 Oct 8 Oct 15 Oct peak 419
Average players Low to peak in each bucket

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

Version history

10
  1. v1.0.23 275 KB 13 Aug 2026

    Update to 1.8 Minor changes to scripts only.

  2. v1.0.22 275 KB 31 May 2026
  3. v1.0.21 275 KB 7 May 2026
  4. v1.0.20 276 KB 7 May 2026
  5. v1.0.19 275 KB 7 May 2026
  6. 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...