ArmaDB

A server-authoritative AI Director that spawns vanilla or modded AI near players, scales pressure to team performance, coordinates hunts, and cleans up inactive groups.

Players now

4

Servers

31

Rating

95%

21 votes

Subscribers

-

2,294 downloads

Get it on the Workshop reforger.armaplatform.com/workshop/6A22BCD709A475AE

Busiest servers running it 31 in total

All servers

Players on servers with it

daily, last 30 days

0 15 30 45 60 17 Sep 24 Sep 1 Oct 8 Oct 15 Oct peak 48
Average players Low to peak in each bucket

Details

Author
OnlyBans21
Version
0.0.16
Size
178 KB
Licence
APL-SA
Game version
1.8.0.13
Likes
0 / 0 dislikes
Published
17 Aug 2026
Updated
1 month ago
Workshop ID
6A22BCD709A475AE

Recent adoption

30 days: +103 −95 ↑3

Version history

11
  1. v0.0.16 178 KB 9 Sep 2026

    Every successful spawn wave now triggers a 30–60 second global break. Recent player deaths and high encounter intensity increase the break. Larger, capable teams receive slightly shorter breaks. Existing AI continue fighting; the break only prevents new Director waves. Existing PEAK_FADE and RELAX phases still provide longer downtime. Failed spawns retry after 3 seconds without consuming a break. Debug logging now reports NextWaveSeconds.

  2. v0.0.15 178 KB 18 Aug 2026
  3. v0.0.14 177 KB 18 Aug 2026
  4. v0.0.13 177 KB 18 Aug 2026
  5. v0.0.12 50 KB 18 Aug 2026
  6. v0.0.11 50 KB 18 Aug 2026
Description from the Workshop

AI Dynamic Spawner gives Game Masters a flexible, server-authoritative system for creating adaptive AI encounters in Arma Reforger. Place Dynamic Spawner entities throughout the world, select up to five vanilla or modded AI groups or characters, choose the difficulty, and let the AI Director handle the encounter. Duplicate selections can be used to increase a prefab’s chance of spawning. When enabled, the AI Director monitors living players and activates suitable spawn points approximately 125–300 metres away. It prioritizes nearby and middle-distance locations instead of distant spawners, then scales the number and frequency of AI groups according to player count, survival, damage, deaths, and how quickly previous encounters were defeated. Spawned AI receives the player’s location at the moment of spawning and moves toward that position. If the player is no longer there, the group searches the area before beginning a wider patrol. Actual hostile engagement resets the inactivity timer, while groups that remain unengaged for three minutes are automatically removed to conserve server resources. Nearby compatible groups from the same faction can respond to active combat and reinforce the engagement. A 600-metre operational boundary prevents Director-controlled groups from being sent across the entire map. The AI selection menu automatically discovers compatible content currently loaded by the server, including supported third-party groups and individual characters. Available prefab images and faction information are displayed when provided by the source content. The Director does not copy or replace another mod’s private AI behavior—it preserves the prefab’s existing scripts and learns from its observed encounter performance. Director learning tracks information such as time to first contact, elimination speed, abandonment, player survival, deaths, prefab effectiveness, and spawn-point performance. This information is saved server-side and can be restored after a resta...