ArmaDB

GM missions: tasks, triggers, interactions, AI spawns, routes, cameras, doors, saves. Missions GM : tâches, déclencheurs, interactions, IA, itinéraires, caméras, portes, sauvegardes.

Players now

4

Servers

25

Rating

100%

6 votes

Subscribers

-

595 downloads

Get it on the Workshop reforger.armaplatform.com/workshop/6B29A001A17E4C01

Busiest servers running it 25 in total

All servers

Players on servers with it

daily, last 30 days

0 20 40 60 80 17 Sep 24 Sep 1 Oct 8 Oct 15 Oct peak 72
Average players Low to peak in each bucket

Details

Author
felipew4r
Version
2.1.53
Size
10.7 MB
Licence
APL-SA
Game version
1.8.0.13
Likes
0 / 0 dislikes
Published
29 Aug 2026
Updated
1 week ago
Workshop ID
6B29A001A17E4C01

Recent adoption

30 days: +86 −63 ↑178

Version history

12
  1. v2.1.53 10.7 MB 6 Oct 2026

    EN : Hand-copied missions whose file name contains spaces or special characters now appear in the Load tab. FR : Les missions copiées à la main dont le nom de fichier contient des espaces ou caractères spéciaux apparaissent désormais dans l'onglet Charger.

  2. v2.1.52 10.7 MB 5 Oct 2026
  3. v2.1.51 10.7 MB 4 Oct 2026
  4. v2.1.50 10.7 MB 4 Oct 2026
  5. v2.1.49 10.7 MB 4 Oct 2026
  6. v2.1.48 10.7 MB 4 Oct 2026
Description from the Workshop

ENGLISH Build and play missions entirely from the Game Master interface. Logic IDs link entities and modules without modifying a single game prefab. English and French included. MISSIONS - Tasks with marker, state and visibility; contract list; briefing and intel notes in the map journal - End-of-mission module: title, debriefing text, next mission - Built-in mission save and load, solo or server; rotation of up to ten missions - In-game field manual, GTL browser filter, [GTL] Duplicate TRIGGERS - Zones watch presence, an emptied area, a downed entity, a task state, an interaction or another trigger - Entry and exit actions, delay, countdown, cooldown, single or repeated use, ready-made models - 35 actions: block or wake AI, arm or fire a trigger, task state, sounds, lights, time of day, move a target, end mission - Multi-Actions module: four pairs at once, a choice menu for players, or one picked at random INTERACTIONS AND CHARACTERS - Several interactions per entity, switched on and off as the mission unfolds: evolving dialogue - They follow moving entities, fire triggers, and can be broadcast to every player - Countdown before the effect, your own text shown with the seconds - Captive, release, knock out, wake up, escort, hold position - Outfit wardrobe: save, hand out, copy or strip a loadout; enemy uniforms disguise until the first shot AI AND ROUTES - Sleeping AI; hidden group templates and faithful copies; dynamic spawn, so far-off zones cost nothing - Patrol, sweep, defend, hold, join the player; spawn probability, work radius - Standalone waypoints: draw a route once, send any group along it, loop it into a patrol, assign from the AI tab CAMERAS, SCREENS AND ACCESS - Cameras shown full screen or on an in-world screen, wall screen included; one screen can list several - Movable views: pan, tilt and zoom, remappable keys, on-screen frame - Doors unlocked, locked, opened or closed remotely; RFID cards, three combinable clearances - Vehicle service points...