ArmaDB
Workshop mod

BGC_Dynamic - Dynamic Enemy AI

by Ludo310 · all their mods

Adds a dynamic enemy AI layer to any scenario: garrisons, patrols and armed vehicles around bases, cities, towns and villages. Standalone, dedicated servers.

Players now

6

Servers

13

Rating

100%

3 votes

Subscribers

-

77 downloads

Get it on the Workshop reforger.armaplatform.com/workshop/73D641ACD1F29101

Busiest servers running it 13 in total

All servers

Players on servers with it

daily, last 30 days

0 2 4 6 8 24 Sep 1 Oct 8 Oct 15 Oct peak 6
Average players Low to peak in each bucket

Details

Author
Ludo310
Version
1.0.3
Size
193 KB
Licence
APL
Game version
1.8.0.13
Likes
0 / 0 dislikes
Published
17 Oct 2026
Updated
1 day ago
Workshop ID
73D641ACD1F29101

Recent adoption

30 days: +7 −2 ↑1

Version history

4
  1. v1.0.3 193 KB 17 Oct 2026

    Fix update

  2. v1.0.2 193 KB 17 Oct 2026
  3. v1.0.1 193 KB 17 Oct 2026
  4. v1.0.0 191 KB 17 Oct 2026
Description from the Workshop

# BGC Dynamic - Enemy AI **Bring an existing scenario to life.** BGC Dynamic adds enemy AI to the map you already play: a garrison holds every capturable base, city, town and village, patrols sweep the area around it, and some points get an armed vehicle with its crew. Server side only, made for multiplayer on dedicated servers. Standalone: no dependency other than the base game. Part of the Battlegroup Command family, works with or without BGC_Core. **Early version (0.1.0).** The core works; more features will come with updates. Please read the known limitations below. ## How it works **Enemy faction, found automatically** - A faction that players cannot play and that is hostile to all playable factions (FIA in Conflict). Otherwise a faction without HQ hostile to the factions that have one. - Or set it yourself in the server config, with your own group and vehicle prefabs. Modded factions are read from their catalogues, nothing is hard-coded. **Points held by the enemy** - Capturable bases (not the HQs, not the bases held by a playable faction) and the cities, towns and villages of the map. - A base close to a locality becomes one point. No point within 800 m of a player base. **On each point** - A garrison defends the centre (always at least one group). - Patrols walk a circuit 400 to 800 m around it, at walking pace. - Armed vehicles with their crew (based on the faction's vehicle catalogue, no aircraft), more likely at high density. - Density from 1 (3 to 10 AI per point) to 10 (30 to 50 AI per point). Cities get more, villages less. **Light on the server** - The population is planned once at start, then created a few groups at a time. - Soldiers only exist near players (900 m). Further away, groups sleep and keep their survivors: a cleared village stays cleared until the server restarts. - No reinforcement wave, no endless respawn. Wrecks and abandoned vehicles of the mod are removed when no player is near. - The mod only ever deletes what it cr...