Enemy AI encounters, a map index and missions, all defined in JSON by the server owner.
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Players on servers with it
daily, last 30 days
Details
- Author
- Boomstick Barry
- Version
- 1.0.0
- Size
- 629 KB
- Licence
- APL
- Game version
- 1.8.0.13
- Likes
- 0 / 0 dislikes
- Published
- 28 Sep 2026
- Updated
- 2 weeks ago
- Workshop ID
- 85B5FA243146C644
Recent adoption
30 days: +1 −1 ↑4
- − Iron Ridge 1.0.5 1w ago
- ↑ [Lost Hope] DLG Survival PvPvE - Nizla Island #1 1.0.5 1.0.6 2w ago
- ↑ [Lost Hope Survival] Dead Coast | Nizla | PvPvE Zombies & Bandits #2 1.0.5 1.0.6 2w ago
- + Iron Ridge 1.0.5 2w ago
- ↑ [Lost Hope Survival] Dead Coast | Nizla | PvPvE Zombies & Bandits #2 1.0.3 1.0.5 2w ago
- ↑ [Lost Hope Survival] Dead Coast | Nizla | PvPvE Zombies & Bandits #2 1.0.0 1.0.3 2w ago
Requires
1Required by
1Often used with
8Version history
1-
v1.0.0 629 KB 28 Sep 2026
Description from the Workshop
# DLG Encounters Enemy AI encounters, a map index and missions, all defined in JSON by the server owner. Encounters puts enemies at map locations and near players, and runs missions with vanilla tasks. Every encounter and every mission is a *type*: a JSON file with the same baseline settings and optional spawns, objectives and actions. Change the shipped types or add your own, no scripting needed. Built on DLG Core. ## Features - **Encounters:** enemy zones, encampments with compositions, patrols, ambushes and squads. A random encounter picks one of them. - **Missions:** 16 shipped templates, among them clear, destroy, eliminate, defend, recon, free the HVT, rescue a pilot or informant, sabotage, secure, hunt, intel, checkpoint, supply cache, outpost and last stand. A random mission picks one of them. - **Objectives:** kill all, kill a target, destroy, hold, reach, rescue a hostage, extract. - **Pre and post actions:** delays, random choices, spawns, attack waves, rewards, money, executions, exfiltration, despawns, follow-up missions, task text changes, event mode. - **Vanilla tasks:** every mission gets a task. Missions with several objectives get child tasks that move with their target and show progress. - **Map index:** the server finds the named locations of any terrain (cities, towns, villages, bases, airports, ports, hills) and tracks where players are. - **Enemies at locations** by rules per location type. Locations with a player spawn point are left alone. - **Dynamic content:** encounters appear near players in the open, missions start at locations away from players. - **Encounter Directors:** sectors that set the enemy faction, difficulty and content for everything inside. One director alone covers the whole map. - **Rewards:** reward items, and money in DLG Shop accounts for every player group near the mission when it completes, split between the members there. - **Game Master:** place Encounter Zone, Random Encounter, Encampment,...