ArmaDB

Vehicle counter-attacks designed to work with PVEF - PvE Framework. A crewed USSR vehicle is sent at a base the players are taking, or have just taken.

Players now

3

Servers

1

Rating

-

Subscribers

-

1 downloads

Get it on the Workshop reforger.armaplatform.com/workshop/FDE199E4143EEEF1

Busiest servers running it 1 in total

All servers

Players on servers with it

daily, last 30 days

0 8 16 24 32 17 Sep 24 Sep 1 Oct 8 Oct 15 Oct peak 25
Average players Low to peak in each bucket

Details

Author
AAO Michael.M
Version
0.1.0
Size
92 KB
Licence
APL-ND
Game version
1.8.0.13
Likes
0 / 0 dislikes
Published
24 Sep 2026
Updated
3 weeks ago
Workshop ID
FDE199E4143EEEF1

Recent adoption

30 days: +11 −9 ↑12

Version history

1
  1. v0.1.0 92 KB 24 Sep 2026
Description from the Workshop

ALPHA, for testing. TWO TRIGGERS, EACH WITH ITS OWN CHANCE - When the player faction starts capturing a base. Rolled once per attempt, not once per capture point. - When a base changes hands to them. THEY COME FROM SOMEWHERE - The bearing runs from the objective towards the nearest enemy-held base, so a counter arrives from contested ground instead of a random compass point. - It spawns on a real road at that bearing, 700-1300 m out, facing the objective. If no road is found the counter is skipped and the log says why. - Never spawns within 350 m of a player. MOUNTED UNTIL CONTACT - The whole crew rides in. No parking short and walking the last stretch. - Driver and gunners stay aboard for good. - Cargo dismounts and fights once a player closes inside the engage radius. ONE CONFIG FILE - Written to your server profile on first run. Never overwritten after that. - Vehicle list with pick weights and per-trigger eligibility - add any vehicle by resource name. - Chances, delays, per-base cooldown, spawn distances, engage radius, lifetime. IT KNOWS WHEN TO SAY NO - A cap on how many counters are live across the map. - Skips while the server is near its active-AI limit. - HQs are never targeted, including PVEF's offshore OPFOR anchor. - Cleans up once no player is near. Every skip is logged with the reason.