Arma 3
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Drongos Map Population
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Data Type: Mod
File Size
Posted
Updated
5.875 MB
6 Feb, 2020 @ 9:11pm
28 Sep, 2024 @ 4:28pm
93 Change Notes ( view )

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Drongos Map Population

Description
Quickly and easily populate an entire map with any faction, no scripting required

Check my profile for a link to my Discord.

Discord for my mods[discord.gg]
My Artillery/Cruise Missile/Loitering Munition mod
My Air Support mod
My Active Protection System mod

  • Quickly and easily populate an entire map with any faction, no scripting required
  • Spawns patrols, garrisons, vehicles, air units, ships, occupied towns, HVTs, civilians, IEDs, VBIEDs, suicide bombers, SAM sites, abandoned vehicles and loot
  • Mission generator (Kill, Recon, Destroy Squad, Destroy Vehicles, Clear, SEAD, Rescue, Interdict, Destroy Structure, Destroy Ships, Destroy Aircraft, Deliver)
  • Semi-persistent dynamic campaign (insurgency/COIN theme)
  • Semi-persistent dynamic campaign (frontline combat theme)
  • Place and play mission modules (go here, kill this, demo this building, defend here, clear this area, extract, rescue, hack, interact)
  • HVT hunt open-world mission
  • Optional stealth gameplay
  • Tweak most settings through modules
  • Any mod, any map
  • Easy setup
  • WIP RPG system with XP, levels, skills and survival aspects (food, weather, exposure, poison, infection, etc)
  • Optional modules for skill, knockdown, random time/weather, traders and more
  • Civilian/POW interaction
  • Morale system with surrender and panic

Optional missions: Kill HVT, Clear Area, Recon, Destroy Squad, Destroy Vehicle, SEAD

There is a demo mission and readme in the mod folder. If you can't find your steam mod folders, you can download the .zip file from my Patreon: Direct download[www.patreon.com]

Demo missions[www.patreon.com]

Various missions built with DMP:
Insurgent Ops I
Insurgent Ops II
Insurgent Ops III
Ground Ops Altis
Air Ops

Alternative dynamic simulation[forums.bohemia.net]

How to edit internal variables[www.patreon.com]

BASIC USE
  1. Place a DMP Core module at the center of your desired AO
  2. Select the desired AO size (values larger than the map will not go out of map bounds)
  3. Place a Define Faction module
  4. Adjust the composition options
  5. Place the desired units and vehicles you wish to make up the faction within 200 meters of the Define Faction module
  6. Upon mission start, the system will read and delete the units and use their classNames as the basis for spawning groups
  7. If no units are placed, the module will default to a simple NATO force

Note: It is a good idea to right click on all placed units, go to Attributes > Special States and uncheck all boxes.

For more control about which classNames are used, set the rank of units according to this list:

COLONEL: Leaders/HVTs
MAJOR: Pilots
CAPTAIN: Vehicle crew
SERGEANT: Squad leader

Units with "pilot" or "helicrew" in their classname will be added to pilots
Units with "crew" in their classname will be added to vehicle crew
Units with "iconmanleader" as their icon will be squad leaders


KNOWN BUGS
Camps sometimes spawn close to roads
Garrison units and crates sometimes spawn under floors

Composition by Pākehā to help with set up


HOW TO REPORT BUGS
If you encounter a problem, first try using the demo mission with no other mods loaded. If that works, then start adding mods until you find the conflict, then report the conflict. Vague reports such as "it doesn't work" or "I got a script error" are impossible for me to troubleshoot. Please provide specific information such as map and mods used, exact error messages, screenshots, etc.

CREDITS
Drongo69: Concept and coding
Kokuroku: Help fixing the NATO spawn bug
miaou: Help fixing the NATO spawn bug
VedKay: MP testing, RPG item icons
George Floros: Temperature script
EO: Tent storage configs
Sly: Camping concept (RPG)

Most of my mods and missions are released on my Patreon page. You don't need to be a Patron to download them: https://www.patreon.com/DrongoMods

Check my YouTube channel for trailers, WIP etc:
https://www.youtube.com/channel/UCrZtKPYPS9iYzu1EAzTLYgg

I am not on the BIS forums. I can be emailed at [email protected].
I am not on social media, so I would appreciate it if those of you who are would help promote my mods.

THEFT OF MY WORK
My artillery mod was stolen, edited and re-released in violation of the license by BlackAlpha of tier1ops.eu. Here is a video showing my original work and his stolen edit:

https://www.youtube.com/watch?v=Oe7G6WwxQVU

LICENSE
Arma Public License Share Alike (APL-SA)
https://www.bohemia.net/community/licenses/arma-public-license-share-alike

In addition to the above license, the following conditions apply:
Nobody associated with tier1ops.eu may use, edit or distribute this mod or any derivatives thereof.
This addon may not be used as a tool by any corporate, government, military, law enforcement or security groups/individuals.
This addon may not be used for any commercial purpose.
This addon may not be used for training purposes.

CHANGELOG
0.757
Fixed: Infoshare was not working at all
Popular Discussions View All (15)
13
8 Jun, 2023 @ 1:16pm
Persistance?
Smiley
1
1 Apr @ 8:54pm
creating a final task
Hill
7
29 Apr, 2020 @ 1:21pm
Cant get it to work
Inquisitor
1,431 Comments
brandonelienriquez 24 Aug @ 4:24pm 
if i play a map with no ai spawned in the map the messages will never pop up. i tested that pop as soon i put a core in define the faction for both sides once everything spawns in like 10 mins go by the message pops. on some maps it doesnt happen and some do. its nothing thats game breaking. a annoying message.
brandonelienriquez 24 Aug @ 4:15pm 
i believe it this mod causing it because i play Ris, Antistasi, and other missions and that has never poped up. no need to disable mods if i know where its coming from and if i do that i know for a fact its still gonna pop up. but if you have not experience this its fine. the game still runs good with this mod its just the annoying message that sits in your face until i hit exit game.
Drongo  [author] 24 Aug @ 3:30pm 
This mod? Test with no other mods and post reproduction steps.
brandonelienriquez 24 Aug @ 3:18pm 
i dont mind error messages but this one is annoying it wont go away and it seems to only happen when everything spawns in on the map. i dont know how to make it go away and dnt know if its poping up cause Ai getting stuck. i just dnt know anymore ?
brandonelienriquez 24 Aug @ 3:15pm 
waituntil{sleep. .2;if!(alive _tube)|exitwith{};unitready _tube; error undefined behavior: waituntil returned nil. trure or false expected. can anybody explain why am i getting this error in my created missions ?
Drongo  [author] 13 Aug @ 10:32pm 
Change the mission. The system only starts if the Core module is placed.
Nomad 13 Aug @ 10:24pm 
is it possible to add function turn on/off? we have 24/7 server, and in evening we run zeus missions
J4CKAL05 4 Aug @ 4:55pm 
Alrighty, thanks for the response, will do! If they're unsure, I guess I'll just have to test it and see what happens.
Drongo  [author] 4 Aug @ 3:33pm 
I don't know, but some guys on my discord use NR6 with DMP, maybe ask there.
J4CKAL05 4 Aug @ 2:15pm 
The readme says that it can integrate the objectives and tasks for DFC or the MG module into Hetman and that "it only works with HETMAN - Artificial Leader." Does this mean it doesn't work with the newer NR6 PACK - HAL Evolved's simple objectives?