Most Wanted Playing Cards
A dynamic high-value target system inspired by the real-world “Most Wanted” playing card concept.
This script generates 52 unique HVTs across the map, each assigned a playing card identity, Greek-style name, role, threat level, and kill task. Every target is placed inside a random building and spaced at least 500 meters apart, creating a map-wide manhunt with no two targets sitting too close together.
It’s not as easy as just finding a person and shooting them, each comes with their own dynamic garrison.
To use this script simply place the custom composition and it will generate targets along with their town garrisons.
You are free to use, modify, and distribute this script for personal or non-commercial projects. However, if you modify, republish, or redistribute this script, or any part of it, you must include proper credit to me as the original creator/contributor.
You may not use this script, or any part of it, in monetized, commercial, or paid content without contacting me first and receiving permission.
Credit must remain visible in the script files, documentation, or project page where the modified version is published.
——————-CONFIGURABLE OPTIONS————- COND_HVT_MIN_DISTANCE = 500; Controls the minimum distance between generated HVTs. Higher values spread targets farther apart. Lower values allow more targets in denser areas. COND_HVT_OCCUPATION_ACTIVE_DISTANCE = 500; Controls how close a player must get before the OPFOR garrison for that HVT area spawns. Garrisons spawn once and remain persistent until eliminated. COND_HVT_OCCUPATION_RADIUS = 300; Controls the size of the occupied area around each HVT. Larger values spread garrison units, patrols, and vehicle patrols over a wider town area. COND_HVT_GARRISON_UNITS = 14; Controls how many static OPFOR garrison units spawn around each HVT area. Higher values make towns harder to clear but cost more performance. COND_HVT_PATROL_GROUPS = 2; Controls how many roaming infantry patrol groups spawn in each occupied HVT area. COND_HVT_PATROL_UNITS = 4; Controls how many OPFOR units are placed in each patrol group. For example, 2 patrol groups with 4 units each creates 8 patrolling soldiers. COND_HVT_VEHICLE_PATROL_CHANCE = 0.35; Controls the chance that an occupied HVT area gets an armed vehicle patrol. 0 disables vehicle patrols. 1 makes every HVT area spawn one if roads are available. _suits Controls the playing card suit categories used by the system. By default, the suits are Spades, Hearts, Diamonds, and Clubs, each tied to a role type such as Command, Influence, Finance, or Operations. _ranks Controls the card ranks and threat levels. Higher threat values increase HVT skill and make the surrounding garrison more dangerous. _firstNames Controls the pool of Greek-style first names used for generated HVT identities. _lastNames Controls the pool of Greek-style surnames used for generated HVT identities. _hvtClass = "O_G_officer_F"; Controls the unit class used for the HVTs. Change this if you want a different faction or appearance for the targets. _guardClass = "O_G_Soldier_F"; Controls the infantry unit class used for HVT bodyguards, garrisons, and patrols. _vehicleClass = "O_G_Offroad_01_armed_F"; Controls the armed vehicle used for random vehicle patrols. The script falls back to O_G_Offroad_01_armed_F if the chosen vehicle class does not exist. COND_fnc_createLocalHVTTasks Creates one task per HVT for each player. The tasks are non-positional and do not place map markers. COND_fnc_setHVTStatus Updates the target’s status when killed or captured. When an HVT is killed, the matching task is completed. COND_fnc_spawnTownOccupation Controls what spawns when a player enters an HVT area. This includes building garrisons, patrol groups, and possible vehicle patrols. COND_fnc_occupationManager Runs the proximity check for all HVT areas. It activates garrisons when players are close enough and tracks whether each area has been eliminated. COND_fnc_showDeck Adds the player action that copies the full HVT deck to clipboard and shows the current status count. COND_HVT_Deck Stores all generated HVT data, including card ID, card name, generated name, role, category, threat level, location label, status, and unit object. This is maintained automatically. COND_HVT_Zones Stores all HVT occupation zones, including spawn position, threat level, unit classes, spawned status, spawned objects, groups, and eliminated state. This is maintained automatically. COND_HVT_InitFailed Tracks whether the script failed to find enough valid building positions. This is used so clients do not wait forever for HVT tasks.