GEA – Generate Enemy AO
A Zeus Enhanced custom module that builds a complete randomized enemy AO at the curator’s clicked position — infantry patrols, building garrisons, ground vehicles, and air patrols — in one drop. Pick a side, pick a faction, tune the dialog, click confirm. The AO appears.
No compositions, no pre-placed units. Drop the module, choose your enemy, and play.
- Drop-and-go AO generation — one module, one dialog, full AO.
- Universal faction support — scans CfgFactionClasses at runtime, so vanilla, RHS, CUP, GM, SOG, and any future faction mod show up automatically. Zero per-mod glue.
- Independent patrol & garrison counts — "3 infantry patrols, 5 building garrisons" is a direct setting, not a budget calculation.
- Static Turrets — adds manned static weapons to the AO. Each turret is a random static from the faction’s pool (HMG / GMG / AA / AT / mortar — whatever the faction provides).
- Fine-grained vehicle mix — separate Car / APC / Tank % sliders. Auto-normalized, so you don’t have to make them sum to 100.
- Fine-grained air mix — Heli / Jet / Drone / Plane % sliders. Same auto-normalize.
- Faction-first pools with side fallback — keeps the theme when the faction has assets, gracefully falls back to side-wide pools when it doesn’t.
- Zeus-friendly cleanup — every spawned entity is added to all curators. Delete individual units with right-click. Delete the AO anchor to remove the map markers.
- Server-authoritative — works in SP, hosted MP, and dedicated. RemoteExec whitelist included.
- Side (BLUFOR / OPFOR / Independent / Civilian), Faction classname (blank = auto-pick first faction for the side), Radius, AI Skill.
- Patrol Groups, Garrison Groups, Static Turrets.
- Vehicle Patrols + % Car / APC / Tank, Air Patrols + % Heli / Jet / Drone / Plane (same auto-normalize behaviour as the dialog).
- Show AO Marker.
- Generate in editor now function.
- Open Zeus. Open the module palette.
- Drag the "Generate Enemy AO" module to the map at the position you want the AO centered.
- Pick a side (BLUFOR / OPFOR / Independent / Civilian).
- In the main dialog: pick a faction, set the radius, set how many patrols, garrisons, vehicles, and air assets you want, tune the type mixes, hit OK.
- The AO spawns at the chosen position. A side-colored border and a "AO of [faction]" map marker appear for all players.
Garrison groups are fireteam-sized (2–4 units per building, hard-capped at 4). The count silently caps at the number of usable buildings inside the AO.
Vehicle and air % sliders are auto-normalized — only the ratios matter. If a rolled type has no assets in the chosen faction or side, the spawner falls through to the next non-empty bucket.
Jets vs Planes are split heuristically: maxSpeed ≥ 600 km/h is a jet, anything slower is a plane. Drones (rotary and fixed-wing) are detected via isUav = 1.
Right-click any spawned unit in Zeus to delete it as you would any other. To remove the map markers, look for a small sphere at the AO center — the "AO anchor". Right-click it and choose Delete; the border ellipse and objective icon are removed together.
- Arma 3 (version 2.10 or newer)
- CBA_A3
- Zeus Enhanced (ZEN)
Anything that adds factions, units, vehicles, or aircraft via standard config classes works out of the box — RHS, CUP, Global Mobilization, S.O.G. Prairie Fire, IFA3, and so on. The mod doesn’t hardcode any faction class names.
If you want to support my work:
- My Patreon[www.patreon.com]
- My Discord – OGC[discord.gg]
Online90
Required items:
Click the title to search on this site.
CBA_A3 — Steam Workshop
Zeus Enhanced — Steam Workshop