GEA – Generate Enemy AO

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Author: Online

Last revision: 29 May at 18:32 UTC

File size: 1.53 MB

On Steam Workshop

Description:
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.


Features
  • 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.

Editor module attributes – WIP
  • 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.


How to use
  1. Open Zeus. Open the module palette.
  2. Drag the "Generate Enemy AO" module to the map at the position you want the AO centered.
  3. Pick a side (BLUFOR / OPFOR / Independent / Civilian).
  4. 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.
  5. The AO spawns at the chosen position. A side-colored border and a "AO of [faction]" map marker appear for all players.


Dialog reference

Section
Setting
Range
General
Radius (m)
100–2000
General
AI Skill
0–1
Enemy
Faction
dynamic
Patrols & Garrison
Patrol Groups
0–12
Patrols & Garrison
Garrison Groups
0–30
Patrols & Garrison
Static Turrets
0–20
Vehicles
Vehicle Patrols
0–10
Vehicles
% Car / % APC / % Tank
0–100 each
Air
Air Patrols
0–8
Air
% Heli / % Jet / % Drone / % Plane
0–100 each
Visibility
Show AO Marker
toggle

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.


Cleaning up an AO

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.


Requirements


Compatibility

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.


Credits

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Zeus EnhancedSteam Workshop