Arma Reforger · STW module manual

STW Combat Zone

A configurable, server-authoritative system that creates enemy reinforcement groups outside a combat bubble and sends them into the active area.

Combat supportServer authoritativeFaction awareWater-safe spawning

What STW Combat Zone does

A Combat Zone represents an active area where enemy forces should arrive and engage players. The system maintains a bubble around the zone, chooses suitable land positions outside it, creates AI groups, and dispatches them toward the zone. The bubble can move as the player group moves.

Combat Zones can be placed by the Game Master or created through automated Combat Support. A zone is intended to be one active order per location; duplicate requests are ignored or merged.

Important: Combat Zone is independent of STWCQB and STWDAC. Its current automated integration is provided by STWCombatZoneCKnowledgeAdapter.

Server setup

  1. Load STWCombatZone, STWCombatSupportAPI, STWCombatKnowledge, and STWCombatZoneCKnowledgeAdapter on the server and clients.
  2. Start the scenario once so the server creates the Combat Knowledge configuration.
  3. Restart the server after changing profile configuration.
  4. Ensure the relevant faction profiles allow the combat_zone capability.

For manual testing, use the Game Master menu to place a Combat Zone proxy. The proxy becomes active and the provider schedules batched group dispatches.

Configuration

Combat Zone settings are stored in:

$profile:STW/CombatZone/STWCombatZoneConfig.json
SettingPurpose
enableCombatZonesMaster switch for the module.
maximumGroupsPerZoneMaximum active generated groups per zone.
baseRadiusMetersStarting radius of the combat bubble.
dispatchIntervalMinSeconds / dispatchIntervalMaxSecondsRandom interval between dispatch attempts.
spawnDistanceMinMeters / spawnDistanceMaxMetersDistance range for positions outside the bubble.
mixedFactionModeAllows configured US/USSR or RHS_USAF/RHS_AFRF factions to be selected together.
factionProfilesAllowed factions, weights and group composition settings.
playerLeaveGraceSecondsGrace period before a zone is cancelled after players leave.

Generated groups use the configured factions and CQB-like group composition, including anti-tank-capable units when available. Spawn candidates are rejected when they are in water or otherwise unsuitable.

Combat Knowledge integration

STWCombatZoneCKnowledgeAdapter adds Combat Zone capabilities to STWCombatKnowledge. It registers the combat_zone capability for the configured US, USSR, RHS_USAF and RHS_AFRF profiles and converts qualifying Combat Knowledge sightings into Combat Zone support requests.

When an AI group or the surveillance system obtains a valid enemy contact, Combat Knowledge evaluates its normal probability, threat, cooldown, faction and provider rules. If accepted, the adapter submits a Combat Zone order. The Combat Zone provider then creates or updates the corresponding zone and prevents duplicate orders in the same area.

Periodic intelligence reveals, when enabled in STWCombatKnowledgeBehavior.json, also enter the normal Combat Knowledge pipeline and may generate Combat Zone support without a direct visual detection.

Zone lifecycle

Diagnostics and testing

Use the server script.log. Relevant entries begin with [STW][CombatZone]:

Log entryMeaning
Spawn attemptA valid outside-bubble spawn position was selected.
Dispatched groupAn AI group was created and sent toward the zone.
Spawn rejectedThe candidate failed a land, distance or safety check.
players-left-bubbleThe zone entered its player-leave cancellation path.

For automated activation, also inspect [STW][CombatKnowledge] and [STW][CombatZoneCKnowledgeAdapter] entries. A Combat Knowledge decision can be valid while the provider still declines an order because the faction capability is disabled, a duplicate zone exists, or the provider limit has been reached.

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