Seven mods.One contract.
FF is an Arma 3 addon suite for horror and survival missions: modules for mission makers, a documented scripting surface for developers, and live tools for Zeus. Every system is opt-in, server-validated where it matters, and documented down to its state keys.
The suite
Seven components, one dependency direction
Feature components never depend on Horror. Horror depends on them and re-exposes the same functions under its own prefix, so either name reaches the same implementation.
COREx\FF\addons\core
FF: Core
Shared editor categories, module bases and UI contracts. No gameplay, no ACE or ZEN dependency.
1 functions 0 modules 0 items 0 settings
UTILSx\FF\addons\utils
FF: Utils
Wardrobe, circuits, faulty optics, documents, generic items, AI balancing, reconnect recovery, blackout, flashlights, PASS, ammo provisioning, UAV automation, ready room, weapon faults, terminals, power and solar.
236 functions 6 modules 40 items 3 settings
CINEMATICx\FF\addons\cinematic
FF: Cinematic
Camera paths, overlay renderer, gravity pulses and the shared music playback and director services. Presentation only, no gameplay side effects.
53 functions 0 modules 0 items 0 settings
CBRNx\FF\addons\cbrn
FF: CBRN
Hazard simulation, filters, SCBA, detector and decontamination with ACE medical integration.
14 functions 2 modules 4 items 3 settings
ZEUSx\FF\addons\zeus_suite
FF: Zeus
Curator footer, FPS monitoring, Alt look orders, volunteer/RP service and the dialogs for drones, music, ready room and weapon faults.
59 functions 0 modules 0 items 0 settings
SPECTATORx\FF\addons\spectator
FF: Spectator
Opt-in spectator service: presets, command broker, UI rendering and optional TFAR/ACRE2 radio integration.
114 functions 0 modules 0 items 0 settings
HORRORx\FF\addons\horror
FF: Horror
Soul respawn, flying skulls, hordes, atmosphere director, scares, themed items and media.
147 functions 3 modules 13 items 3 settingsThree ways in
Who are you in this mission?
Each role gets its own entry point and its own depth. The same system can appear in all three, described at the level that role actually needs.
Mission maker
Use modules, items and ready-made systems. Configure behaviour with hash maps and callbacks. No need to touch the addon's internals.
I SCRIPT & REUSE02Developer
Call public functions, read and write state, reuse assets, and — when you want — go into the internals and understand exactly how each system decides.
I RUN THE SESSION03Zeus / game master
Read the footer, spawn hordes, recover souls, steer skulls, drive atmosphere and clean up afterwards.
System atlas
18 systems with their own state machines
Each card opens the internals page: participants, pipeline, keys and failure paths.
HOR Soul respawn
Camera, wake bar, shield capsule, orb search, validated arrival and a recovery path for every failure.
mission maker · zeusCBR CBRN exposure
Fog- and zone-driven danger, three protection modes, ACE pain/injury, stamina and blur.
mission maker · developerHOR Flying arrivals
One scheduler, JIP-safe effects, weighted horde pools and terrain-aware placement.
zeus · developerHOR Atmosphere director
Threat score from real encounters, shared track timeline, mission-owned extra tracks.
mission maker · zeusUTI Interaction circuits
Producers, logic gates and ACE consumers — puzzles without a single line of SQF.
mission makerUTI Wardrobe policy
Full, mission or curated arsenal with electronics filtering and loadout restore.
mission maker · developerHOR Flying skulls
Anchored actors, patrol/traversal/fly modes, local rendering and photo freeze.
zeus · developerHOR Scare apparition
Per-viewer gaze, teleports, timed rush, jumpscare and clean deletion.
zeusUTI Reconnect recovery
Epoch-guarded snapshots, seat-aware restore and a mission block callback.
mission maker · developerUTI UAV automation
Per-UAV follow, patrol, watch and hold automation plus audience-aware live feeds.
developer · zeusUTI Ready room
Briefing, private questions, readiness votes, chat, pause handling and audio.
mission maker · zeusUTI Weapon faults
Specialist jams, timed repairs, finite expanding pulses and ACE repair actions.
mission maker · zeusUTI Transfer power
Outpost/Theta charge windows with server-validated supply and physical switches.
mission maker · developerUTI Terminals
Boot phases, credential auth, power and UAV services, archives and shared channels.
developerUTI Solar commissioning
XOR pairing, inverted flags, coupled voltage dials and continuous operator dwell.
developerCIN Music playback
Synchronized tracks, fades, seek offsets and explicit external-owner holds.
mission maker · developerCIN Music director
Catalogues, pools, priorities and timed overrides scheduled by the server.
mission maker · zeusSPE Spectator suite
Presets, command broker, camera driver, UI rendering and optional radio integration.
developer · zeusSetting
The world this suite was written for
Spooks 2 / Šumava Incident. The lore pages carry the in-world documents, the divisions, the WebKnight zombie archetypes and the media the addon ships.
Overview and timeline
HDEI, ŠIM, FOB Barbados, Operation ORIGIN — what happened and what the player is walking into.
Divisions and insignia
PDU, SITF and SERE: mandates, patches, and how to assign the shipped insignia classes.
Bestiary (WebKnight)
Which zombie archetype is which, how FF Horror scores their threat, and what the leaflets claim.
Documents
31 in-world pages — orders, leaflets, dossiers, manuals — with browsable images and full transcripts.
Badges, figures and audio
Insignia, graphics, scare stingers and the music table, with their runtime paths.
How it is built
Fifteen deep dives into the systems behind all of the above.
Honest status
What is verified, and what still needs a server
Static checks cannot prove engine behaviour. This is the split the suite build reports today.
| Area | State | Evidence |
|---|---|---|
| Config compilation and Rapified configs | covered | Rapify -P -A for every component |
| PBO content and PBO prefixes | covered | MakePbo + ExtractPbo listing checks |
| SQF parse and reference checks | covered | SQF-VM parse-only, alias target checks |
| Item ownership split | covered | Catalog regeneration exercises both routes |
| UI script behaviour in a DOM fixture | covered | zeus_suite/ui/volunteer tests |
| UAV follow, marker order, config bounds | covered | Native helpers executed offline |
| Power, solar and terminal state machines | covered | Native reducers, all source Theta/parity cases |
| Ready room policy and browser script | covered | Policy tests plus Chromium at three sizes |
| Weapon fault policy, pulse and tokens | covered | Native transition and timing helpers |
| Music director selection and scheduling | covered | Native planning helpers, no-repeat rotation |
| Spectator command schema and replay | covered | Pure protocol and body-snapshot tests |
| In-engine single player / editor | manual | Module placement, wardrobe, wardrobe destination |
| Hosted and dedicated multiplayer | manual | JIP, respawn, ownership changes, simultaneous requests |
| ACE medical / arsenal / fatigue integration | manual | Pain, injuries, arsenal categories, stamina cap |
| ZEN dialogs and web-browser panels | manual | Arma browser compositor rendering |
| Audio handovers and live feeds | manual | Music holds, track ends, BIS live-feed HUD slot |
| UAV flight and Spectator cameras | manual | Aircraft physics, locality, camera transitions, radios |
Scroll horizontally to see all columns.
Quick start
From zero to a working death scene
1. Install and load
Core ? Utils ? Cinematic ? CBRN ? Zeus ? Horror. Every client, HC and the server need the same set.
@FF_Core
@FF_Utils
@FF_Cinematic
@FF_CBRN
@FF_Zeus
@FF_Spectator
@FF_Horror
2. Enable the template
respawn = "INSTANT";
respawnDelay = -1;
respawnOnStart = -1;
respawnTemplates[] = {"FF_Horror_Soul"};
3. Tune it
FF_horror_config = createHashMapFromArray [
["searchRadius", 700],
["onRespawn", { params ["_new", "_old"]; }]
];
4. Start optional systems
// initServer.sqf
[] execVM "\x\FF\addons\horror\systems\atmosphere\server.sqf";
[] execVM "\x\FF\addons\horror\systems\scare\server.sqf";