FF SUITEArma 3 addons

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.

624 functions139 documented public11 Eden modules57 item classesCBA + ACE required

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.

Architecture ↗

Three 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.

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 · zeus

CBR CBRN exposure

Fog- and zone-driven danger, three protection modes, ACE pain/injury, stamina and blur.

mission maker · developer

HOR Flying arrivals

One scheduler, JIP-safe effects, weighted horde pools and terrain-aware placement.

zeus · developer

HOR Atmosphere director

Threat score from real encounters, shared track timeline, mission-owned extra tracks.

mission maker · zeus

UTI Interaction circuits

Producers, logic gates and ACE consumers — puzzles without a single line of SQF.

mission maker

UTI Wardrobe policy

Full, mission or curated arsenal with electronics filtering and loadout restore.

mission maker · developer

HOR Flying skulls

Anchored actors, patrol/traversal/fly modes, local rendering and photo freeze.

zeus · developer

HOR Scare apparition

Per-viewer gaze, teleports, timed rush, jumpscare and clean deletion.

zeus

UTI Reconnect recovery

Epoch-guarded snapshots, seat-aware restore and a mission block callback.

mission maker · developer

UTI UAV automation

Per-UAV follow, patrol, watch and hold automation plus audience-aware live feeds.

developer · zeus

UTI Ready room

Briefing, private questions, readiness votes, chat, pause handling and audio.

mission maker · zeus

UTI Weapon faults

Specialist jams, timed repairs, finite expanding pulses and ACE repair actions.

mission maker · zeus

UTI Transfer power

Outpost/Theta charge windows with server-validated supply and physical switches.

mission maker · developer

UTI Terminals

Boot phases, credential auth, power and UAV services, archives and shared channels.

developer

UTI Solar commissioning

XOR pairing, inverted flags, coupled voltage dials and continuous operator dwell.

developer

CIN Music playback

Synchronized tracks, fades, seek offsets and explicit external-owner holds.

mission maker · developer

CIN Music director

Catalogues, pools, priorities and timed overrides scheduled by the server.

mission maker · zeus

SPE Spectator suite

Presets, command broker, camera driver, UI rendering and optional radio integration.

developer · zeus

Setting

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.

Open lore ↗

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.

Naming contract ↗
AreaStateEvidence
Config compilation and Rapified configscoveredRapify -P -A for every component
PBO content and PBO prefixescoveredMakePbo + ExtractPbo listing checks
SQF parse and reference checkscoveredSQF-VM parse-only, alias target checks
Item ownership splitcoveredCatalog regeneration exercises both routes
UI script behaviour in a DOM fixturecoveredzeus_suite/ui/volunteer tests
UAV follow, marker order, config boundscoveredNative helpers executed offline
Power, solar and terminal state machinescoveredNative reducers, all source Theta/parity cases
Ready room policy and browser scriptcoveredPolicy tests plus Chromium at three sizes
Weapon fault policy, pulse and tokenscoveredNative transition and timing helpers
Music director selection and schedulingcoveredNative planning helpers, no-repeat rotation
Spectator command schema and replaycoveredPure protocol and body-snapshot tests
In-engine single player / editormanualModule placement, wardrobe, wardrobe destination
Hosted and dedicated multiplayermanualJIP, respawn, ownership changes, simultaneous requests
ACE medical / arsenal / fatigue integrationmanualPain, injuries, arsenal categories, stamina cap
ZEN dialogs and web-browser panelsmanualArma browser compositor rendering
Audio handovers and live feedsmanualMusic holds, track ends, BIS live-feed HUD slot
UAV flight and Spectator camerasmanualAircraft 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";