FF SUITEArma 3 addons

Mission maker · chapter 03 of 06

World and AI / Atmosphere, scares, persistence, hordes, WebKnight

The mission-wide systems that run without a player touching them: mood, scares, reconnect recovery, arrival scheduling and the zombie pack you build around.

3 sections 03 / 06 Mission maker chapter

Atmosphere, scares, persistence

These three systems are plain entry scripts, deliberately not started by the addon. A mission opts in:

// initServer.sqf
[] execVM "\x\FF\addons\horror\systems\atmosphere\server.sqf";
[] execVM "\x\FF\addons\horror\systems\persistence\server.sqf";
[] execVM "\x\FF\addons\horror\systems\scare\server.sqf";

// initPlayerLocal.sqf
[] execVM "\x\FF\addons\horror\systems\atmosphere\client.sqf";
[] execVM "\x\FF\addons\horror\systems\persistence\client.sqf";
[] execVM "\x\FF\addons\horror\systems\scare\client.sqf";

Each script guards itself with a started flag, so double execution is harmless. Atmosphere auto-mood starts disabled and is enabled from Zeus when the briefing ends. Scare apparitions exist only where a Zeus creates one.

Spawning and AI

Flying arrivals and hordes are normally driven from Zeus, but the API is public and safe to call from mission scripts:

private _horde = ["create", AGLToASL [1000,1000,0], createHashMapFromArray [
    ["pool", "O_Soldier_F=5,O_Soldier_AR_F=1"],
    ["amount", 20], ["radius", 50], ["waves", 3],
    ["waveDelay", 30], ["maxAlive", 60], ["origin", "sky"]
]] call FF_horror_fnc_hordeControl;

["pause", _horde] call FF_horror_fnc_hordeControl;
["stop", _horde] call FF_horror_fnc_hordeControl;

AI ownership balancing is opt-in through the FF Utils / AI balancing CBA category and needs playable HC slots in server.cfg to do anything useful.

Zombies: this addon uses WebKnight

!

FF Horror ships no zombies of its own. Every walking corpse in a FF Horror mission comes from the WebKnight (WBK) Zombies addon, which must be loaded alongside FF Horror on server and clients. FF Horror is the layer on top: it decides when, where and how many zombies arrive, it scores them by threat, and it feeds them into the atmosphere system.

What that means for you

  • Add the WBK pack to the same mod list as FF Horror. Load order between the two does not matter.
  • Spawn real WBK classes, not vanilla soldiers. A horde pool is a plain list of class names and weights: "WBK_Crawler=3,WBK_Sprinter=1".
  • Leave the arrival filter at its default unless you know your class names. The default only accepts classes whose name contains zombie, which is what the WBK packs use.
  • Use All AI infantry only for deliberately mixed waves (soldiers + zombies). It is not the horror default.

Threat scoring you inherit

FF Horror knows the rough danger of the common WBK archetypes, so a horde of five Smashers is treated as far more serious than five Walkers: atmosphere tension, music choice and the Zeus footer all read that score. The built-in numbers (threat weight and the distance at which the entry becomes urgent) are:

ArchetypeWeightUrgent from
Crawler, Walker0.15—
Triggerman / Shooter0.6—
Screamer0.5—
Shambler2—
Sprinter2.5—
Bloater / Boomer330 m (6 at 12 m)
Leaper615 m
Smasher1630 m
Goliath / Goliaph5045 m, combat on sight

Unknown OPFOR classes get a neutral weight of 1 and are logged once, so a third-party zombie pack still works — it just will not be scored as accurately. Full list and reasoning: Lore → Bestiary.