MWGSM_Road_Spawner
MWGSM Road AI - Universal Road Detection AI Spawner SERVER-SIDE ONLY By MWGSM LLC What is this? MWGSM Road AI automatically detects every road and trail on any DayZ map and spawns AI along them near players. No manual position lists, no map-specific configs — it works out of the box on Chernarus, Livonia, Namalsk, Deer Isle, Esseker, Takistan, Sakhal, Banov, and any custom map you throw at it. Roads are dangerous… (more)
MWGSM Road AI - Universal Road Detection AI Spawner SERVER-SIDE ONLY By MWGSM LLC What is this? MWGSM Road AI automatically detects every road and trail on any DayZ map and spawns AI along them near players. No manual position lists, no map-specific configs — it works out of the box on Chernarus, Livonia, Namalsk, Deer Isle, Esseker, Takistan, Sakhal, Banov, and any custom map you throw at it. Roads are dangerous again. How It Works On first boot, the mod scans the entire map's terrain surface types on a grid. It identifies asphalt, concrete, gravel, tarmac, dirt paths, and trails automatically — then caches the results so every restart after that loads instantly. When players are online, AI spawn randomly on detected roads within a configurable radius. Groups appear, patrol, and despawn when no players are nearby. A hard cap keeps your server running smooth. Key Features Universal map support — auto-detects roads on ANY map, no manual positions needed Four AI frameworks supported — switch with one config line: Vanilla Infected — zombies on roads, no extra mods needed DayZ Expansion AI — armed human NPCs using your existing Expansion loadouts AI Bandits (by Hunter688) — lightweight armed AI, reads gear directly from DynamicAIB.json Custom — any third-party AI mod Full AI Bandits integration — reads your DynamicAIB.json directly, applies weapons via PredefinedWeapons, clothing via npcproperties, loot, accuracy, grenade chance, faction, and group assignment. Your AI Bandits spawn fully equipped and combat-ready on roads Reads Expansion's own loadout JSONs — no duplicate gear configs, uses whatever loadouts you already have set up in ExpansionMod/Loadouts/ Faction system — multiple factions with independent spawn weights, or add your own Smart spawning — line-of-sight checks prevent AI from popping in right in front of players Auto-despawn — AI too far from all players are cleaned up automatically Road caching — scans once, caches to JSON, instant load on every restart Server-side only — clients do NOT need this mod installed Fully configurable — max AI count, spawn radius, cooldowns, group sizes, surface keywords, all from one JSON file Quick Setup Copy MWGSM_RoadAI to your server root Add to your startup: -serverMod=MWGSM_RoadAI Start the server — config is auto-generated on first boot Edit config.json in your server profile to customize That's it. First boot scans the map (30-120 seconds), caches the results, and AI start spawning on roads near players. Switching AI Type Open config.json and change one line: "AIType": "Infected" ← Vanilla zombies, no extra mods "AIType": "ExpansionAI" ← Armed human NPCs (requires DayZ-Expansion-AI) "AIType": "AIBandits" ← Armed infected-based AI (requires AI Bandits by Hunter688) "AIType": "Custom" ← Your own AI mod's classnames AI Type Details Vanilla Infected Standard DayZ zombies spawned on roads. No extra mods needed, no gear to configure. DayZ Expansion AI Armed human NPCs with full gear. Reads your loadout JSONs directly from ExpansionMod/Loadouts/ — the same files Expansion's own patrol system uses. Requires DayZ-Expansion-AI. Three default factions: FactionSpawn WeightHostileLoadout Bandits3.0 (most common)YesBanditLoadout Military1.0YesEastLoadout Survivors[/
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