Populator
The purpose of the “populator” modules is to quickly populate the map with groups while leaving much control to the mission maker. Attacking, defending, patrolling, or constantly spawn/respawning enemies are possible right now.
All Populator modules (besides the group ones) have the following attributes:
Side = For which side to spawn groups. Requires a group module for that side to be present in the mission
Sentries = Number of Sentry groups
Fireteams = Number of Fireteams
Squads = Number of Squads
Can reinforce? = Units from this task can reinforce others around them (can make them abandon task for a while). Requires lambs otherwise does nothing
Radios? = Units from this task have radios. Increases reinforcement response range and information sharing. Requires lambs otherwise does nothing
Dynamic simulation enabled? = Disables simulation of units until something activates them (like a player going near). Activation ranges and so on have to be configured in 3den, the defaults are very low.
Ⓜ️Groups Fireteam,Sentry,Squad
Defines groups and their units for a given side.
These need to be setup before any of the other Populator modules start working. No need to sync anything, they are registered to specific side instead.
Attributes:
Ⓜ️Attack
Once condition is true, spawns units and creates task waypoints for them. Uses CBA attack if lambs isn't loaded.

Attributes:
Spawn condition = Condition run on server that must be true for the module to spawn attackers. '_this' refers to the Module
Spawn safety distance = How far away from nearest player should the attacking enemies spawn
Direction From = Sets the starting direction enemies can spawn from. 0 = north, 90 = east, 180 = south, 270 = west
Direction To = Sets end direction enemies can spawn from. Setting From = 0 and To = 180 would mean enemies can attack from 0 to 180 degrees (north-south)
Can rush? = AI that knows where players are and aggressively pushes them and even move into buildings. Requires lambs otherwise does nothing
Can CQB? = AI that searches buildings methodically (only use if there are buildings in the area). Requires lambs otherwise does nothing
Can Assault? = AI Rushes heedlessly to position. Requires lambs otherwise does nothing
Ⓜ️Defend
Creates units and puts them in defend behaviour. Some of the units will garisson nearby statics, some take positions in buildings others just loiter in the area.
Uses lambs Camp and Garrison task, if lambs is loaded. Otherwise it uses CBA's Defend task. This affects how AI behaves and is positioned.
Ⓜ️Insertion Point
A point to insert new units into the battlefield. Think of it as a spawn & respawn point. Amount of groups set in the module are the max amount active at the same time spawned by this module. If all behaviours are deactivated or lambs not loaded it defaults to CBA search.
Attributes:
Can hunt? = Patrol style behaviour that gradually centers in on players within range
Can rush? = AI that knows where players are and aggressively pushes them
Can creep? = AI attempts to move close to players using cover and engage in close range
Range = Range of tracking
Module as center? = If disabled AI will track targets within range of their own position, otherwise only within range of module.
Spawn timer = Interval in minutes for when to attempt spawning units
Spawn condition = Condition run on server that must be true for the module to spawn a group. '_this' refers to the Module
Stop timer = Interval in seconds for checking stop condition
Stop condition = Condition run on server, if true this module stops spawning units. Deleting the module during the mission also stops it. '_this' refers to the Module
Ⓜ️Patrol
Patrols get created in random points in module area and then patrol with 'range' of module. Uses CBA patrol if lambs isn't loaded.
Attributes: