WDDMDYNAMIC DEFENSE
WARFARE DYNAMIC DEFENSE MANAGER
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coords: modelToWorld · +Y front · +X right

01 /BUILD

presets · palette · placed objects
Template & wall target
Wall-design assets — everything that isn't a gun or an ammo crate
HESCO wallsH-barriersSandbagsConcrete walls RampartsEmpty nestsWatchtowersCamo nets Razor wireHedgehogsConcrete blocksBoom gates Guard shedDeer standsCones & barrels
Factory wall submissions: keep Fortifications only on, then submit the copied SQF or share link with the target name shown above.
    Click an object on the canvas or list to select. Drag the body to move, drag the handle to rotate. Arrow keys nudge (Shift = 1 m).
    Deploy pad × m Facing °
    guns: 0
    AI cost: 0
    Structure footprint at origin [0,0,0]
    +Y = front · +X = right
    scroll = zoom · right-drag = pan

    03 /INSPECTOR & EXPORT

    no selection
    Select an object to edit its class, position and facing.
    Import an existing template
    Paste the entries inside the outer [ ... ] and load.
    Save / load project (JSON)
    Build-up animation helper (SQF)
    Spawns a template with the same rise-from-the-ground construction animation the stock Warfare factories play. Save as CreateDefenseTemplateAnimated.sqf and call it exactly like CreateDefenseTemplate: [_origin, _template] call ...
    AI cost = one soldier per crewable weapon (no garrison) — cheap, single-soldier-manned positions. It's charged against the engineer's personal AI budget when the position is deployed, so the count here is exactly what each position will cost (e.g. a 1-gun checkpoint = 1 AI, a 6-gun heavy emplacement = 6).