#Combat Ops Enhanced

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spring obsidian
#

Co-operative gameplay for up to 8 players with dynamic objectives. Insert with helicopters, complete three consecutive objectives and RTB.

Features

  • Randomly generated AOs with one of the following tasks:
    • Clear area
    • Destroy installation
    • Kill HVT
    • Deliver intel

Workshop Link

https://reforger.armaplatform.com/workshop/5E6EFC469852BFC2-CombatOpsEnhanced

Mods JSON

"mods": [
    {
        "modId": "5E6EFC469852BFC2",
        "name": "Combat Ops Enhanced"
    }
]

Scenario IDs

  • Combat Ops Enhanced - Everon (US): "{16DB1B0CB0A48138}Missions/COE_Eden_US.conf"
  • Combat Ops Enhanced - Everon (USSR): "{56BF35CC5E6AEE2F}Missions/COE_Eden_USSR.conf"

More details:

https://github.com/Kexanone/CombatOpsEnhanced_AR

Impressions:

Arma Reforger

Co-operative gameplay for up to 8 players with dynamic objectives. Insert with helicopters, complete three consecutive objectives and RTB.

GitHub

Co-operative gameplay for up to 8 players with dynamic objectives for Arma Reforger. Insert with helicopters, complete three consecutive objectives and RTB - GitHub - Kexanone/CombatOpsEnhanced_AR:...

brave musk
#

Imma try this out and see if I can find any pesky bugs for you to squash

spring obsidian
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I was already asked how it works with regard to modding. Essentially, assets are all handled via the faction manager, similar to conflict. However, since this mod is WIP, some fields might change, so use them at your own risk.

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And at the bottom of the manager, you can specify which factions are playable

astral vortex
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We’ve been running on this past couple of days having a blast …great mod !

ripe ridge
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This may have been asked before but in the future could others host ? Or mybe up the number of players ? Not a hole lot as it would cause problems

spring obsidian
#

For larger player counts, one would likely need to tweak the amount of AI or spawn multiple objectives at once. I intend to make the mission more configurable by adding fields to the mission header, but I currently have some problems with them not working properly.

ripe ridge
#

Oh gotcha okay also 1 tiny problem we been hunting a guy for a hour now and he has ran 4 grind square with no finding him is there a vote to reset map.?

spring obsidian
#

That is a two-folded problem with Bohemia not giving us yet a proper way to prevent AI from moving and AI currently trying to chase after flying choppers. You may have also noticed that sometimes AOs are nearly empty. That's not because there are none, but because they got spooked and left because of the choppers circling around the AO.

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With regard to restart, I'll have a look if I can set up votes for it

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Hold on, let me hop on 😉

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Oh, it's full...

ripe ridge
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Allrighty thanks sorry ask such silly things but me and my crew are on and we spent vetter half of 45 mins just walking ill back out so u can find him...thats another reason i brought up player count i have 10 players who normally play and we play your servers more than are own

spring obsidian
ripe ridge
#

Any chance in the future for small mods ? Like variations for the helicopters like the skin mods or door gunner mods? I like the idea u had of keeping it as low as possible on mods but was wondering if there was any plans for them to be added?

spring obsidian
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I'm also thinking about providing a way (via server JSON) to replace assets without the need of creating compat mods, but no promises on that.

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What I can tell is that I will probably add some smaller script-based mods like CEN - Carrier System, once they work for experimental.

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If you have suggestions for other smaller script-based mods, feel free to PM me.

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It would be better to discuss server things via PM, since this thread is meant for discussing the mod in general.

ripe ridge
#

Allrighty will do thanks again

spring obsidian
spring obsidian
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US and USSR have now separate scenarios with separate IDs:

  • "{16DB1B0CB0A48138}Missions/COE_Eden_US.conf"
  • "{56BF35CC5E6AEE2F}Missions/COE_Eden_USSR.conf"

I also created compatibility mods for RHS and Kunar province:

Arma Reforger

Adds RHS compatibility to Combat Ops Enhanced

Arma Reforger

Combat Ops Enhanced for Kunar province

Arma Reforger

Adds RHS compatibility to Combat Ops Enhanced - Kunar Province

spring obsidian
#

You probably noticed that the preview screens of Combat Ops Enhanced are a bit misleading, since the is no carrier anymore. I do want to add back the carrier for Everon, but the mod isn't available for Reforger 1.0 yet.
Anyway, I'm looking for new screenshots for Combat Ops Enhanced on Everon and Kunar Province. Feel free to PM me suggestions.

spring obsidian
zenith zealot
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so one big thing i've noticed about the tasks is that the enemy ai numebers are very static and doesn't seem to change based on players or anything. i've been counting objectives in gamemaster and it's 18 ai every single time i've counted and was thinking up some changes.

1: randomize how many AI are at each objective from as little as say 14 all the way up to as many as 30, to combat having more i would increase their patrol ranges so they go a bit further and place them in and around buildings near the task

2: alot of objectives (not all) seem to generate with a camp outside of a town. i know you are working with the current base limitations in current reforger but for when the workshop allows i was thinking having the objectives more likely to spawn inside of the towns instead of on the outskirts

3: all the action is based around the tasks and only the tasks, i was also thinking you could work in a script that loads in dynamic patrols and checkpoints around the players proximity so there's much more to look out for and it isn't a dash to get to the next objective to resume shooty shooty

4: Do you think eventually we could have all 3 objectives running at once instead of 1 at a time like in regular combat ops? it's not a big deal like it is rn but i was wondering if we would eventually have a option for that.

spring obsidian
# zenith zealot so one big thing i've noticed about the tasks is that the enemy ai numebers are ...
  1. Not sure how you get 18 every time, but it might just have been by chance. The default configuration is 3x4 man team patrols and 4 that defend the target. On top of that there's a chance for additional roadblocks with defenders and snipers. So 16 is actually the default minimum count for any objective. Some parameters can actually be modified for your needs. In principle you could set them in the server JSON configuration, but it's currently broken when the server reloads the mission. As a workaround, you could make a configuration mod that overrides the mission headers with your desired values. What I could add in addition is a min and max number for patrols and a radius parameter, so you have the option for more variation.
zenith zealot
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Is that screenshot in the reforger tools world editor?

I'm pretty new to reforger and kinda thrown off how everything works now woth no eden editor so making changes is hard for me to figure out rn, like how I wanna slow down medical healing but can't find the script that controls it cuz everything is so different.

spring obsidian
#
  1. If you wish to have more fights in towns, you could override the map-specific objective manager prefab (e.g. COE_ObjectiveManager_Eden.et for Everon). The interesting part for you is the Location configs. There are different location types with a list of compatible tasks and their weights to be selected by RNG. For instance, if you wish that intels and HVT are more inside towns rather than the camps, you could lower the weight for the COE_SlotEntityPrefab or even disable it.
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Addentum to (1): Spawning AI in buildings would require a fairly amount of work, since there is currently no concept of building positions like we had in Arma 3, except the SCR_AISmartActionSentinelComponent, but it's limited to very few structures.

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(3) and (4) are essentially the last two missing features for this game mode to be truly called "Combat Ops Enhanced" 😉
Although I personally prefer the sequential approach to objectives for public servers, so I will probably add a parameter for # simultaneous objectives, which will be 1 by default.

spring obsidian
zenith zealot
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I will most likely need help with that since I've not done anything with the tools yet

spring obsidian
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Sure, I do hope in future that you won't have to touch the workbench and could just configure everything in the JSON if BI finally fixes it..

zenith zealot
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How do you start by making the overrides?

spring obsidian
zenith zealot
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OK so I already put your scenario in my workbench. Just find files, create overrides

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Now if I change something and I don't like it. Can I alter the override or do I need to override the override?

spring obsidian
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Did you just open my mod or did you create your own and made mine a dependency?
Once you created the override, you can just open the version of it in your mod and edit it to your likings. If you want to make some changes again, just edit your version again. No need for more overrides 😉

zenith zealot
spring obsidian
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Reopen the workbench, create your own project and make sure mine is selected as dependency

zenith zealot
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Noted. I have work rn but I will work on this tonight

spring obsidian
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Finally, you can publish it to the workshop and under Options you can find and copy the GUID for adding it to the server config.

zenith zealot
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Well as far as adding it to the server i always use the in game JSON line thing and copy to clipboard

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Oh yeah before I get too far wrapped up in work I forgot to offer my 5th idea.

5: support for civilian faction, there is a civilian faction on the workshop. I've not looked into it myself but maybe adding it as a third faction when using certain workshop mods could eventually be a thing?

spring obsidian
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I would actually say that this should not be part of COE, but rather a mod of its own, since other game modes could profit from dynamic civilian presence as well.

zenith zealot
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It just came as a idea cuz once commanding is added I was thinking it could be used for a save hostages task. Where we need to save and evac hostages but once you have them a QRF force is on their way and you have to try and keep them safe

spring obsidian
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Sure, once AI driving and commanding is implemented, it will offer us options for new kind of objectives 😄

zenith zealot
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I can sense the "destroy convoy" missions now

spring obsidian
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Oh no, those were always a nightmare to get them work properly back in Arma 3 🙈

zenith zealot
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Maybe it'll work better in reforger. And I have a decent idea how it could play out.

Spawn a convoy on a road near a town or military site and give them a waypoint to a nearby fortified town or military site. The marker would update periodically so you need to anticipate their path and try to cut them off. If you fail to do this they arrive at the site and you'll need to deal with sentries and patrols in addition to the convoy.

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Could do the same for HVTs. In addition to being generated as isolated targets maybe sometimes they could be mobile en route to another fortified site.

spring obsidian
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It certainly will need some additional thoughts like in a way that they only get activated when you decide to hit that objective in case you have multiple ones to choose from, but all in good time.

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Who knows, if we're lucky they'll actually add a feature to the scenario framework for convoys. We'll see 😅

zenith zealot
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Yeah all in good time. More just wishful thinking while we wait for the ai updates needed for such things

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I'm very excited for the free-form base building. Once that arrives alongside mortars you could generate fobs and mortar teams in various new spots in the island. Then that could open a whole new can of worms for tasks and how they get approached

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Start turning into A3 dynamic recon ops XD

spring obsidian
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The basics for free roam base building are actually already there, but currently deactivated in Conflict. I used them in my Operation Red Star game mode, but that game mode is still somewhat WIP.

zenith zealot
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I've also noticed commanding and destruction folders are in the game scripts when I was searching for the medical and healing stuff last night as well

dense mantle
#

hey kex would you be able to put a US army arsenal box in the RHS US combat op please

spring obsidian
dense mantle
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k thanks

spring obsidian
dense mantle
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👍

spring obsidian
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Good thing they have those cute little RHS statues I could use for marking one of the boxes 😅

dense mantle
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Lol

dense mantle
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would you be able to make the boxes in the RHS version no restrictions so I can save other stuff?

spring obsidian
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I have to check how you can remove that restriction.

dense mantle
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k

spring obsidian
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Alright, removed the faction-restriction on the latest version (RHS Compat 1.4.3)

dense mantle
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thanks bro

proud lagoon
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great mod kex

soft shore
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nice mod

spring obsidian
#

Released a new mod on experimental workshop called COE2. The main differences:

  • Added votable commander role that can configure the AOs
  • Deployments are done via fast travel to an insertion point set up by the commander
  • Modded factions work without the need of additional compat mods
  • Can also be played in single player, since you can recruit AI
    https://github.com/Kexanone/COE2_AR
GitHub

Co-operative infantry gameplay with dynamic objectives for Arma Reforger. Next generation of Combat Ops Enhanced with inspiration from mbrdmn's Dynamic Recon Ops from Arma 3. - Kexanone/COE2_AR

spring obsidian
dawn needle
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Okay, you were right. Btw, how to make myself an commander while playing single player?

spring obsidian
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Hold P to open the player list and then vote as usual.

dawn needle
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Everything works, thanks. Very cool mission. But one question, why even on set ao radius at max (1000m), all tasks are so close to each other?

spring obsidian
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The AO radius only affects patrols. How spread the objectives are depends on RNG and also the location. In larger towns, you'll have a higher chance of them being spread.

dawn needle
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Thanks 🙂

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Do you think that ai vehicle qrf or patrols are possible?

spring obsidian
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QRF yes, but not reliable enough yet for patrols.

dawn needle
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Btw spreading more the task would be cool imo, you need to traverse a bit between tasks not do everything in one place

spring obsidian
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Yeah, I may consider the option to spread them across different locations in future.

dawn needle
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Great, cannot wait for qrf and task spread 🙂

dawn needle
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Got a play with friends tonight. Your scenario is a blast, thank you!

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Spiced it a bit with QRF made with gamemaster, but if they were as standard feature in this scenario would be really cool

royal pike
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Qrf add-ons would make more sense when ai can drive vics in the next update honestly

dawn needle
hearty fjord
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I can't destroy radars in the Destroy Radars mission, is there a workaround?
I tried to use Gamemaster, but there's no neutralize menu, and using lightning doesn't destroy it.

spring obsidian
hearty fjord
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Firing RPGs doesn't seem to destroy them, do I need to hit a specific spot?

spring obsidian
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I usually aim for the dish

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Sometimes you can be unlucky and the first round won't destroy it. Not sure if it's the angle or hit reg or whatever.

hearty fjord
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I've tried about 10 rounds of RPG on the body, and I've tried using lightning with Gamemaster over and over again, and it doesn't destroy it.
Are radar hard to destroy?

spring obsidian
spring obsidian
hearty fjord
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I played yesterday, so I don't have any screenshots, but if I do I'll post them later.
Is C4 only available in the experimental version?

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Shot the lower part of the radar.

spring obsidian
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Yes, they are only available in COE2 on experimental

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But yes, it doesn't take damage from lightning and you can't destroy it with GM via kill context action. These are known issues.

hearty fjord
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Thanks for help

hearty fjord
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Now that I think about it, it might be a mod issue.
I'll double check and let you know.

hearty fjord
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I checked and it's a mod issue but I don't know what mods are causing this issue.
Anyway, thank you for your attention.

dawn needle
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Its hard to port your mission to other maps?

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I would really like to see it in the Chernarus map, still WIP but very great

spring obsidian
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Setting up the world is trivial. You essentially just need all basic managers and place the main base. The more tricky part is that every terrain requires a config file that contains all locations, road and flat+empty slots. These were generated externally through a Python workflow, which I is still WIP and I haven't published yet. I definitely want to provide a version for at least Kunar again, but that's something for later anyway, since none of these maps are on experimental.

molten flare
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Hello Kex, I am having an issue where if we want to play on any other map, your mod on the server disables the ability to select a faction. Have you heard of this issue?

hollow cloud
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Is there a reason that coe2 is not "open world" like the previous one was? I think that takes away a lot from the mod now 🤔

kind harbor
hollow cloud
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Oh, never seen that option anywhere, after finishing a mission it took me back to the warehouse lol

spring obsidian
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You can have a pretty similar set-up to "COE1". Only difference at the moment is that you get automatically teleported when the exfil is completed. I could add a toggle for that in future.

spring obsidian
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Which reminds me, I should probably automatically assign the commander role in SP and for server hosts.

molten flare
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If I go to game master on any map, the screen to select factions doesn't appear whether I am voted in or logged in as admin. Just show the rest of the scenario properties. The tab button doesn't work either to open the properties.

spring obsidian
molten flare
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Wil do.

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Okay, in worthy islands game master with only COE2 and its requirements installed. No faction select option for game master in the scenario properties tab, and the tab button doesn't open them on the screen it says it should.

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Problem resolves itself once COE2 and any variants are removed.

spring obsidian
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Alright, let me know when you figured out, which mod causes this. I would primarily have a look at GM mods and other scenario mods.

molten flare
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It's COE2 that causes it. I have no other mods than those in the screenshot and the dependencies set for them.

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Happens no matter the GM map, even if there isn't a COE2 variant installed for that map, e.g. Kunar GM, but COE2 Kunar isn't installed.

spring obsidian
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COE2 indeed breaks GM scenarios at the moment.

molten flare
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Functionality question: Are certain areas not setup for certain objectives? I picked a few locations to generate AOs with a couple of objectives, and they didn't seem to generate every time. And then I pick alocaiton, select all objectives, and only a couple gen.

spring obsidian
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Yes, certain objectives require certain types of slots, which may not be present. This is especially a thing on Kunar, since there are only very few flat areas in the south for placing installations.

molten flare
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Got it. Is there any way to note what is available and what isn't? Or for the commander to tell what will work and what won't? Worthy Islands has some good flat spots in the southern military base, but rather than generate an installation mission, it spawned a couple of bunkers and defensive sandbag positions in a walled off helipad area.

spring obsidian
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Hmm, that sounds odd. It should allocate a slot for the installation before doing the fortifications. Maybe something is going wrong.

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The problem is that you cannot know beforehand if a type of objective is available or not, since it has to be computed on the fly and processing the entire map at once, would be expensive.

molten flare
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Exhibit A. To the middle and right you can see them.

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Would it be possible to only scan when you click on the site and then populate the available options only?

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Oh, is there any way to populate armed vehicles with the AI changes now to allow for defenses? I love the ambient vehicles that already show up.

spring obsidian
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So far the only armed vehicles that show up are the ones that you have to destroy.

deep vector
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Hi @spring obsidian are you still developing this or do you have any energy left if I throw you some wishes? I've been comparing recent Combat Ops which are availalble and one is missing something that other desn't have. I don't have to skills to create missions by myself.

spring obsidian
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Just make a ticket on GitHub

eager mountain
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Hi here, @spring obsidian another day, another patch, another break of Coe2 / Coe2 Mussalo 😢
You work on a fix ?
Thank's for your work, it's an amazing Game mode ! ♥

spring obsidian
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Nvm, I just see that today's update broke COE2. I can't even compile it 🙈

eager mountain
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😮
Sorry for that !

With my dedicated I see that :

And :

19:59:25.987 SCRIPT       : SCRIPT       : Compiling Game scripts
19:59:26.819 SCRIPT       : Compiling Game scripts
19:59:26.820  SCRIPT    (W): @"scripts/Game/B_Diving.c,12": Possible variable name conflict 'timeSlice'
19:59:26.820  SCRIPT    (W): @"scripts/Game/B_Diving.c,12": Possible variable name conflict 'waterLevel'
19:59:26.855  SCRIPT    (W): @"scripts/Game/Vehicle/CharacterParentingComponent.c,7": Pointer type 'Physics' can only be used with local variables
19:59:26.894  SCRIPT    (W): @"scripts/Game/6198EC294DEC63C0/Bacon_ParachuteTestVehicle.c,6": Pointer type 'Physics' can only be used with local variables
19:59:26.895  SCRIPT    (W): @"scripts/Game/6198EC294DEC63C0/Bacon_ParachuteTestVehicle.c,7": Pointer type 'Animation' can only be used with local variables
19:59:26.906  SCRIPT    (E): @"scripts/Game/COE/Commanding/SCR_PlayerCommandsConfig.c,12": Overriding function 'GetIconImageset' but not marked as 'override'
19:59:26.907  SCRIPT    (E): @"scripts/Game/COE/Commanding/SCR_PlayerCommandsConfig.c,18": Overriding function 'GetIconName' but not marked as 'override'
19:59:26.929  SCRIPT    (W): @"scripts/Game/Vehicle/SPC_BoatSplash.c,37": Pointer type 'Physics' can only be used with local variables
19:59:26.955  SCRIPT    (W): @"scripts/Game/Components/Vehicles/RHS_WeaponRecoilComponent.c,17": Pointer type 'Physics' can only be used with local variables
19:59:26.988  SCRIPT    (W): @"scripts/Game/SPC_WeaponRecoilComponent.c,17": Pointer type 'Physics' can only be used with local variables
19:59:27.020  SCRIPT    (W): @"scripts/GameCode/Effects/SCR_OptimizedMuzzleEffectComponent.c,14": Possible variable name conflict 'inScope'
19:59:27.023  SCRIPT    (W): @"scripts/Game/Compositions/RHS_ReplaceDeployableEntityComponent.c,15": Pointer type 'Physics' can only be used with local variables
19:59:27.026  SCRIPT    (W): @"scripts/Game/PS_DragVehicle.c,18": Pointer type 'Physics' can only be used with local variables
19:59:27.026  SCRIPT    (W): @"scripts/Game/PS_DragVehicle.c,19": Pointer type 'PhysicsRagdoll' can only be used with local variables
19:59:27.026  SCRIPT    (W): @"scripts/Game/PS_DragVehicle.c,20": Pointer type 'Animation' can only be used with local variables
19:59:27.027  SCRIPT    (W): @"scripts/Game/PS_DragVehicle.c,33": Pointer type 'Animation' can only be used with local variables
19:59:27.038  SCRIPT    (E): @"scripts/Game/COE/Commanding/SCR_PlayerControllerCommandingComponent.c,6": Overloaded function 'AddElementsFromCategory' not compatible
19:59:27.039  SCRIPT    (E): @"scripts/Game/COE/Commanding/SCR_PlayerControllerCommandingComponent.c,36": Overloaded function 'AddElementsFromCategoryToMap' not compatible
19:59:27.082  SCRIPT    (W): @"scripts/Game/Editor/UI/Components/Modes/SCR_PhotoSaveModeEditorUIComponent.c,25": Pointer type 'PixelRawData' can only be used with local variables
19:59:27.094  SCRIPT    (E): @"scripts/Game/UI/RadUI/HCA_RadUI_HUD.c,1343": Function 'AddElementsFromCategory' is marked as override, but there is no function with this name in the base class
19:59:27.095  SCRIPT    (E): @"scripts/Game/UI/RadUI/HCA_RadUI_HUD.c,1358": Overloaded function 'InsertElementToMapRadial' not compatible
19:59:27.299  SCRIPT    (E): Can't compile "Game" script module!

scripts/Game/COE/Commanding/SCR_PlayerCommandsConfig.c(12): Overriding function 'GetIconImageset' but not marked as 'override'
19:59:46.099  SCRIPT    (W): Failed to load
19:59:46.100 PROFILING    : Compiling Game scripts took: 20112.933900 ms
19:59:46.100 ENGINE    (E): Cannot create game!
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I don't know if the error it's your mod, but i see L636 of logs :

19:59:27.038  SCRIPT    (E): 
@"scripts/Game/COE/Commanding/SCR_PlayerControllerCommandingComponent.c,6": Overloaded function 'AddElementsFromCategory' not compatible

and 637 :

19:59:27.039  SCRIPT    (E): @"scripts/Game/COE/Commanding/SCR_PlayerControllerCommandingComponent.c,36": Overloaded function 'AddElementsFromCategoryToMap' not compatible
spring obsidian
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You can see COE in the path 😅

eager mountain
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Oh yes, sorry, so tired after wwork X)

spring obsidian
eager mountain
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Big thank's ! Awesome work ! ♥

kind harbor
eager mountain
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Hi, just for information :

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Coe2 kunar for information

eager mountain
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After this error, it's impossible to join the server