#TFG Conflict PvE (LEGACY)

1 messages · Page 1 of 1 (latest)

keen cedar
#

Hello everyone! My name is RebornSaga, and I am showcasing my generic PvE Conflict game modes.

I'm working on several maps to be built as a simple PvE Conflict mode. There are more maps I'm working on at the moment, and I will go back and update previous maps as needed to keep them with the current version of the game so people can have a large selection of PvE Conflicts. With these maps, I like to enhance the experience with adding some fine tuned details (such as world edits, design enhancements, and visual fixes as needed) to build a more dynamic gameplay experience. Their built with a level of quality in mind to help bring the best. I give credit where credit is due, and a big shout out to Gramps for his framework, super helpful in making this process go smoothly!

🎖️**The features these maps include are -**🎖️

  • Basic Conflict PvE.
  • Minimal Dependences for a streamline download experience.
  • No Core Packs or other mods needed to run.
  • Game design that caters to a steady pace gameplay.
  • No surprise spawning AI. The AI spawned in the area and any QRF element will already be spawned in and protect the CP's.
  • Once dead always dead AI. No AI will respawn as to allow squads to move through objectives with a sense of completion.
  • Dynamic Capture Points based on their strategic location and value to taking control of the map.
  • Optimized for smaller player pool (32 players primarily).
  • Optimized for better server stability and gameplay experience.
  • Added world design and touch-up elements to further enhance the experience (especially true on maps that haven't had recent updates).

🪖Future Features🪖

  • Dynamic Vehicles patrols (still working on this).
  • Artillery Strikes (waiting for 1.3 for this feature).
  • Sabotage Points with some interesting... booms.

🖥️Publishing and Updates🖥️
I will post details on each workshop page along with what changed in the changelog as well. Understand when a map is 0.5.X, this means it will be updated frequently as to address issues until a 1.0.0 stable version comes out.

💬**Feedback!**💬
Please feel free to leave feedback or map requests on this post. There is playtesting happening on these maps, and updates are made as major issues are resolved.

🖥️Links to Maps🖥️
https://reforger.armaplatform.com/workshop/64DC335352FB1A0E-WorthyIslandPvE

https://reforger.armaplatform.com/workshop/64E364C95336D5B7-ZARICHNEPVE

https://reforger.armaplatform.com/workshop/64E6F35B74B0F4B9-RiverValleyPvE

Arma Reforger

A full 31 capture point PvE Conflict gamemode set on the islands of Worthy Island! Come and partake in a struggle to fight and take down the FIA in order to secure the island.

Arma Reforger

A 21 point Conflict PvE scenario origionally designed for TFG servers designed for the masses!

Arma Reforger

A full 19 point Conflict PVE set in Rivervalley. This is a work in progress, and is still under development to add extra works to the map.

viral patio
#

Can you publish a gamemode with the systems for people to put on their own maps?

keen cedar
#

I’m primarily making a larger selection of PvE maps for my gaming community and the ArmA Reforger community as a whole. I was inspired by Mike_00000 from their work where you had a PvE Conflict game mode that wasn’t tied to any core pack or list of mods for someone’s dedicated server group

outer glade
#

This will also help people customize their own experience with the ambient spawn config mod

keen cedar
#

Update

Zarichne Changelog

  • Updated to 1.3.130
  • Working on Mortar system (WIP)

Working On
-Updating Rivervalley and Worthy Island to 1.3

keen cedar
#

UPDATE

Worthy Island PvE Changelog

  • Updated to 1.3.
  • Destruction added.
  • Gramps PvE mod added for gamemode stability.

Rivervalley PvE Changelog

  • Updated to 1.3
  • Added destruction (although some custom buildings cannot be destroyed at the momment)
crystal grotto
#

love to see a PVE Conflict on DarkGru map

keen cedar
#

I remeber when that map came out too! I'll look into it. Right now I am updating the other maps to be more refined. Then I'll be dropping some more maps in April.

On TFG we are currently running our Worthy Island PvE with some revisions to test. Then we will move onto the new maps we have in store 🙂

keen cedar
#

UPDATES

Zarichne
1.4.0

  • Added Mortar system to be triggered when entering certain areas.
  • Fixed some floating world edits.

Worthy Island
1.1.0

  • Added mortars.
  • Added CRX mod to help with AI becoming less aim-bot gods.
  • Reworked the AI spawns to help with stability.

1.1.1

  • Fixed MOB's.
  • Fixed for random weather.

1.1.2

  • Removed one MOB until I can fix the issue of MOB spawning outside the map.
  • Made MOB now in the center of map at Farebridge Military Bridge
  • Added two new capture points at Warley and Worthy Military Bases
keen cedar
#

🎉 NEW MAP🎉

KUNAR PVE CONFLICT VERSION 0.5.0

https://reforger.armaplatform.com/workshop/65025164687E6E19-KunarPvE

Updated for 1.3, Kunar is ready!

SUMMARY
Being one of the most popular maps in ArmA, come and re-explore Kunar once more in this exciting PvE Conflict scenario.

This is a 35 Point Conflict Scenario.

DESCRIPTION
Built to be universal, enjoy the exciting gameplay of this TFG production utilizing the amazing mountain landscape of Kunar. With 35 capture points, this gamemode is sure to excite any desert troop as they work together to secure the region!

To help with new and returning experiences, TFG has overhauled Kunar's world features, enhancing the environment to make it feel more full and natural. Almost every part of the world has seen some level of added detail to make the journey through Kunar exciting and thrilling.

FEATURES

  • Overhauled landscape for Kunar making it feel more full and expansive.
  • Mortar system to create thrill combat sequences.
  • Random IED's along the side of the roads, so watch out for suspicious piles!
  • More dynamic locations to explore and capture.

Thank you Kiok for such a wonderful map and Gramps for the scenario framework!

Arma Reforger

Being one of the most popular maps in ArmA, come and re-explore Kunar once more in this exciting PvE Conflict scenario.

This is a 35 Point Conflict Scenario.

viral patio
#

In a few months could I request a version be made for my Washington DC map?

jagged kestrel
#

Are you planning on doing 1 for Anizay?

keen cedar
#

Not at the moment, I want to tackle maps that don't have a good PvE setup. Once Kunar is tested, then I move onto the next map (which is probably Falluja)

lyric osprey
#

For kunar, are the enemies insurgents?

keen cedar
#

UPDATE 0.6.0 FOR KUNAR

HOTFIX

  • Fixed some AI issues.
  • Fixed a few CP locations to not be stuck in surface.

New Additions

  • New map edits (see new pictures at end)
  • Added more IED locations
  • Increased the randomness of IED's
  • Added different squad types for AI
keen cedar
#

UPDATE KUNAR

0.6.1
Minor

  • Updated some of the world settings.
  • Reduced capture time.
  • Allowed prox chat when uncon.

0.6.2
HOTFIX 2

  • Fixed points not able to be captured.

(attached more recent updates I've made (although that whole area got some better rock faces along the roads as well)

keen cedar
# lyric osprey For kunar, are the enemies insurgents?

They are not. In keeping with the Unviersal comitment, I try and reduce the amount of mods needed.

However, the Taliban and Taliban to USSR mods do work with this map. It will replace the russian soldiers with taliban insurgents. And the Taliban mod was updated to 1.3

keen cedar
#

MAP UPDATES

Zarichne
1.5.0

  • Updated for newest 1.3 minor update.
  • Added two new Capture Points (Ruin Village and Lake) - See image for new Ruin Village!
  • Adjusted AI count and spawn area.
  • Added more AI patrols in the Creek area.
  • Added some levels of details to the world to make it feel a little more full.

Kunar
0.6.3

  • Updated for newest 1.3 minor update.
  • Removed CRX mod for stability reasons.
  • Fixed Ashat CP.
  • Fixed some entity issues.
keen cedar
#

UPDATES

Worthy Island

  • Optimization

Kunar 1.0 RELEASE

  • Full release

Zarichne

  • Optimization

New title pictures for all of them too.

keen cedar
keen cedar
#

UPDATES AND DEVELOPMENT

The biggest development is I reworked the ambient mortar system. Now, instead of you enter a zone and mortars dropping instantly, you will have some warning before hand.

When you enter into a mortar zone, an illumination flare will appear first. Then about 5-10 seconds after, smoke mortars will fall. After which in about 5-10 seconds, HE mortars will fall.

I plan on implementing this into the Kunarand Worthy Island Scenario soon.

ZARICHNE

1.6.0
NEW MORTAR SYSTEM

  • Made a new mortar system that goes in three stages. First a flare will drop, followed shortly after by smoke mortars. Then after a few more seconds, HE mortars will fall. This is designed to give you a chance to get out and find cover before the lethal mortars fall.
  • New mortar positions.

FALLUJAH

1.1.0
HOTFIX

  • Disabled destruction.
  • Reworked AI spawns.
  • Reworked IED spawns.

ADDITIONS

  • New barricades added.
  • Checkpoints added.

1.2.0
NEW ADDITION

  • New dynamic mortar system. First a flare will drop, then after a few seconds smoke mortars will fall, then shortly after HE mortars will fall. This gives you enough time to escape or find cover before they hit.
raw maple
#

three stages mortars is actually a great idea. good thinking.

keen cedar
#

It took some testing, but I got it down 😅

Thank you 😊

raw maple
keen cedar
#

Yes, there are some work around I am discovering

#

Essentially I’m working on making some expansive features to enhance the overall PvE Conflict landscape. There are some things in Scenario Framework that you can use in Conflict, and I’m finding some neat tools to make it more expressive in the overall feel of the game

raw maple
#

Great! I do everyhing in SF but the only downside is that progress is not saved upon server restart unlike with campaign mode. I might experiment with campaign mode to see how much it can be implemented using SF. the fact that you are using what appears to be playertriggers and wait and execute commands in campaign mode gives me hope. thank you!

keen cedar
#

Yes, the mortar and randomize IED systems use player triggers

#

Our rendition of Fallujah is taking shape with these new experimental additions. The goal is to add some pleasant surprises to objectives players go and cap. One system I am working on is when the players sabotage “capture a relay point”, it actually does something like an explosion or series of explosions to spice things up

raw maple
#

Sounds great! I will check it out. I played a good amount of Zarichne PVE back in 1.2 and it was lots of fun. I'll try one of the other maps they are definitely very fun!

keen cedar
brittle cargo
brittle cargo
late flicker
#

the zarichne scenario is a masterpiece 😄
is it possible to do something with the end of the scenario, when you capture everything so that you have mission briefing on the end, now its just a server restart 🙂 can you do something about it ?

brittle cargo
late flicker
#

Yes thats the thing i mean 😂

late flicker
#

BACKEND : Loading dedicated server config.
RESOURCES : GetResourceObject @"{D59A25B3B0F2D91C}Missions/Zarichne_PvE_Conflict.conf"
RESOURCES (E): Failed to open
RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/Zarichne_PvE_Conflict.conf'!

#

servers wont start with the scenario

keen cedar
#

UPDATE

All maps except Rivervalley have been updated to current game version.

Rivervalley will probably remain non-updated for the near future. It was a testing grounds for things, and I cannot get the map to work in-game.

keen cedar
keen cedar
late flicker
keen cedar
#

Kk, I’m at work right now but when I get home later I will test it to find the issue

#

Also to note, the script you see is a common script that appears in the console log. It usually says “failed to open” and “cannot load mission header”

Check you JSON file and make sure it’s valid. Another trouble shoot is delete the TFG Zarichne PvE mod from your Addons folder in your server and have it redownload

Just some pointers, but I will make sure the issue is addressed soon

late flicker
#

the json is valid, i deleted the mod and downloaded it again and the same issue again

keen cedar
#

Gotcha

sour blaze
#

New update on worthy island has MOB in middle of ocean. Restarted and stayed same

keen cedar
#

Damn, it's still doing that. I'm going to look in on that and get it fixed

#

Usually we found that a few restarts fixed it, but its an ongoing issue

keen cedar
#

UPDATE

Worthy Island
1.1.6

  • Removed Warley Military Base and moved it to a MOB spawn area to eliminate the chance of being spawned in the ocean.
craggy jay
#

This happened to me on fallujah can't cap anything

keen cedar
#

That is really strange. We just started up ours after a server reset and this is what we got

#

But good to note! I will look into it

(Also, set up a radio relay and see if that helps 🙂 )

brittle cargo
keen cedar
#

Gotcha, yeah I can look into the save profiles that the gamemode creates and see if I can find a way to fix it, but thank you for the intel 🙂

craggy jay
brittle cargo
keen cedar
#

UPDATE

ZARICHNE
1.7.0

  • Added new debris fields in town.
  • Did some more landscape depth additions (such as adding fallen trees in forests and rocks along the river shore in a few places).
  • Added new props (such as sandbag bunkers, fortified positions, etc).
  • Overhauled the Marsh Relay.
  • Overhauled the Military Base.
  • Overhauled the Power Plant.
late flicker
sour blaze
#

Anyone else getting the first MOB not connected to the radio signals?

keen cedar
brittle cargo
#

Kunar feedback: Got these turrets repeat spawn.

keen cedar
#

FALLUJAH PVE FULL RELEASE

1.5.0
FULL RELEASE

  • Major map edits allowing more depth and dense urban combat
  • IED's scattered throughout
  • Dynamic locations
  • Mortar System
brittle cargo
raw maple
#

is the zarichne one having issues currently? I can't load it up

keen cedar
#

It shouldn't, haven't updated it recently

raw maple
keen cedar
#

There will be an update to Zarichne with some new additions coming later this week 👀

keen cedar
#

UPDATE

Fallujah
1.5.6

  • Reworked the IED's to spawn less frequent so they can spread across the world better.

1.5.5

  • Reworked AI to be smaller groups, but respawn after a certain period of time to help with numbers.
  • Tried to optimize the gamemode better with adjustments to mortar systems and supplies.
keen cedar
#

UPDATE

Zarichne
1.7.5

  • Added two new area's (INDUSTRIAL and FORT KRESK).
  • Updated new locations for Mortars.
  • Added some more levels of details to the Marsh (also added some more AI).
  • Added more patrols on the map.
  • Reworkd the MOB's some.
minor yacht
#

do these sceanrios have counter attacks?

late flicker
#

counter attack would be nice and tricky 😄

sour blaze
keen cedar
#

Yes, there is a setting in the game mode that will kick players and demote them for ff. They need to have 10 ff kills in order to be kicked

sour blaze
#

Apologies, i mean they are shooting the enermy and its counting as FF

keen cedar
#

That is a weird bug from the scenario. It usually can be fixed a GM right clicking a player and promoting them. It usually happens when you use Bacon Loadout too

#

But I can look at the settings. I’m planning on making a quick quality update today for Zarichne

minor yacht
#

I have the same issue

keen cedar
# minor yacht do these sceanrios have counter attacks?

There is technically no counter attacks at the moment. What was designed was the AI to collapse on a captured CP if they were around 200m away. This was designed so people could intercept and eliminate the counter attacks before the happened. Allowing for more strategic gameplay.

There is a system being incorporated to have patrols respawn. And some patrols do spawn close within the 200m range of a CP. This is currently being tested on Fallujah at the moment

minor yacht
#

I'd love to have that on zarichne, loving the scenarios so far

fading jungle
#

Will you be doing a Chernarus pve scenario by any chance?

keen cedar
#

UPDATE

Zarichne

1.7.6

  • Adjusted Mortar system to work better with Series S players.
keen cedar
velvet moat
#

Really looking forward to running your scenarios once we finish our everon campaign. Any more details you can expand upon regarding vehicle patrols? We've been playing Gramps 4x, but even then we wouldn't mind running into even more enemy vics - love having to react to enemy armor and requiring anti-tank roles.

keen cedar
brittle cargo
#

TFG Zarichne has run 3 days constantly on my server without any issue.blobcloseenjoy

keen cedar
#

UPDATE

ZARICHNE
1.7.7

  • Made a few adjustments to AI patrols and added a respawn mechanic to simulate larger numbers but give better server stability.
keen cedar
#

UPDATE

FALLUJAH
1.5.7

  • Changed the mortar system in the city to only drop smokes now. This has been done because there are to many instances where servers crash because of the building destruction caused by the mortars dropping.
  • Stability improvements.
  • AI tweaks.
vagrant warren
# keen cedar **UPDATE** **ZARICHNE** 1.7.7 - Made a few adjustments to AI patrols and added ...

Hello man, Love all your work for these maps making them available to groups who wants to have fun in pve. I wanted to report some issues when utilizing prefabs that are also visible to editor mod, I see for Zarichne you've utilized prefabs to make some points different with sandbags etc... But these prefab shouldnt be visible on editor mode (gamemaster), otherwise when loading or restarting the server some of these prefabs will replicate each other after each start. I'll show you an example...

keen cedar
#

What should I use primarily then? I've seen prefrabs with blue, yellow, and orange underlines and don't really know the difference all too well notlikemeow

vagrant warren
#

you need to place to blue ones

#

E stands for editable

#

hope this is helpful 💪

vagrant warren
#

@keen cedar do you also update the navmesh when you add stuff into the scenarios?

keen cedar
#

Yes

vagrant warren
#

Is it possible to have the AI soldiers carried over savings? I run a server with my buddies and we're having much fun with the maps and all, but when we update mods and we load the map back in everything carries except for friendly bots at bases. Can this be fixed maybe?

keen cedar
#

I can look into it and see what I can come up with

keen cedar
#

Thank you everyone for over 2000k collective downloads on the PvE gamemodes ❤️

Fallujah is running much more stable for our TFG servers, hope its working for you chaps as well 🙂

keen cedar
keen cedar
#

🗺️ NEW MAP 🗺️

Welcome to Gogland PvE Conflict

https://reforger.armaplatform.com/workshop/6524595F621F9EB8-GoglandPVE

Summary
On the remote island of Gogland, come and retake the island in this refreshed and updated PvE mode brought to you by TASK FORCE GHOST!

Description
With 36 capture points, enhanced landscape details, and a new overall feel to this iconic map, TFG presents a revised version of PvE Conflict game mode for Gogland!

More will be added as I further develop the game mode with some exciting things to come!

With an overhaul of the map's dynamic, rocky terrain, come and experience Gogland like never before with enhanced geographical features, new capture points, and new layouts of the overall feel of a PvE conflict game mode.

FEATURES

  • Updated coastlines and map details to add more depth and rocky layers. (Gave the coasts some more rocky textures and added rocky depth to areas).
  • New MOB locations for North, Central, or Southern to give more dynamic play
  • New capture point locations and cargo ships (even one sinking!).
  • Mortar Systems.
  • 6 Hidden sites with an interesting... twist...
  • Ambient Patrols and counters.

Thank you to -

  • Tamppa for the map
  • Gramps for the Conflict Framework
Arma Reforger

On the remote island of Gogland, come and retake the island in this refreshed and updated PvE mode brought to you by TASK FORCE GHOST!

keen cedar
#

UPDATES

Gogland
0.5.1
HOTFIX

  • Tweaked some of the game mode settings to match up with regular TFG Game Modes
  • Fixed floating rocks above Central MOB
  • Edited some more of the map, added hay bails to open fields for cover
  • Edited some of the rock faces so players would not fall through them
vagrant warren
#

hey mate... can you do something for this issue? 😅

#

this is Zarichne by the way

keen cedar
#

Yeah, I’m reworking it because I used the wrong prefab type 😬

vagrant warren
#

does your map have an ovveridden character maybe?

#

I noticed when your zarichne mod is activated stamina doesn't run out

#

my bad, is not your mod, but gramps

keen cedar
#

You are correct, that’s gramps overriding it

keen cedar
#

UPDATE

Gogland
0.5.3
HOTFIX

  • Removed Double AI to help with stability
  • Reworked transmitter range to reach what was once unreachable capture points

ADDITIONS

  • Added more rocky shores
  • Added some new fortified positions to two capture points
  • Removed Barbwire because AI would die on them

NEW

  • Silos are a little more lethal...
feral moat
#

Hello question, how can I capture the Islands un gogland?

keen cedar
keen cedar
#

UPDATE

Zarichne
1.7.8

  • Updated to current game version.
  • Worked on the editable entities. Fixed most of them but may have a few here and there.

Fallujah
1.5.9

  • Updated to current game version

Gogland
0.5.4

  • Updated for current Game Version
  • Added three new Relay stations to help reach the surrounding islands and ships.
  • Reworked some of the maps enhanced additions.
  • Added a little fortress complex at one of the new stations.
#

My goal is to get Worhty Island and Kunar updated by tomorrow 🙂

keen cedar
#

Coming soon -

keen cedar
#

**🗺️ NEW MAP 🗺️ **

Denali PvE Conflict


SUMMARY
Enjoy this 15 capture point simple PvE Conflict game set in the far north of Denali!

DESCRIPTION
Roaming through thick brush, not knowing where the enemy lays their traps. Vast wilderness, uncharted territory, and dense foliage, Denali proves to be the testing grounds for navigation.

TFG presents this simple, yet fun PvE Conflict scenario set in the mountain region of Denali.

FEATURES

  • Simple gameplay.
  • An easy flow layout for Conflict.
  • Added rocky details to the river's side.

BIG THANKS TO
Gramps - For the PvE Scenario framework!
R4GEisF3AR - For this amazing map!

Map Link
https://reforger.armaplatform.com/workshop/655CE49164AD267A-DenaliPvE

Arma Reforger

Enjoy this 15 capture point simple PvE Conflict game set in the far north of Denali!

keen cedar
#

Coming Soon...

keen cedar
#

**🗺️ NEW MAP 🗺️ **

Bergamo PvE Conflict NIGHTMARE EDITION

SUMMARY
Welcome to a 27 capture point PvE Conflict set in the ruined, apocalyptic landscape of Bergamo.

DESCRIPTION
Ruins, desolate landscape of Bergamo, come and join this TFG exclusive of the first NIGHTMARE edition! Stories tell of a ruined city, Radiant City, where the world is collapsing. After a failed operation, data suggest that something wrong, terribly wrong, has transpired within the AO. You are tasked to investigate, and drive out the enemy!

TFG presents this simple, yet fun PvE Conflict scenario set in the mountain region of Denali.

FEATURES

  • Dynamic capture points.
  • Dangerous mortar systems.
  • Ruined locations
  • Enhanced map details
  • Ruins in a swamp
  • "CLASSIFIED"

THANK YOU TO
Gramps - for the Conflict PvE Framework!
Heine - for this amazing map!

LINK
https://reforger.armaplatform.com/workshop/64E76D9B7AA709DC-BergamoPvE

Arma Reforger

Welcome to a 27 capture point PvE Conflict set in the ruined, apocalyptic landscape of Bergamo.

keen cedar
#

UPDATE

Bergamo
0.5.1
HOTFIX

  • Fixed cappable points, now you can cap them
  • Adjusted AI in Radiant City
  • Reworked a spawn system to be more stable
keen cedar
#

UPDATE

Bergamo
0.6.0

  • Added two new "CLASSIFIED" zones.
  • Adjusted some of the area's.
  • Added new foliage features to make some area's feel less flat.
  • Added more rubble and wreck vehicles in Radiant City.
#

Next Production

keen cedar
#

UPDATE

Bergamo
0.6.1

  • Added Music Manager to work with EO's Ambient mod
keen cedar
#

UPDATE

Bergamo
0.6.2
HOTFIX

  • Worked on "Classified" in Radiant City
  • Adjusted Spawn count in Radiant City for stabilization.
limber ferry
late flicker
#

if i create a pve scenario i have no access to Game master when published. what can i do to add Gamemaster into the conflict ?

brittle cargo
keen cedar
keen cedar
late flicker
#

in conflict

late flicker
keen cedar
#

Do you have the following managers (minus the FogHaze and MusicManager)?

#

And did you use the Plugins-Game Mode Setup properly?

late flicker
late flicker
limber ferry
#

@keen cedar minor question whats the difference between


Game Master scenario for the TFG edit of Fallujah```
and 
```Fallujah PvE

A 28 capture point set in Fallujah reborn!```
Does one just support GM play more?
keen cedar
#

The second one is for regular GM play. I made some heavy additions (such as the junk piles, rock features, other world additions) so that way if people want those world features but run as a GM mode, they can

limber ferry
keen cedar
#

Also thank you everyone for your encouragement and stories, I really appreciate it and happy to make these for ya'll

Remember I do NOT make the maps though 😅 , all that credit belongs to those talented indviduals. I make the game mode, and add some extra flare to each map as an added bonus 🙂

limber ferry
#

@keen cedar not a big thing (minor) but fallujah AI for first point if running linear pve, the AI seem to love the barbed wire I know thats a thing you probably cna't help but thought I mention

#

Also, next question (thing), we are running WCS_Weather but its not adding to the weather? (Mike's Fallujah has same issue) not sure if intended, could be me issue also

keen cedar
#

Ah yeahhhh I've been trying to remove the barbwire from the checkpoints (but sometimes they reset when I go edit the map)

That is due to Heine not having the default WeatherSCR on the map itself. And I cannot add it. On TFG we run EO's weather mod but it doesn't work on all maps as well

limber ferry
keen cedar
#

I have not

limber ferry
#

Is default difficulty Cylon btw for Fallujah or regular like gramps303 on everon?

keen cedar
#

Regular

limber ferry
limber ferry
#

Do you have plans to also do Chernarus? I know probably not soon with all your doing atm, just curious.

keen cedar
limber ferry
#

Do you not do resistance squads like gramps does @keen cedar ?Took first point on fallujah but there aren't retaliation waves. He spawns a squad of 15. Then after 4-5 waves he does a squad of 15 + mortars. Got it on second point but was delayed maybe thats the issue. I am also running Linear PVE mod


#

Also bug Fallujah top left (probably just needs clean up) -

keen cedar
#

There are no counters. There are outside AI at certain points that are supposed to collapse in on a captured CP (thus acting as the QRF). This allows for Recon to eliminate those targets as part of the overall strategy of the team.

As for that, yeah I'm trying to find a way to make it hidden. Its supposed to be there so the whole system works properly with the capture points.

limber ferry
limber ferry
keen cedar
#

I understand, the idea was also to have these game modes go faster then usual. I plan on trying to have some slower versions in the future

limber ferry
keen cedar
#

UPDATE

Bergamo Nightmare Edition
0.7.0

  • Added a new SECRET location "?".
  • Modified the Marsh Relay area with more structures.
  • Adjusted "Classified" in Radiant City for stability.
  • Removed Mortar from city to help with stability.
  • Adjusted flame entities to help with stability.
  • Various other optimizations.
keen cedar
#

🎉 MAJOR MAP UPDATE FOR ZARICHNE🎉

2.0.0
MAJOR UPDATE
Welcome to Zarichne PvE 2.0, also known as WAR EDITION. The first from TFG, this enhanced experience brings new stage of conflict mode to the battlefield!

FEATURES

  • Ambient Vehicle patrols are now live!
  • AT and AP mines found throughout the map!
  • Final detail edits to the battlefield!
  • QRF Elements to major capture points!
  • New MOB South location!
limber ferry
#

Fallujah yah biggest gripe the AI just want to live in the barbed wire its like they are magentically attracted, most of the AI are dieing to barbed wire 😢

limber ferry
#

possible Fallujah bug - Enemies at compound away from Obj not "near obj", looks like missing an Obj maybe or side quest thing? (they all went to the point after it was capped). Maybe intended just seemed off to me

keen cedar
#

I will look into it for sure, I am working on the WAR EDITION of Fallujah here soon

limber ferry
#

Bug - on Fallujah at fort freedom AI spawn inside of hesco barriers

keen cedar
#

UPDATE

ALL

  • All maps have been updated to 1.4
untold sleet
#

FYI the Maahelli relay towers ladder on Gogland is too much into the ground making it not interactable (cant climb the tower)

limber ferry
#

Fallujah PVE -
Construction Area 2 point - AI spawn in the Crates

#

Fallujah - PVE a lot of spam of this I see in logs :
SCRIPT : [CPR] Randomizer limit reached, counter attack skipped!

keen cedar
#

That is due to the AP and AT mines, I am working on making adjustments to those to help allivate the randomizer

limber ferry
#

Fallujah PVE - Industrial Complex AI spawn in crates

limber ferry
#

Server Crashed Fallujah PVE but nothing "stands out" I hate server crashes they have no info in logs

#
Reason: Access violation. Illegal write by 0x7ff629628003 at 0x0```
#

@keen cedar any ideas? came from the crash.log file

keen cedar
#

That looks like a NavMesh issue, I shall investigate

#

Also, Fallujah is the next War Edition map, so I will be addressing as many of the issues as possible 🙂

limber ferry
#

what is a NavMesh issue? out of curiosity?

keen cedar
#

NavMesh is what the AI use to navigate on the map itself. Like the roads, avoiding objects, etc. The 0x0 is the coordinate on the map that defaults when a NavMesh is not working. Might be the LowRes

limber ferry
#

ah we used to get them on Everon a lot when we spawned in stuff as GM

#

we stopped doing that though because we thought we kept breaking it and no crashes ever since, but then it happened again but this was on Fallujah not Everon and since your so responsive we thought why not and see what happened. To be clear GM didn't do anything.

limber ferry
keen cedar
#

Its in the map itself, when making a game mode, you have an SCR_AI_World that you add the NavMesh in

limber ferry
keen cedar
#

It's something I have to fix on my end

limber ferry
keen cedar
#

Ah, I see, I see

limber ferry
#

Surprisngly there is like no "documentation" when you search any of those words as key on this discord to find out the cause so I appreciate it!

limber ferry
#

Fallujah PVE - Events (AI Spawn) around "Stone Hill" are a bit of an issue as they sometimes spawn in the rocks and spawn right infront of the people as they are passing through to instantly kill them. Also the point is captured and AI still spawn when after players leave and come back or spawn in at the point.

limber ferry
#

I'm excited for when Worthy Islands gets finished, that will be enjoyable!

limber ferry
limber ferry
#

fyi @keen cedar Kunar PVE is completely broken after the update (unplayable), aka no spawn points etc

limber ferry
#

@keen cedar not sure if related to your mod but noticed after the PS5 update we get this every now and then -


Reason: Caught request on locked player!

Class:      'SCR_PlayerFactionAffiliationComponent'
Function: 'Rpc_RequestFaction_S'
Stack trace:
Scripts/Game/Respawn/Factions/SCR_PlayerFactionAffiliationComponent.c:195 Function Rpc_RequestFaction_S
Scripts/Game/Respawn/Factions/SCR_PlayerFactionAffiliationComponent.c:177 Function RequestFaction
Scripts/Game/GameMode/FactionManager/SCR_FactionManager.c:717 Function OnPlayerDisconnected
Scripts/Game/FPM/GameMode/FactionManager/SCR_FactionManager.c:13 Function OnPlayerDisconnected
Scripts/Game/GameMode/SCR_BaseGameMode.c:916 Function OnPlayerDisconnected```

Prevents players from spawning and locks the game. We do server restarts every 12 hours.
keen cedar
#

I’ll look into it tonight and see if I can hit fix it. The map itself is old in the case of its own updates too

limber ferry
limber ferry
#

Fallujah PVE bug (minor) - machinge gun nest have two machine guns (aka one within one)

limber ferry
#

@keen cedar do you plan to add XP for troop transporting or supply runs ? Right now our players notice they don't get XP. We are on Gogland PVE atm. It also adds incentive to do them.

keen cedar
#

UPDATE

I removed Kunar from the Workshop since the map maker made a new map and it broke my game mode. I will work on getting the mode set up for the new map as soon as possible and republish 🙂

limber ferry
keen cedar
#

Yeah, but its a complete overhaul too, looks amazing, so I will try and get it up running soon :0

keen cedar
#

UPDATE

Due to the fallout of the Wolfs Building Pack, the following maps are unplayable at the moment -

  • BERGAMO - NIGHTMARE EDITION
  • FALLUJAH

I am working on fixing Kunar and should have something soon.

limber ferry
keen cedar
#

Yeah, its not a good situation...

#

The next new map with the TFG gamemode is Iraq 1990, Western Zagoria was going to be next but again the Wolf issue 😦

The Iraq luckily has everything inside the map itself. No dependent mods

limber ferry
keen cedar
#

Map creators can still load it, its blocked by the BI Admins as they review the situation

#

I can still access my Bergamo and Fallujah game mode files, just has the issue of booting a server to load the map since its blocked on WS

#

Sucks too because I was about ready to push a full release for BergamoPvE and a War Edition for FallujahPvE

limber ferry
#

Well you can finish then worthy islands then probably lol, it sucks that all the big popular maps are not playable really...

keen cedar
#

UPDATE

KUNAR PVE 2.0

SUMMARY
A new edition of Kunar PvE for the Kiok updated map!

This is a 26 Point Conflict Scenario.

DESCRIPTION
A new edition of Kunar PvE designed by TFG. This is an updated, With the new rendition of Kunar, come and explore, fight, climb, and capture the various objectives around this breath taking region!

FEATURES

  • IED's
  • Mortars
  • QRF Elements
  • New Locations

THANK YOU TO

  • Gramps for the scenario framework!
  • Kiok for the amazing map!
limber ferry
#

Is this for arma terrain core 1.1.0 or 1.1.1

keen cedar
#

The newest

#

UPDATE

Bergamo is now a Full Release 1.0 version!

1.0.0
FULL RELEASE

  • Adjusted final counters
  • Added some new props
  • Additional world Edits
limber ferry
#

Wolfbuildingpack is back, magically, Yippee

keen cedar
#

Indeed, that's why I pushed the update XD

keen cedar
#

UPDATES

BERGAMO NIGHTMARE EDITION
1.0.0
FULL RELEASE

  • Adjusted final counters
  • Added some new props
  • Additional world Edits

GOGLAND
1.0.0
FULL RELEASE

  • Fixed the radio tower
  • Adjusted counter attacks
  • Added QRF
  • A little bit more to the silos....
craggy jay
#

Are there plans at all to do takistan?

keen cedar
#

Yes, waiting for them to cook on that map a little bit more before I do work on it 🙂

boreal turtle
#

What about everonxarland

limber ferry
#

Everon gramps303 does really well, aka default PVE one for the main mod

boreal turtle
limber ferry
#

Bug - Gogland - AI spawn under ships, same within crates

uncut shoal
#

rebornsaga

limber ferry
#

Bug - Gogland - AI spawning in Silo spawn in weird spots not in the silo portion itself, there like outsdie under the group etc

limber ferry
#

Suggestion - Add Enemies to Supply Points (all maps)

limber ferry
#

@keen cedar FYI on gogland the Silo+Tree , everyone thought that was super cool

keen cedar
#

❤️

limber ferry
#

everyone died to the gas except 1 wearing a gas mask for fun lol

limber ferry
#

maybe you may know since nobody seems to know - running WCS_weather, when server restarts weather is default unchanging. I tried doing -

"m_bRandomStartingWeather": true,
    "m_bRandomWeatherChanges": true,```
any ideas on how to get it off unchanging by default?
limber ferry
#

Bug - gogland - Nuemenkyla location - AI spawn in rock

limber ferry
craggy jay
vagrant warren
#

hello @keen cedar , there are still editableprefabs on the Zarichne map... those prefab duplicate each time server restarts

keen cedar
#

Thank you, I’ll push a hotfix when I can

keen cedar
small swallow
#

Is it normal for the AI to keep infinitely spawning and counter-attacking on a point I've captured?

#

I'm playing on the Kunar map edition in local host

limber ferry
limber ferry
#

bug - gogland - abandoned facility (down south) - enemies spawn in rocks

vagrant warren
#

is it normal that daytime runs at 10x everytime ? lol

#

I would like to set daytime at x1 and night at x12 but everytime day comes it resets to x10

limber ferry
#

@keen cedar gogland point in NE on island uncapturable

#

Believed icon or relay disappeared

#

Relay tower is collapsed believe it disappeard because of that

#

Server restart, tower is back so all good. So tower being destructible forced restart.

keen cedar
#

Gotcha, yeah I need to remove the relays from physically being on the towers since they get destroyed with them. Thought I got them all 😅

limber ferry
#

@keen cedar what are we missing to get this point to actrivate on gogland? (far right denver)

#

probably a bug as we tried command truck (on eastern side of mainland) and relays to NE and still no good.

late flicker
#

where can i deactivate this ?

craggy jay
keen cedar
#

📣 🗺️ NEW PVE MAP🗺️ 📣

SUMMARY
Welcome to Western Zagoria PvE game mode!

With 29 Capture Points!

DESCRIPTION
Experience the untamed beauty and volatile history of West Zagoria, where rugged mountains meet war-torn villages. Once a quiet frontier, this contested region now serves as a battleground for guerrilla fighters, Soviet occupiers, and US forces. Whether you're navigating dense forests, securing vital supply routes, or engaging in high-stakes military operations, West Zagoria is where legends are made.

FEATURES

  • Dynamic combat situations.
  • New density additions for foliage, ruins, and others to add depth.
  • Rich combat enviorment with bunker and sandbag systems.
  • QRF elements.
  • Vehicle patrols.
  • Mortar system.

THANKS TO

  • Gramps for the scenario framework!
  • TandemHEAT for this amazing map!

LINK
https://reforger.armaplatform.com/workshop/656047327864878A-WestZagoriaPvE

Arma Reforger

Welcome to Western Zagoria PvE game mode!

With 29 Capture Points!

vocal portal
limber ferry
#

its something @keen cedar will have to investigate prob

vocal portal
#

You saying it's impossible to use Kunar in my mission for the moment?

keen cedar
#

UPDATES

FALLUJAH
1.6.0
FIXES

  • Fixed the map to help with updated version from Heine.
  • Fixed some of the barricades that were clipping or had dirt piles floating.

ADDITIONS

  • Added some new details.
  • Added random vehicles (and some hidden).

OPTIMIZATION

  • Adjusted AI count to better help stability.
  • Reworked the patrols to be more dynamic, less server stressors.

BERGAMO
1.1.0
ADDITIONS

  • Added random vehicle spawns throughout the map in hidden areas.
  • Added fortifications around Radiant City.
  • Various optimizations.
keen cedar
#

UPDATES

DENALI
0.6.0
UPDATE

  • Adjusted AI sources, made some area's more difficult
  • Added a new capture point (Mount Korvak)
  • Added some new rocky edges to some lakes.
  • Added a cave to work on something in the future.
  • Added new rocky formations to the main river.
  • Optimization adjustments.
keen cedar
#

MAP UPDATE

West Zagoria now has a full 1.0 release.

WEST ZAGORIA
**0.5.2 **to 1.0.0
FULL RELEASE

  • Added more lush areas.
  • Added fortifications.
  • Added new QRF elements.
  • New mortar positions and trigger effects.

OPTIMIZATION

  • Adjusted AI spawns for stability.

GM MODE

  • Added a GM mission as to utilize the world enhancements.

KUNAR
1.1.0
UPDATE

  • Added two new capture points for the newly developed area at Shuryak Valley.
  • Redid the AI system.
  • Adjusted the IED system to be cruel...
limber ferry
#

fyi @keen cedar in case you didn't see gramps updated his scenario the other day. So far on gogland not noticing any issues after we wiped. I don't believe there are any counter attacks though.


- Reworked counter attacks to use a large group prefab and set the size of the group still using the multiplier, but a new method.  If you use a group for counters that is maxed out at 4 characters, you will not get a group any larger than that unless you update your group with more characters.  My default counter group is maxed out at 100 characters (or a multiplier of 25).
- Added check box to designate a counter group in AmbientPatrolSpawnpointComponent
- Fixed counter attacks despawning when players leave a cap point
- Fixed some Everon counters that were spawning in and not moving to their waypoint
- Adjusted some points hq tents positions for Everon
- Added vehicle patrol in Villeneuf area
- Added back warcrimes but disabled Character perceived faction outfit type
- Added workbench thumbnail
- Cleaned up some scripts, removing unused code
- Latest save file deleted on match end after 15 sec to prevent pre built buildings from the previous session loading on a fresh start
- removed auto shutdown script on match end
It is now highly suggested to use the following startup parameters when running your server to avoid any issues restarting the match:  ArmaReforgerServer.exe -autoreload 30 -autoshutdown```
raw maple
#

Is the AI behavior in your mods specifically configured? They seem noticeably more aggressive, which I like!, but I haven’t been able to reproduce that using standard defend waypoints in my own scenarios. Just curious.

keen cedar
#

🗺️ NEW PVE MAP 🗺️

IRAQ 1990

SUMMARY
Welcome to Iraq Rahhaliyah region set in the 1990's.

A Conflict PvE game mode with 22 capture points!

DESCRIPTION
Step into the heart of conflict in a PvE game mode set in the unforgiving terrain of Iraq. Navigate urban warfare, sprawling deserts, and insurgent strongholds as you execute daring missions against a relentless enemy. Whether securing critical supply lines or leading covert strikes, every decision shapes the battlefield in this high-stakes fight for survival.

FEATURES
This is beta release, more will be added soon.

  • Dynamic combat situations.
  • A newly redesigned, more urban feel.
  • Additional map additions and layers to add more to the world.
  • Random vehicle spawns.

THANKS TO

  • Gramps for the framework!
  • --JustMichael-- for the incredible map!
keen cedar
#

UPDATE

Zarichne
2.1.0

  • Added a GM Enhanced Mode
  • Added some dirt layers to the city to make it feel more war-torn
  • Added some new fortifed areas within the city
  • Added some MG nests inside windows of a few buildings
  • Adjusted Counters to be, well, you'll see...
runic zenith
#

Do you have an Anizay PvE mod? @keen cedar

keen cedar
#

Negative, it is in the list of maps upcoming though. Seems like there’s been demand for it too so I’ll add it into the queue 🫡

limber ferry
#

@keen cedar any ETA on the two fixes for gogland the tower issue and the last point on the island not triggering? (Ruuskeri Island)

keen cedar
keen cedar
#

My apologies too, slipped as I've been busy XD

limber ferry
runic zenith
#

@keen cedar too many bots are Spawning on Fallujah, how can I avoid this? 👀

keen cedar
#

There have been adjustments made, probably need to reduce it even more 😅

runic zenith
#

I have constant 13 Server FPs 🤣

keen cedar
#

Use the Conflict Linear mod if you haven’t already, that can help

runic zenith
#

I only find these to

keen cedar
limber ferry
#

Fallujah was fine for me, we use Linear

keen cedar
#

I’m believing however Fallujah may require more beefy servers to run. I also think my entity additions may need to be scaled back more to also help

keen cedar
#

UPDATE

Kunar PvE
1.2.1

  • Added new checkpoints for the newer area developed.
  • Fixed a few entites.
  • Fixed AI Counter Attacks (not every location has counters).
  • Adjusted AI entities and spawn.

Gogland PvE
1.0.1

  • Quick fixes and allowing Ruuskeri Island to be capturable now (must capture the sunken ship relay).

Fallujah PvE
1.6.2

  • Adjusted entity additions inside city to be lessen for stability.
  • Adjusted AI to help with performance.
  • Redid the AP and AT mines around the map to be less stressful on a server.
runic zenith
#

@keen cedar big love for you Brother! 🫶🏼

keen cedar
#

Fine. It's cooking in the kitchen. 👀

keen cedar
#

📣** FINAL UPDATE FOR ZARICHNE PvE**📣

FINAL UPDATE
Thank you to everyone for the feedback and effort to make such an amazing Conflict scenario for Zarichne! FAL (the map maker) has finished the map. I will make smaller improvement updates as the game updates, but this is essentially the final product.

FINAL FEATURES

  • Added new MOB location.
  • Two new capture points.
  • Added random vehicles (and two that are quite, well you'll find out).
  • Reworked most of the checkpoints with a custom checkpoint build I made.
  • Adjusted AI numbers for optimization.
  • Adjusted Game Mode settings to become the new standard for all PvE modes.
  • Added some more foliage to areas and the final developed areas as well.
limber ferry
#

What does - Adjusted Game Mode settings to become the new standard for all PvE modes. mean?

keen cedar
#

This was part of the play-tested conflict game mode settings that worked the best (supply respawn rate at bases, random weather/time, respawn cooldown, xp adjustments, etc) for my version of PvE.

Each game mode I’ve published so far has had some sleight variations, but it was Zarichne I was keeping a close eye on to finalize these settings so they’re consistent across all

limber ferry
runic zenith
#

@keen cedar can u put the USARF fraction to the Zarichne PvE mod? We are missing some Assets

#

That would be amazing Brother

keen cedar
#

MAP UPDATE

I removed Denali PvE due to the file being corrupted after the map maker split his map. I will add it back into the que to fix it later but it has been removed from the Workshop

keen cedar
runic zenith
#

Could you do an second Version of this mod with RHS? 👀

#

On the Zarichne PvE Mod the same problem like Fallujah, the points are too near to each other. Toooo many bots are spawning. I tried the fix mod for your mod but doesn’t seem to do anything.

Near the point you’ll have like 15-20Fps because auf the AI

keen cedar
keen cedar
# runic zenith On the Zarichne PvE Mod the same problem like Fallujah, the points are too near ...

There has been adjustments made recently to account for this, however, there are some issues still with full optimization. ArmA Reforger was not built to handle large amount of AI, and there is work being done to make sure this works correctly.

As for the RHS addition, probably going to be a no. That would take up more development time and I have other maps and previous maps I'm working on for new PvE's. I'm not well versed in adding factions to Conflict, and at the moment my mission is to get more maps out while fixing others.

brittle cargo
runic zenith
runic zenith
brittle cargo
#

I mean you can add all RHS USAF things for US by using override.

runic zenith
#

I don’t have a PC :/

brittle cargo
#

I have a "IPC modern faction" mod which may help you bro. It is not for conflict PVE, but I think it works for it too. @runic zenith

keen cedar
#

Additional Note for People 🙂

When you read your server log and it says 400AI that's not always incredibly accurate

What your console log is searching relaying to you is the amount of AI that can spawn within your area. Since I use GRAMPs PvE framework, he prevents AI from spawning at the default 500m down to around 100-300m. Yet, the game is still registering the other AI that could ***potentially ***spawn within your network distance area of 500m and beyond (if you have it higher then 500m).

My suggestion for server owners is to have the following settings for their server to help with the best optimization when running any PvE scenario (TFG or others) -

"gameProperties": {
"serverMaxViewDistance": 1500,
"serverMinGrassDistance": 150,
"networkViewDistance": 500,

However, console players still have a Memory (RAM) issue when it comes to ArmA as well, and AI do eat up quite a bit of RAM. A lot of these custom maps, although amazing, do have large entity holds that eat up RAM. This is not particuarlly on them, and as a Game Mode designer, I take that into account when building these (that's why some maps may feel like they have more AI then others).

runic zenith
#

Do you think if I put these on my server that the faction and Loadout from the us is missing then?

#

Because we have stuff in the US arsenal too what we need 🤣

It’s crazy man

keen cedar
#

Do you run a mod that converts RHS gear to your arsenal?

runic zenith
#

No

keen cedar
#

I'll DM you

runic zenith
#

Thanks mate

brittle cargo
keen cedar
#

MINOR UPDATE

Zarichne
**2.2.1
**- Reworked the Patrol AI. Reduced it by half and should help with performance.

I found that I was running 140 Patrol AI where some were hidden from me. So I deleted them all and reduced it to half that amount to 70.

runic zenith
#

Thanks man! 🖤

trail horizon
#

Would you like us to report AI in structures/rocks? Right now I’m simply deleting or moving

keen cedar
#

Sneak Peak at Anizay

Yeah, this is going to take a little bit of time XD

#

Nothing like 60 capture points to keep yall busy (thats not even counting the Relay Stations) blobcloseenjoy

runic zenith
keen cedar
#

📣 🗺️ NEW PVE MAP 🗺️ 📣

BETA RELEASE

🎉 ANIZAY PVE CONFLICT 🎉

SUMMARY
Welcome to the desert of Anizay!

An epic, large scale 60 capture point Conflict PvE game mode!

DESCRIPTION
Anizay is a battlefield drenched in chaos, where every alley and open desert stretch is a kill zone. Brutal firefights erupt across crumbling villages and sun-scorched dunes, forcing players into relentless tactical adaptation. Helicopters scream overhead as mortar fire rains down, turning safe havens into smoldering wreckage. In this unforgiving conflict, survival is earned through grit, teamwork, and the will to outlast the storm.
The largest scale combat made by TFG, come and explore the epic landscape created by TAMPA. You will explore vast desert ruins, pyramids, and ancient sites all across this hostile map.

FEATRURES

  • Dynamic combat situations.
  • 60 Capture Points (the largest ever)!
  • Mortar system.
  • Random Vehicle Spawns.
  • Large scale warfare.
  • Custom encampments and fortifications.
  • Custom checkpoints (so AI don't end themselves on the old ones through the razor wire...).
  • "CLASSIFIED"

THANK YOU TO

  • Gramps for his PvE Scenario Framework!
  • TAMPA for making this amazing map!
keen cedar
#

ANIZAY GLITCH

Uggg 😭

There seems to be a publication glitch and Anizay PvE will not load... I have removed it from the workshop and I'm trying to fix the uploading process.

limber ferry
#

@keen cedar have you figured out all the missionheader settings to have the randomweather on server restarts? vs unchanging? (not issue on fresh server start, only future). or are you programming it into mission?

keen cedar
#

Yes, I will be going through and making changes so that it stays the same across all game modes published (random weather is one of those enabled options).

limber ferry
#

ok cool yah thats the issue we have is you have to GM set it to random yes every restart, could never get it to always be yes on the future restarts

keen cedar
#

I republished it but still getting the same error. If someone is getting this please let me know. I can't get my test server to load or find it at the moment.

#

In the bottom right side it appears like this for me after I refresh the page

keen cedar
#

UPDATE

Anizay should be working now.

keen cedar
#

UPDATE

IRAQ 1990
1.0.0
FULL RELEASE

  • Added new checkpoints that are custom made.
  • Added mountains around the outside edge of the map to help remove the endless ocean.
  • Added some more vehicle spawns.
  • Added new fortifications.
  • Added IED's in the streets (watch out for those trash piles!)
  • Reworked AI patrols.
  • Reworked AI in city for stability.

Note on Mortars - There will be no mortars at this time to help with stability because maps like this struggle with mortar systems in high urban areas.

keen cedar
#

QUICK UPDATE

For the following PvE Modes for-

  • Kunar
  • Anizay
  • Iraq
  • Zarichne
  • West Zagoria

I adjusted the AI counts and squad types. Essentially I did a massive overhaul of the AI so there is more but in a stable way (increased most group size from 4 to 6 AI). This will help make them feel more full. Additionally, I adjusted their QRF elements to be more lethal and larger forces to fight back after capturing certain bases. Hoping its a good update for ya'll 🙂

trail horizon
#

Gogland!?!?!

limber ferry
#

Gogland is super popular if you can take a look at it next (aka like 60% of servers run the map so players have it)

keen cedar
#

I plan on doing the last slew of them today. Just didn’t have time for the rest of the maps and had to go to bed last night 😅

trail horizon
#

Minor “Text” on Ohio

keen cedar
#

Coming Soon.

Prepare for absolute hell… and I mean absolute hell…

keen cedar
keen cedar
#

UPDATE

The following maps have the more modernized AI that I've implemented in my other maps.

  • Gogland
  • Bergamo
  • Denali

I left Fallujah out because the AI is already carefully calibrated for that map.

BERGAMO
1.2.0
BERGAMO PVE

  • Added a new PvE Bergamo that does not have the "CLASSIFIED" in it. Instead there are more enemy AI throughout the map.

NIGHTMARE AND REGULAR

  • Modernized the AI to be in line with other maps.
trail horizon
keen cedar
#

Just need to restart for the update to take affect. There is a new mission file for Bergamo if you don't want the Zeeks and just fight the AI

keen cedar
#

Vietnam Update

Its bad. Why am I doing this 😭

trail horizon
#

Stuck in map

keen cedar
#

Thank you 🙂

trail horizon
#

no thank you!

keen cedar
#

COMING 6/20/2025

iron mountain
#

will it have Vietnam era factions? or will have modern factions?

keen cedar
#

Will be like my other PvE modes where it remains standard “generic”. If there is a mod that replaces the USSR with any era based enemies, then you’ll have to download that separately.

Standard factions are US and USSR.

keen cedar
#

😱 🔥 🗺️ NEW PVE MAP 🗺️ 🔥 😱

VIETNAM - HELL EDITION

SUMMARY
Welcome to Vietnam Hell Edition!

A 31 capture point PvE nightmare that designed to be a challenge!

DESCRIPTION
In the steaming crucible of the Central Highlands, every tree could hide death, every shadow whisper your name. The jungle isn’t just alive—it’s watching, stalking, bleeding with the ghosts of ambushes past. Monsoon rains turn trails to quicksand as the thrum of distant rotor blades and the crack of AKs weave into a lullaby of chaos. Booby traps litter the jungle like forgotten promises—invisible until the instant they tear your squad apart. And when the night falls thick as oil, the line between hunter and hunted dissolves into whispers, muzzle flashes, and sudden silence.

Welcome to the Vietnam: Hell Edition—where survival means mastering the art of vanishing before you become another name on the wall.

FEATURES

  • Dynamic, nasty AI Combat Tactics.
  • Harder version of PvE.
  • Potential to lose the game (MOB's can be attacked and captured now...)
  • Newly enhanced jungle environment (much thicker and more like Vietnam).
  • Ambushes!
  • AP Mines for added cruelty
  • New Artillery Strikes.
  • Mortars.
  • Traps.
  • Red Flares... Which means nothing good is about to happen...

THANKS TO -
--JustMichael-- for the amazing map!
GRAMPS for the awesome framework!

LINK
https://reforger.armaplatform.com/workshop/65A211776242ECF2-VietnamPvE

Arma Reforger

Welcome to Vietnam Hell Edition!

A 31 capture point PvE nightmare that designed to be a challenge!

tame marsh
#

running it on server rn, running into some performance problems, everywhere at first obj. something to do with the flares

#

PC 80-90 fps normal,35-40 when thoses flares trigger

#

extreme performance hit on consoles

keen cedar
#

Yeah, that's what we are seeing too. We keep it steady around 40 fps for our console players as well (which the target is keeping it above 30fps continually). But I am still making adjustments. We found the average console player in the area's we've played to remain steady around 40-60 fps with some of the more dense area's seeing the boys take a hit, but nothing to where its unplayable.

Thanks for the heads up though 🙂

#

UPDATE

Vietnam Hell Edition
0.5.1

  • Added some cover rocks to Camp Checkmate.
  • Fixed AP mines, now they spawn in map.

0.6.0

  • Added more rocky features to Camp Checkmate for added cover as you assault the hill.
  • Added new MG nests around camps that make their bunkers much more difficult.
  • Added more Jungle MG nests.
  • Adjusted all Capture Point AI to be groups of 6.
  • Fixed total capture points (should be 32 instead of 31 since MOB could potentially be captured).
  • Added new Ambushes.
  • Fixed AI at Hideout Relay to spawn directly in tunnel system.
  • Added more mortar positions in certain areas (three new ones).
tame marsh
#

the cluster munitions are awesome though its pretty cool

keen cedar
#

If you update to 0.6.0 Checkmate Hill has a little more "umph"

keen cedar
#

UPDATE FOR VIETNAM: HELL EDITION
0.6.5 & 0.6.6
UPDATE

  • Removed one type of my added foliage to help with stability (although you probabaly wont notice since the plant was small).
  • Adjusted AP mines around the map.
  • Added more MG nests.
  • Added new ambushes.
  • Reworked some of the additional foliage, added some tall grass in some flat areas to help feel more lush.
  • Red flare now = bad...
  • Adjusted game settings
keen cedar
#

FULL RELEASE FOR VIETNAM!

1.0.0
FULL RELEASE
(First, thank you to the outstanding community for feedback and support, you guys are the best!)

Now the full release is here!

NEW FEATURES -

  • Random vehicles added
  • Added 1 new Capture Point and 1 new Relay!
  • Added cruel Ambushes in certain areas.
  • New fortified positions added.
  • Added large scale counter attacks to some of the points (enjoy the fight at Camp Checkmate...)

**PERFORMANCE ENHANCEMENTS - **

  • Edited world entities (removed a layer of foliage - probably wont notice) but greatly helps with performance gains.
  • Changed the red parachute flares with vanilla red flares to help with performance.
  • Adjusted AI for performance and on the account of the counter attacks.
trail horizon
#

trying some Worthy Islands!!!!

tame marsh
#

MG emplacements at this pos are inside the rock cliffs , latest update fixed the performance, great job!

trail horizon
#

Worthy Islands a solid 60 FPS until motars are triggered and FPS is ruined rest of match

keen cedar
keen cedar
#

VIETNAM UPDATE

1.0.4 to 1.1.0
NEW MODE

  • Added a STANDARD PvE mode. Essentially, this mode has everything minus the MOB attacks, Clusters, Red Flares, and Ambushes. More of a streamlined of a standard TFG PvE mode.

HELL EDITION ADDITIONS

  • Added some more mortar placements in certain areas.
  • Added new ambush locations
  • Made MOB attacks, well, worse...
  • Ambushes now have some, special, variations now

OVERALL FIXES

  • Fixed the AI spawning underneath the HIDEOUT relays. Should be minimal now.
  • Fixed the counter attacks on Camp Checkmate.
  • Made all world edits for all three modes the same.
keen cedar
#

WORTHY ISLAND UPDATE

I have now updated WORTHY ISLAND to be up to date like my other modes for the other maps. This was the first map I learned how to make PvE on, and it was very out-dated. In that spirit, I have brought it up in this recent update to make a better experience 🙂

1.2.0
OVERHAUL UPDATE

  • Changed layout and systems to be more stable like other TFG PvE modes.
  • Rearranged and lessen points.
  • Added stability for servers.

NOTE: The workshop is not showing the new Scenario ID at this time, but hopefully it will work soon. The WORTHY ISLAND PVE (WIP) does **NOT **work and I am waiting for the workshop to remove it.

keen cedar
#

UPDATE

IRAQ 1990 PvE
1.0.3

  • Adjusted City area for better stability and frame rate.
  • Added MG nests around the map.

ANIZAY PvE
0.6.0
ADDED NEW GAME MODE

DELUXE MODE

  • Adds more AI to each point.
  • Stronger Counter Attacks.
  • Slower captures.
keen cedar
#

UPDATE

VIETNAM

1.1.1
HELL EDITION

  • Fixed a few minor bugs.
  • Fixed MOB's for Linear Mod to not have objectives.
  • Adjusted some Mortar Positions.
  • Added some MG nests.
  • Added a few more AP mines.
boreal turtle
#

It is called HELL edition

trail horizon
novel abyss
#

Any thoughts on asadabad? Trying to throw together a basic pve mode for my server but can’t figure out the AI spawning besides the ones that spawn on base itself but stop as soon as it’s capped

keen cedar
#

UPDATE

ALL PvE MODES
All Game Modes should now have XP for delivering supplies.

VIETNAM

  • Fixed being unable to win when capturing all points on Hell Edition.

GOGLAND
1.1.0

  • Added QRF attacks to certain areas.
  • Redid the AI in the Silos so they don't spawn in the walls.
  • Added random vehicles around the map.
  • Added MG nests in a few areas.
  • Did some light world edits.

ANIZAY
0.6.1

  • Reworked the QRF elements and fixed them not advancing on the capture points where they are found.
#

Coming Soon...

keen cedar
#

📣 🗺️ NEW PVE MAP 🗺️ 📣

RUSTOV PVE

SUMMARY
Welcome to a tactical PvE scenario built for Rustov!

Contains 31 capture points!

📣 🗺️ NEW PVE MAP 🗺️ 📣

SUMMARY
Welcome to a tactical PvE scenario built for Rustov!

Contains 31 capture points!

MISSION COMMAND
"OPERATIVES, we have detected that static is located somewhere in the AO, and the only hope in stopping it is by searching what was Abandoned and finding the Tower station in order to static!

-TRANSMISSION LOST-

FEATURES

  • Dynamic combat situations.
  • Civs in the combat zone.
  • Mortar systems throughout the map.
  • The red flares...
  • World edits to add fullness.
  • 3 MOB spawn locations.
  • Swamplands!
  • A decently detailed Quarry!
  • "CLASSIFIED" - "WARNING, STATIC, DETECTED WITHIN THE AO!"

THANKS TO
Gramps for the wonderful PvE Scenario framework!
Cyborgmatt and FAL for this amazing map!

keen cedar
#

We are having issues with ROSTOV

This is the error I get

(A): Replication::JIP Error: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (con=0x0)

I have no idea what would be causing this, any help would be appreciated :/

keen cedar
trail horizon
#

any idea as to what the issue was?

limber ferry
#

@keen cedar what was the solution? in case someone else runs into it in future

keen cedar
#

Ah, sorry

The issue was an object conflict with WCS_Core. One of my LAYERs on the map was causing a conflict with the mod. As long as you don’t put a prefab collective (like a machine gun nest), then you should be okay

#

I will do more examination on the exact 🫡

limber ferry
#

We have seen that issue before @keen cedar as a GM if we spawn a machine gun nest the server may crash. Unless its in like GM scenario mode. We never really got an error though the server would just die and we knew it was from spawning these type of objects.

warm elbow
#

Hey man, just wanted to say thanks for your work on all these PVE scenarios, they're great!

keen cedar
#

UPDATE ROSTOV
0.6.0

  • Added some more AI in certain areas.
  • Added some strikes in certain areas.
  • Adjusted the Ammo Depo point.
  • Fixed QRF elements not counter attacking certain locations.
  • Fixed CLASSIFIED by adding a better prompt and removing one objective to help with the Linear mod if being used. And fixed the END MISSION.
trail horizon
keen cedar
#

There is a way to stop it. Head East to an overgrown area with a control tower

#

It will also (was broken in 0.5.0 but potentially fixed in 0.6.0) end the game if the nuke drops

warm elbow
#

Some AIs are getting regularly stuck in these locations on Gogland. We use the linear addon so a game master has to delete them so players can continue capping bases

keen cedar
#

Gotcha, I’ll get them moved around

trail horizon
#

Had this happen not sure if just one off

#

Occurred after server restart

warm elbow
#

Some AIs are getting stuck in these containers on Fallujah 🙂

keen cedar
#

Question for people -

How are the counter attacks working on the maps that have them? Have the AI been advancing correctly, or is there a large group spawned out in the middle of an area and not moving about 🤔

keen cedar
#

UPDATE VIETNAM HELL EDITION
1.2.0
MAJOR UPDATE

  • Added Civilians in some of the towns
  • Added a few more, well, you'll find out...
  • Major improvements on stability.
  • Redid the plants on the map, removed several layers but still has a full feeling. Removed the large leaf plants though.
keen cedar
#

UPDATE ROSTOV

0.7.0
UPDATE

  • Added new layers to some of the scenarios in the mission.
  • Added new strikes in other areas.
  • Fixed counter attacks at certain locations.
  • Added new mission briefing to the Description of the game mode for clues how how to stop the "CLASSIFIED"

(MISSION BREIFING - "OPERATIVES, we have detected that static is located somewhere in the AO, and the only hope in stopping it is by east of Chiv- statitc and finding the Tower stati-static in order to static!" It is adviced you bring at least 4 demo-charges to breach the static - OVER)

warm elbow
keen cedar
peak spindle
#

How long do the gas zones last? Just had some dudes report they’re hard stopped on progression for Rostov 😅

#

The main issue may be us using the linear PvE mod though

peak spindle
#

My homies must be blind then time to smack em

serene whale
trail horizon
#

Citizens taking over to begin Fallujah map

trail horizon
#

Stuck Vics causing huge lake spikes

limber ferry
#

I reported that awhile back, not sure when he will fix that on Fallujah, I think he is still reworking it

peak spindle
trail horizon
trail horizon
#

Cargo containers

trail horizon
#

appreciate the updates will test out this afternoon!!!!

warm elbow
#

There seems to be a bugged point on Bergamo here, at least this is what happens with the linear addon

limber ferry
#

Thought for future updates - Use the regular USSR troops vs special forces reason being is there are mods to overwrite factions and they primarily look at the default ones not the "special forces" if we want to change outfits etc of the enemy faction
ex: "Middle East Insurgents or Insurgents" conversion to overwrite PVE faction. There are mods that do update Special Forces, but not many do.

sacred wigeon
trail horizon
#

right Russians in Fallujah is meh

#

Something is off

trail horizon
#

Had to adjust as under the deck

limber ferry
#

Iraq PVE - No resistance / enemies at enemy supply locations.

limber ferry
#

Iraq PVE - supplies don't generate on points only on main base. Not sure if intended or not.

#

Iraq PVE - enemies west of the airport don't seem to ever stop spawning in forest.

limber ferry
#

Iraq PVE - enemies spawn inside buildings around western market

#

Iraq PVE - major bug enemies respawning after being killed on top of friendlies, ex: west of airport or the ones near western market and more... (basically anywhere in city just infinite respawns)

placid path
#

@keen cedar Hey just wanted to reach out now that i see ya here on the discord my NTF squad recently completed the Iraq PvE and it was great we are a smaller group of about 8 and with some ai help and definite persistence we capped them all . So much fun look forward to more and more from you or TFG.. cheers!!

warm elbow
#

Worthy Islands mod 🙂

trail horizon
#

Wait what

novel abyss
limber ferry
keen cedar
#

Hi everyone, I was away on vacation this week but I'm back now

UPDATE

  • All scenarios have been updated to current game version.

ANIZAY

  • Updated and full 1.0 release.

ROSTOV

  • Updated and full 1.0 release

WORTHY ISLAND

  • Fixed the capture amount so scenario is winnable.
wise quest
#

Running into the dreaded "Demoted for killing enemies" bug with just these mods running. The general rank mod is just so I can test whether or not I'm being demoted.

#

I had assumed it was related to some other mod, but after going through them for about two hours I've found it's doing it regardless

#

Kunar, Worthy, Rostov, all but Zarichne which shows two USSR factions for some reason.

odd wharf
#

Why can't I use the bird helicopter?

keen cedar
limber ferry
# keen cedar

Nice finally someone doing PVE for takistan I wasn’t expecting for awhile since it’s still in development

wise quest
#

Are we chalking up the "demoted for killing enemies" as a Reforger issue or has there been any looking into it? Excuse my ignorance as I've just started diving into the world of Reforger PvE for my server.

trail horizon
wise quest
trail horizon
#

We love the reborn PVE as well but guys are getting frustrated with demotions and kicked from server due to the penalty

wise quest
#

Yeah it's quite unfortunate. The overall structure of the missions are great, but incredibly frustrating when you're being demoted constantly. Turning off friendly fire will stop the kicking from the server, but you'll still receive the renegade rank, etc.

#

@keen cedar With regard to Zarichne, why is it set up differently with two USSR factions? This mission, along with Anizay (I believe it's still set up this way also) does not suffer from the demotion bug and runs perfectly with and without mods.

keen cedar
#

As for the demote bug, I don’t know, I use GRAMPs PvE framework and I wonder if it’s a mode issue sometimes or the framework

wise quest
#

It shouldn't matter, but I wonder if hiding the faction is forcing some odd faction recognition issue with the framework

keen cedar
#

I know the demote bug runs with Bacons Loadout (not that his mod is bugged) cause it saves your rank when you save your Loadout and if you had a higher rank and back to a lower rank, it would technically demote you

keen cedar
#

But thank you for the observation, will be documented. I’ll try it out with the release of Novka and Takistam PvE this weekend

wise quest
#

Appreciate it and the work you're putting into these scenarios, they're a solid time with a good group

keen cedar
#

Thank you ☺️

wise quest
trail horizon
#

saw Novka is live and getting like 7 FPS

lyric osprey
#

Are there any USSR to MEI mods anyone knows of?

keen cedar
#

OFFICIAL RELEASE


NOVKA

Novka’s plunges players into a frozen alpine battlefield were survival hinges on grit and cunning. The mountainous landscape is a perilous maze of jagged ridgelines, avalanche-prone slopes, and icy ravines waiting to swallow the careless. Howling winds obscure movement and sound, forcing squads to rely on thermal optics, signal flares, and blind trust in one another. Scattered across the terrain are decaying radar stations and a buried bunker—repositories of both valuable intel and haunting secrets. Dynamic encounters with patrols, heavy counter attacks, and nature itself make every skirmish unpredictable and punishing. In this snow-blasted theater of war, victory isn’t about firepower—it’s about endurance in Novka’s frozen heart.

Welcome to Novka, a frozen, mountainous environment set for a 20-capture point Conflict scenario!

FEATURES

  • Dynamic AI system.
  • Frozen wastes.
  • Counter Attacks!
  • Mortar systems.
  • Hidden Gems.
  • Some unpleasant surprises.

TAKISTAN

Set in the scorched expanse of Takistan, players are thrown into a brutal desert crucible where heat, dust, and insurgent ambushes test every tactical decision. Each play session demands precision and grit—navigating the mountainous landscape, assaulting hilltop compounds, or extracting under heavy fire. Supply lines are fragile, air support is limited, and one wrong move could turn a routine patrol into a fight for survival. Players must adapt to evolving threats across the unforgiving terrain. In Takistan, the battlefield never sleeps—and neither can those who seek to tame it.

Welcome to the world of Takistan, a PvE Conflict game mode ready for the desert wastes.

FEATURES

  • Dynamic AI systems.
  • Large scale warfare.
  • Mortar systems.
  • Counter Attacks!
  • Added rocky details to the map.
trail horizon
#

the real MVP

limber ferry
#

@keen cedar I don't see them on the workshop do you have links? I searched your name RebornSaga

keen cedar
limber ferry
#

Just feedback if possible using regular infantry instead of special forces so we can use "insurgent" type faction/mod replacing russians.

Also Takistan minor bug the infantry at the checkpoint in rasman lower (aka first point basically) glitch into the hescowall.

keen cedar
#

I'll look into it, right now working on a major hotfix to make Novka playable right meow 😅

keen cedar
#

NOVKA UPDATE

Make sure to run 1.0.2 for Novka. It's much more playable and reduced AI and capture points with each point having a counter attack.

weary scaffold
trail horizon
#

thanks for the info

weary scaffold
#

I'm fully confident this bug originates from CRX. I really enjoy the mod and have spent a lot of time testing to track down the issue. While I've traced it back to CRX, I haven't been able to pinpoint the exact cause within the mod itself. I've already spoken with ATiM, so he's aware. It's just a difficult one to replicate, especially since not all players seem to experience it.

wise quest
wise quest
#

For those of you who are having the demotion issue, @keen cedar released the Takistan map without hiding the two USSR factions. I just finished a quick test with and without extra mods and it seems to be working great, no issues with demotion.

keen cedar
#

This collaboration is true ☝️

limber ferry
#

Just to mention never have had the issues with demotion for killing enemies (not civilians). We have ran Fallujah/Iraq/Takistan/Gogland

trail horizon
#

we experienced our last two maps now, Fallujah and Kunar

lapis harbor
#

@keen cedar I DM'd you, if you dont mind. Also, are your Fallujah and Anizay PVE Scenarios up-to-date and stable?

trail horizon
#

Two of same points Gulahy Shal

trail horizon
#

and Chical's not sure if Kunar update is causing this

keen cedar
#

Before I go to bed I'll look at Kunar and see if I can fix some of the stuff

keen cedar
#

Alrighty, I pushed out a Kunar update addressing the issues

trail horizon
keen cedar
#

UPDATES

Heres all the updates I've done recently

KUNAR
1.2.6

  • Added updated GM Enhanced mode.
  • Fixed Tower Relay

1.2.5

  • Reworked the AI counter attacks.
  • Fixed CP names.
  • Updated scenario to newest map edition.
  • Adjusted some game settings.
  • Reworked AI at the cave relay.

IRAQ
1.1.0

  • Heavy rework on Rahhaliyah. Essentially, I removed some CP's and made a Northern, Western, and Eastern section of the city with larger capture zones. Taking these points take time. This is to help with stability.

WORTHY ISLAND
1.2.3

  • Tweaks to game mode.
  • Tweaks to AI in bunker locations.
  • Updated to work with map update.

NOVKA
1.0.4

  • Tweaked game settings.
  • Tweaked CP's (and fixed Radar Station).
  • Tweaked mortars for stability.

ROSTOV
1.0.2

  • Added a new MOB location.
  • Adjusted some areas for optimization.
  • Did some additions.
  • Reworked the "CLASSIFIED" station.
trail horizon
#

Thanks TFG for all the hard work ARMA Gang-Gang loves theses maps!!!

keen cedar
#

SOME CLARIFICATION AND WHEN REPORTING ISSUES

I have gotten some spam recently from servers who run the TFG game modes complain a lot about FPS issues (especially on console). Some of you have provided great feedback, but some people have spammed me while demanding me to fix it right away and I do not tolerate this.

DO FIRST WHEN REPORTING

  1. Before reporting an issue, especially when it comes to frame drop, run the scenario in Vanilla, using only mods needed to run the PvE Scenario based on its dependencies. See if you are getting valid frame drops and server FPS drops. Although these fixes may never actually fully fix the issue, I can make adjustments to help without removing the core mechanics of my game modes. When running in Vanilla, it can help you gauge if its my game mode specifically, or your mods (as noted on POINT #2 of THINGS TO REMEBER).

  2. Make sure to attach screenshots and the name of the point (NOT ITS CODENAME like Washington, or San Diego as these change every mission). The name of the point is above the capture marker. That is what I have used to identify the point. Saying AI are stuck at point Oregon on a map does not help me 😅 .

  3. Crash Log Submission. I do not want to read through your entire crash logs, and most of the time, I do not see the framework or my scenario causing the issue a majority of the time. I look for key identifiers of my game mode causing the crash. Usually, if this comes up as a SRC_GameModeCampaign, then its potentially something on my end and after the log states the crash, I can see what is causing it.


#

THINGS TO REMEMBER

  1. ArmA Reforger was not built to handle large amounts of AI. I know that people have complained of there being too little or too many, and I do my best to make adjustments and find solutions to simulate more AI on the map when there isn't. One of the mechanics I use is a PATROL system, where certain parts of the map, the AI respawn (usually a maximum of two waves) as to simulate there is more on the map when there isn't. Additionally, there are counter attacks at some locations (but not all). All of these additions, fixes, and so forth require tweaking and adjustment to get right. Please do not spam me over adding more AI, it won't help.

  2. As I like to call "Mod Firing Order" for your server does matter! When you put mods on your JSON file, JSON deals with top to bottom ordering, meaning the first line executes, and so forth down the list. This affects MODS, and if you don't have mods in the right ordering (which requires some playtesting-as we here at TFG did and worked on for over a month to get right-) it will affect server FPS and console FPS. The more mods you have, the harder it is on the server if you are not careful of where you place those mods, and in what order. MOD management is a beast of a task, and what mods you add do affect gameplay and stability 😅 . Best rule of thumb, if the mod is older then two versions of the game, avoid using it unless its a basic framework to support an updated mod.

  3. I have had complaints and requests to remove my systems such as mortars. I am working on optimizing these, as I want to keep them and will keep them.

  4. We (TFG) will playtest these game modes first hand and a vast majority of the time when they reach a 1.0.0 release, they are stable on our servers and for our players, both console and PC to the best performance. My goal when making these game modes is that for lower end PC's or Console, to maintain at least 40fps+ consistently and a 1% of 25fps or lower (meaning that only one percent of the time playing, your FPS drops below this number). I have a console (PS5) that I test these maps on too and on our servers, we are careful on what mods we select and their ordering (much like what I talked about in point 2) to minimize our crashes (and have had great success in stability overall because of this).

  5. I do NOT make these maps. The credit belongs to the creators of these maps 🙂 . I just make the PvE Conflict game mode for them. Additionally, I do enhance the maps with added features and such, but this is done with careful precision as to maximize the overall feel of the environment without taking away from the map creators original vision.

  6. Finally, I am not paid for this, and I do this in my free time. I love doing this kind of development, and I am dedicated to making awesome, uniquely fun PvE scenarios with twists and additions not found in standard PvE modes made in the past. I love doing this, but I also have a life to attend to chaps and other hobbies/games 😁

keen cedar
#

UPDATE

ZARICHINE
2.3.0

  • Removed one Capture Point near Zarichne. This is to help increase performance.
  • Expanded Zarichne Capture point radius and made it longer of a capture time. This is to help increase performance.
  • Removed some entities from within the city. Allowing for better performance.
  • Added some destroyed tank cover in the city as well.
  • Added new AI system inside some of the buildings in Zarichne. When you approach certain buildings, AI will spawn inside, allowing for CQB style gameplay. This map is the current test of the system.
rough perch
#

Love your scenerios! Please keep it up, we use then almost exclusively on my server as they are well done and provide a great gameplay experience.

Is this where we should report any found bugs?

rough perch
#

Okay

limber ferry
#

@keen cedar no evidence atm, but one of the guys told me before he restarted server that the enemy base on Takistan (aka ussr home HQ bottom left of map) became an "active" capture point just fyi

#

@keen cedar evidence

warm elbow
#

Hi there, some AI are being reported stuck in this rock on Gogland. Map coordinates are 068 026 🙂

rough perch
#

Lalezar on Takistan PvE. Ai spawns inside the second tank every time. Have to kill in GM or can't capture point

keen cedar
#

BERGAMO UPDATE
1.3.0

UPDATE

  • Fixed AI at Airport and the Airport Capture Point.
  • Fixed double Helicopters.
  • Fixed Supply issue at MOB to be inline with new TFG standard.
  • Reworked AI for optimization and performance.

NEW

  • Indoor AI Spawn: Removed AI patrol spawns form inside building and added new framework for AI spawning inside of buildings. Not all buildings have this, but some of the apartments should have this new framework along with the School.
warm elbow
#

Some bugged AI in this temple on Iraq 🫡 009 037

keen cedar
#

ROSTOV
1.1.1

  • Extended timer on "Classified"

1.1.0
UPDATE

  • Reworked the "CLASSIFIED" scenario disable site. The map updated the location and removed the tower. Now the disable terminal is located somewhere in a bunker.
  • "CLASSIFIED" timer has been extended as the new site is much larger now.
  • New "CLASSIFIED" site is well, you'll see...
  • Reworked some traps
  • Reworked AI at Quarry, tested several times and should be good on no more spawning in the rocks.
  • Added some extra features.
  • Stability and performance enhancements.
warm elbow
#

Base stuck in the ground on Bergamo Docks 🫡 033 016

rough perch
#

Wondering how to stop the gas in the bunker on Rostov. Is there an action to complete or is it persistent?

keen cedar
#

UPDATE

NEW VERSION ADDED
Added a new LITE Edition. This new Edition is designed to have a basic PvE framework without any of the world edits, mortar systems, and framework systems created for the map. Some addition objects have been kept in the world, but lighten up. All of this is done to maximize performance for smaller servers.

This new mode is slowly being added to each map our Scenario is built in. Essentially, its designed to give the maximum efficiency for smaller server optimization, and delivers a more laid-back PvE mode without all the additions added by TFG. These will also contain no world edits as well, and some area's may seem a bit "bare", but I kept some of the objects in maps because they were tied to a certain capture point.

MAPS CURRENTLY WITH LITE MODE

  • ZARICHNE PVE
  • FALLUJAH PVE
  • NOVKA PVE
  • TAKISTAN PVE
  • ANIZAY PVE
  • IRAQ PVE
  • GOGLAND PVE
keen cedar
#

Coming Soon

peak spindle
#

Hmm, we keep getting crashes on Novka Lite. This is what it says:

2025-08-22 15:46:37: SCRIPT (E): Virtual Machine Exception
2025-08-22 15:46:37: Reason: NULL pointer to instance. Variable '#return'
2025-08-22 15:46:37: Class: 'SCR_AmbientPatrolSystem'
2025-08-22 15:46:37: Function: 'ProcessSpawnpoint'
2025-08-22 15:46:37: Stack trace:
2025-08-22 15:46:37: scripts/Game/Systems/CPR_SCR_AmbientPatrolSystem.c:203 Function ProcessSpawnpoint
2025-08-22 15:46:37: scripts/Game/Systems/SCR_AmbientPatrolSystem.c:95 Function OnUpdate
2025-08-22 15:46:54: ENGINE (F): Crashed

#

This happened before when we rocked the orignal Novka PVE when you first released it, but we just chalked it up to things not being fully cooked yet map and scenario wise.

keen cedar
#

I need to go back and review some of the spots. I think since he updated the map, something on my end broke

#

But thanks for the log, that will help

alpine cove
#

Speaking of Novka, do you guys have the issue when opening it on your workbench? I get an error: "Cannot initialize engine."

keen cedar
keen cedar
rough perch
#

@keen cedar Ruha was exactly what needs to be done to all the other scenerios. Excellent game play for a PvE server without need for GM intervention.

Would love to see Merak pve next

peak spindle
#

Yup, Ruha is goated

keen cedar
rough perch
# keen cedar We are slowing down on our Conflict PvE scenarios at the moment. We are primaril...

We only run your scenerios on our server since we are PvE exclusively and really enjoy them. Please keep up the good work. Only issues we have had were small, gas masks and the Bergamo end scenerio. Can't determine which masks to use or where to stop the end scenerios. As server admin I am kinda at a loss since I didn't create it. 😂

Needless to say we really enjoy the work so please keep it up.

keen cedar
rough perch
keen cedar
rough perch
keen cedar
rough perch
#

Will send as we play. Had one last night on Vietnam regular. Will send location after work.

lyric osprey
keen cedar
untold sleet
peak spindle
#

Are the checkpoints on Ruha supposed to keep respawning Soviets? IDK if its just because we haven't killed enough of them, but it seems like they're constantly respawning.

keen cedar
peak spindle
#

Tim to yell at the guys not building up bases before moving on lol

peak spindle
#

Anyone have a good mod that modernizes the placeable AI at the living quarters without overriding anything arsenal wise? Been trying to find something to replace the Cold War kit with RHS kit as it’s pretty goofy when using those on our modern Ruha PvE server lol

rough perch
#

Vietnam PvE regular. Guy stuck in rocks between tunnels and surface terrain. Had to kill in GM, no other way worked.

keen cedar
#

Vietnam

1.3.0
NAPALM UPDATE (Hell Edition Only)

  • Added new Napalm system. Still a work in progress, and there are only 7 locations.
  • Added Hell Mortars on some sites.

Performance

  • Adjusted AI in certain points
  • Mortar System has the new slower fire rate for stability. (our new system).
keen cedar
#

Anizay Update

1.1.1

  • Reworked AI to not have them stuck in any more rocks, structures, or oil rigs. (For all versions)
peak spindle
#

Peak base design 😤
No vampires getting in here no sir

rough perch
#

Kunar 2nd edition. 2 guys stuck in building foundatio

peak spindle
#

so uhhh this radio is destrucible lol

keen cedar
#

Quick Update

RECONITION
I have been getting messages of certain organizations no giving me credit when creating their own PvE mode when using my framework. I wanted to address this with the follow -

Non-Reconition
These are things its okay to leave me out of a mention in your work 🙂

  • I do not mind if you use my layers for the MOBs, CPs, AI, and AI_Counters. Those I heavily rely on GRAMPs framework and thus the total credit goes to him.
  • When it comes to world edits, these are just my additions, allowing a little more depth to the map. They are in no way to take away from the origional creators vision of the map, just adding some extra depth. I use another gaming engine for professional level and world design, so its my way of having a little bit of fun without having to totally build a world from scratch in the Enfusion Engine 😅

Reconition
These things are of my creation, and getting some level of reconition of the work is appreciated 🙂

  • Prefab compositions I've madefor things like my bunkers, road check points, etc.
  • My framework systems such as the Mortar system, End Game systems, gas, and other Framework I developed to add depth to the overall Conflict

Again, I do not own the rights to these, nor am I complaining overall of getting reco for it. Its a matter of mutal respect in the ArmA community sort of thing. Give credit where credit is due. I personally don't mind if you want to look, disassemble, and reverse engineer my systems and creations from the various PVE Conflict modes. Its that if you do use any of my systems, a simple shout out would suffice meowawww

PVE CONFLICT UPDATE
You may have seen I have not posted any new PvE Conflict modes. Currently at TFG, we are developing the next generation of PvE game modes that are built with unviersal plug-and-play model, with an added emphasis on depth and scope. We are excited to be in early development for our upcoming project, and we want to make something that is not only efficient, but an experience you can share with your communities!

Also, I hope 15 maps with our mode will be more then enough to keep you chaps busy 😅

rough perch
keen cedar
#

Hopefully by the end of the year. We are taking official playtesters on our server currently. Official Pre-Alpha gametest will be in October

rough perch
keen cedar
stoic crane
#

I've currently encountered a bug where if you have items from another faction in your inventory, you don't get XP and kill stats aren't recorded when you kill someone. I've found this on two maps: Takistan and Worthy Island.

rough perch
#

Will the existing scenarios be updated for 1.6? Gramps had updated his mod for the new game details

keen cedar
#

Yes, there will be updates over the remainder of the week and over the weekend.

keen cedar
#

As you may have seen around the community, things have been quite broken since the big update

Today, you will see the PvE modes I’ve made removed from the workshop. I am working on getting them updated, but some of the maps have broken navmeshes which causes AI to not behave correctly.

I will republish our PvE modes once I know they will work correctly.

Additionally, there is new stuff coming down the pipeline. I will not share much on this, but I hope to have something to share before the end of the month.

Many apologies for the inconvenience. I don’t want broken stuff on the workshop at this moment. Thank you for your patience in the matter 🙂

REBORNSAGA - TASK FORCE GHOST FOUNDER

keen cedar
#

To all Devs and 3rd Party Partners

This is a heavy message...

All of the scenarios have been removed... I wasn't able to update the modes with the maps that were updated to 1.6. Files are corrupted, and it will take time for me to find the issues.

If you see your own versions or modifications not work, its because the base PVE mode is gone for the map.

Many apologies, I am working to find a solution, but it will take time.

Note: You will see Bergamo on the workshop, I cannot get the file to open period, and unable to remove the mode from the workshop. It does not work properly.

There is new content coming, but it probably wont be announced till next month. Thank you everyone who helped me along this remarkable journey. Its been an honor reaching nearly 70k collective downloads of our TFG Universal PvE modes.

As of now, this forum has sun-set and gone into LEGACY. If any updates come in the future, I will post a new Enf_Showcase forum.

#

TFG Conflict PvE Maps and Development (LEGACY)

#

TFG Conflict PvE (LEGACY)