#Advance And Secure PVE

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jolly lynx
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This is my attempt at creating a high-stakes, high-intensity PVE mode. Here's the full description:

ADVANCE AND SECURE PVE

Fight your way through relentless enemy forces in Advance and Secure PVE, an intense, objective-based mode where teamwork and strategy are everything. Push forward, capturing and securing a series of enemy-held positions. But the battle doesn’t stop there. Every captured base triggers a brutal counterattack. Hold the line and repel the assault, or risk losing everything.

Beyond capturing and defending, your squad will take on special missions designed to test adaptability and coordination.

Survive, adapt, and conquer. Secure every objective, withstand the enemy’s final push, and complete your missions to claim victory. But beware...losing even a single position means total mission failure. The battlefield is unforgiving. Will you make it to the end?


This mod is currently in BETA, with many improvements, updates, and additional variants planned to enhance replayability.

Right now, it’s designed for a squad of 8-10 players, but I plan to add scalability for larger teams in the future. If you have a bigger squad, feel free to try it out and let me know your thoughts!

Workshop link: https://reforger.armaplatform.com/workshop/6502FE44B8DEF966-AdvanceAndSecurePVE-BETA

I’d love to hear your feedback!

PS. Huge thanks to @hollow flare and folks from Enfusion_Scenario for the help and guidance.

Arma Reforger

This is the beta of "Advance and Secure PVE," so bugs may occur. Let me know if you find any! Reach me on Discord—just search my name in the Arma Discord server.

full trout
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This looks like fun!
Group size is right around where my server sits, gonna run this after we finish the map we are on now.
Can we expect the basics to function at this moment?
Or is it still pretty rough right now?

jolly lynx
full trout
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Fantastic, thank you for the update.

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Went ahead and fired it up on a test server, to make sure it works with our GIANT mod list, before I do it on our main one.

jolly lynx
jolly lynx
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If anyone tries it I'd appreciate the feedback 😁

fiery mauve
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very nice. A "CONFLICT PVE" in SF.

jolly lynx
fiery mauve
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I have tried something like this. I think the hardest part are "progressive and logistical" feeling and the capture and counter attack design. Since SF is very different with conflict.

jolly lynx
jolly lynx
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Thinking about adding voice lines when capturing a base to announce it's time to defend. also there's music.

full trout
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I messed with it a few minutes by my self, and was wondering if you had plans to allow building of fortifications?
Or maybe giving a construction truck with full supplies, when we use it all that is it.
Holding the defense point was not really possible by myself, but that is a good thing!
Being able to have a construction truck so we can build machine gun nests or sandbags, could give the options to have even more waves come at us. Like a build and hold mode.
Great work on it so far though.
Still a few days away from putting it on the main server though.( we are still on current map )

jolly lynx
# full trout I messed with it a few minutes by my self, and was wondering if you had plans to...

Definitely doable. I actually had a truck depot for spawning the construction truck before but removed it for some reason. I can easily add it back at MOB. The only issue is that I’d need to add a brief pause between capturing and defending to give time for construction. I do like the constant pressure of nonstop threats and action, but I might consider it. Maybe a short one-minute window before the defense phase kicks in could work—it would keep the urgency while allowing just enough time to set something up with teamwork. I’ll give it some thought! Thanks for the feedback!

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Also, I might add another config file with more waves of enemies for larger groups

full trout
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This is a great Idea.
I know managing multiple configs will be a pain in the ass for sure, but I do like this idea.
It is feeling like a mix between conflict and Dynamic operations.

Have not made it that far yet, but when you do the objectives and start over, are they the same, or different?

The pause might be good either way, so people can get an idea of the surroundings and start setting up strategy for the counter attacks. ( even without base building )

jolly lynx
# full trout This is a great Idea. I know managing multiple configs will be a pain in the as...

Yeah, I’m kinda into the idea of adding a pause now, lol.

So when you finish and start over, the objectives stay the same — but that’s exactly why I’m working on multiple scenario variations across the map. Right now I’ve got two, so when you restart, chances are you’ll get the other one to keep things fresh. I’m currently working on a third, and my goal is to hit at least six variations that rotate randomly with each new run. Might go beyond that, we’ll see. I’m also planning to bring this system to other maps, and maybe even add a map voting feature at the end of each match.

full trout
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That is a great idea.
Using the scerio picker mod would go hand and hand with this as well

acoustic wraith
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Can you customize the units used in the scenario?

jolly lynx
acoustic wraith
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Just anything in general. If I can add my own factions to it and take out vanilla ones

jolly lynx
# acoustic wraith Just anything in general. If I can add my own factions to it and take out vanill...

Eh, not really—I don't think so at least. The scenario’s set up as US vs USSR. You can add more factions, but there aren’t any spawn points for them by default. So realistically, the only option is to use mods that change the appearance of the US and USSR, not the factions themselves.

Unless... you log in as admin, hop into Game Master, and manually place a spawn point for the faction you want. But you'd have to do that every time the scenario resets, so it’s more of a workaround than a real solution. Not sure it’s worth the hassle, lol.

full trout
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With that, is it possible to create a config file that uses a json for the factions?
Not now at least, but maybe consider for later down the line?
Have the player and faction be in the config that could be changed, upon server load, it adds those variables into the game as the factions.

jolly lynx
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Hey man not sure what could be causing that, but the scenario works for me (I am playing right now!) but I'll look into it! give me a sec

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just double checked and it is working for a friend too. Are you using this ID?: {B16C411512ED42CE}Missions/Stable/AdvanceAndSecurePVE.conf

full trout
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I will check again, but pretty sure as that is the new one you have marked as stable.

jolly lynx
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which ended up changing the scenario ID

full trout
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Yeah, i was I had it loaded for a few minutes but was just loading it to start building out a new server.

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I am trying it on another one I have and it loaded it up looks like.
So this is on me.
I will remove the other posts to clean up the thread

jolly lynx
full trout
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I located the issue, and I have it up on two of my test servers

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Thanks again

jolly lynx
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Let me know if you find any bugs or errors lol

full trout
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Love the voice lines!

surreal ether
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Tried mission on a dedicated server. Fun mission, good work!
Although there's one thing that looks like a bug: on the first control point team captures it and then defends. But on all the other locations - there's no capture phase and the defense starts right after the completion of the previous mission/location. Which does not seem right

jolly lynx
jolly lynx
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So I can double check!

I played all night yesterday everything seemed to be going fine but maybe it broke again lol

jolly lynx
surreal ether
jolly lynx
jolly lynx
surreal ether
jolly lynx
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What you are describing used to happen though! so maybe it didn't update correctly on your side? not sure if that's possible so that's why the first thing I'd do is reinstall and make sure the scenario ID is correct just in case

surreal ether
# jolly lynx What you are describing used to happen though! so maybe it didn't update correct...

sooo... I've removed mod, redownloaded and restarted the server, got Lamentin as a starting point again - ... and having exactly the same - "defend bravo" right after defending alpha ... no idea what's going on
guess i'll have to remove every other mod to find if it's conflicting with something. but the mods are only "ace repack" and few additional weapons by Bacon
scenario id is {B16C411512ED42CE}Missions/Stable/AdvanceAndSecurePVE.conf

jolly lynx
surreal ether
jolly lynx
jolly lynx
ionic field
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hey mate just tried the mod and I'm thinking on playing it online with buddies... Just one question... how does the gamemode determine if a defense was or not succesful?
all AI need to be dead?
calculates majority of players or bots inside the obj area?

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cuz I've seen that even if I die, I can come back always

jolly lynx
full trout
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I have only tested by myself, so have not cleared the first point, except with game master to to see how it all works. But that was with the first version.
Won't be switching my server until we clear the current 4x everon we are doing,about half way through it currently.

grizzled fjord
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8 of us are playing it now. We secured and defended alpha. Then it went straight onto defend bravo

jolly lynx
full trout
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How are you triggering the second objective?
For example, when the match starts, are you randomly creating the objectives at the start, or when Alpha is completed?

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Could it be possible that is some instances, that the defend is what is generated as Bravo?

jolly lynx
# full trout How are you triggering the second objective? For example, when the match starts...

It follows a linear sequence: Defend Alpha triggers Capture Bravo, which then triggers Defend Bravo, and that leads to Capture Charlie, and so on. Each mission should only trigger after the previous one is completed. What’s weird is that it works perfectly when I play with my friends using a friend's server. If there was something wrong with the system or the triggers, shouldn’t it also break for me too? lol

full trout
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I had a destroy vehicle objective when I first tried.
Should that have been there?

jolly lynx
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Yes there's a variant where Bravo is a destroy vehicle mission

full trout
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ok, just making sure.
What is the range on the caputre?
Is it possible that since there are no AI at bravo, that it see's that as the player having taken it?
Maybe try prespawning a few AI there and see if that stops that.
Intermittent issues are the worst, don't give up, you are close and this is gonne be a great mod

jolly lynx
# full trout ok, just making sure. What is the range on the caputre? Is it possible that si...

Thanks man.

Yeah, the only reason I can think of for Bravo auto-completing is that the AI isn’t spawning at the exact same time as the capture task. If the task shows up first and the AI spawns a few milliseconds later, the game sees the area as clear and completes it. But that really shouldn’t happen. I might try pre-spawning a few AI at each base to see if that fixes it. Thanks for the suggestion!

full trout
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You could also have a few second delay between objectives as well.

jolly lynx
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Thanks. I'll try both approaches!

grizzled fjord
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We was all at previous objective then this one activated, then defend timer started straight away

grizzled fjord
jolly lynx
jolly lynx
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Just updated the mod! It's working on my end, but let's see how it behaves for everyone else 🤣 If you give it a try, let me know how it goes!

full trout
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I can game master myself a victory of Alpha real quick.
I will update and try real quick

jolly lynx
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Thanks! I followed your suggestion of pre-spawning a couple of AI at each base. Let's see how that goes

full trout
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ok cool, hopefully that does the trick.

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Forgot to mention, i love the arty strikes that happen

jolly lynx
full trout
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When I saw the name, "Creeping", I thought it was going to slowly move in towards the objective.
Random would be fun, but in the industrial compound, the defenders would get killed most of the time, since there is little cover.

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Smoke would be awesome for sure.
And at night, have them light up the area with illums as well.

crisp flare
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congrats on the release

jolly lynx
# full trout When I saw the name, "Creeping", I thought it was going to slowly move in toward...

Yeah, my original plan was to bombard the defend area with mortars, kind of like in Insurgency: Sandstorm—that’s actually where I got the inspiration for this mod, lol. But it turns out it can be frustrating here since the buildings are actually destructible.

So now I’m using the mortars more to suppress the defenders, keep their heads down. That way, attackers have a chance to push up to the objective without getting sniped from 200 meters out.

jolly lynx
jolly lynx
full trout
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First objective was cap and defend, worked fine, second was destroy vehicle, worked fine, third was secure charlie.
As soon as I spawned more AI friendlies, it immediately became Defend.

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Is the secure based on which has more?
maybe have it be if there is only one more enemy, or if all the enemies are dead?

@grizzled fjord How many people were you playing with?

jolly lynx
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Alright thanks for the feedback. So the defend task didn't start immediately?

grizzled fjord
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Most of the session was 8 but towards the end some random joined to about 14

full trout
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No, it did not.

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It took me spawning AI at the objective before it became defend. But there were still a lot of enemy AI in the area.

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I dropped about 10 friendly AI when it started the defend.

jolly lynx
full trout
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Gotcha, so that would be why then.
Maybe should be kill the initial enemies in order to take over the point?

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Im betting the preswawning will work then, but in the case of Trippy, it wont, as they had 8-14.
Which means they would overpower them as soon as they start

jolly lynx
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I'm not sure that's doable—at least not with the scenario framework. 🤔 One workaround could be enlarging the capture zone significantly so it encompasses all the enemies, but I'm not sure if that's the best solution.

As for the capture task itself, I don't really mind if it's completed early. The goal is for them to secure the area, but the real challenge begins with defending it. I might just add more AI within the clear area. They still have to physically enter the capture zone to trigger it, and to do that, they'll need to push through around 30 enemies anyway.

full trout
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Is there a simple way to get the server player count on match start?
spawningEnemyCount = (playercount * 1.25 )

jolly lynx
full trout
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I saw a mod that lets you create triggers, so maybe have the secure start when a player gets into the trigger zone?
Have the trigger zone a X meter circle around the objective.
That way, you have to actually go there to start.
This would also allow players time to regroup and start the travel to the next zone

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Not saying use this as a dependency, but for inspiration.
Maybe I am also making it more complex than you originally designed for as well. In which case, no worries, let me know and I can knock it off lol

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( my job is to help people find issues and expand on them with solutions, so it comes natural. )

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I might see if my dude's want to hop over and test it tonight, instead of waiting.

jolly lynx
full trout
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Defend phase.
Have the defend phase not be able to be started, until a player is inside the "zone".
Then once a player is in the zone, the calculations can start

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This will make the Secure phase essentially take as long as needed, and a big squad wont immediately trigger the defend phase, until they move to the objective.

jolly lynx
# full trout This will make the Secure phase essentially take as long as needed, and a big sq...

Just to clarify—the Secure task is also a trigger area, and it’s not very large. Players have to actually be inside that zone to complete the secure phase. It won’t complete just because a large team is nearby; they need to physically be in the area.

I’m not against adding a second trigger to start the defend phase, but it would have to be outside the secure zone to work properly. I’m just not sure it makes sense, logically, to have players move away from the secured area to trigger the defense phase, only to return right after. Does that make sense? Or maybe I just completely misinterpreted what you meant, haha.

Either way, I really appreciate the help!

full trout
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Oh, gotcha. Then you are already doing what I was thinking. Now that makes more sense

ionic field
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maybe its a matter of distance from bot to player?

jolly lynx
# ionic field same thing happened to DELTA al well

Just Delta this time? Do you happen to remember which part of the map you were in? That way I can double-check if I missed anything in that area.

So you were able to go through most of the objectives? also did you spawn friendlies inside the area like Melsy? just trying to rule out other possibilities lol

jolly lynx
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Also did the Defend task start immediately after Defend Charlie was done? or it took a while?

ionic field
jolly lynx
jolly lynx
ionic field
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are objs random?
I mean the to-do stuf...

jolly lynx
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What 😳

jolly lynx
# ionic field are objs random? I mean the to-do stuf...

No not random. Think of it as the checkpoint mode from Insurgency Sandstorm. You get a new starting point each time and that starting point comes with a fixed set of missions. Currently I only have 3 variants, but plan on adding many more if I can make this damn thing work lol

ionic field
ionic field
jolly lynx
ionic field
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thats awesome

jolly lynx
ionic field
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so far so good, If you can throw a wave of incoming enemies on armored vehicles it'll be dope

full trout
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if you do this, an assassination mission where you must kill a specific person, but if they are spooked, they hop in a btr and try to leave. Must then kill them before they escape and area. Would let people kill them by sneaking to town, or sniping, or ambushing them by c4 and mines on the exit roads.
Would be super fun.

jolly lynx
full trout
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If you have not yet, you should start source control on the project, so you can keep better tabs on the updates and such

full trout
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If you are unfamiliar with source control, I can help you get started, if you know it already, awesome.

jolly lynx
full trout
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Let's switch to PM to keep this thread clean

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PM sent

ionic field
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@jolly lynx little question, is it an issue to change this arsenalbox maybe for the model utilized in conflict?

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main issue for me is when using mods, I like to have 2 different boxes to help me find stuff easy, with mods using only 1 arsenal ends up in having many pages to scroll

jolly lynx
# ionic field main issue for me is when using mods, I like to have 2 different boxes to help m...

Oh, that makes sense. I didn’t think of it since I always use Bacon’s Loadout Editor.

It’s no problem, I can definitely change it if it’ll improve the experience for players.

I just picked the small box because it’s easier to place in tight spots where the regular one might get in the way. Do you think changing the arsenal at the MOB/first spawn is enough, or should I change the ones at the later spawns too?

ionic field
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at the end of the day, all you do after the defence is mostly rearm yourself with more ammo

jolly lynx
full trout
fiery mauve
jolly lynx
# fiery mauve there is an interesting feature. Once you add campaign building components in SF...

Yeah I've been thinking about allowing building but still not entirely convinced. It might be the best approach though that way they could build their own defenses but I'd have to delay the defense phase 🤔 but maybe it's a good thing. Maybe it adds to the strategic side of it.

Maybe I could have the announcer/radio voice say something like "We've got the base but the enemy will be back. Build your defenses. You've got 2 minutes" or something similar.

fiery mauve
ionic field
full trout
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I use this on my server.
This is what I mean by sorts. It divides it all out by type

celest iron
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So I'm playing with the last version. Now when I start the mission, it's already in a defend state, and all the AI are moving to the last point (farest)

jolly lynx
ionic field
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Hey, mate, the Game mode. It's obviously very interesting.
And with a little of work might become very successful.
among PVE modes....
I was wondering would it be possible to sort of limit or totally block RESPAWNs between each objective?
I'll explain myself better
Since this game mode it seems very much inspired by insurgency sandstorm, I
I think that having to actually get the objective done to make respawn your dead buddies might be better than the actual unlimited respawn. I know this might need to utilize some scripting tho.

To simplify this if you'll be interested you could utilize the supplies in the game to work as a kind of TICKET to respawn, this way respawns might not be totally locked but definitely will be limited on how many materials there will be at respawn

celest iron
jolly lynx
# ionic field Hey, mate, the Game mode. It's obviously very interesting. And with a little of...

Hey man, thanks for the feedback. You're right, it's definitely inspired by Insurgency Sandstorm, and yeah, making deaths matter is something I want. I don’t know anything about scripting though, so using supplies as tickets is probably the way I’d go.

Only thing is, Reforger doesn’t have a spectate system, so dying and just staring at a respawn screen for minutes might get boring fast (And if you are on game chat you can't even talk to your friends lol). Maybe for this to work I’d have to reduce the defend timer—Sandstorm caps it at around 3 minutes, I think. Maybe 5 in Arma with fewer enemies?

I can play around with it, but yeah, you’ve got a point.

jolly lynx
ionic field
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You could put supplies into the vehicle depot.
And those would work as supplies to Both respawn and spaw vehicles as well

full trout
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We finally finished our current map and I added this in.
In was pretty unanimous that they loved it.
We had more fun than we had in a long time.

We were on the small island, and only had Alpha and bravo secure and defend, but they both worked as intended.
There were only 6 of us, and it was pretty rough at the lighthouse, but we did it.

Here were the key complaints from them.

  1. We could only spawn on the radio's with basic kit.
    a. But I think this is pretty difficult to work with. I had first assumed radio's would not work at all, due to the nature of the game play style.
    b. So I would say, open this up, and block by default, and allow Game Masters to be able to change this if they choose to.

  2. We could not build defenses, so we were dying A LOT.
    a. This was no so bad in the first area, as it was residential, and I said, we need to find shelter fast and defend it.
    b. We then got into a house and went full on defense killing anyone that came near the house. This worked well enough to have no more people rushing us with 2 minutes left, so we went out and searched for the last few stragglers.
    c. We could not do this at the light house, as there was just no cover and it was an uphill battle, but I think our stratagy there was flawed.

  3. No large vehicle, so we could not build a big truck to use as cover while we pushed into town.
    a. This one could go either way. The fact that there was only 6 of us, made it rougher than it probably is meant for.

  4. The music going the entire time on defense.
    a. This one was actually on me.
    b. Maybe have the music start in the last 2 minutes or something like that.

Overall, this was a ton of fun, and I left it going so we can try again some more on the other missions.
Great work, and thanks again!

jolly lynx
full trout
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Definitely link them all in each thread for sure.
I had no idea about the others, and want to try them for sure

crisp flare
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I see the scenario is set for 14 players. Is there a balance that I can play with 2-6 players or will we get obliterated.

jolly lynx
full trout
crisp flare
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im all about challenging scenarios. Sounds good.

full trout
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Then you will be happy. We are having a good time, just frustrated with ourselves when we lose.

jolly lynx
# crisp flare im all about challenging scenarios. Sounds good.

I kinda like creating challenging scenarios. it's something I think most PvE experiences are missing. In a lot of game modes, especially Conflict, there’s rarely any real threat of failure. With my scenarios, I try to bring in that tension, that fear of losing. I think that’s what truly makes a game exciting.

crisp flare
crisp flare
full trout
acoustic wraith
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Can this be used on different maps? Would I have to set it up as a gamemode in workbench?

jolly lynx
# acoustic wraith Can this be used on different maps? Would I have to set it up as a gamemode in w...

No not really. I created this mode on Everon it's not really a framework to directly apply to other worlds easily. You'd have to create it yourself in other worlds. You can use the scenario as a dependency and then copy/paste it the layers into your world but you'd still have to move things around and probably change a few references in the layers so they are pointing to where they need to be pointing

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My original plan was to port the mode over to other worlds depending on how well received its with the community. I think I don't have enough data yet to know. Lol

jolly lynx
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To anyone interested I've just released a new game mode that is the spiritual successor of Advance and Secure PVE lol.

It's called frontline. Here's the workshop link: https://reforger.armaplatform.com/workshop/6530D509B2295E4A-Frontline

and the showcase thread: https://discord.com/channels/105462288051380224/1365931090124079125

Arma Reforger

FRONTLINE is a new PvE game mode inspired by Hell Let Loose, Squad and my Advance and Secure PVE mod. Coordinate, advance, and hold, one sector at a time. Victory demands teamwork.

slate venture
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can you not play this with over 10 players?