#Mike's Invade and Annex - Alpha

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strange gust
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Hey All, I've been working on a new custom gamemode for a while and I'm now ready to release this into pre-alpha. The core functionality is in place, but there is a lot more I have planned.

https://reforger.armaplatform.com/workshop/6556458885927F2F-MikesInvade%26AnnexPre-Alpha

Discord: https://discord.gg/VXYxGFnpbm

Scenario ID: {2D98D7D02FFABBA9}Missions/EveronInvadeandAnnex.conf

For those who haven't played Invade and Annex, it has its roots back in Arma 2/3 servers. It's generally preferred by milsim units, or players looking for a more organized/cooperative PvE experience rather than the massive scale Conflict missions. In I&A you still will conquer the entire island, but you will only target a single objective area at a time.

Since this is my own game mode, I have been able to create new systems to enhance the combat experience, some examples:

**AI Reaction System - **Each AI group within an Area will communicate with each other and dynamically choose which groups should be defending vs attacking/flanking and other edge-case decisions.

AI Waypoint System - Each AI group spawned in (Vehicle or Infantry) receives waypoints around the AO area. Depending on the state of the objective area, they will either receive normal patrol waypoints or defense/attack/flank waypoints.

**Player Role System - **There is a limited number of each role, these roles include Rifleman, LAT, Pilot, Crewman, etc. Only Pilots can enter the pilot seat and only crewman can drive an armored vehicle. There is more work to be done here to limit the infantry equipment to the different roles.

**AI Player Scaling - **AI Spawning numbers are determined by the number of connected players. This ratio probably needs to be tuned properly through Alpha.

**Custom Faction Handling - **Queries system for enemy factions, and randomly selects one of those factions for each AO.

There are many other systems already implemented and planned that I will make sure to document more fully as we progress through alpha/beta.

Arma Reforger

Invade and Annex is a PvE Gamemode that incentivizes cooperation. Players are limited to a single objective area at a time.

gritty stratus
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Does it only support playing as the US currently?

strange gust
dusty pollen
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Loved this in A3, pretty much my go to 👌🏻

timid rune
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Running this on one of my servers at the moment, great fun. Looking forward to seeing how this develops 🙂

strange gust
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Lots of updates today:

0.0.32 Released

**Fixed Critical Bug **- Previous areas were still being accumulated and tracked instead of released. Possible cause of server instability.
Added Delay for initial AI Spawns - When a new area is generated, instead of spawning all of the AI at the same time, it now staggers the spawns. This will reduce the server hitching during new area generation. There will most likely still be some lag as it still is spawning lots of AI.
Using Commands should now function - Added missing commands manager.
**Adjusted Nametag config **- Untested on multiplayer, should stop showing the platform next to the nametag.
**Added medical vehicle spawn points **- Added 2 medical vehicle spawn points at HQ.
Adjusted Garbage collection config - (Forgot to post about the 0.0.31 update)

0.0.33 Feature Update

Completely reworked most objective areas. Areas should be less spread out and more target dense.
Added some additional capture objectives inside of some of the cities/towns. No spoilers here 😉

0.0.34 Released

Added New AO: Erquy Island

drowsy roost
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Tried this out last night solo. Really fun scenario, nice work!

Any plans to add recruitable AI to the player side? I ran it as GM to spawn some AI in for support and it was a blast.

Also, regarding custom factions, does this scenario automatically use them as OPFOR for an OA if it detects them enabled, or is it random chance of being either “Custom Baddies Faction” or “USSR” if you have an OPFOR faction mod enabled?

Keep up the great work!

strange gust
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Right now I'm mostly focused on getting the features from A3 I&A to this. Will be looking at new features eventually, but trying to keep the core functionality the same

strange gust
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timid rune
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Awesome work, thanks 👍

vernal vigil
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Interesting not relying on gramps conflict or linear your working off your own it’s good to see variety

strange gust
vernal vigil
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is there any mods you don't recommend to run with it (besides conflictpveremixed2.0/linearconflictpve)? I.E. we usually run GM enhanced for AI + guns/vehicles. I noticed you mentioned player roles in description so would that mean no bacon loadout editor? (aka talking about more common big mods people run w/)

strange gust
vernal vigil
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@strange gust tested out gogland had a few issues - As GM noticed AI spawn in ocean and nowhere near the point etc... when capturing points no notification to know if you are or aren't. Just kind of sat there then it just magically "captured" itself

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AI don't stay in vehicles but thats a normal Arma thing

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I know its ALPHA still, after capturing obj match doesn't end/restart there is nothing else.

rare sand
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Tested out Anizay with 140 mods including USSR to PMC mod so far no issues or mod conflicts. Great job!

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My group ran the regular I&A on Everon last week. We had 2 players then rest of group saw and ended up with 10 players and everyone enjoyed it immensely and prefer it to other thinks we were doing

strange gust
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Mike's Invade and Annex - Alpha

strange gust
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I've pushed I&A into Alpha stage today!

0.1.0 Alpha Released - Config Update

Server Owners Rejoice!

There is now a config file (IA_Config_Master.conf) you can override to change some core functions:

Enemy Faction Overrides - You can change the enemy factions to be static for the entire mission (Can now even be US vs US!). Within this are 2 options:

  • **Enemy Infantry Faction Override **
  • Enemy Vehicle Faction Override

HQ Vehicle Overrides - You can now override each vehicle type separately. The vehicle types are:

  • Car's (ex Humvees)
  • APCs
  • Trucks
  • Medical Vehicles
  • Medical Cars
  • Armored Vehicles
  • Transport Helicopters (3 Spawned)
  • Generic Helicopters (1 Spawned)
  • Attack Helicopters (1 Spawned)

AI Scaling Overrides

  • Static player scaling override -** If this value is set, the amount of AI will no longer scale with player count.** For Reference: 1 player is 0.8, 10 players is about 1.25, and 128 players is 1.8. (WARNING: Setting this value above 1.4-1.5 is untested and will certainly cause some server instability)
  • Player Scaling Multiplier - This cannot be used with a static value, make sure the static value above is set to 0.0 to use this setting. This will multiply the current player scaling value by this multiplier for all AI spawn calculations.

Note: If you do not use a config override, then the mission will work the exact same way it has up until this point. It will continue to use random factions and vehicles from your modset. Nothing has changed if you dont use a config override.

vernal vigil
strange gust
strange gust
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0.1.5 Feature Update Released - Defend Orders

Many objective areas now contain Defend Objective areas. These areas only get activated after all objectives in that area have been captured.
You will need to defend the location from multiple waves of enemies before clearing the objective. (currently it's just on a timer, so about 12-22 minutes later (random) you will proceed to the next OBJ area.). This is not the permanent method of completing the defend objective.

AI Waves will be tough and come from many different angles.

broken thunder
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Hey Mike, would your mods be suitable for a very small player limit (4) due to self-hosting and upload limit? They look interesting.

marble wave
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Ive noticed that with the new defending objectives, some of the enemy AI that are “attacking” will spawn as a friendly faction and sometime will switch to enemy when they get close, but sometimes will stay friendly.

strange gust
crimson pike
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What are these white circles and how to remove them?🤔

strange gust
strange gust
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0.1.5 Feature Update Released - Defend Orders

Many objective areas now contain Defend Objective areas. These areas only get activated after all objectives in that area have been captured.
You will need to defend the location from multiple waves of enemies before clearing the objective. (currently it's just on a timer, so about 12-22 minutes later (random) you will proceed to the next OBJ area.). This is not the permanent method of completing the defend objective.

AI Waves will be tough and come from many different angles.

0.1.7 Released - Construction Truck Testing

I've added the Construction Truck to the spawn sites and enabled the Building system. This is more of an experiment to get feedback on whether the construction truck is a good addition, overpowered, etc. I can tweak the available prefabs and such, currently it is in the vanilla state that you get from Conflict modes.

Please let me know how you guys like or dislike the addition of the Construction Truck and I'll make tweaks as I hear back

0.2.0 Alpha Released - Radio Tower Update 2 (And Defend Orders Update 2)

Radio Towers now send Infinite Reinforcement waves until destroyed

Radio tower and Defense Reinforcement Waves - AI are now split up into smaller groups allowing them to split up and attack from many more directions at once.

https://discord.gg/VXYxGFnpbm

crimson pike
crimson pike
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@strange gustHi, do I understand correctly gameId:{2D98D7D02FFABBA9}Missions/EveronInvadeandAnnex.conf so that I can play on my own server?

strange gust
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0.3.0 Alpha Feature Update - Civilian Revolts

Civilians will now take up arms and turn on US forces if too many civilians are killed.

A few minutes after the Civilian Revolt starts, a more heavily armed civilian militia force will reinforce the objective areas.

torn raven
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Looks very cool! Is there a way to increase reputation with civilians? (Like bringing supplies or healing them)

strange gust
crimson pike
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@strange gustBy the way, how do I play as a pilot? Because I can't get into a helicopter🤔

wheat yacht
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only got 2, 1 in front of u after spawn in inside main building. 1 more outside near ATC doors, at first vehicle spawn

crimson pike
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@wheat yachtthx

snow coyote
strange gust
strange gust
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https://reforger.armaplatform.com/workshop/6556458885927F2F

0.5.0 Alpha - Side Objective Update 1 - Assassination Update 1

There are now separate Side Objectives along with the main objectives

Currently, there is only a single Side Obj Type: "Assassinate HVT".

Assassination Side Objective:

Core Objective:
HVT can spawn at a few designated places around the side objective area. They are surrounded by units protecting that specific spot.
There are also a significant amount of AI in the general area keeping the entire area secure.
Eliminating the HVT will complete the Side Objective.

**The Generator - ** A generator is spawned in the general area, destroying the generator will prevent Reinforcement waves from continuously spawning in.

The Escape Plan - I was planning to implement this in a future update, but instead I decided to implement this in the initial release:
After a random period of time (after first contact), the HVT will attempt an escape to a (random) designated location. If they make it to this location and they are there for 60 seconds, they will succeed in escaping, and the side objective will fail. (More escape options planned for the future; Escaping with a vehicle, escaping to a nearby military base, etc.)

Currently the side objectives are not integrated with the main objective, so there is no effect on completion. This will be changed in an upcoming update.

https://discord.gg/VXYxGFnpbm

https://discord.com/channels/105462288051380224/1372743813713367042

Arma Reforger

Invade and Annex is a large-scale PvE Gamemode that incentivizes cooperation. Players are limited to a single objective area at a time.

strange gust
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0.6.0 Alpha - Artillery Update

Enemy units now have the ability to call in artillery strikes on your positions, based upon player sightings and gunshots.

You will see red smoke popped on your position, and then around 1 min later the artillery strike will begin on that area, get your people out quick!

Completing a side objectives will now create a 30 minute window where no artillery can be called in by the enemy.

strange gust
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0.7.0 - Major Update - Statistics & Leaderboards Update 1

Brand new statistics and leaderboard systems are now live!

Player Statistics Tracking
Player kills and deaths are now tracked automatically during gameplay
Stats are recorded per-server and also aggregated globally across all I&A servers
Stats are sent in real-time and persist across server restarts

Leaderboards
Added a new Statistics menu, accessible from the pause menu
Three leaderboard tabs:
 • Global Player Leaderboard – Top players across all servers running I&A
 •
Server Leaderboard
– Top players on your current server
 •** Global Server Leaderboard **– See which servers have the most total kills
Leaderboards show player/server rank, name, kills, and deaths
Data updates automatically while you view the menu
Many more statistics are planned, this is just the first of many updates.

Backend & Infrastructure
Custom Azure Functions API and Supabase backend for stat storage and retrieval
Automatic server registration and validation
Rate limiting and anti-abuse measures in place
Stats and leaderboards update in real time

In Game system submits new stats and refreshes every 4 minutes (only if there has been at least 1 Kill or Death event, if the server is idle with no kills/deaths no API requests are sent/received)

This is just the first release of the stats system, so let me know if you spot any issues or have suggestions for new statistics you would like to see! I'll be continuing to add functionality to this system now that I have the core mechanics in place.

quaint oriole
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nice is this available on any map? Notice Everon in scenario ID

strange gust
quaint oriole
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Was looking for Kunar

strange gust
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Has to be an I&A scenario yeah, kunar is next on my list

quaint oriole
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Running tonight on server!!!!

quaint oriole
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Gang-Gang about to take over

quaint oriole
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can anyone please explain how to get server to appear in the leaderboard?

strange gust
quaint oriole
strange gust
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there should be another file in there? lower down?

quaint oriole
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yeah nothing there

strange gust
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hm then create a file in there called server_name.txt

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Once you get the first kill/death on the server that should update, if you haven't done that yet that might be why it is missing?

quaint oriole
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yeah, we are briefing

strange gust
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ah ya, basically as soon as someone does a stat event it will create the file and update the name

quaint oriole
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do I need to rename that file to default

strange gust
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you shouldn't need to rename any files, just change the text in the server name file

quaint oriole
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right, but I renamed that filed to Arma Gang Gang.txt

strange gust
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ohhh that was the original file gotcha, ya that wont be read, has to be called server_name.txt

quaint oriole
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hmmm started and no file after starting missions

dire karma
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Possible to get a compatibility for the Ruha map? 😄

quaint oriole
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what are the odds of HVT objectives?? We've yet to encounter 10 plus hours

exotic tinsel
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@strange gust mike i cant destroy the radio

quaint oriole
exotic tinsel
quaint oriole
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Yep

exotic tinsel
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still cant destroy it which explosive do i need to?

quaint oriole