#DOMINATION PVE

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gritty solar
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DOMINATION PVE

Core Gameplay

Scaled-down version of Conflict designed for shorter, decisive matches with a PVE focus and autonomous BLUFOR and OPFOR AI factions.

The AI is fully capable of using vehicles, attacking, defending, and dynamically adapting

Objectives and Win Conditions

Two win paths:

•Capture and hold all three bases
•Reduce the enemy’s reinforcement tickets to zero

BLUFOR and OPFOR start with 200 reinforcement tickets

Ticket loss rules:

•1 ticket per soldier killed
•5 tickets per vehicle destroyed

Dynamic Systems

•Real-time area marker system showing captured zones in faction colors
•Capture radius indicator so players know when they’re contributing
•Autonomous vehicle and AI spawner ensures constant enemy presence

Match Flow

Persistent, back-and-forth battle until one side collapses.
Victory by attrition or total domination of territory


This mode is designed with solo players in mind, aiming to recreate the intensity of a live battlefield experience similar to PVP. That said, testing it with a full team would also be valuable, since I want to see how it behaves under different conditions. Any type of feedback helps, as this is still a work in progress. More features will be added over time. The goal is to create a PVE mode that carries the same intensity as a PVP match, or at least provides a more demanding challenge than standard modes.

Workshop link: https://reforger.armaplatform.com/workshop/663351DEB82933CA-DominationPVE

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I appreciate anyone who gives this mod a try, and every form of feedback is genuinely valued

dark jewel
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looks very interesting, i'll give it a try. How many AI are spawned on both sides?

fast bolt
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ARMA Gang-Gang community will test

gritty solar
# dark jewel looks very interesting, i'll give it a try. How many AI are spawned on both side...

Around 20 US and 30 USSR units spawn initially. BUT here's the thing... I built a custom AI Spawner so the battlefield never empties...kill one, and another will take its place, charging in to capture objectives on vehicle or on foot if vehicles aren't available. This creates endless waves of enemies. To balance that, there’s a second win condition: each side starts with 200 reinforcement points. Every loss drains tickets, and hitting zero ends the match. I may adjust ticket counts based on feedback.

gritty solar
fast bolt
dark jewel
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keeping the numbers 30v30 if that makes sense

gritty solar
knotty torrent
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Sounds exciting!

gritty solar
river latch
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Just played offline for about an hour, with my immersion mods and CRX Enfusion AI. It is fun! Thank you for your hard work. It has a lot of potential, I think even with current AI intellect it would be more fun to play in not that empty area, but with cities, forest, etc. And maybe even little bit bigger scale. But anyway thats one of the most fun and replayable singleplayer scenario atm in game. I can suggest maybe use CRX bots with custom settings as dependency so they will be a bit smarter? And use some more full area, like vanilla arland, with cities, etc. It would be really fun to play single player with ability to fight over cities (which can be interesting if in CRX you will set "urban" fight setting, so they are more capabile to use houses as defencive positions), fields and forests in one match. Also I found bug with building system, for US faction you can build structers 100% at "one dig" and for USSR it is 20% vanilla dig. Also you cant place structures on central point on airfield, idk if its intended.

Thank you again for your hard work! Thats really nice for singleplayers!

candid drift
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I'll plug it in and test it. Is it specific to a specific map or is it functional on any map?

gritty solar
# river latch Just played offline for about an hour, with my immersion mods and CRX Enfusion A...

Thank you so much for the feedback!

I'll go point by point.

1- That's a good suggestion. I actually use CRX as a dependency myself (the mod actually has a few settings that activate when you use CRX but decided to keep it as dependency free as possible so that people could use their own mods. But yes it's a good idea and I will look into it!

2- I agree. This is only a beta test and I don't really like Arland too much tbh but just used it for testing purposes. Next iteration will probably be in Everon and I'll try to make the capture zones more varied. I'll have to play around with the distances tho since the AI can take a bit of time getting places by foot.

3- Fast building is not a bug I actually did that on purpose since the mode is supposed to be like a faster conflict I though it made sense. But I'll take it into consideration.

4- That does sound like a bug. LOL

Thanks again!!!

gritty solar
gritty solar
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By the way I am constantly working on the AI behavior. I'm working with an EXP version of my EE_Simple Character Spawner, and my goal is to make AI react dynamically to the battlefield. Still a lot of progress to be made but I like where this is heading!

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I’ve managed to make the AI aware of the conflict base state. It now monitors base ownership and reacts to changes, such as when control shifts from one side to another, and can take actions based on that information. This isn’t yet implemented in the game mode, but I thought you’d like to know the groundwork is in place. Probably material for a different thread though lol

jovial lava
gritty solar
jovial lava
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Sweet thanks man

lost aurora
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I'll need to test this stuff as soon as posible! Amazing work Ever! saludo 7051_fire
Y felicidades por tan buenos proyectos! 🙏🏽

gritty solar
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Just ported the mod to Everon for a test, if anyone would like to try!

lost aurora
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Hej Ever, can i send u a DM?

gritty solar
fast bolt
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tetsing tonight and streaming via youtube

gritty solar
fast bolt
gritty solar
gritty solar
fast bolt
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oh man we just ended

gritty solar
fast bolt
gritty solar
# gritty solar I’ve managed to make the AI aware of the conflict base state. It now monitors ba...

Ok it's kinda hard to show an example but there's been a lot of progress today! the AI dynamically reacts and adapts depending on the battlefield situation.

If OPFOR holds two of the three bases, BLUFOR shifts 70% of its forces to defend its single remaining base while the remaining 30% attempt to retake one of the lost bases.

If OPFOR controls all three bases, BLUFOR launches an all-out counterattack, committing every available unit to a single objective to avoid defeat.

If balance is restored they just go back to their original waypoints/behavior

In the logs from the attached image, you can see how it updates in real time.

I'm kinda very excited for this project

gritty solar
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The Arland scenario has been updated with the High Command System that directs AI behavior based on battlefield conditions. It’s experimental for now, so if anyone tests it, I’d value any feedback. Thank you!

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It's also now using a new spawn system that spawns actual groups instead of single characters so they should be more coordinated now but who knows. it's up for testing too lol

gritty solar
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DOMINATION PVE

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It is now possible to get command update messages in real time, so you know exactly what high command wants you to do (but you can ignore them and do whatever you want, it's just a game 😛)

the command hints/notifications can be disabled from the EE_HighCommandSystem in configuration

gritty solar
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Update

A new, more structured ticket system has been implemented for the game mode. It now uses a dedicated interface rather than temporary pop-ups, and it automatically tracks, deducts, or awards tickets based on specific events:

Killing an enemy
Destroying a vehicle
Suicide
Team kills
Capturing a base
Losing a base

Each faction begins with a pool of 1000 tickets.

main blade
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I like it and it's just the kind of game type i was looking for, thank you . Could you add after this one other regions on the islands? thanks.

gritty solar
twin swift
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What's the possibility on two ai teams duking it out with a small number of players in the middle basically acting as a small team of 'smarter' units

gritty solar
twin swift
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na so like, you have the two ai teams doing the main fighting, and each of those two teams have like, 10 or so guys doing their own stuff which are the players

gritty solar
twin swift
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sick, cheers mate

dark jewel
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finally had the chance to test this and its awesome!

main blade
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Do you have plan to use RHS with it? We could have two versions, one vanilla and one RHS.

gritty solar
main blade
river latch
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Hello! Thank you for your hard work! I want to ask if it possible for you to make small guide / video tutorial of how to setup domination gamemode for custom map/make your own domination scenario remix. It would be very appreciated, I would like to make domination gamemode on custom map - it will be also good for main feedback for your mod! Thank you!

dark jewel
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Ported to Smoltey Island + making it feel closer to battlefield, added objective markers on the hud etc, thanks for your mod and ticket system. would not be possible without it. Will make it public soon!

gritty solar
gritty solar
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update for anyone interested in making their own scenarios using my Domination PVE

I've updated how EE_DynamicAISpawner works and it can now spawn vehicles as well as AI at the same time so EE_SimpleVehicleSpawer is really no longer needed anymore.

dark jewel
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enemies see to think vics spawned in, even if they are empty are still occupied? any ideas?

gritty solar
dark jewel
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ah makes sense, am I using the wrong ticket system?

gritty solar
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No I mean this a thing I did for the old ticket system but I liked it so I made it into a feature of the game mode. another thing I like is that now you can't use enemy vehicles because the system thinks they are occupied which I like

dark jewel
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ah okay understood

gritty solar
dark jewel
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no i thought it was a bug, only issue was they somtimes shoot friendly ai and people when they shooting those vics lol otherwise its not an issue

dark jewel
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one last question! do their ignore more than 3 bases? I have a map with 4 and they seem to forget about the 4th base

gritty solar
gritty solar
gritty solar
dark jewel
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is it the follow up waypoint name?

gritty solar
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Ideally there should be at least one spawner per-base, so that all bases are covered. then in runtime the high command system will change the waypoints depending on who holds majority etc.

and yeah the follow up waypoint name should be pointing to Delta in one spawner

dark jewel
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ah got it I did not yeah

gritty solar
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I will take a look at the logic again tho maybe something is missing to make it work correctly!

dark jewel
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No i meant I did not have a spawner for Delta, it should work now. thanks for the help !

gritty solar
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Update coming soon! Nothing huge, but the best part is AI will now can use vehicles strictly as transport. They hop in, pick a random spot near the objective (default is 200m radius, but it’s configurable), get out, and move in on foot. This way they’re not such an easy target for players or AI when closing in on bases.

It also means future ports of this mode could scale up even bigger. Maybe a full-map PVE conflict match down the line? who knows!

tawdry ingot
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I've set up an EU server for this if anyone wants to try it out!

gritty solar
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UPDATE!!

-AI now handles combat vehicles more intelligently

-New command messages added

-Infantry performance improved in both offense and defense

-Various other minor adjustments

New scenario: The Battle for Arleville
A smaller-scale fight compared to the airport, and this one is an absolute meatgrinder! I love it lol Let me know if you give it a run.

deft flint
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Hi, really like the new scenario, feels much more intense.
What i do not like so far is, that the AI is wasting ammo on the empty vehicles. Would it be possible to reward it when the crews get killed and discount tickets when this happens?

At the moment the locations are marked with those fires, i thought about marking them with colored smoke, corresponding to which side got this point at the moment, maybe with a delay, so it does not change to quick? But somehow this idea feels a little kitschy.

gritty solar
gritty solar
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Just added an AI Skill level modifier to my Dynamic AI Spawner.
I'll be testing if it makes a real difference to make the game mode a bit more challenging!

gritty solar
jovial lava
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Perfect, your really solving so many ai issues with this mod

deft flint
gritty solar
gritty solar
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VERY early implementation, but I’m working on a system that automatically builds defensive compositions whenever a base switches to the enemy faction.

Since I’m not a scripting god like some others, this is my workaround for making the AI “build” things after capturing a base. The idea is simple: if the AI captures a base and the player isn’t inside the capture radius, the system will gradually construct defensive compositions. Because the player can’t see the process, the illusion is that the AI built them on their own. That’s why I’m calling it the EE_Illusion Building Manager. lol

gritty solar
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Update!

Domination PVE has been updated with numerous little tweaks and improvements, plus the new Illusion building system. AI can now "build" defensive positions after capturing a base, for both US and USSR.

deft flint
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Hey, just played a round. It was very fun and the fortifications are a cool feature, bringing some dynamic to the battlefield. Some where placed a little bit odd. On fences or directly behind a building for example. Anyways, as i said, really fun to play. Hoping for positions in forest later, because i think thats where you can get the best fights against AI. At least for my experience 🙂

gritty solar
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By the way if anyone has any suggestion for an improvement to make the game feel more alive, immersive and/or dynamic feel free to say!

deft flint
gritty solar
deft flint
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Ok, so you can define slots for positions that make sense?

gritty solar
deft flint
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Ok, i thought about making it possible for the mission designer to define such spots. Auto generated still sounds pretty cool, if you can make such logics!

gritty solar
frosty oracle
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Can you make a map marker for all units on the map?

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This could enhance the visual

frosty oracle
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And the high command I set up for my scenario donts seems to be working? Spawned ai stayed still and no orders are given

frosty oracle
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It is a linear type of bases, 4 controlled by RU, 4 controlled by US

gritty solar
# frosty oracle And the high command I set up for my scenario donts seems to be working? Spawned...

High command only issues orders after battlefield conditions change (when bases changes faction)

If your AI from the dynamic spawner don't move from the start is because the waypoints might not be set up correctly.

From your screenshot I see the bases have a different name than what you used in the follow up waypoint. Remember the follow up waypoint (and the on spawn waypoint) name needs to have an entity on the map with that name. In my scenario the follow up waypoint has the same name as one of the bases that makes it so the AI moves to that waypoint.

You should only really use the follow up waypoint for this since this is the only waypoint that high command overrides when it issues orders. The on spawn waypoint is only used for vehicle crews so that they get in the vehicles when they spawn. If you aren't using vehicle crews you can leave that waypoint empty (remove both the waypoint prefab and the name)

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And also you need two high commands; 1 for US and 1 for USSR.

I recommend you just copy paste my set up in your own map and move things around. When you get it working you can start experimenting with more bases etc

I know it's a complicated system even I get confused sometimes and I created it lol 😂

frosty oracle
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I put the Base Name in, but not the entity name (the one in ai spawner)

gritty solar
# frosty oracle Am i getting the name wrong in the High Command?

Well from what I can see in one Spawner you have the on spawn waypoint name as US4_PeterPass and follow up waypoint as US3_Durras, but the actual base name (according to your high command) is just Peter Pass and Durras. Those should be the waypoint names. BUT you shouldn't use 2 bases in one Spawner. Ideally you should have one Spawner per base so that all bases are covered by the AI

frosty oracle
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I think I am mixing these two up

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Which one should I type in in the High Command?

gritty solar
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this is what you should use

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the name exactly as it appears in the hierarchy

frosty oracle
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oh I see

frosty oracle
gritty solar
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use them if you want them to behave exactly as they do in my game mode otherwise you can change them

frosty oracle
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Do I just place the HighCommand et anywhere like managers?

gritty solar
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like this. yes just drag and drop them same way as a manager just make sure they are in the same layer where you have the military bases. I found unexpected errors when placing them anywhere else so this is what works

frosty oracle
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Do you know how to solve this error? I keep getting this but I have no idea why

script (e): virtual machine exception reason: index out of bounds. class: 'scr_ambientpatrolsystem' function: 'get' stack trace: scripts/game/systems/scr_ambientpatrolsystem.c:197 function processspawnpoint scripts/game/systems/scr_ambientpatrolsystem.c:95 function onupdate

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Can you also make certain dynamic ai spawnpoint to be disabled after enemy/friendly have captured the base\

gritty solar
gritty solar
frosty oracle
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I still have no idea why the high command isnt working. I have followed the method in Domination PVE and the AI still wont receive new commands after capturing a base

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I have already fixed the naming and it should be correct. Is it because I have set up a linear style of objectives?

gritty solar
# frosty oracle I still have no idea why the high command isnt working. I have followed the meth...

If you are using more than three bases in theory it should work but I personally haven't done any testing to be honest. My game mode is based around having three bases/objectives and HighCommand was wired that way since the beginning but I updated it to take more than 3 bases however I personally haven't test it. that said, when you are testing please take a look at the logs (just filter for HighCommand) and we may get an idea why it isn't working for you

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Feel free to PM

frosty oracle
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I will try again and check the logs, thanks for the great mods btw

deft flint
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Just played a round with an very hard difficulty CRX mod, was pretty cool, except, that the AI and me struggle to win any point 😂 Both Sides. Or just for a short amount of time. Very nice to play. The placement of the fortifications still fails in some cases, was placed in a shed near the middle capture point, but seems to be better working in general. What i would like to ask, if you could place the scenarios on the normal Arland Map? Or is it to early?

deft flint
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And, do the mortar strikes hit now directly on target? Especially the middle point in Arleville scenario? Seems to much for me, cleans up the place to much, i mean, when all fences and houses are gone, it looks kind of empty and is tactically not as much fun to play anymore. But thats mainly a problem of destruction in Reforger atm. It cleans the battlefield somehow, because it mostly does not leave back broken and destroyed parts of smaller objects, only house a shed ruins.

gritty solar
dark jewel
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not sure what happened but after the last update the AI dont move off spawn, they just stand there

deft flint
gritty solar
gritty solar
dark jewel
gritty solar
# dark jewel I meant the spawners in the one I made, is there anything different about them n...

Yeah I think in one of the updates I made it so waypoint prefabs weren't obligatory and could be removed if desired. Maybe your spawners don't have waypoint prefabs right now. If that's the case then infantry spawners need a waypoint in the "Follow up waypoint" and vehicle crews need the Get in nearest waypoint in the "Waypoint on spawn" as well as a waypoint to search and destroy in the "follow up waypoint"

dark jewel
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yup that fixed it

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ported to Caspian Border, 60vs60 AI and its works perfectly, thanks again

gritty solar
gritty solar
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Domination PVE has been updated!

Key changes:

•Removed the Deforested Arland dependency; scenarios now run on the standard Arland map.

•New scenario added: Domination PVE – The Battle for Beauregard.
This will likely be the final scenario created for Arland, with development shifting to Everon and other maps.

Minor changes:

•Respawn menu music replaced.

•Added a dedicated loading screen image for the game mode.

Thanks!

deft flint
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plays so much more intense on the normal map. Very well done! 💯
Just a small question, is this loadout wanted from the start?

gritty solar
# deft flint plays so much more intense on the normal map. Very well done! 💯 Just a small q...

So ideally I want a role selection, but I’m not sure why other loadout managers don’t function correctly with Conflict. Every alternative I’ve tried ends up breaking the voice-over announcer that calls out when a base is under attack and similar alerts. It’s a minor detail, but I want that announcer to work, so I’ve stuck with the default Conflict loadout manager for now. I’m still digging into it to see if there’s a possible fix.

gritty solar
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next update soon I am replacing "command updates" with chat messages that feel more natural like a real match. still not sure how to feel about this but wanna give it a try

dark jewel
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thats a neat idea, are voice lines possible in addition to this?

gritty solar
gritty solar
dark jewel
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oh nice, looking forward to it

gritty solar
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This is the first feature I add that I am not entirely sure of. But I am interested to hear what people think

dark jewel
# gritty solar I've just updated the game mode with the new chat system

cant start server with update stuck in boot loop
05:28:16.642 SCRIPT (E): @"scripts/Game/EE_HighCommand_TicketMessages.c,170": Undefined function 'EE_HighCommandSystem.PickNaturalChatMessage'
05:28:16.642 SCRIPT (E): @"scripts/Game/EE_HighCommand_TicketMessages.c,173": Undefined function 'EE_HighCommandSystem.PickRandomPrefix'
05:28:16.682 SCRIPT (E): Can't compile "Game" script module!

deft flint
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And some feedback from my session yesterday. Would it be possible to influence/make the direction they are attacking from more random?
It seems like the AI keeps to pretty similar routes every time they attack certain points. Maybe it could be a little different, when their starting point is changing while keeping the general direction they come from?

Plus, could you add a arsenal to the main starting points, as little work around, until loadouts can be chosen?

Thanks for your great work!

gritty solar
gritty solar
gritty solar
# deft flint And some feedback from my session yesterday. Would it be possible to influence/m...

that's because the AI has an actualy spawn point, and the route they take is defined by the navmesh of the map so they will always use the same one unless something is blocking it. I'll need to think about how to solve this issue, maybe add more spawners but choose them dynamically and randomly. I'll keep this in mind. thank you for the feedback!

as for the arsenal, you can always build one from the HQ no?

deft flint
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Yeah, had an similar idea in mind with the spawnpoint.
Can't build one with the default American loadout, because it got no shovel. 🙂

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getting this error now

gritty solar
deft flint
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yeah, everything was updated. tried to redownload it now and disabled all other mods. Still the same error

dark jewel
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Same redownload all mods same compile error

gritty solar
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alright I'll update the game in a few to see if problem is fixed. I might have to get rid of the chat stuff

gritty solar
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Alright just pushed an update let me know if that fixed the issue. thanks!

I’ve disabled the chat banter system for now. However for High Command, I replaced the hint pop-ups with formal chat messages. storing orders in the chat makes them easier to revisit if something gets missed or forgotten. let's see how it goes

deft flint
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works again for me. Thank you!

gritty solar
# deft flint works again for me. Thank you!

great! and no problem.

I've been running my game without CRX like you mentioned the other day and holy damn is really hard. AI drops you with 1 shot with extreme accuracy. I guess the difficulty setting is actually working. maybe CRX was messing with that somehow. lol

deft flint
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but i think it is really fun this way. Other question: i have the feeling the AI drops faster too, when you hit them, is this right?

gritty solar
gritty solar
deft flint
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Making it editable is always a good choice. I agree with you, sometimes they can just take too much. I have the feeling it is better in experimental atm. I like it the way it is in your mode.

dark jewel
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also does that change include players too?

gritty solar
gritty solar
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Done. It can be edited in GameModeCampaign

deft flint
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Where can this options be found? Is this ingame?

gritty solar
deft flint
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Ok, i have no clue how to work with the workbench 😅

sour light
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Hi,
Would you support RHS or other custom factions?

Would you allow player to play as opfor?

Ty

gritty solar
sour light
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Thnx vro

gritty solar
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small update

Domination PVE has been updated to add my new "EE_Explosion Shake Effect" mod as a dependency.

Description of the mod:

This mod makes explosions feel more powerful by adding a camera shake effect. If you’re close enough to the blast, your view will shake.
It’s a simple way to make the game feel more immersive and impactful.

deft flint
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I like the shake effect, just thinking about if it could be some kind of smoother somehow? Other than that, this effect really adds much to immersion, not like artificial suppression effects.
And i am still not sure about the AI attacking empty vehicles. Had several occasions were they did not attack new enemies approaching, while shooting a vehicle. Maybe this can be bound to a parameter, like a certain radius?

gritty solar
# deft flint I like the shake effect, just thinking about if it could be some kind of smoothe...

Alright, I’ll push an update later today adjusting the “vehicle stays hot” behavior.

New system: if a vehicle is left empty, it remains hot for 60 seconds. During this time, enemies will target it if they have line of sight. After 60 seconds, the vehicle goes cold. If the vehicle is used again, the cycle resets.

Scenario makers can change the timer value or disable the feature entirely. The setting is found under GameModeCampaign.

river latch
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I encountered some car madness))

deft flint
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has similar things happen there. In general i really hope BI can improve AI driving over the time

gritty solar
gritty solar
deft flint
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Oh ok, better this way, than having no way to solve it. 🙂 And yeah, i think the AI has very good moments but sure could be improved further. Luckily we got ATiM and his CRX Mod.

gritty solar
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I've updated the ticket system and now it also shows up in the map. minor thing, but it was bothering me.

gritty solar
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Update

Updated the mod with some minor tweaks, but more importantly reworked the Dynamic AI Spawner, the core of the game mode. Cleaned up some messy code, made it clearer, and set it up to be easier to expand in the future. Because of this, anyone running their own version of Domination PVE will run into some breakage. If you need help configuring it properly, let me know.

dark jewel
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for me just had to set the respawn mode to something other than none for them to spawn

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perception factor is 1 by default is that the vanilla default value?

gritty solar
uncut elm
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Just reconfigured one of our servers to run this, me and a buddy of mine have been having a blast messing around on it cooldoge

uncut elm
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Any plans to make the randomly spawned vehicles pull from the available vehicles in the depot? For example, if I add the T72 to USSR/OPFOR there would be a chance for a crewed tank to spawn. Not sure how you would go about doing that as I haven't dipped my toes into the tools yet, but I'm pretty sure its possible as Gramps does that with his pve for the Soviet vics.

gritty solar
gritty solar
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Update

EE_Explosion Shake Effect has been removed from the game mode and from workshop. I've replaced it with EE_Suppression

deft flint
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Nooo, why blurring the screen artificially? Shaking alone would do the job quite well.

gritty solar
deft flint
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Will test it later. 🙂
Just thought about and think a blur effect would be cool, when you are injured or unconscious (maybe with seeing doubled in this state) The normal black mask thing is kind of odd, with ACE it is white, which is worse in my opinion.

And had a idea for the fortification placement. I think your approach of making them placed automatically is cool. But for now, it still very often happens, that they are placed inside of structures and/or without any use, like MGs behind a wall. So i thought about, what if the mission designer can define a final state of what it looks like when all fortifications are placed around a point. But they get build step by step, maybe related to how long the Point has bin held/not being attacked, so that there was actually some time to build the structures. This way the mission designer could place the structures with good strategic manner and they will not be placed, where they should not be. Wondering if it is possible to bind AI to a static MG? Never saw them use them.

You wrote that you disabled the injury of AI in Barbed Wire. Seems like they still get stuck and die. Saw it happen here and there. Maybe it was coincidence and they died by something else.

Really enjoy your work and i hope my feedback is not annoying or something, just want to see it getting even better. 🙂

gritty solar
# deft flint Will test it later. 🙂 Just thought about and think a blur effect would be cool,...

No worries, I appreciate the feedback! I’ll definitely keep this in mind.

-I’ll take a look at the blur when downed. I’m not a fan of the black vignette either, so I’ll see what can be done.

-Been trying to get AI to use static MGs, but they need a Defend Waypoint for that. Problem is Defend doesn’t work as well as Search and Destroy for this mode.

-About AI dying to barbed wire: players don’t take damage (just tested), but I’m not 100% on AI so I’ll check.

-Pre-placed fortifications that slowly build is a cool idea, just more work overall. If I ever get around to it, I’d probably add it as a toggle so people who don’t want (or can’t) make their own scenarios still get auto placements. They do clip sometimes, but honestly not as bad as I expected lol.

gritty solar
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Will implement this in the next Dynamic AI Spawner update, but probably won't add it to the game mode yet. However the option will be there for people that uses the workbench to modify their scenarios

deft flint
#

Some first feedback to the shake effects by guns fire:

When bullets of rifles hit nearby the effect is good, seems to be the right amount of little shakes. Did not see much blurriness, if it happens in this case, but i take this as good sign. Problem are the M2 or bigger Weapons, the radius you get influenced by it is to big and the effect is over the top in my opinion. A little subtle shaking when you are very very close to it would be good to test. At the moment, when you shoot yourself an M2 the vanilla effect of the shaking MG, which seems to much for me for itself, gets multiplied with your effects. When i shoot a gun myself i should not be further suppressed by it. As always, i think if it could be made adjustable, it would be the best solution, cause we all have different opinions on such things and i totally understand if you are aiming for something different. 🙂

gritty solar
uncut elm
#

From last night. My buddy apparently didn’t hear me when I said I was playing as the Soviets that round Tidus

gritty solar
uncut elm
uncut elm
#

@sour light @main blade

#

He a little confused but he got the spirit 😤

gritty solar
uncut elm
#

Me and a couple of buddies are on our server messing around atm if anyone wants to join us. Just search 'Vidya' and it should pop up 🤙

uncut elm
#

I have noticed that the OPFOR steamrolls with the modern mod on though

#

Probably wouldn't happen if there were enough players, but if its mostly AI vs AI its looking like thats the case.

gritty solar
uncut elm
#

Will keep that in mind lol
Much more challenging with everyone having modern body armour now too

uncut elm
#

Also, its looking like we can't spawn armour as its rank locked and you can't really rank up. Is that intended behaviour?

gritty solar
uncut elm
#

All good! I'll keep reporting anything we notice TrooperSalute

gritty solar
gritty solar
#

Update

Domination PVE has been updated to add my EE_Infinite Mags for AI as a dependency.

*This mod gives AI unlimited magazines, so they never run dry no matter how long the fight lasts. Both enemy and friendly AI will keep fighting endlessly, while you still have to track and manage your own ammo as usual.

Ideal for PVE, where AI normally burn through their ammo too quickly and become easy targets.*

deft flint
#

The new suppression feels quite good most of the time. Still, I'm not sure for myself if i really need it. 😄
There is not something like half dependencies with the mods, so you will download it with the mode, but are allowed to deactivate it, if you do not want it or?

And if i play for some time and if a RPG or LAW gets fired then, i get hard lags in the game.

uncut elm
#

Wonder if it may be related to this error:

2025-09-15 17:05:03: RPL (E): RpcError: Calling a RPC from an unregistered item! itemType='script::Game::EE_WarSoundsManager', rpc='Rpc_TriggerSound'
2025-09-15 17:05:10: RPL (E): RpcError: Calling a RPC from an unregistered item! itemType='script::Game::EE_WarSoundsManager', rpc='Rpc_TriggerSound'

gritty solar
gritty solar
uncut elm
#

Not that I noticed, just noticed that in the logs once I rebooted my server. It did crash earlier today, but that was before your updates and I keep it running 24/7

#

with daily restarts*

gritty solar
deft flint
#

A more cosmetic Idea/thought. is it possible to create a Capture Point without the use of the command tent? For example: the middle point on the Arleville Misson got this big House, which could be used as Point of interest. If the mission designer could just put a flag pole outside and maybe add the crates (and a little scenery), which are in the tent normally, this would give a nice improvised Camp feel.

Never noticed the Lag spike before, but with this mission, RPG and LAW get fired more frequently 😄

I really need to learn to create missions with your mods myself. 😅

uncut elm
#

Hmm this happened before a crash, not sure if its related:

2025-09-16 09:08:15: ENTITY : SpawnEntityPrefab @"{069118B2D809C9E1}Prefabs/Characters/Factions/OPFOR/USSR_Army/Character_USSR_Rifleman_Variant_1.et"
2025-09-16 09:08:15: ENTITY : Create entity @"ENTITY:4611686018427396764" ('SCR_ChimeraCharacter','Assets/Characters/Basebody/Basebody_Male_01.xob') at <2902.316895 58.033020 2218.794678> @"{069118B2D809C9E1}Prefabs/Characters/Factions/OPFOR/USSR_Army/Character_USSR_Rifleman_Variant_1.et"
2025-09-16 09:08:17: WORLD : UpdateEntities
2025-09-16 09:08:17: WORLD : Frame
2025-09-16 09:08:17: RESOURCES : GetResourceObject '{4D78CC1DFDABF3D6}¸t¨ö'
2025-09-16 09:08:17: RESOURCES (E): Unknown object type, missing extension!
2025-09-16 09:08:17: AI (E): Resource name: "¸t¨ö"is invalid
2025-09-16 09:08:17: RESOURCES : GetResourceObject '{4D78CC1DFDABF3D6}¸t¨ö'
2025-09-16 09:08:17: RESOURCES (E): Unknown object type, missing extension!
2025-09-16 09:08:18: WORLD : UpdateEntities
2025-09-16 09:08:18: WORLD : Frame
2025-09-16 09:08:18: SCRIPT (E): SCR_AISoundHandling: SetSignalsAndTransmit: Missing callsign for: REPORT_MOUNT_AS
2025-09-16 09:08:18: SCRIPT (E): SCR_AICommsHandler: SCR_AISoundHandling.SetSignalsAndTransmit failed for request: SCR_AITalkRequest<0x0000026584F74FF0>, prio: 40, timeout: 3.40282e+38, txIfBusy: 1, type: REPORT_MOUNT_AS
2025-09-16 09:08:19: RPL (E): RpcError: Calling a RPC from an unregistered item! itemType='script::Game::EE_WarSoundsManager', rpc='Rpc_TriggerSound'
2025-09-16 09:08:20: WORLD : UpdateEntities
2025-09-16 09:08:20: WORLD : Frame
2025-09-16 09:08:20: RESOURCES : GetResourceObject '{4D78CC1DFDABF3D6}¸t¨ö'
2025-09-16 09:08:20: RESOURCES (E): Unknown object type, missing extension!
2025-09-16 09:08:20: AI (E): Resource name: "¸t¨ö"is invalid
2025-09-16 09:08:20: RESOURCES : GetResourceObject '{4D78CC1DFDABF3D6}¸t¨ö'
2025-09-16 09:08:20: RESOURCES (E): Unknown object type, missing extension!
2025-09-16 09:08:23: WORLD : UpdateEntities
2025-09-16 09:08:23: WORLD : Frame
2025-09-16 09:08:23: ENGINE (F): Crashed

#

The modern factions mod I'm running could also just be trying to reference stuff thats no longer part of RHS or has changed.

gritty solar
uncut elm
#

Just updated when restarting my server a few minutes ago

#

We’ll see if it crashes again tomorrow at the same time. I’ll also test with Cold War factions

gritty solar
#

update

I simplified the healing system.
Unconscious players/characters wake up instantly when given morphine (it's one hell of a drug now)

One bandage heals every injury and restores health and blood to 100%, but they now take a bit longer to apply for balance.

uncut elm
#

That’ll be interesting to test out for sure lol
Makes bandaging up after a homie frags me “accidentally” easier

gritty solar
uncut elm
gritty solar
gritty solar
#

Update

I’ve fixed some issues with the EE_DynamicAISpawner + EE_HighCommand, but I’ve also extended High Command to be more dynamic and less predictable.

I’ve introduced a lot of new variables that come into play before issuing orders. Now, High Command has a “personality” each match. It can get angry if bases keep being lost, and it can react more aggressively by ordering full counterattacks even if it wouldn’t logically make sense. There’s a new stress meter that fills up when a base is lost but slowly decreases over time. This stress makes High Command more prone to rushed or reckless orders.

High Command can also decide to change up its strategy out of nowhere, without waiting for the battlefield situation to shift. So you might be fighting enemies at Bravo when suddenly they decide to push Alpha instead.

Orders also aren’t immediate anymore. High Command now takes some time to “decide” what to do next.

And finally, spawners can now be linked through waypoints. If two or more spawners share the same waypoint, they’re treated as a single group by High Command. This makes things much more consistent... you’ll probably see more infantry paired with vehicle crews instead of being separated.

#

If anyone tests it feel free to report any bugs or inconsistencies

uncut elm
#

I’ll Shanghai the lads tonight

deft flint
#

First Round in Beauregard: Feels much more alive, faster, massive in general. Really like it. More compact. OPFOR came in with a lot of BTRs 😄 The fight on the upper point, on the field was never ending and OPFOR kept pushing massively on this point.
The change with the bandages and healing does make sense in this mode, sure it is more simplified this way, but does not feel to much like cheating for me. Question, does this also apply for AI? So when they heal eachother, they are 100% again?

#

Would it be possible to add 1 or 2 LAW in the trunk of the Humvee? Was always searching for Anti Armor this time. 😄

gritty solar
gritty solar
deft flint
uncut elm
#

Am I smoking crack or is there some sort of visual filter on the game mode? Because either it’s fixed at a certain time of day or everything is yellow lol

gritty solar
uncut elm
#

Okay thank God lol
Man I thought I was seeing something 😂

#

Also the new AI behavior definitely makes them more aggressive. But I noticed a few AI vehicles driving straight into the command tent at the point designated for assault and ignoring the defending AI 😅

gritty solar
gritty solar
#

Update

New scenario.

I've updated the game mode with a new scenario on EVERON.

This one is mostly for testing. The scenario is larger than the ones on ARLAND...
still three bases, but they’re much more spread out. If anyone tries it out, I’d appreciate any thoughts or feedback. Thanks!

uncut elm
#

Sheeeeeesh
I gotchu fam

gritty solar
dark jewel
#

we are doing a playtest of the battlefield variant if anyone's interested in trying it out just search for battlefield!

uncut elm
# uncut elm Sheeeeeesh I gotchu fam

Adding Everon to ours now which is just default PvE Domination with RHS factions and some modern vics. It also randomly selects one of the scenarios after completion. Its under 'Vidya' stonks

#

May be time for me to learn the tools, definitely gotta make the AI use the modern vics. That'll make it a whole new level of crazy.

gritty solar
#

I am actually having a lot of fun in the Everon scenario. I thought there would be a lot less action since it's a larger scenario, and yeah there is less but it feels more tactical. lol

uncut elm
#

So yeah me and my buddy hopped on for the first time

gritty solar
uncut elm
#

looking like vics are getting stuck and the AI aren't dismounting or trying to back it up

gritty solar
livid jolt
#

Where you the Guy that made that frontline Map Change? With the different tiles changing colors based on what Enemy has a bigger presence?

gritty solar
uncut elm
#

Also idk if it’s possible but you may want to put a check before spawning AI to see if there’s enemies near that position. I had a BTR spawn and then waves of Soviets spawn right in front of me and the AI gunner in my JLTV just kept sending them to the shadow realm 😅
This was on the Everon scenario by Objective Alpha.

#

I could also be misremembering, and it was by their MOB omegakekw

gritty solar
uncut elm
#

Oops, may have been camping MOB inadvertently then 😅

uncut elm
#

Tried switching to these to cut back on mod size for my console bros, and the Russian faction one works. The US side does not. This led to 1980s US vs Modern Russians, which funnily enough still had the US in the lead for tickets Tidus
https://reforger.armaplatform.com/workshop/6632019B78B24D8A-ModernRussianReplacement

https://reforger.armaplatform.com/workshop/5E8E12AF1EF94EE2-USArmedForces

Arma Reforger

A wip mod to replace ussr troops with modern counterparts.

Arma Reforger

Adds the modern US Armed Forces.

#

Oh well, moved it back to Cold War and added all our weapon and gear packs from our other PvE servers lol

uncut elm
dark jewel
#

is it possible to execute actions on base start capture similar to the the on capture action?

gritty solar
dark jewel
gritty solar
gritty solar
dark jewel
#

yeah in my scenario I only have one playable faction so its simpler. BLUFOR is just players, and there are no blufor spawners on any of these bases (except mob) but OPFOR has spawners on all bases. When BLUFOR attacks a base I wanted to run actions to disable these spawners so once the defenders are eliminated the counters come from the spawners in nearby bases, if that makes sense

gritty solar
#

I’m developing a new game mode that builds on what I’ve learned from creating this mod, while approaching some ideas in a different way. If you’d like to follow the progress, you can check it out here:
#1420591550504767498 message

Thanks.

gritty solar
gritty solar
#

this game mode is so much more immersive with the helicopter and radio action stuff hmmyes can't wait to make the enemy AI be able to use them too!

main blade
#

Is it possible to remove the Timer and just used the points system instead?

#

Perhaps a different version please?

gritty solar
#

Maybe one day. the timer is not something I implemented is just how conflict works

main blade
#

Could u please rebalance the maps because the Russians have more soldiers and because of this they have always the edge in all the game maps. Either they have more soldiers or it's the Americans that lack the numbers.

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Furthermore perhaps the Russians are closer to the flags then the Americans. Thank you.

gritty solar
main blade
#

I forgot to tell you, i'm playing with friends thus when i choose Opfor it's very easy but it's not true when playing Bluefor. I can stay at the base and the Russians will win without me. Also it seems some maps favored the Russians regarding the distance to flags.
Thx for your mods i have a blast 👍

gritty solar
main blade
#

Can you update your mods for the new version please?

gritty solar
main blade
#

Everything seems good so far.

gritty solar
# main blade Everything seems good so far.

Great to know!

Currently working on Domination PVE V2

This will no longer use conflict as the game mode but will keep most of the features. Hopefully I can make something better that is easier to port to any map and at a bigger scale

gritty solar
#

Progress is being made for domination pve v2, trying to make the whole process dynamic so it can be used on any map. This comes with some downsides tho. Dynamic generation means there's really no control on where the HQs or the AOs will spawn everytime you start a match. I personally appreciate the randomness tho. When you spend a lot of time creating your own scenarios you sometimes become tired of them even before playing them. lol

gritty solar
#

Early days but the AI spawns and defends the bases dynamically, and they use vehicles. Respawning AI is done too. The areas are capturable but I had to create a capture system from scratch.

I'll work on the capture bar UI tomorrow to make it look pretty. At least it'll be worth it since this will be extremely easy to port to any map and it will be a random set up every time unlike my previous version where it was a pain in the ass to create a new scenario lol

ebon dagger
#

Very good job pal

gritty solar
main blade
livid jolt
#

Aka a very makeshift RTS

gritty solar
gritty solar
gritty solar
#

ARMA 3 Warlords inspired capture bar display.

By the way the game mode is changing as I was not really happy with how it was shaping. the original DOMINATION PVE had some issues that I definitely didn't like and if I want to fix them the game mode needs to change. I'll keep updating you...

main blade
#

I have a problem with a submod dependencie EE_Suppression need to be updated but when i try fail to do so.

polar flame
#

@gritty solar

gritty solar
polar flame