#EE_Combat Ops: Reimagined
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Thanks man!
I will be watching this. If its easy enough, I hope to learn enough about molding to bring it to another map.
You don't even need to mod at all to port it over quickly. Today I downloaded Takistan and played the game master scenario with the mod loaded and it was just a matter of setting the faction (US) and that's it. The game mode was active
BY THE WAY
If anyone has an idea for a mission feel free to tell.
I’ve got a few cooking already, but more options never hurt!
High Value Target
Convoy escort
(Transport a designated supply truck to a destination)
Crash site rescue
Retrieve intel and RTB
Patrol an area (multiple points)
Thanks for the ideas! I am currently workin on a crash site thing but you need to recover a black box and deliver it to an outpost. it's coming along nicely! will post a video as soon as I can
How do you imagine a "Patrol the area" mission? like, what's the objective? how do you win, or lose?
I don’t mean this in any bad way but how is this different from invade & annex? Just curious as I’ve been swapping between COE2 and I&A to see what my group likes more. Combat ops offers a nice level of mission customization but I&A is super easy with no setup. Does/will this bridge the gap between the two? Are there any customization elements? Like enemy/AO size, civilian presence, enemy armor, types of objectives, factions, etc?
No worries.
My game mode does not allow for customization like that.
What makes this different from invade and annex is probably just the types of missions. I go the extra mile to create better missions other than the usual "capture the area" "destroy the truck" etc.
Plus I'll be incorporating my helo transport and radio actions at some point.
Best thing you can do to know is to try it out I guess. But it's currently just an alpha version. Only 3 missions (4 soon) available and a lot of features and ideas yet to be implemented
Convoy ambush would be cool. Taking out the lead vehicles ect.
Also raids on specific buildings where the AI don’t run out. I’ve been trying to mess around with this in GM as it’s annoying the AI leave the cover of buildings to stand and engage in the street.
I’ve also been using your mods to run JTSC/FO missions. Finding targets then calling in fires.
Missions where you have to go and clear buildings with CQB avoiding civilians etc are planned actually!
I really like the way mission objs show up!
Thanks! was really struggling with the UI and still not really sure if I like it lol. Also still need to find a way to actually brief the players, give them a bit more detailed description on what the mission is
And I still don't know how to make it so the UI hides / shows up by pressing a button so I have to think outside the box
ah kk, i dont see any markers o the map for the mission though
can be easy to miss. currently is just a red circle area on the map
Hey man, would you mind if I dropped you a little DM about creating scenarios with this? 🤔
sure no problem
We can save the progress?
Tried the mod today, it’s brilliant. I would say the enemies could do with spawning further away on the defend objective. I found that they were spawned within 10 -20 meters and just immediately over ran me. The pre fires and smoke was fantastic though, really created immersion.
Not currently but also there's no need since there's no progression at all. You do one mission, a new one spawns. Cycle repeats forever
Thank you for the feedback! I'll definitely keep working on the defend the outpost mission 👌
Would there be a reason the infinite ammo for AI mod dosnt work with this or am I missing something?
This mod (EE_Combat Ops: Reimagined) already has the infinite ammo thing integrated. If you are trying to use the infinite ammo standalone mode here probably there's a mod conflict.
But other than that it works fine for me!
But I will take a look to see if anything is wrong as I haven't tested in dedicated server.
Ah that’s it. Thanks mate
I tried it out. Nice work. Looks promising.
Couple things I noticed.
There’s no objective marker on the map or hint of where to go until you get within 1000m of it then a red circle shows up. I had to use GM to find them on Everon because they were always several kilometers away and no indication of where to look.
When you load in you’re not put in a group and unable to use the radio for support until you go in the options menu and manually join group. Normally you’re able to select a group before spawning in. No big deal but could be confusing to new players.
When I first spawned in the ocean was black and there was a weird lighting bug until I located first objective location. Idk why. Happened to me consistently. Could be a mod conflict.
Overall it’s fun. Definitely has a lot of potential. The theme is great. The objectives felt pretty balanced solo and with 2 players. Not too hard. Not to easy. I loaded it with my full 18GB mod list and it didn’t seem to break anything.
Some suggestions - Load us in at a nice detailed FOB with some various vehicles and a helo or at least include some instructions for new players for using the radio actions. I had an objective on an island. I can see someone unfamiliar with the radio actions mod getting stuck on how to get there.
When objectives complete, everything de-spawns immediately right in front of you which kills immersion. Maybe set a timer or player distance to delete it.
I know it’s in the works to add more objectives, but some ideas are intercept/ambush convoys/patrols, compromise enemy infrastructure (generator/radar station/radio tower/bunker/road block/camp/vehicle depot with multiple target vehicles), HVT(s).
For solo or 1-2 players it’s great. Maybe implement scaling for larger groups or larger operations.
Not trying to critique it too hard. Just throwing ideas out there. Again nice job. Excited to see what the future holds for this 👍
Thanks for the great feedback!
1-I'm working on the no objective showing thing. I found it has to do with your own view distance. Need to find a better way. but I've playing with a more immersive way which is just giving coordinates to players instead of a map marker.
2-I think that's only an issue with the Everon scenario cause I forgot to change the spawn logic from the vanilla map.
3-Not sure what the weird lighting is from, I'll have to look into that.
4-Apermanent FOB could work, but the idea was to make it like the vanilla Combat Ops where you just spawned at a random location everytime you play. In my game mode the same happens but it's truly random and dynamic so you'll probably never spawn at the same place. I fixed FOB could work for specific scenarios tho.
5-Yes currently everything despawns on mission complete. need to work on that later.
Thanks again!
https://www.youtube.com/watch?v=TzV9gFAVI4g
small showcase of a new mission I'm working on. (excuse my english)
It would be cool to see a PvP version of this. So for bluefor its destroy the objective, and for op for its defend the objective (with a timed objective of 45 mins or whatever).
Basically mutually exclusive game modes which provide each side with a variety of attack and defend style objectives
Or in tune with your above mission, both teams are competing to recover the black box and deposit it at a certain location.
You could introduce a FIA element that is hostile to both factions for added activity within the map
tried it on modded map just to see, the first few objectives of defend and clear the area worked, then the radio towers happened
This is on the map Kunar, So I expected some issues
Yes pvp would be cool but I don't really do pvp stuff cause I don't have a community to try stuff out lol
Interesting. Thanks for the report. I'll look into it!
Never seen this before but then again I've never tested in Kunar.
Kunar and fallujah are weird maps when it comes to radio towers for some reason lol
You’re welcome in our community if you ever need help 👍🏼
I think its how the map was designed. They use objects to create cliffs, because default map tools wont let you make them like that
Thanks!
Yeah that's probably it. If the rocks are not being properly detected as ground then the towers will go through them to the real ground
looks promising !! thx for this new mod !!! 😉
Is the 1.6 update likely to cause major issues with this? 🤔
Nope, I am developing it in 1.6 primarily and so far so good
UPDATE
New mission added to the pool: Recover the black box
A friendly helicopter has crashed. You have coordinates to the site and are tasked with recovering the flight data recorder (black box). Enemy forces already know about this and are patrolling the area. Recover the black box before they do and deliver it immediately to the nearest command post!
Now it's possible to abort missions, in case you'd prefer to do a different one.
Only Admins can perform this action.
https://www.youtube.com/watch?v=1ybN-0Jura4
Thanks to EE_Radio Actions, in this game mode you can request AI teammates who will stay with you throughout the entire session. You can only request them once, but they can’t be killed, however they can fall unconscious, and you’ll need to revive them if you want to keep your team active. I plan to expand on this in the future, developing a more robust AI teammate system.
Next on my list (aside from adding a bunch of new missions) is to create an ambience system that populates the world around you with dynamic events like enemies, vehicle patrols, helicopter patrols, and more. The goal is to make it feel like you’re in an active war zone.
hi EE, is this compatible with RHS weapons and Bacon loadout?
Sure I don't see why not 👍
Update
added: Combat Ops Reimagined on Kolguyev.
**Remove Teammates feature. **
In case weird stuff happens (this is Arma after all...) I've added a way to get rid of the teammates. You can only request them again 60s after you've removed them.
I mentioned before but so far, the teammates have these features:
-They can't die. only fall unconscious.
-They don't run out of magazines.
-They are automatically added to your group.
Small thing but very useful for solo PVE players. One of your teammates is a radio operator, and you can respawn on his radio backpack.
where are the voice lines from
I make them with AI
Great work
Thanks!
A lot more stuff in the oven for this mod.
ah that's a good use of ai imo
Will this work alongside other game modes or only in GM mode?
I'm running Kex's COE2 at the moment - got DarcMissions running in there with it. EE_Combat ops would be a nice little dynamic add-on to the game world.
Yes you can add it to any game mode
Medevac mission
UPDATE
The original concept for this game mode has evolved slightly. It’s now ready for a second round of testing for anyone interested!
You are deployed into an active war zone where your objective is to complete missions that sabotage the enemy and drain their resources, while simultaneously keeping your own faction’s supply levels stable.
Features:
Dynamic 500m War Zone: Continuous combat unfolds between BLUFOR and OPFOR forces.
Resource System: Each faction has a resource bar that decreases whenever a soldier is killed or a vehicle is destroyed.
Mission-Based Impact: You can complete missions to directly weaken the enemy’s resources and influence the battle outcome.
Currently, there are four missions available, with many more in development:
Recover the Black Box
A friendly helicopter has crashed in the middle of the combat zone carrying sensitive data. Recover the black box and deliver it to a nearby outpost before time runs out.
Medevac the Wounded Friendlies
Some friendly soldiers are down within the war zone. Locate them, call in an ambulance, load the wounded, and transport them safely to a hospital.
Hack the Antennas
The enemy is using two antennas to transmit real-time intel to their commanders. Infiltrate both locations and hack the systems before the timer expires.
Resupply the Frontline (Admin-Only Mission)
This mission can only be activated by the session admin using their radio. It overrides any active mission and can only be triggered when friendly resources drop to 50% or lower.
Retrieve a supply truck and deliver it to an outpost inside the war zone. A successful delivery significantly replenishes your faction’s resources, but if the truck is destroyed, the enemy gains that same amount instead.
Victory Conditions:
The faction that runs out of resources first loses the match.
Missions aren’t mandatory to win, but completing them greatly accelerates your team’s progress. Ignoring them may lead to your faction being overwhelmed.
Additional Features:
If you’re playing solo, you can request AI teammates. Use your radio, open the Command menu, and select Request Teammates.
These allies will stay with you throughout the match. They can’t die permanently, only fall unconscious. so, it’s vital to stay nearby and revive them when needed.
One teammate serves as a radio operator and acts as your respawn point, ensuring squad cohesion.
More features and mission types are planned for future updates.
There are scenarios avaialable for Arland, Everon and Kolguyev
https://reforger.armaplatform.com/workshop/66AA52D5BD0F4C53-EE_CombatOpsReimagined
By the way I am also trying to get rid of mission markers entirely. I'm replacing them with map coordinates instead. Only a couple of instances require a mission map marker currently.
So far so good! Have this running alongside Invade & Annex Kolguyev. The coordinates are a great addition.
are you running the most current version with the resources bar? because the game mode has changed quite a bit since the last iteration 
single player or multiple?
It was the last version. I added it like minutes before it updated lol. Now the new version doesn’t seem to be working with my scenario. It says unnamed mission. I can’t abort or request a mission because it says there’s no AO?
Yeah it no longer works like the previous version. This time you need to create a scenario and place the AOs manually so it won't work with any scenario like the previous versions sadly!
Ahh. Gotcha. Thank you
the Frontline Resupply mission is now a secondary mission. So, it doesn't interfere with the "main" missions.
So can you run this within I&A or CoE2?
No this is a standalone type of thing. But I don't know, I haven't tried. If a mod allows you to play it without having a specific scenario for it then yes. Otherwise it's not possible. But I guess you really don't want any other game modes if you play this since it's very focused on one area of the map. the AI fights AI and the game can end if either side resources drop to 0 without you interfering.
Thanks. I'll be putting this on one of my servers tomorrow
Great! let me know how it goes. and let me know if you have any questions.
I’m using version 1.0.15 in I&A Kolguyev.
Reimagined or Reimagined Dev?
Reimagined
thanks!
well to be fair version 1.0.15 no longer exists. not sure if you can still use it. lol
I'm having a blast in the current version BUT I create my mods with a strong SP focus (even tho they can be played in MP) because I usually play alone
damn these enemies aren't kidding
🤣
I plan to add voice lines to all missions. I take immersion very seriously 
I don’t know how you’d feel about this, but maybe you should make the guy on the radio misspeak? I’m not sure if it’d work well with AI but something like this.
Yeah probably would sound more natural. I'll consider it thanks! But I'm actually trying to keep the voice lines as short as possible otherwise the size of the mod will be gigantic 😂
All I can ask is for you to try it. If you’re not happy with it or it doesn’t meet your standards, oh well. It doesn’t have to be all of them either, it can just be sprinkled here or there. Thanks for thinking about it.
The "good fuggin job, soldier" did me in 😂
Just been having a little play around on this - enjoying it so far!
Couple of questions tho:
EE_War Sounds doesn't seem to be working on Kulguyev - is this a me problem or a mod problem? 🤔
Also, the supply crates don't appear to have medical stuff in them? I looked to see if there was a separate medical box somewhere, but couldn't see anything?..
I know I could place one in GM, but I was hoping this would be able tick over nicely by itself if there's nobody around to jump in GM
Other than that, very good fun! great work!
lol hack antennas I was just driving around clueless to each tower climbing and scaling trying to figure out how to hack
about War sounds, let me take a look. I haven't tested it in Kulguyev yet.
You mean the supply from the request supply air drop action?
Uh, yeah, I guess it's not really intuitive what you have to do. I was thinking about adding some kind of radio device to the antenna so that players knew where to hack but I forgot 😅
By the way I've been encountering a bug where the downed helicopter doesn't spawn some times. I'm looking for a solution but in the meantime you can always just abort the mission using the radio in case it's bugged for you as well
No, the boxes at US spawn
Oooh yeah. I think medical stuff no longer shows up in the arsenal from a few updates back. I'll come up with a work around but in the meantime you could request the supply airdrop using the radio, that box definitely has medical supplies in it
EE War Sounds seems to work on my Kolguyev server. Could be a conflict or just a bug I suppose.
Thanks, yeah must be some conflict or something...
It'd weird, its working for me on Everon, but not Kol.
Works on Kolguyev for me too. Just running a very limited modset compared to our other server
I am implementing a radio chatter system. Every now and then you hear radio communication from other soldiers in the battlefield. I implemented a special UI for this to show the name of the speaker. The voices are also context aware of the situation, meaning some of them are relevant to what's happening in real time
Still need to improve on the tone and a better voice filter to make it more realistic, as well as adding a lot more of these.
the radio chatter can also be disabled via your radio if you don't want to hear it.
here's a video showing this. Sorry for the very low quality I grabbed this video from a twitch stream lol just wanted to quickly showcase it.
#immersionbaby
@red bolt
Radio chatter v2. much better!
Is it in the cards for players to be able to pick the USSR in the future?
Love this mod, good job