#Frontline Ops: New PVE game mode!
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Thanks! More to come!
@frank owl
EE_Infinite Mags for AI causes a mod conflict that stops server booting
Yeah don't use it. That feature is already integrated in this game mode. ๐
Thanks ๐ Iโve loaded it on my server to give it a whirl. Is the spawn point and what prefabs are there able to be changed beyond just an arsenal?
yes but only in workbench. You can edit the EE_SpawnPointManager and change/add stuff
Amazing! Thatโll make it so much easier, Iโm guessing this goes on in the same vein as a config?
Yeah pretty much but this is a component that you can find in the GameMode_Base prefab.
Dead on, thanks for answering that. Iโll have a go at setting it tonight. Iโll let you know too if we run in to any issues with anything else too!
Nice will test tonight
I think you already have, this is basically the EE_Combat Ops: Reimagined but under a different name and thus I decided to make a new post for this. In the other thread it could get confusing since the mode started as something different lol
Roger that as our co-op guys were running into limited supplies just making their standard kits from our GM server
hmm I thought supplies where disabled. I will double check that
I am amazed on how good this mod is. Great work!
Thanks! glad you are enjoying it!
This is so much fun! Very well done!
Ahh very nice. I saw the previous mod I was using changed names last night lol. So this doesnโt require its own scenario? Asking bc Iโm still running the 1.0.15 version of combat ops reimagined in my I&A server. If I allow it to update to this will it work in other scenarios like the old version?
No but I'll probably update the combat ops Reimagined mod to be like before. I don't think I will keep updating it any further after that tho. But who knows!
Sounds good as this was our main issue with continuing weโd lose a lot of resources with kits
Wait, you mean from the resources bar?
Thatโs what they were noticing yes kit/loadouts were draining those resources I was told
Nah that can't be! I haven't implemented such system (yet)
The bar drains over time because friendly AI is fighting enemy AI. When a friendly vehicle is destroyed or a friendly soldier dies its discounted from the resources bar.
You can pretty much lose the game even if you are not playing. The AI keeps fighting using resources
Right on will test again and maybe too much time playing Barbie resulting in getting wiped
That is entirely possible ๐ if your resources are 50% or less you can request a Frontline resupply mission to increase your resources
But only the admin can do it.
Yeah saw that in your video thanks!
update
-improved radio chatter voices
-improved radio chatter display UI
-improved commander voice to feel more authentic
-commander voice uses radio chatter display UI to keep consistency
-voices added to all current missions
-fixed bug where helicopter wreck was not spawning sometimes. please report if it keeps happening.
-finally, completely got rid of all map markers for missions, now all missions rely on map coordinates only.
update
-new mission added: Destroy the radar
The enemy have deployed a radar to monitor ground movement across the AO. Find it and destroy it.
Max recommended players?
Honestly not sure. I'd say anything around 1- 8 players.
update
New mission added: Destroy the enemy helicopter
man why this mi8 flys supersonic speeds even with rotor destroyed๐ ๐ฅฒ
new russian tech 
all jokes aside I'll try to fix that next update ๐คฃ
Thank you! There are also problem with USSR faction, its not playable due to vanilla faction bug, maybe you can fix it?
Oh that is not a bug. You can't play as USSR because there are no spawn points for the USSR faction.
Currently all systems are geared towards US, if you play as USSR lots of unexpected errors would happen
FRONTLINE OPS: TAKISTAN
https://reforger.armaplatform.com/workshop/66DE581BF5A04F12-EE_FrontlineOps-Takistan
Given this a go, and personally feel like this runs a bit more like Crazy Taxi than Arma.
Constantly being on a time limit to essentially drive from A:B, and this means that working as a team isn't really an option.
Having some sort of way to increase the supply limit, area size, and increase the amount of time to complete objectives would be a nice way to increase the scale a bit.
Thanks for the feedback. This helps me to make a better mod. I spend most of my time modding rather than playing and can easily lose sight of the big picture.
This morning a was playing not for testing but actually intending to play my mod and was feeling kinda the same. I will probably get rid of the timers to be honest.
In my own play session I also reduced enemy count and it felt better too. But I was playing on Takistan
If you have any other suggestions feel free to say. Thanks.
And more importantly I want to know if people actually like this kinda of game mode or this mod in particular.
It takes a lot more work to make stuff work in a multiplayer / dedicated server setting but I only do it so that people can play the mod on their servers. But if there's really no interest I might as well just develop this for myself without worrying about such things since I play alone lol
update
-timers removed from a couple of missions
-OPFOR and BLUFOR resources considerably increased.
-Frontline resupply mission rewards a lot more resources (still very risky... enemy earns the same amount if you fail)
Trying to make this into a bit more tactical experience. The timers didn't feel good.
How can I increase the difficulty/number of AI enemies? I also use CRX (not sure if frontline ops is compatible with it?) Thanks!
wow I think after last update it is perfect, just had most intense firefight
wtf this gamemode creates insane callofduty cinimatics hahaha! my hmmve after hacking antenas.
It's currently not possible to change number of AI enemies in runtime, only in workbench. Also which version of the mod are you using ? the normal one or the DEV one?
Im using normal one and after the last updates I think difficulty and number of AIs is great, I wrote this first question before I played today, it was based on couple days old previous version. All good now!
Oh okay. I only ask because I actually haven't made any changes to AI numbers or difficulty at all to the normal version LOL. I made changes to the DEV version recently that I will port to normal soon. Hopefully it won't ruin it for you but these changes feel much better in my opinion. We'll see
hmm, I remember couple days ago (maybe week) Ive had too easy fights, I never died at missions. But now difficulty feels better, maybe its because I was playing Arland frontline ops scenario/had CRX off atm. Anyway Im really enjoys your work and really excited to play it with new updates!
I've been having a great time on the Takistan version... I think it flows a lot better now the timers have gone and the resource counter has slowed... Can really dig down and have some good firefights!
I was having an issue where the medivac casualties wouldn't be at the location when I got there, think this was a compatibility issue with ACE medical as I removed that and it worked fine.
I'm really enjoying this game mode! Can't wait to see what else gets added in ๐ซก๐ซก๐ซก
Ooh maybe ACE medical overrides my script to make the characters unconscious. Maybe that's why you never find them cause they are alive and fighting lol.
Thank you I'm glad you are enjoying it!
update
new mission added: *destroy the enemy command trucks. *
I cant download frontline ops from workshop for some reason. Can someone please send me zipped addon folder of frontline ops?
Thanks!
wait why isn't it letting you download? 
update
new mission added: Kill x amount of enemies in the AO
In Russia goverment trying to shutdown internet, also sanctions blocks many services. VPN also in block and it takes a lot of effort to use banned services and I guess from sometime ago some servers related to arma reforger workshop was banned/blocked by sanctions
Hello! I can suggest rework "kill X enemys in AO" to something like this:
The AO will have compounds/fortifications/prepared points in cities. There will be a certain amount of AI spawned from the defend waypoint and the task will be to take this "trigger"/point by storm. This is a very strong and interesting task that will allow you to effectively and immersively use a team of teammates (AI) and various kinds of support (APC/Heli), but you also need to do something considering the possibility of destroying such a compound with mortars / CAS, so for balance, I suggest making mortars with a large cooldown / in different "windows" during Game time (mortars need time to prepare and deploy, helicopter CAS will not be available all the time and is limited due AA/lack of helis in "fast access"). This is a very rough idea of such a task, and I do not know if it is possible to implement it correctly, but it would be very cool!
This is just my suggestion, I'm sure you already have similar ideas or are already implementing something similar. I understand how hard it can be to do something based on requests, but maybe you will really like this idea and you will do it with pleasure! Thank you for your hard work, Im really enjoys this gamemode (And domination PVE also, sometimes I prefer higher intensity firefights!)
I'm slowly collecting some more suggestions as I play, which I'll be happy to tell you in the future!
Hey! Sounds good. But maybe that can be another mission altogether. I already have a mission "clear the area" that I haven't implemented yet because I don't know the best way to do it, but your idea sounds like the best way to go for it.
I only have one problem that I need to figure out first, and that is how to prevent the objective targets from being killed by the friendly AI in the AO before you get there lol
I will figure out a solution eventually! Been doing some experiments
Hello!
Really been enjoying the Takistan version of this, had some really good firefights on there...
Got me thinking, would you consider doing one on the Zarichne map? It's a relatively small map so ideal for infantry based gameplay. I don't know if you've used the map, but there's a few different types of terrain in there - you've got woodland, towns, open fields etc plus some trenches for some really gritty games.
I don't think it's been updated for 1.6 as yet, but there is a navmesh fix available.
yes, good idea, it's a great map. I'll port the mode to Zarichne today!
Awesome! I know what I'll be doing this evening then ๐๐
Frontline Ops: Zarichne
https://reforger.armaplatform.com/workshop/66E6D0B4252407C7-FrontlineOps-Zarichne
I'll let you know how it goes ๐ซก
awesome ๐ซก
First impressions are excellent - haven't spent long in it, but I think this is going to be great fun!
The only thing I've picked up on, was the spawn location arsenal boxes have supplies enabled so I wasn't able to equip anything from there (due to no supplies!)
I knew I was forgetting something. Lol. I will fix that soon ๐
Done, I've updated the mod ๐
Anyone know a good mod that replaces the US vanilla AI with a modern uniform pack ?
I've just uploaded this mod
https://reforger.armaplatform.com/workshop/66E7293100D24886-FrontlineOps-ModernUS
It's not super modern, but at least it's multicam. The mod I used for this is the US ARMED FORCES mod by Reforged Army Studios.
I literally just about to post a link to the dependency you've used and suggest someone with more skills could probably use this ๐
Nice! Iโll definitely use it when I play that game mode, thanks.
However, Iโd like to find the same kind of idea but without mission dependency and using RHS equipment, especially when Iโm playing COE2. I did find a few things on the Workshop, but nothing that really fits what Iโm looking for.
By the way, hereโs a quick rundown of my gameplay experience with Frontline OPS, playing solo on PS5:
Right now, the game isโฆ well, kind of broken, haha. Sadly, the performance isnโt great, especially when there are mortar strikes or heavier effects going on. But overall, Iโm still having fun.
I also wish there was some sort of building mode, so I could place vehicles and other objects whenever I want (and if it already exists, I havenโt figured out how to access it). It would also be great to have the option to save your outfit, even if it includes items from another faction (if thatโs even possible.)
But honestly, the objectives are varied and Iโm enjoying the game a lot, so thanks for that!
I think the only problem with the building aspect is that it'll be removed every half an hour - so seems like a bit of a waste of time perhaps? 
A light vehicle point would be good tho, at the spawn points - specifically to spawn in modded vehicles - What are your thoughts on this @lusty rapids ? I appreciate helicopters would probably be unnecessary, and heavy armour would be way too OP lol.
The actual gameplay of this scenario is great, really enjoying it! breath of fresh air into the game!
Yeah, thatโs what I mean! A light vehicle point ๐
Yeah a light vehicle point could work. The only reason I didn't include it is because I want to force players to use the radio request system, since you can pretty much request any type of vehicle from there, (although only works for vanilla vehicles) and was planning to eventually tie it to the resource system so that players would think twice before requesting stuff depending on how many resources are left. BUT maybe this can still be achieved using the vehicle depot somehow. For now yeah I'll probably add the vehicle depot to the spawn point. Should be easy.
and regarding building, I do have an idea that I want to implement. I want to add an item to the arsenal called "construction box" or similar that you can take with you and you should be able to build stuff by dropping it on the floor and interacting with it. I already have a working prototype but still need to figure out the best way to implement it.
Oh and also keep in mind that currently you can just use the radio to request a construction truck
But I don't know if you can build with it, I've never tried it. lol
I 100% think that CAS & Mortar should be linked to the resource system - stop players from spamming (as cool as the CAS looks ๐ )
I think the build element would compliment a defend the area objective - like there'd be a radio message saying "enemy reinforcements heading towards XXXX, stop them taking that area" and you'd then get 5 mins or so to dig in and set up some defences etc, especially if the "construction box" you mentioned could be delivered by air via the radio, similar to the supplies box.
yes great idea 
yep, you can build basic fortifications
Oh nice!
This game mode in Zarichne is very fun and immersive lol thanks for suggesting it @rare heron
Most welcome brother ๐ซก thanks for all your hard work on making it!
Hey man, how's things? still really enjoying the Zarichne version! me and a few friends had some pretty epic battles on there last night ๐
Did you have any luck with the light vehicle spawn? ๐ค
Hey! yes I actually updated the mod last night to add it 
But noticed there's a weird bug where one or more compositions may not spawn at all randomly. I think it's because of the size of the spawnpoint area. happens rarely but I will try to fix it
I'm sure you'll sus it out!
Had an idea for an objective: Attack an enemy mortar position? Could give them a few MG nests and stuff to make it a bit more of a challenge, and perhaps completion of that objective would then force a cool down period for the random mortar strikes across the AO... Not sure how plausible that is ๐
yeah very possible!
I've been thinking about something like that. But the mission would have to be outside the AO for it to make sense lol It would be cool tho! trying to find them outside the AO.
The problem with the mortar cooldown is that I'm not really sure I want the mortar to stop since they add so much immersion ๐
but maybe for that mission I can make mortar much deadlier to players like making mortar more likely to spawn near players until that mission is over
mmmm yeah, good point - 100% adds something to it...
If you made the mortar position quite far away, it would be a nice excuse to use the helicopter transport option ๐
you could add Game Master FX as a dependency and use the "huge" mortar shells perhaps? I assume 99.9% of servers have it anyway and a larger explosive shell would give players more of an incentive to go and clear it out? ๐ค
Sounds interesting and plausible although I'd rather not use any other dependencies I kinda want the mod to be self contained. Other than EE_Radio Actions but that's my mod too so it doesn't count ๐
fair point lol - closer proximity would do the trick I think anyway. Looking forward to seeing where you go with this mod!
Zarichne giving more "holy shit!" moments ๐๐
Lol that was intense ๐
Took me 20 tries to hit the helo with the rocket this mission is hard lol
I've found lots and lots of MG rounds works fairly well ๐คฃ
update
Lots of little changes...
-Resources have been adjusted to allow more tactical play
-Recover the black box mission now spawns a marker if the black box is dropped
-Recover the black box mission starts a timer if the black box is dropped. if you don't recover the box before timer runs out, mission fails. If you recover it timer goes away.
-Destroy the helicopter mission now can fail. the helicopter will fly away after some time. If it flies away, you fail the mission.
-Added penalty for friendly fire. if you kill a friendly the whole server will get a notification stating how many resources were discounted and who was the player that did the friendly fire.
-Voices were added to player character when you kill an enemy (doesn't happen all the time)
Are the games always set to day time? I was thinking I've never played a round of this at night or bad weather? ๐ค
hmm yeah that's true. I'll look into that lol
๐ just something that randomly popped into my head the other day
Hey @lusty rapids - Are you still working on this?
Hey! No not really. Maybe some day I'll come back
fair enough man - I've been running something different on my server for while but will probably go back to this from tonight. I miss the madness of it ๐
Just noticed you made a Serhiivka version too! I think that'll get used!
I don't rememeber exactly but I think there was a problem with the Serhiivka version. Maybe the AI navmesh or something like that I really can't remember but if you decide to try it out you'll find out lol