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Co-operative infantry gameplay with dynamic objectives for Arma Reforger. Next generation of Combat Ops Enhanced with inspiration from mbrdmn's Dynamic Recon Ops from Arma 3.

Home Page: https://reforger.armaplatform.com/workshop/60926835F4A7B0CA

License: Other

Smalltalk 8.61% C 91.39%
arma arma-reforger coop scenario enforce-script enfusion mod pve

coe2_ar's Issues

Bug report: Game master mode faction select not working when COE2 is loaded

After some rigorous testing I found that when COE2 is loaded on a dedicated server, it prevents factions from being selected as playable or non-playable when the server has switched scenarios to a gamemaster mode. Disabling COE2 re-enables faction selection in game master modes. I can provide any additional info/logs needed.

Feature Proposal: 2 or more AO's

One of the cool features of DRO in A3 is that you could set some additional objectives on other points on the map, meaning you had to potentially be ready to do a long haul or some OSP. It would be cool to be able to set at least 2 AO locations on the map that you have to move to and complete.

AI does not move after being engaged

Playing COE2 with RHS on Chernarus with a bunch of friends, and we noticed that the AI Units fight back, but do not in any way move around. All AI units remain static, be they under fire or not.

Bug(?): RHS and Vanilla Factions are mixed up when setting up on dedicated server

I run COE2 with RHS on Chernarus, and upon logging in and selecting the factions in the scenario settings, I need to choose US Army (Vanilla) to actually get the USAF Faction as playable. If I choose USAF, the playable faction will be set to US Army (Vanilla).
When I choose MSV as opposing faction, there will be a mix of vanilla and MSV Russians running around in the AOs.

Feature Suggestion: Populate the map with enemies

I've been playing a lot of escapists with my group lately (thank you for the contributions you made to that by the way) and one of the things I've really admired about it is the amount of enemies on the map and the challenges of navigating around them. I think it would be really cool if we could have the option to populate the map with enemy roadblocks, patrols, or have locations similar to how escapists does. I understand since COE2 is on a lot of modded maps that getting NPC pathing and such may be difficult, so no worries if it's not possible.

Feature Request: Raise the player count

I, as a public server admin, would like to have more players on the server. Could the player count for the mission instead been tied to the player cap on the server? For example allowing 128 players mission side, but then set it to 48 on the server config?
There is the cap increase mod on the workshop (https://reforger.armaplatform.com/workshop/6214331D54B3ECDE-HIgherplayercountforCOE2), but 32 might not be enough (one day).

Or is this something I need to create my own mod/scenario from your source to adjust this to my needs?

Supplies in default arsenals

First of all i really like your COE2 maps en missions. We played a couple of maps and missions on it.
I was testing the supply system on the maps. When I enabled the global supply the default arsenals give a amount of supply but do not deplete upon taking stuff. This is not a issue for players who like playing in a realistic gear. But for some players they want to take as many stuff as they can with each mission what may conflict in the balance of the mission. So that is why i would like to use the supply system to limit the amount of supplies. What i normally do is place a arsenal and a supply container in the area. Then you can set the amount of supply by percentage within the supply container to balance the amount you want to play with.

Is this something you can use/fix on your maps?

Change default parameters in mission header

I, as a public server admin, would like to have a setting to have the mission run in automated mode.
I start up the mission and either a predetermined position gets a unit spawner and/or the AO/mission selection gets automated by a predetermined setting.

For example I start up the mission, go to a scenario config screen (alongside the difficulty settings and so on) and set a variable to either auto deploy or auto ao mode and restart the mission. The respective setting gets then set automatically.

Support for Fallujah Map ByHeine

Good morning,
We use your mod on our servers and wanted to know if it would be possible to also put COE2 on the Faludjjah map?
Also, are there any other Maps planned in the future?

missions

when i create a mission I'm not getting objectives for hvt or kill targets, don't know if you have a fix for this or if its only certain spots on the map. if this is in the works ignore my issue.

Respawn on deployed radios

Hi! Thank You for creating COE2. I've already have had good time with it. I noticed, however, that "Destroy Installation"-task does not work (CreateAO does not create this task). In addition, spawning on a deployed radio did not work (spawning on the radio-operator worked just fine). Tried to drop radio-backpack on the ground and deploy it. When trying to deploy it, not such an option was available, only two other, which resulted in just picking up the radio.

COE2. "Find Intel"-task problem

Occasionally intel-folder can not be found (not existing/disappeared). It would be convenient to have some kind of failsafe, which would allow cancelling the task and subsequently activate the exfil. Especially, this would be nice if AO contained two or three tasks and finding the intel, being one of them, fails and disables the generation of exfil.

Max Player Count

Is there a way to increase the max player count to make it higher than 8

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