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I'll post up everything I am doing here for reference in regards to creating custom Combat Ops creating for Everon.

 

The basic managers I've used at the start are as follows. I'll cover setups of each manager at a later date.

 

Everon_World

            Managers (active) - Top layer in world. (Hamburger Icon)

                               CampaignPremanager

                               FactionManager_Editor

                               GameModeSF

                               PerceptionManager

                               SCR_AIWorld

                               TagManager

                               RadioManager

                               ScriptedChatEntity

                               TaskManager_Editor

                               LoadoutManager_Base

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Random Starting Spawn Positions

Task: Create multiple random spawn positions.

Conditions: Given one worlds, and updated Enfusion Workbench

Standards: Create 2 or more spawn positions that are selected at the started of a combat operations.

 

I am showing the first 2 spawn areas in the East and the North of the island. Follow the outline below for nesting each area, layer or slot.

 

Hierarchy should look like this. Once you create the first "InsertAreaEast", copy and paste at other locations. 

Name (Prefab)

Everon_World - World Map Layer

   Insertions (active) - Created layer. (Hamburger Icon)

      Area_Insertion (area.et)

         InsertionAreaEast (layer.et)

            Camp_East (layer.et)

                Arsenal_East (slot.et)

                M998_East (slot.et)

             Spawns_East (layer.et)

                SpawnPoint_East_0 (slot.et)

                SpawnPoint_East_1 (slot.et)           

             InsertionAreaNorth (area.et)

                Camp_North (layer.et)

                   Arsenal_North (slot.et)

                   M998_North (slot.et)                                                  

                Spawns_North (layer.et)

                   SpawnPoint_North_0 (slot.et)

                   SpawnPoint_North_1 (slot.et) 

 

Here are the following changes for each entity and component. For each Insertion point you make, use the same settings.

 

Object Properties - Only components added or changed are shown.

Area_Insertion -

   CP_Area

      Children

         Spawn Children = RANDOM_ONE

         Random Percent = 50

       Activation

          E Activation Type = ON_INIT

 

InsertionAreaEast -

   CP_LayerBase

      Children

         Spawn Children = ALL

         Random Percent = 50

       Activation      

          E Activation Type = SAME_AS_PARENT

 

Camp_East -

   CP_LayerBase

      Children

         Spawn Children = ALL

         Random Percent = 50

      Activation

         E Activation Type = SAME_AS_PARENT

 

Arsenal_East -

   CP_SlotBase

      Children

         Spawn Children = ALL

         Random Percent = 50

      Activation

         E Activation Type = SAME_AS_PARENT

      Asset

         Object To Spawn = "ArsenalBox_US.et"

 

Vehicle_East -

   CP_SlotBase

      Children

         Spawn Children = ALL

         Random Percent = 50

       Activation

          E Activation Type = SAME_AS_PARENT

       Asset

          Object To Spawn = "M998_covered_long_MERDC"

 

Spawn_East -

   CP_LayerBase

      Children

         Spawn Children = RANDOM_ONE

         Random Percent = 50

      Activation

          E Activation Type = SAME_AS_PARENT

 

SpawnPoint_East_0 -

   CP_SlotBase

      Children

         Spawn Children = ALL

         Random Percent = 50

      Activation

          E Activation Type = SAME_AS_PARENT

       Asset

          Object To Spawn = "SpawnPoint_US_CP.et"

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!!!WIP!!!

Creating Tasks

Task: Create one or more tasks

Conditions: Given one worlds, and updated Enfusion Workbench

Standards: Create 1 or more areas that will generate tasks.

 

Based on Coop_CombatOps_Arland world, an area entity is setup, and within that area, one of three different tasks are randomly selected. Since Arland is a smaller map, that is relatively easier than using a larger map like Everon.

Once you have the basics down, you may be able to cut and paste each area. Not every layer is required. These are the entities used as part of Arland Combat Operations.

 

1. Create the following layers. Drag and drop each entity where you want the action to center around.

 

Hierarchy

Everon_World

               Areas (Active)

               Name (Prefab)

               Area_A (Area.et)

                      A_ClearArea (LayerTaskClearArea.et)

                      A_Deliver (LayerTaskDeliver.et)

                      A_Destroy (LayertaskDestroy.et)

                      A_Groups (Layer.et)

                      A_Logic(Layer.et)

                      A_Outposts(Layer.et)                 

                      A_QRF(Layer.et)                       

                      A_RandomGuards(Layer.et)      

                      A_SpawnPoints (Layer.et)          

                      A_StaticWeapons (Layer.et)         

                      A_TriggerSpawnPoints (SlotTrigger.et)

                      A_Vehicles (Layer.et)                       

               

  

 

 

 

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CREATE RANDOM PATROLS

Task: Create random patrols across the island.

Conditions: Given one world and updated Enfusion Workbench

Standards: Create random patrols across the island in various locations.

 

As I continue this process, I've discovered how difficult it is too create just ONE area of operations. I've decided to break it down in small chunks, and functions. Given the size of Everon vs. Arland, this may make more sense.

The goal is create random patrol areas that are triggered when you enter an area. Kind of like EOS in Arma III.

 

After you create the below entities, copy and paste them over each area, city, villages or woods. I use a 5 pointed star pattern when laying out the 6 way points. WP 1 and 6 are at the same point, and WP 6 is a cycle wp.

 

Hierarchy

Name (Prefab)

Everon_World

   Patrols(Active)

      Patrols_Chotain (Area.et) (Optional naming use the map description of the Area)

         PatrolUnits1 (Layer.et)

            Patrol_Squad_1 (SlotAI.et)

         WP_Patrol_1 (Layer.et)

            WP_1A1 (Slot.et)

            WP_1A2 (Slot.et)

            WP_1A3 (Slot.et)

 

Object Properties - Only components added or changed are shown.

Patrols_Chotain

   CP_Area

      Activation

         E Activation Type = ON_INIT

      Trigger

         Trigger Resource = TriggerAnyPlayerSlow.et

         Area Radius = Determine size based on the size of map area to patrol.

 

PatrolUnits1

   CP_LayerBase

      Children

         Spawn Children = RANDOM_MULTIPLE   (This could be set to "Random based on player count" to not overwhelm server with low player count at start)

         Random Percent = Number of your choosing.

      Activation

         E Activation Type = ON_AREA_TRIGGER_ACTIVATION

 

Patrol_Squad_1

   CP_SlotAI

      Activation

         E Activation Type = ON_AREA_TRIGGER_ACTIVATION

      Asset

         Object To Spawn = Group_USSR_RifleSquad.et

      Waypoints

         Waypoint Group Names =  Click on + to add below settings.

            SCR_WaypointSet

               Name = WP_Patrol_1

               Use Random Order = checked

               Cycle Waypoints = checked

               Spawn AI on WP Pos = checked

               WP to Spawn = AIWaypoint_Patrol.et

 

 

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The combat ops structure is interesting I’m trying to understand the random objective and start location stuff.

 

I would love to have some sort of starting mission like this on everon like the one on arland. I don’t know if the devs will release one.

 

If you have the basic structure setup like you describe here you could keep adding mission so in the end you have so many that it will never be the same.

I play combat ops almost every week with a friend and we are having a blast. 

 

I do like to add some stuff that annoy me a little.

 

-your starter vehicle should be a deployable mobile spawn point.

-when there is good revive system in reforger this will also help a lot.

-I’m not sure about the start locations in the wood..  I rather have a small outpost type start at small house or something.

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@casseburne there are already templates for all the game modes, and examples in the workbench.

 

Create a project. Open the world editor. Then open one of the already created worlds. There are now examples for the scenario framework built into workbench.

 

If you copy all the entities for combat ops arland, and paste them into everon, you can rearrange the areas, layers and slots to your liking.

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