Blackheart_Six 283 Posted December 9, 2022 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 2 Share this post Link to post Share on other sites
Blackheart_Six 283 Posted December 9, 2022 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" Share this post Link to post Share on other sites
Blackheart_Six 283 Posted December 9, 2022 !!!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) Share this post Link to post Share on other sites
Blackheart_Six 283 Posted December 10, 2022 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 Share this post Link to post Share on other sites
Blackheart_Six 283 Posted December 10, 2022 !!!WIP!!! SUBJECT TO BE DETERMINED Share this post Link to post Share on other sites
old raven nl 1 Posted February 5, 2023 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. Share this post Link to post Share on other sites
Casseburne 127 Posted May 23, 2023 Hey, can you publish a template of combat Ops mission? Share this post Link to post Share on other sites
Blackheart_Six 283 Posted May 27, 2023 @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. Share this post Link to post Share on other sites