CPO Frontline PvE
by JDripstein
1.9.4
Fixes - The evacuation now leaves a hostage alone. A tied hostage reads as a civilian, so the siren was ordering it out with the rest and the cleanup then swept it away; the flee order now skips anyone already in a compartment, so captives and anyone in a vehicle stay put.
- Game Version
- 1.8.0.10
- Created
- Fri, 21 Aug 2026 17:24:11 GMT
- Last Modified
- Fri, 21 Aug 2026 17:24:19 GMT
1.9.3
Fixes - The evacuation's flee order now actually lands. It was placing an editor waypoint the engine rejected, so civilians stayed put until the cleanup timer removed them; they now walk out when the siren sounds.
- Game Version
- 1.8.0.10
- Created
- Fri, 21 Aug 2026 17:03:06 GMT
- Last Modified
- Fri, 21 Aug 2026 17:03:14 GMT
1.9.2
Fixes - The Civilian Evacuation mission now clears map-placed civilians too. It used to only move the civilians the objective itself spawned, leaving ambient patrols behind in the town; now every civilian, whatever spawned them, walks out before the fires come down.
- Game Version
- 1.8.0.10
- Created
- Fri, 21 Aug 2026 16:37:27 GMT
- Last Modified
- Fri, 21 Aug 2026 16:37:30 GMT
1.9.1
Fixes - The Civilian Evacuation side mission now actually empties the town. Its flee order was landing behind each civilian's own patrol loop, so most of them stayed put and only one would walk out; the siren now overrides the patrol and the whole population leaves before the fires can come down.
- Game Version
- 1.8.0.10
- Created
- Fri, 21 Aug 2026 15:15:26 GMT
- Last Modified
- Fri, 21 Aug 2026 15:15:30 GMT
1.9.0
Added - A new Civilian Evacuation side mission. Destroy the enemy comms site jamming the town's warning siren and the siren sounds: the objective's civilians walk out of the town, disappear once they are clear, and local support rises for the clean approach. The town is then safe to bring artillery and heavy fire onto without killing civilians. It rolls with the normal side mission chance, fields a light guard of one group (sometimes two), and the status line reports when the objective has been evacuated and is clear for fires. Works well with the existing civilian reputation system.
- Game Version
- 1.8.0.10
- Created
- Fri, 21 Aug 2026 14:30:15 GMT
- Last Modified
- Fri, 21 Aug 2026 14:30:18 GMT
1.8.3
Added - Admins can now set the map state directly. `#frontline set <index|key> <blue|red>` changes a capture point to friendly or enemy, and `#frontline find <grid XXXYYY | pos X Z | here | NAME>` resolves a grid reference, position or name to the point's index and key, listing each match and its current side so repeated Everon town names can be told apart. The command refuses to touch the active objective or a point under attack, despawns the point's garrison when it flips friendly, and leaves side missions and the QRF alone. The change persists across restarts and appears in the campaign feed. Fixes - The sweep's supply exemption works now. It read the vehicle's supply consumers, a spending interface plain vehicles do not have, so a loaded vehicle read as empty and was swept - a supplied humvee on Everon proved it. It now reads the supply container itself, the way the build charge reads vehicle cargo, and every removal log line states the supplies value it read.
- Game Version
- 1.8.0.10
- Created
- Fri, 21 Aug 2026 11:50:35 GMT
- Last Modified
- Fri, 21 Aug 2026 11:50:43 GMT
1.8.2
Fixes - The sweep's supply exemption works now. It read the vehicle's supply consumers, a spending interface plain vehicles do not have, so a loaded vehicle read as empty and was swept - a supplied humvee on Everon proved it. It now reads the supply container itself, the way the build charge reads vehicle cargo, and every removal log line states the supplies value it read.
- Game Version
- 1.8.0.10
- Created
- Thu, 20 Aug 2026 23:02:17 GMT
- Last Modified
- Thu, 20 Aug 2026 23:02:20 GMT
1.8.1
Changes: - Swept vehicles are now removed through the CPO overrides' own persistence-draining delete, so no part of a swept vehicle can come back after a restart (1.8.0 could leave floating vehicle parts on restore). Requires CPO overrides 1.5.6 or later. - The sweep now finds a vehicle's supplies wherever they actually sit. Some trucks hold their stock on a child entity, and 1.8.0 only read the vehicle itself, so a loaded truck could be swept despite the exemption.
- Game Version
- 1.8.0.10
- Created
- Thu, 20 Aug 2026 22:17:20 GMT
- Last Modified
- Thu, 20 Aug 2026 22:17:29 GMT
1.8.0
Changed - The supply convoy announces its route: when the column sets out, every player gets a hint naming the town it left from and where it is headed, so an ambush can be set on the axis. The task itself is unchanged. - The battlefield cleans itself: when the front advances, vehicles left inside the previous objective area are removed. Occupied vehicles, vehicles carrying supplies and anything at main base are always kept, and the objective-secured hint tells players to drive out what they want to keep. Two new server keys: ao_vehicle_sweep_enabled (on) and ao_vehicle_sweep_meters (500).
- Game Version
- 1.8.0.10
- Created
- Thu, 20 Aug 2026 21:47:55 GMT
- Last Modified
- Thu, 20 Aug 2026 21:48:01 GMT
1.7.10
Updated logging headers to match version.
- Game Version
- 1.8.0.10
- Created
- Thu, 20 Aug 2026 20:24:34 GMT
- Last Modified
- Thu, 20 Aug 2026 20:24:40 GMT
1.7.9
Actual update this time
- Game Version
- 1.8.0.10
- Created
- Thu, 20 Aug 2026 20:21:02 GMT
- Last Modified
- Thu, 20 Aug 2026 20:21:05 GMT
1.7.8
Changed - The mod no longer contains any COE2-derived content: the hideout garage-door fix (the carried COE_Hideout_01.et override) now ships in CPO overrides 1.5.5. CPO 1.5.5 or later is required; on an older CPO, main base has no exit on foot. - APL-ND. Dependent addons and script overrides of this mod are welcome under Bohemia's dependency exception... Redistributing modified copies of the mod itself is not permitted
- Game Version
- 1.8.0.10
- Created
- Thu, 20 Aug 2026 20:16:49 GMT
- Last Modified
- Thu, 20 Aug 2026 20:16:54 GMT
1.7.7
Workshop description updates. - APL-SA. Edited republishes are welcome if you want to modify it, and the licence requires them to stay APL-SA and credit the original: put a link to this workshop page in your description please. Mods that depend on this one are fine under Bohemia's dependency exception.
- Game Version
- 1.8.0.10
- Created
- Thu, 20 Aug 2026 19:29:40 GMT
- Last Modified
- Thu, 20 Aug 2026 19:29:43 GMT
1.7.6
Fixes - insertion_points_enabled works again alongside CPO 1.5.4. The parent now removes insertion and exfil points itself, which would have overruled this server key on every frontline server; frontline now answers the parent's gate with its own key, so true really re-enables them. Requires CPO 1.5.4 or later to run.
- Game Version
- 1.8.0.10
- Created
- Thu, 20 Aug 2026 00:46:43 GMT
- Last Modified
- Thu, 20 Aug 2026 00:46:49 GMT
1.7.5
Added bug report and server questions contact
- Game Version
- 1.8.0.10
- Created
- Wed, 19 Aug 2026 00:00:13 GMT
- Last Modified
- Wed, 19 Aug 2026 00:00:16 GMT
1.7.4
Added author contact
- Game Version
- 1.8.0.10
- Created
- Tue, 18 Aug 2026 23:52:53 GMT
- Last Modified
- Tue, 18 Aug 2026 23:52:56 GMT
1.7.3
Changes - The AA position side mission can be completed again: the task now sits on the gun itself and completes when the gun is destroyed. It was bound to the emplacement as a whole, which listened to a sandbag or a dirt cover, so destroying the NSV did nothing. - Side mission sites are placed with room for what they are. The emplacements (mortar, AA) need a clear ten metre circle, the truck and the tanker a smaller one, and a bearing that cannot provide it is dropped for another rather than the site being squeezed against a building, which is how an AA emplacement stood half inside one. - The High Value Target side mission exists again. It had never actually spawned: the target was read off a freshly spawned group before the game had created its members, so the kind quietly failed every time it was rolled. The officer is now spawned directly, with his own group and two guard groups, and the task follows him.
- Game Version
- 1.8.0.10
- Created
- Tue, 18 Aug 2026 18:03:10 GMT
- Last Modified
- Tue, 18 Aug 2026 18:03:13 GMT
1.7.2
Description updates
- Game Version
- 1.8.0.10
- Created
- Tue, 18 Aug 2026 16:23:16 GMT
- Last Modified
- Tue, 18 Aug 2026 16:23:23 GMT
1.7.1
Added - #frontline support tip places a local's tip on the current objective straight away, band, approach and roll all skipped, so the feature can be seen without waiting on the dice. The first live approach on 1.7.0 fired correctly and lost its 50% roll, which is exactly the case this exists for.
- Game Version
- 1.8.0.10
- Created
- Tue, 18 Aug 2026 14:32:20 GMT
- Last Modified
- Tue, 18 Aug 2026 14:32:23 GMT
1.7.0
Added - Local support: the population is now an actor in the campaign. Every civilian killed by a player is named in chat and in the log and costs support; taking a town with at most one such death earns it back, and the number drifts toward the middle with every capture. Only players count: nobody controls what the AI shoots. Wary, the middle band, is exactly the game as it was. Push the population to hostile and it talks to the enemy: counterattacks and the QRF come more often, counterattacks bring an extra group, and objectives generated while hostile carry more defenders. Earn its support and it talks to you: as you close on an objective a local may mark one enemy site on your map, a rolled counterattack is announced two minutes before it launches, and the enemy hears less. Every effect has its own server config key and a single switch (support_effects_enabled) turns all of them off while detection keeps running. - A griefer rule so one player cannot sink the campaign: at five civilian kills in a session a public warning; at ten the player is isolated, everything they cost is refunded, their further kills move nothing, and it is logged as a warning for the admins. #frontline support shows the report and #frontline support clear <player> forgives. - #frontline support, #frontline support set N, and a local support line in #frontline status. The campaign feed carries a local_support block and civ_incident, support_changed, support_griefer_warned, support_griefer_isolated and support_tip events. A field manual entry, The population, explains it to players. - Every civilian death is logged whether it counted or not, with how the engine attributed it, so vehicle run-overs and ACE bleed-outs can be checked from one session's log.
- Game Version
- 1.8.0.10
- Created
- Tue, 18 Aug 2026 14:08:50 GMT
- Last Modified
- Tue, 18 Aug 2026 14:08:54 GMT