CPO Frontline PvE

by JDripstein
CPO Frontline PvE

Summary

Persistent frontline PvE campaign layer for COE2: capture points, push the front AO by AO and side missions, reset for a new season when the map falls. Works on any COE2 world.

Description

A persistent frontline PvE campaign for Arma Reforger, built on COE2 Persistent Ops by Kexanone. The whole map starts enemy held. The front advances one town at a time, the enemy fights back, supplies have to be trucked forward, and the campaign survives server restarts.

THE CAMPAIGN

The map is seeded with capture points taken from the map's location data, sworks on any COE2 world without setup. The system picks the next objective on the frontier, runs it, and advances the line when you take it. What you capture stays captured across restarts. Take everything and the season resets with a counter.

Enemy towns raise garrisons on approach. Captured towns get counterattacked, with a live timer on the map marker. The objective's defenders can call in a QRF  from the neighbouring town. Scales with players on.

SIDE MISSIONS

Optional guarded sites near the objective:

- Mortar Position: shells the approaches while its tube and crew live
- AA Position: threatens helicopters near the objective
- Supply Truck: a guarded enemy truck
- High Value Target: an enemy leader, and the task follows him
- Enemy ORBAT: guarded documents. Recover them and the enemy's positions in the objective appear on your map. Take them after the town falls and they cover the next one instead
- Cut the Power: at night, destroy the enemy fuel supply and the town goes dark for the rest of the session
- Supply Convoy: a column sets out from the next enemy town. Stop it, or it arrives and reinforces the defenders
- Comms Relay: a heavily guarded antenna. While it stands the defenders can call for help. Destroy it and nobody answers

SUPPLY ECONOMY

Supplies are generated at main base and have to be moved forward. Building at main base is free. Building at a forward position costs supplies. Deploying to a forward base costs supplies too. A FOB that runs dry stops accepting spawns until a truck arrives.

THE POPULATION

The towns are where people live, and they are watching. Every civilian killed by a player is named in chat and costs local support; taking a town without civilian deaths earns it back. Most of the time the population is wary and nothing changes. Push them to hostile and they talk to the enemy: counterattacks and reinforcements come more often and heavier, and the towns hide more defenders. Earn their support and they talk to you: locals mark an enemy position on your map as you close on an objective, warn you minutes before a counterattack, and the enemy hears less. Only players count, never the AI, and a griefer rule keeps one person from sinking the campaign. Every threshold is in the server config.

CHOOSING THE NEXT OBJECTIVE

When a town falls the strongest candidates appear as VOTE tasks. Assigning yourself to one is your ballot, which works on every platform including console. Most votes wins. If nobody votes, command decides.

You may also use #vote weather and #vote time to trigger votes for the game weather and time. 

AIRDROP

Configurable airdrop  that paradrops players in. Works with my Static Line Parachutes mod. Can also be used from MOB with the #airdrop command by any player. #frontline status shows the current type of parachutes being used, and the status of the DZ. 

FOR ADMINS AND GAME MASTERS

A Frontline tab in the Game Master scenario settings with live controls for the AI budget, the map wide AI ceiling, the counterattack, QRF and garrison caps, the forward spawn cost and the build cost. Changes take effect on the next event, so a big night can be tuned mid session. They last for the session only and are never written back to the server config.

Chat commands for status, forcing a counterattack or a QRF, opening a ballot, placing or removing any side mission, the local support report and controls, and a one command campaign reset.

A server config file covering every distance, chance, cooldown and cap, written with defaults on first boot. An in game field manual chapter. A campaign feed in JSON for external tools, and a file trigger lane for panels on hosts without a reachable RCON port.

SCALING

Every enemy force scales with the players online, and the server sets the ceiling. The campaign watches the server's frame rate, trims what it fields while the box is struggling and lets it back up as it recovers, with a floor so the fight never goes hollow. The objective's own garrison is sized to fit what the server has room for. One switch turns the whole system off, and every threshold is a server config key.

LICENSE

APL-ND.Every designed extension surface is external anyway via the server config, the campaign feed, the directive lane and the trigger lane. Redistributing modified copies of the mod itself is not permitted.

REQUIREMENTS

COE2 Persistent Ops, Kex Scenario Core, and the COE2 Persistent Ops PvE overrides layer. Map agnostic and works alongside RHS, ACE and DCO.

WORKS WITH::

SABER
Static Line Parachutes

CONTACT:

For bug reports and questions, reach out to me via discord @jefferydripstein

License

Arma Public License No Derivatives (APL-ND)

Rating
100%
Version
2.4.1
Game Version
1.8.0.13
Version size
198.90 KB
Downloads
1,093
Created
08.08.2026
Last Modified
07.09.2026
ID
61F3A9C24D7B80E5

Dependencies