COIN-GWOT Core
by SolarSailorXO
Contributors
SolarSailorXO
1.6.7
### Changed - **Dog Tags**: Enemy teams no longer spawn to guard fallen teammates inside **friendly sectors**, and they will not spawn if the tags have already been recovered. - **Fallen Bodies**: If a guard team is already on the body when you grab the tags, they stay until no player is within **300 m**, then they despawn.
- Game Version
- 1.8.0.13
- Created
- Mon, 14 Sep 2026 04:09:17 GMT
- Last Modified
- Mon, 14 Sep 2026 04:09:30 GMT
1.6.6
### Added - **GM VBIEDs**: Scenario properties now have an on/off switch and a **0–100% spawn chance** slider for vehicle-borne IEDs. Turning them off despawns live ones. Both settings save with the campaign. ### Changed - **VBIEDs**: Suicide cars still hunt nearby friendlies, but they **will not drive into a friendly FOB or MOB** and will not detonate on players standing inside those bases. Kill the driver, then walk in slowly and **Disarm IED** like a roadside bomb.
- Game Version
- 1.8.0.13
- Created
- Sun, 13 Sep 2026 19:02:40 GMT
- Last Modified
- Sun, 13 Sep 2026 19:02:52 GMT
1.6.5
### Added - **Intel Flavor Toggle**: Game Masters can turn **Intel Flavor Text** on or off in Scenario properties. It starts **off**, so talk and body search use the short **Intel Collected / Intel Found** lines. Turn it on for the random narrative lines. The setting saves with the campaign. - **Dropped Gear**: Items, bodies, and abandoned vehicles stay on the ground for **30 minutes** before cleanup (was only a few minutes before, as is default for ARMA). ### Changed - **Intel Odds**: Talking to civilians pays off more often — **25%** in a settled friendly town, **50%** after a recent capture, **75%** in hostile sectors. Searching enemy bodies is **50%**. - **Blitz Captures**: Wipe a **town, camp, or hideout** garrison within **30 seconds** of your first shot or kill and QRF does not come. The clock starts when you wound or drop someone, not when they first see you. Patrol areas at **15 seconds**. Cities and large military bases still always get QRF. - **RADAR Sites**: Radar tasks now use the standard Approach Radar dish. Destroy it with rockets, RPGs, tank shells, or similar heavy fire to complete the objective. - **Fuel Caches**: Each cache is now a **single fuel pallet**. Destroy it with rockets, RPGs, tank shells, or similar — the task completes no matter who scores the hit. - **GM COIN Tab**: The Scenario properties COIN tab uses an **objectives** icon. ### Fixed - **Assault Callouts**: First contact in a sector shows **Hostile contact at [sector]** again. OPCOM popups queue so a second line (militia assist, instant capture) does not overwrite the first. - **Talk to Civilians**: **Gather Intel** on civilians works again on dedicated servers. - **RADAR at Range**: Hitting a radar from far away should now complete the task and leave wreckage, instead of a ghost dish you have to shoot a second time after walking up. Radars should also no longer spawn already destroyed. - **Fuel Cache Tasks**: Blowing a cache with an RPG now marks the task complete instead of only the explosion playing. - **Task Despawn**: Completed or expired task sites (caches, radars, convoys, roadblocks, supply, heli crew) stay until players are far enough **and** do not have line of sight, so they no longer pop out of existence while you are looking at them.
- Game Version
- 1.8.0.13
- Created
- Sat, 12 Sep 2026 20:22:34 GMT
- Last Modified
- Sat, 12 Sep 2026 20:23:02 GMT
1.6.4
### Changed - **Dog Tags**: Fallen teammate markers now show the player’s name, e.g. **Andy - Recover Dog Tags**. ### Fixed - **Garrison Spawns**: Enemy infantry now spawn on the **road** when one is nearby, instead of on hillsides or inside compounds. - **Building / Rock Spawns**: Squads should no longer appear **inside buildings**, **under roofs**, or **inside rocks**. Open-air spots need **20 m** of clear sky (trees still count as open). - **Tight Sectors**: If a small sector has no usable road and no clear ground inside, a squad can spawn up to **20 m** outside the sector rather than clipping into terrain.
- Game Version
- 1.8.0.13
- Created
- Fri, 11 Sep 2026 14:41:07 GMT
- Last Modified
- Fri, 11 Sep 2026 14:41:33 GMT
1.6.3
logo update
- Game Version
- 1.8.0.13
- Created
- Fri, 11 Sep 2026 13:13:58 GMT
- Last Modified
- Fri, 11 Sep 2026 13:14:09 GMT
1.6.2
Logo Update
- Game Version
- 1.8.0.13
- Created
- Fri, 11 Sep 2026 13:13:24 GMT
- Last Modified
- Fri, 11 Sep 2026 13:13:33 GMT
1.6.1
- Game Version
- 1.8.0.13
- Created
- Fri, 11 Sep 2026 04:52:46 GMT
- Last Modified
- Fri, 11 Sep 2026 04:53:07 GMT
1.6.0
# COIN Update - 09/10/26 ### Added - **VBIEDs**: Some civilian cars leaving **enemy towns and cities** can be suicide vehicles with **enemy drivers**. They hunt nearby friendlies, try to ram you once they get close, and detonate if a player is within **8 m** while the driver is still alive. Kill the driver, then walk in slowly and use **Disarm IED** like a roadside bomb. - **Dog Tags**: Fallen teammates now drop tags. Look for a small **flashing blue** map marker, use **Retrieve Dog Tags** on the body, then walk the item into a friendly **MOB or FOB** for **+3 reputation** each. OPCOM calls out the player’s name when someone goes down, and a single **Dog Tags Recovered** message fires when you turn them in. - **Fallen Bodies**: Friendly corpses stay on the map until the server is empty or restarts. The retrieve prompt waits until the body has stopped moving. Leave tags unrecovered for **10 minutes** and a small enemy element may move in to guard the site. - **GM IEDs**: Game Masters can place the custom COIN roadside IED variants in the editor. ### Changed - **Reputation**: Each player death now costs **5 reputation**. Recovering tags offsets some of that loss. - **Sector Persistence**: GM-placed props, vehicles, and arsenals now save in **any player-held sector**, not just FOBs/MOBs, including a **50 m** buffer so builds on the edge are not lost. If the enemy retakes the sector, that gear is deleted. - **IED Blasts**: Roadside IEDs use a raised fuel fireball with boom. They should **hurt nearby**, but only kill you if you are almost on top of them. - **IED Gunfire**: Armed IEDs can be set off by **player or enemy** fire, not just your own shots. - **Languages**: Player-facing COIN text (briefing, OPCOM, intel, map labels, and actions) now has **English**, **Italian**, **Latin American Spanish** ### Fixed - **IED Explosions**: Shot and proximity detonations now show the fuel fireball and play audio instead of the device silently disappearing. - **Cache / RADAR Cleanup**: Expired or failed fuel caches and RADAR sites are actually removed from the map instead of lingering after the task ends. - **Task Timers**: Cache and RADAR tasks no longer time out while you are within **800 m** of the objective.
- Game Version
- 1.8.0.13
- Created
- Fri, 11 Sep 2026 02:21:45 GMT
- Last Modified
- Fri, 11 Sep 2026 02:22:00 GMT
1.5.1
Updated summary and description for the workshop!
- Game Version
- 1.8.0.13
- Created
- Mon, 07 Sep 2026 19:37:12 GMT
- Last Modified
- Mon, 07 Sep 2026 19:37:37 GMT
1.5.0
**COIN Update - 09/03/26** **Additions** - **Game Master COIN tab** — Campaign admin-box controls now live in GM scenario properties under a dedicated **COIN** tab (vanilla GM tabs stay). Toggles: BLUFOR/OPFOR helicopter patrol, BLUFOR traffic, reputation (0–6000), and a Yes/No switch for every task type (Officer, Cache, Convoy, Radar, Roadblock, Supply Delivery, Heli Crew Rescue, Heli Crew Eliminate). Actions (set to Yes, then confirm): All Sectors Player Owned, All Sectors Enemy Owned, Reset Sectors, Reveal/Hide/Destroy Hideouts, Add Max Checkpoints, Remove All Checkpoints, Save Campaign. Contradictory actions cannot be Yes at the same time. - **GM settings persist** — Heli patrols, BLUFOR traffic, reputation, and task-type toggles write into the campaign save JSON (autosave, GM Save Campaign, and shortly after Confirm). Older saves keep everything enabled until the next write. **Changes** - **Helicopter crash physics** — Shot-down patrol helis fall under gravity with a horizontal spin that eases to half speed, plus a pitch nod the whole way down. They explode on impact unless a downed-crew task is rolling, in which case the hull stays intact until it settles. When survivors spawn, the original aircrew is removed so you don’t get two squads - **QRF pressure** — Reinforcements spawn closer and hunt players more aggressively in the first minute after they arrive - **Road-spline spawning** — QRF, garrisons, convoys, and traffic spawn on the visible road and face along it. If a road exists nearby, QRF must use it (the spawn ring expands along the road instead of dropping squads on hills). Garrisons prefer roads, then markers, and only use open ground when no road is available - **Convoy road following** — Convoys follow the visible road mesh toward their destination instead of cutting across country or stopping after the first hop - **Radar placement** — Radar sites prefer reasonably flat ground (hills and slopes are fine; sheer cliffs are not) - **Cache and radar wreckage** — Destroyed fuel caches and radars leave rubble behind for a few minutes - **Roadblock complete radio** — Completion now reads **"Roadblock forces neutralized, locals will clear the debris."** - **Task type control** — Disabling a task type from the COIN tab stops new rolls of that kind and cancels any live ones. Enabling only allows new rolls; it does not recreate cancelled tasks **Fixes** - **Invisible radar and cache sites** — Objectives were completing from bombing the area even though the dish and fuel pallets never appeared - **Fuel cache explosion** — Caches detonate with a large fuel fireball again instead of popping out of existence - **Cache and radar slope alignment** — Sites now sit on and follow the terrain instead of hovering level or clipping into rocks and buildings - **QRF crews bailing** — Vehicle crews stay mounted and drive toward players instead of hopping out every few seconds - **Convoy crews and stalled traffic** — Convoy crews stay seated until the destination sector. Civilian traffic keeps moving, and cars now get drivers even while helis/convoys/QRF are boarding instead of being deleted empty - **GM heli/traffic toggles** — Disabling BLUFOR/OPFOR patrols or BLUFOR traffic from the COIN tab now actually despawns them and sticks - **GM reputation slider** — Reads the live campaign value and can be dragged across 0–6000 instead of snapping to 0% - **GM campaign actions** — Hideout, sector, checkpoint, and save commands now apply on confirm instead of doing nothing
- Game Version
- 1.8.0.13
- Created
- Fri, 04 Sep 2026 01:41:23 GMT
- Last Modified
- Fri, 04 Sep 2026 01:41:55 GMT
1.3.31
Update to convoy and vehicle occupation spawns for efficiency and consistency
- Game Version
- 1.8.0.10
- Created
- Tue, 01 Sep 2026 15:26:48 GMT
- Last Modified
- Tue, 01 Sep 2026 15:27:14 GMT
1.3.30
Minor update to address save issues and some excessive occupancy failures for convoys
- Game Version
- 1.8.0.10
- Created
- Tue, 01 Sep 2026 14:06:54 GMT
- Last Modified
- Tue, 01 Sep 2026 14:07:20 GMT
1.3.29
Save fixes
- Game Version
- 1.8.0.10
- Created
- Tue, 01 Sep 2026 01:13:48 GMT
- Last Modified
- Tue, 01 Sep 2026 01:14:14 GMT
1.3.28
Remove debug messages for vehicle spawns Improved counterattack target selection
- Game Version
- 1.8.0.10
- Created
- Mon, 24 Aug 2026 15:47:46 GMT
- Last Modified
- Mon, 24 Aug 2026 15:47:54 GMT
1.3.27
Changes - More QRF vehicles — Enemy reinforcements now bring more technicals and trucks (up to 3 if you have vehicles nearby) - Longer QRF hold — After a sector fight kicks off Phase 2, you have 15 minutes to finish it (was 10) - QRF stays on the road — Reinforcement vehicles drive the road into town instead of cutting through compounds and buildings - QRF squads arrive in waves instead of dumping everyone on the map at once - Civilian traffic pauses during a Phase 2 fight so the AO stays focused on the assault - Helicopter patrols fly smoother - Shot-down patrol helicopters take 15 minutes to come back (was 5) - Checkpoint clear radio: "[Name] has been cleared and removed from the AO." - Added the ability to enable/disable friendly ambient traffic from the admin box Fixes - Server hitching — Capture fights, QRF arrivals, and helicopter patrols are much lighter on the server, so big AOs should stutter less - AI hopping out of vehicles — Enemy crews stay seated instead of bailing on arrival or when the vehicle stops - Empty cargo seats — QRF and convoy vehicles now fill remaining passenger seats when the vehicle allows it - Convoy wipe on spawn — Convoys were deleting their own crews before they finished boarding. That prune is gone, so they leave fully manned
- Game Version
- 1.8.0.10
- Created
- Mon, 24 Aug 2026 13:50:58 GMT
- Last Modified
- Mon, 24 Aug 2026 13:51:23 GMT
1.3.26
Checkpoint icon update
- Game Version
- 1.8.0.10
- Created
- Fri, 21 Aug 2026 13:54:31 GMT
- Last Modified
- Fri, 21 Aug 2026 13:54:41 GMT
1.3.25
Attempted fix for corrupt replication tables
- Game Version
- 1.8.0.10
- Created
- Fri, 21 Aug 2026 13:50:42 GMT
- Last Modified
- Fri, 21 Aug 2026 13:50:55 GMT
1.3.24
Potential fix to prop deletion cleanup causing join issues
- Game Version
- 1.8.0.10
- Created
- Fri, 21 Aug 2026 13:16:57 GMT
- Last Modified
- Fri, 21 Aug 2026 13:17:05 GMT
1.3.23
**COIN Update - 08/21/26** **Additions** - **Patrol Area sectors** — Designer-placed patrol area sector type, with map icons and marker support for smaller targets of interest - **Checkpoint sectors** — Framework-generated checkpoints (spawn near the AO, clear to remove from the map) - Checkpoint map icon assets and sector icon support - Admin terminal: **Add Max Checkpoints** and **Remove All Checkpoints** **Changes** - Uncapturable FOBs now display as **MOBs** in player-facing names - Players can spawn at all FOBs/MOBs during attack and retaliation - Map marker polish — icon variety, patrol icon, marker/task size adjustments - Checkpoint placement/labels improved (prefer near player FOBs, unique display names, clearer clear/restore flow) - Checkpoints now spawn on the **road centerline** only (no off-road / offset fallback) and orient along the road - Checkpoint names use compass suffixes when needed (e.g. **Ashat South**) instead of bare numbered labels - Player-map **reputation** overlay stays above sector markers - Abandoned enemy convoys clean up immediately (no lingering empty hulls / leftover AI) **Fixes** - **FOB save duplicates** — Stopped save/load from stacking duplicate props at the main FOB (got worse every reboot). Legacy merge path disabled; load/save now dedupe and clean up after restore - **Checkpoint clear crashes** — Fixed null crashes when clearing a checkpoint after garrison wipe (instant capture + player-hunt update paths) - **Convoy false abandon** — Convoys were timing out as abandoned while crew was still spawning/boarding. Longer spawn grace, boarding cushion, more crew retries, and living nearby crew now count as active so empty-hull deletes don’t fire mid-mount - **GM map markers over entity browser** — Markers stay visible on the GM map and hide when they would cover the bottom entity strip (instead of drawing on top of it)
- Game Version
- 1.8.0.10
- Created
- Fri, 21 Aug 2026 11:22:14 GMT
- Last Modified
- Fri, 21 Aug 2026 11:22:21 GMT
1.3.22
COIN Update - 08/20/26 Added Instant Capture: Wipe the garrison at a town, camp, hideout, or FOB within 30 seconds of first contact and the sector flips immediately — no QRF hold. Cities, stations, and bases still wait out QRF like before. Changed FOB Garrisons: Friendly FOBs no longer spawn AI. They are player spawn yards only — no NPC guards, no deferred post-capture garrison, no patrol loops around the base. Legacy FOB Gear: When a campaign save rolls over (victory restart / map carry-forward), main-FOB placed items are pulled in from older same-world saves if they are missing from the new file. Import runs once per save (m_bImportedLegacyEntities). Victory Restart Saves: Restart saves keep previously saved main-FOB entities that the live world query might miss, so placed gear survives the rollover more reliably. Traffic Crews: Displaced traffic AI are put back into their seats instead of being dumped beside the vehicle every lock tick. Passengers recover into cargo seats, so cars should keep moving instead of stalling with a pile of AI in the road. Intel Folders: You can no longer pick intel booklets up into inventory. Use the custom Collect Intel action on the marker. Intel Messages: Civilian talk and corpse search now use fixed result text instead of random flavor. Civilians: Intel Collected / Nothing Useful Discovered. Corpses: Intel Found / Nothing of Value Found.
- Game Version
- 1.8.0.10
- Created
- Thu, 20 Aug 2026 14:28:27 GMT
- Last Modified
- Thu, 20 Aug 2026 14:28:52 GMT
1.3.21
This is a small update to make entities able to save correctly into new save structure from legacy saves
- Game Version
- 1.8.0.10
- Created
- Thu, 20 Aug 2026 12:51:04 GMT
- Last Modified
- Thu, 20 Aug 2026 12:51:15 GMT
1.3.20
# COIN Update - 08/15/26 ### Changed - **Vehicle Crews**: Convoys, QRF, and traffic now use each vehicle’s default occupants and wait until someone is actually in the driver’s seat before the vehicle is treated as ready or abandoned. Empty trucks no longer fail a convoy just because the crew had not finished boarding. - **Turret Gunners**: Crew on hull-mounted guns (PKM rings and similar) board the turret itself. They should no longer spawn standing or sitting on the dirt next to the vehicle. - **Stay in Vehicle**: AI drivers and gunners stay strapped in while the vehicle is moving. Traffic only unlocks within **30 m** of their destination. QRF and convoys stay locked even after contact. - **Stuck Traffic**: If a traffic crewman dumps beside the hull in a seated pose, they are treated as not boarded and remounted. Those vehicles should start moving instead of blocking the road. - **Civilian Intel**: Dead civilians can no longer be questioned or searched. **Gather Intel** only works on living civilians. **Search for Intel** is for enemy corpses only. - **Roadblock Clear**: Success text is now: **Locals will dismantle the barricade.**
- Game Version
- 1.8.0.10
- Created
- Sun, 16 Aug 2026 01:13:58 GMT
- Last Modified
- Sun, 16 Aug 2026 01:14:24 GMT
1.3.19
Update to start patrol helis at full running state when spawned
- Game Version
- 1.8.0.10
- Created
- Fri, 14 Aug 2026 16:41:16 GMT
- Last Modified
- Fri, 14 Aug 2026 16:41:24 GMT
1.3.18
# COIN Update - 08/14/26 ### Changed - **Vehicle Maintenance Points**: Players can use vehicle spawn bays without the campaign supply economy. Hold-F now actually requests a spawn through the player controller, and COIN no longer requires supplies to place a vehicle. - **Air Patrol Routing**: Patrol helicopters only linger in a quiet sector for about 15 seconds, then move on. If that sector is in combat, they stay on station for up to 3 minutes. After combat, the enemy bird RTBs all the way to a military site and cannot jump back into a player fight until the friendly patrol’s resupply window is over (60 seconds). Both sides pick the farthest valid resupply base they can, instead of the nearest one. - **Abandoned Convoys**: If a logistics convoy spawns, sits empty for 60 seconds, and no player is within 500 m, the task fails, the vehicles are deleted, and OPCOM reports that the convoy was abandoned. - **Roadblock Placement**: Checkpoints no longer lean into ruts on dirt roads. The site keeps road heading and sits on the surface; hedgehogs, barriers, and other pieces snap to the ground on their own (same idea as hideout props). Delayed snaps only re-plant those pieces, so the checkpoint does not pop, float, or teleport after it streams in. ### Not included - **RADAR Site Visuals**: Work to spawn the vanilla rotating Game Master radar at destroy-radar tasks is not in this update. Mesh, animation, terrain plant, and escort RPG false-completes were still unstable, so that path was pulled. Radar tasks keep the previous setup until it is revisited.
- Game Version
- 1.8.0.10
- Created
- Fri, 14 Aug 2026 16:04:18 GMT
- Last Modified
- Fri, 14 Aug 2026 16:04:26 GMT
1.3.17
Patch to fix minor changes relating to Reforger 1.8 Update
- Game Version
- 1.8.0.10
- Created
- Thu, 13 Aug 2026 12:52:52 GMT
- Last Modified
- Thu, 13 Aug 2026 12:53:20 GMT
1.3.16
Added ability to control AI allies
- Game Version
- 1.7.0.54
- Created
- Wed, 12 Aug 2026 02:29:48 GMT
- Last Modified
- Wed, 12 Aug 2026 02:30:01 GMT
1.3.15
Save file rework to allow for easier server map swapping
- Game Version
- 1.7.0.54
- Created
- Tue, 11 Aug 2026 15:25:52 GMT
- Last Modified
- Tue, 11 Aug 2026 15:26:14 GMT
1.3.14
# COIN Update - 08/10/26 ### Changed - **Downed Aircrew Kill Squads**: Implemented new kill squad logic specific to downed helicopter crews, adding more kill squad variants and improving their spawn behaviors. - **IED Spawn Logic**: Increased IED spawn variety, updated minimum and maximum spawn limits (excluding FOBs), decreased the IED armed chance to 60%, and added spacing and lateral offset constraints. - **Radar Spawning Constraints**: Implemented new road distance checks and collision constraints for Radar spawning to ensure more sensible and realistic placement. - **Retaliation/Retake Timers**: Adjusted the timer for retaliation attacks to better control gameplay pacing, and updated the logic to include state persistence. - **Intel Economy & Drop Rates**: Adjusted the drop rates for Intel items and tweaked the points awarded to better balance intel acquisition. - **Intel Flavor Text & Interaction**: Updated intel discovery messages with new flavor text and adjusted their interaction times. ### Fixed - **Turret NPC Floating Glitch**: Addressed multiple physics desync and animation issues that caused turret NPCs to spawn floating in mid-air or outside of their vehicles. The system now properly waits for vehicle physics to settle before forcing NPC turret mounts. - **NPC Rock Spawning**: Fixed an issue where Garrison NPCs could spawn inside rocks by adding missing static geometry query checks (`IsPositionOccupied`). - **Terrain Snapping**: Fixed and improved terrain snapping logic for IEDs, Caches, Radars, and Roadblocks so they properly align with the ground layout. - **Air Patrol RTB Messaging**: Fixed the Air Patrol Return-to-Base (RTB) message to properly use the sector's display name instead of internal object names. - **Intel Prefab Overrides**: Fixed an issue where prefab intel chances were incorrectly overriding the default script settings.
- Game Version
- 1.7.0.54
- Created
- Mon, 10 Aug 2026 18:19:55 GMT
- Last Modified
- Mon, 10 Aug 2026 18:20:20 GMT
1.3.13
### Changed - **Despawn Logic Update**: Civilians and IEDs no longer despawn immediately when a sector is captured by friendly forces. They now persist in the area and will only despawn once all players have left the sector's activation radius, bringing their behavior in line with Intel items. - **IED Variability**: Increased the variability of IED placements in Towns and Cities. The minimum IED count is now overridden to `0` for these sector types, meaning the number of IEDs generated will randomly scale between `0` and the configured maximum. ### Fixed - **Dynamic Spawner Compilation**: Fixed a cascading compilation syntax error in `COIN_DynamicSpawner.c` caused by a missing closing brace in the `PurgeStaleGarrisonAfterOwnershipChange` method.
- Game Version
- 1.7.0.54
- Created
- Sat, 08 Aug 2026 03:22:46 GMT
- Last Modified
- Sat, 08 Aug 2026 03:23:12 GMT
1.3.12
Fixes to the civilian and corpse intel issues
- Game Version
- 1.7.0.54
- Created
- Fri, 07 Aug 2026 19:43:47 GMT
- Last Modified
- Fri, 07 Aug 2026 19:44:13 GMT