COIN-GWOT Core

by SolarSailorXO

Contributors

SolarSailorXO

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

1.3.11

**New Features**
• **Intel Gathering** — Earn intel toward revealing hideouts by talking to civilians, searching bodies, and collecting intel folders in the field
• **Downed Aircrew Tasks** — Shoot down a patrol heli and survivors may spawn. Rescue BLUFOR aircrew, or hunt down OPFOR aircrew before they escape
• **IED Reputation** — Carefully disarm IEDs for a reputation boost. Shooting or blowing them up costs reputation (proximity blasts stay neutral)

**Gameplay Improvements**
• Shot-down patrol helis now tumble with a cinematic spin before crashing
• Air patrols no longer orbit FOBs or hideouts — they cover real sectors instead
• BLUFOR air patrols wait until you own a proper sector (not just a FOB) before spawning
• QRF and convoy crews stay seated properly — fewer floating/ejected gunners
Game Version
1.7.0.54
Created
Fri, 07 Aug 2026 01:48:46 GMT
Last Modified
Fri, 07 Aug 2026 01:49:02 GMT

1.3.10

Game Version
1.7.0.54
Created
Wed, 05 Aug 2026 23:20:47 GMT
Last Modified
Wed, 05 Aug 2026 23:21:12 GMT

1.3.9

Changes to the method for detecting Phase 1 completion during sector assaults (especially beneficial for solo players)
Changes to prevent AI stuck in geometry slowing down sector capture
Update to timers for Phase 1 and Phase 2
Update to logic that tracks QRF positions
QRF now gets time to reach the sector and must be meaningfully worn down before a sector can auto-resolve
Surviving enemies are no longer wiped the instant a sector falls — they keep fighting until killed or until you leave the area
Game Version
1.7.0.54
Created
Wed, 05 Aug 2026 12:22:25 GMT
Last Modified
Wed, 05 Aug 2026 12:22:45 GMT

1.3.8

Added new admin terminal options
Game Version
1.7.0.54
Created
Wed, 05 Aug 2026 04:32:38 GMT
Last Modified
Wed, 05 Aug 2026 04:33:00 GMT

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