COIN-GWOT Core

by SolarSailorXO

Contributors

SolarSailorXO

1.6.23

**Changes**
- Towns, civilians, and QRF squads show up a few at a time instead of all at once
- Flying over a town no longer calls in a QRF
- A QRF only starts after you have fought the garrison and cleared it
- If you die and come back before lockdown ends, you fight the garrison again, not the QRF

**Fixes**
- **Helicopter hitching** — Spawn searches were stalling flight. Those searches are now spread out
- **Gather Intel** — Friendly civilians in friendly towns can be talked to again. Look at their chest or head
- **Spawning in rocks and water** — Squads should stop appearing inside cliffs, rocks, and water
- **Broken save objects** — An object that fails to load twice is removed from the save, so it stops coming back every boot
Game Version
1.8.0.13
Created
Thu, 24 Sep 2026 16:27:21 GMT
Last Modified
Thu, 24 Sep 2026 16:27:39 GMT

1.6.22

Garrison wake delay, the IED road placement, the vehicle crew seating, and the rock check on roadblock and radar squads
Game Version
1.8.0.13
Created
Wed, 23 Sep 2026 01:49:47 GMT
Last Modified
Wed, 23 Sep 2026 01:50:00 GMT

1.6.21

Small follow up fix for rubberbanding
Game Version
1.8.0.13
Created
Wed, 23 Sep 2026 00:58:59 GMT
Last Modified
Wed, 23 Sep 2026 00:59:14 GMT

1.6.20

Helicopter Flight: Helicopters no longer rubber-band while you fly them. The AI horn mute was crashing the helicopter sound update on every tick and hitching the aircraft.
Game Version
1.8.0.13
Created
Tue, 22 Sep 2026 22:46:31 GMT
Last Modified
Tue, 22 Sep 2026 22:46:41 GMT

1.6.19

### Fixed
- **Side Tasks**: Roadblocks, radar sites, caches, and assassinate missions no longer appear and fail on the same tick. A sector could be close enough while the objective itself sat more than **3.5 km** from every player. Convoy, supply, and helicopter crew tasks still run across the map.
Game Version
1.8.0.13
Created
Tue, 22 Sep 2026 22:05:49 GMT
Last Modified
Tue, 22 Sep 2026 22:05:59 GMT

1.6.18

### Fixed
- **QRF Infantry**: Squads now split between both QRF vehicles instead of stacking on one.
- **Coastal Garrisons**: Places like Camp Vema Bay Storage now spawn on docks/piers when nearby roads fail.
- **Water Spawns**: AI and QRF vehicles should no longer spawn underwater on Novka.
- **QRF Re-entry**: Leaving a sector during QRF no longer instant-captures it when you walk back in. The QRF despawns while you are gone, then comes back with the inbound call. Stay away long enough and it still lockowns.
Game Version
1.8.0.13
Created
Mon, 21 Sep 2026 04:27:19 GMT
Last Modified
Mon, 21 Sep 2026 04:27:45 GMT

1.6.17

### Added
- **Portuguese**: **Portuguese (Brazil)** is in the language list.

### Fixed
- **AI Horns**: Friendly and enemy NPC drivers no longer sit on the horn while driving.
- **QRF Spawns**: QRF infantry should no longer spawn inside rocks.
Game Version
1.8.0.13
Created
Fri, 18 Sep 2026 14:41:28 GMT
Last Modified
Fri, 18 Sep 2026 14:41:56 GMT

1.6.16

Added task time adjustment to coin options
Game Version
1.8.0.13
Created
Fri, 18 Sep 2026 02:19:03 GMT
Last Modified
Fri, 18 Sep 2026 02:19:28 GMT

1.6.15

### Added
- **GM Spawn Tuning**: Game Masters can now set **Garrison Squads** (town default **4**), **QRF Squads** (default **3**), **Max Traffic Vehicles** (default **10**), and **Sector Activation Margin** in Scenario properties. Other sector types scale from those baselines. **0** on garrison or QRF turns that spawn off. Tweaks save with the campaign.

### Changed
- **Helicopter Flyovers**: Cruising more than **150 m** above a sector no longer wakes the town. Landings and low orbits still populate it.
- **Sector Sleep**: Lockdown and in-progress assaults now despawn their AI when everybody leaves activation range (or the squad is wiped outside it). The map still shows the fight, and lockdown / abandon timers keep running.
- **QRF Approaches**: Each capture-phase QRF wave comes in from a different road direction, so follow-up waves are less likely to stack on the last pad.
- **RADAR Sites**: Dishes no longer use a center-of-map cutoff. On **Novka** they stay off the border mountains and **250 m** inside the playable terrain. Other maps keep a **500 m** map-edge inset.

### Fixed
- **Lockdown Linger**: Enemy QRF no longer stays spawned for minutes after you leave a lockdown sector empty.
- **Assault Linger**: If the squad wipes outside a sector still in Phase 1/2, the garrison and QRF sleep until someone comes back, instead of holding the AI budget.
- **Command Posts**: Building from a command post now works in standalone COIN. Placed compositions should appear in the world immediately, without extra Workshop mods or a save reload.
- **QRF Infantry**: Capture-phase QRF now brings troop squads with the vehicles. Squads spawn along the same roads as the arriving hulls instead of failing when the vehicles take the pads.
Game Version
1.8.0.13
Created
Fri, 18 Sep 2026 00:14:39 GMT
Last Modified
Fri, 18 Sep 2026 00:15:08 GMT

1.6.14

Building now works correctly in standalone COIN
Game Version
1.8.0.13
Created
Thu, 17 Sep 2026 23:15:04 GMT
Last Modified
Thu, 17 Sep 2026 23:15:34 GMT

1.6.13

Small update to fix radars and QRF spawns
Game Version
1.8.0.13
Created
Thu, 17 Sep 2026 04:55:43 GMT
Last Modified
Thu, 17 Sep 2026 04:56:07 GMT

1.6.12

Small hotfix for radars
Game Version
1.8.0.13
Created
Thu, 17 Sep 2026 01:03:47 GMT
Last Modified
Thu, 17 Sep 2026 01:04:16 GMT

1.6.11

Description updates
Game Version
1.8.0.13
Created
Wed, 16 Sep 2026 11:11:28 GMT
Last Modified
Wed, 16 Sep 2026 11:11:57 GMT

1.6.10

License Update
Game Version
1.8.0.13
Created
Wed, 16 Sep 2026 11:09:40 GMT
Last Modified
Wed, 16 Sep 2026 11:10:07 GMT

1.6.9

License update
Game Version
1.8.0.13
Created
Wed, 16 Sep 2026 10:16:21 GMT
Last Modified
Wed, 16 Sep 2026 10:16:47 GMT

1.6.8

## Tasks
- Roadblocks spawn again on forested maps (including Novka) instead of vanishing on placement.
- Roadblocks no longer complete the instant they appear. Guards stand on the road with the barricade, not in the rocks beside it. Steep dam/cliff pads are skipped.
- Cache and RADAR sites can place on forested maps instead of failing to appear.
- RADAR dishes stay on open ground: at least 500 m inside the map edge, and not under or inside mountain meshes (Novka’s border ring).
- Convoy tasks wait until the column is fully crewed, and abandon ghost columns that never got a crew (no leftover map pin).
## World
- Towns and traffic use a wider civilian pool (groups 04–08) with more clothing variants.
- Vehicle crews board one hull at a time so seats actually fill.
Game Version
1.8.0.13
Created
Wed, 16 Sep 2026 03:50:01 GMT
Last Modified
Wed, 16 Sep 2026 03:50:11 GMT

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

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