Summary
A component to use in Conflict game mode (designed for PVE)
WIP
Description
A component that can be placed on Conflictmilitary bases entities that allows defining QRF attacks on base seizing events.
To use place this component on the base itself.
How It Works:
The QRF component is attached directly to a base entity in World Editor. When players interact with the base (start capturing, complete capture, or get pushed back), the component fires one or more Trigger Groups. Each group contains a list of units to spawn and rules for when and how to spawn them.
Trigger Groups:
Per group you configure:
Trigger Event — what activates this group: capture started, capture completed, or capture interrupted
Trigger Faction Key — only fire when a specific faction is capturing (e.g. only react to US players). Leave empty to react to any faction
Spawn Delay — wait X seconds after the trigger before spawning
Max Triggers — how many times this group can fire total. Set to -1 for unlimited
Trigger Cooldown — minimum time between triggers of this group
Spawn Mode — how entries are selected each time the group fires (see below)
Delay Between Entries — stagger time between each entry spawning (currently not working well)
Spawn Modes
ALL_AT_ONCE — every entry in the group spawns on each trigger. Use this for fixed responses
RANDOM — one random entry is picked each trigger. Good for variety
SEQUENTIAL — entries cycle in order, one per trigger
RANDOM_SUBSET — picks N random entries each trigger. Configure N with Random Subset Count
Entry Types:
Each group contains a list of entries. Click the + button to add entries. Three types are available:
Infantry Entry:
Spawns an AI group from the faction's entity catalog.
Faction Key — which faction to spawn (e.g. FIA, USSR, US)
Group Type — type of group from the faction catalog (fireteam, MG team, sniper etc.)
Spawn Marker Name — name of an E_PingEntity where the group spawns. Leave empty to spawn randomly around the base
Target Marker Name — name of an E_PingEntity the group will move toward and search. Leave empty to use the base position
Spawn Spread Radius — random offset from the spawn marker so groups don't stack on the same spot
Search Radius — how large an area the group searches at the target
Snap To Navmesh — recommended on, prevents infantry spawning inside buildings or terrain (currently not working well)
Entry Delay — seconds to wait before this entry fires after the previous one
Wave Count — how many times this entry repeats per trigger, staggered by Entry Delay
Vehicle Entry:
Spawns a vehicle with a crew group and optional dismount group.
Vehicle Prefab — the vehicle to spawn. For modded vehicles, add the mod as a Workbench dependency temporarily to browse and copy the prefab path, then remove the dependency. The path stays saved and works at runtime as long as the mod is loaded on the server
Spawn Spread Radius — random offset so multiple vehicles don't spawn on top of each other
Vehicle Faction Key — faction assigned to the vehicle entity
Crew Faction Key / Crew Group Type — faction and group type for the driver and gunner
Has Dismount Group — if enabled, a second group loads into the cargo seats and exits at the target
Dismount Faction Key / Dismount Group Type — faction and group type for the dismount troops
Dismount Radius — how close to the target the vehicle gets before troops exit
Search Radius — search area assigned to dismounted troops after exiting
Is Armed — if enabled, only cargo dismounts at the target and the crew stays in the vehicle to engage. If disabled, everyone exits and the vehicle is abandoned
Vehicle Timeout — if the vehicle hasn't reached the target after this many seconds, force-eject unarmed crew and send them on foot. Set to 0 to disable. Does not apply to armed vehicles
Helicopter Entry:
Spawns a helicopter using the DarcChopper flight system.
Helicopter Prefab — the helicopter to spawn
Waypoints — ordered list of DarcChopper waypoints. Each waypoint needs a marker name and a waypoint type (fly-to, land troops, patrol etc.)
Min/Max Spawn Distance & Altitude - function only when not defining manual spawn point.
Markers:
Spawn and target positions are defined using any named entity on the map you can search for (project has one named marker), objects placed in World Editor. Give each one a unique name and reference that name in the component fields. If no marker is specified, the system falls back to a random position around the base (for spawning) or the base position itself (for targets).
License
Arma Public License (APL)