JLH Conflict PvE Framework
by Ignatius_Fenix
Contributors
tommills2209
1.0.53
- Game Version
- 1.7.0.49
- Created
- Tue, 09 Jun 2026 12:51:15 GMT
- Last Modified
- Tue, 09 Jun 2026 12:51:36 GMT
1.0.52
- Game Version
- 1.7.0.49
- Created
- Tue, 09 Jun 2026 12:34:55 GMT
- Last Modified
- Tue, 09 Jun 2026 12:35:07 GMT
1.0.51
Skirmish Intel Update Improved server performance by removing the constant skirmish intel polling loop. Skirmish map intel now only wakes up when an active intel marker exists. Intel marker cleanup is now scheduled around marker expiry instead of checking repeatedly in the background. Reduced unnecessary server work when no skirmish intel markers are active. No gameplay behaviour change: skirmish markers and player notifications still work as intended.
- Game Version
- 1.7.0.49
- Created
- Tue, 09 Jun 2026 12:06:19 GMT
- Last Modified
- Tue, 09 Jun 2026 12:06:27 GMT
1.0.50
- Game Version
- 1.7.0.49
- Created
- Tue, 09 Jun 2026 11:42:30 GMT
- Last Modified
- Tue, 09 Jun 2026 11:42:40 GMT
1.0.49
Unreleased - Framework Performance & Stability Cleanup High-Risk Cleanup Pass Added Added lifecycle cleanup for repeating manager callbacks across Framework systems. Added duplicate callback protection before manager tick registration. Added additional stopped-state guards to prevent manager execution after shutdown/reset. Added shared player-array reuse support for cleanup safety evaluation. Added shared player-array reuse support for spawn safety evaluation paths. Changed Runtime Cleanup Manager now removes repeating callbacks during shutdown/reset. QRF Manager now removes repeating callbacks during shutdown/reset. Recap Manager now removes repeating callbacks during shutdown/reset. Vehicle Patrol Manager now removes repeating callbacks during shutdown/reset. Ambient Threat Manager now removes repeating callbacks during shutdown/reset. Artillery Manager now removes repeating callbacks during shutdown/reset. Hunter Manager now removes repeating callbacks during shutdown/reset. Ghost Defence Manager now removes repeating callbacks during shutdown/reset. Vehicle Sustainment Manager now removes repeating callbacks during shutdown/reset. Ambient Vehicle Patrol Area now removes repeating callbacks during shutdown/reset. Ambient Skirmish systems now remove repeating callbacks during shutdown/reset. Skirmish Intel Manager now removes repeating callbacks during shutdown/reset. Persistence Exclusion audit now removes repeating callbacks during shutdown/reset. Framework bootstrap/reset paths now better protect against duplicate manager scheduling. Optimized Cleanup safety now gathers live players once per evaluation and reuses that data for: player distance safety checks vehicle occupancy checks LOS visibility checks QRF spawn-safety checks now reuse gathered player data within the same evaluation. Recap spawn-safety checks now reuse gathered player data within the same evaluation. Vehicle Patrol cleanup and spawn-safety checks now reuse gathered player data within the same evaluation. World query spawn candidate searches now avoid repeated player enumeration during candidate evaluation. Fixed Fixed potential duplicate manager tick execution after repeated reloads or resets. Fixed potential orphaned repeating callbacks surviving framework lifecycle transitions. Fixed several scenarios where the same player list could be gathered multiple times during a single cleanup or spawn-safety decision. Improved long-session stability during repeated Workbench reloads and framework resets. Validation Multiple Workbench reloads completed successfully. No duplicate manager starts observed. No duplicate tick activity observed. No new script errors, runtime exceptions, or null-pointer issues observed. Existing gameplay behavior preserved. Unreleased - Framework Medium-Risk Performance Cleanup (Phase A) Added Added exact-prefab-string validation memoization for repeated prefab validation checks. Added prefab validation cache reset support during framework new-game/reset lifecycle. Added reusable cleanup-safety wrapper paths that accept pre-gathered player arrays while preserving existing public APIs. Changed QRF prefab validation paths now reuse cached prefab validation results. Recap prefab validation paths now reuse cached prefab validation results. Vehicle Patrol cleanup evaluation now reuses gathered player data within the same decision chain. Cleanup Safety Service now supports shared player-array evaluation without changing existing call sites. Optimized Reduced repeated Resource.Load() validation calls for identical prefab strings. Reduced repeated prefab validation overhead during spawn preparation. Reduced duplicate live-player enumeration during vehicle patrol cleanup evaluation. Reduced duplicate helper work while preserving all existing safety checks and evaluation order. Preserved QRF launch behavior unchanged. Recap launch behavior unchanged. Capture and seizing behavior unchanged. Faction resolution behavior unchanged. Asset weighting and selection behavior unchanged. Spawn distances unchanged. LOS thresholds unchanged. Cleanup linger timing unchanged. Marker workflows unchanged. Waypoint ownership and lifecycle semantics unchanged. Mission-maker editor workflows unchanged. Deferred (Intentionally Not Implemented) Marker discovery caching. Waypoint ownership/lifecycle changes. Cleanup registry architecture rewrites. Entity-to-record mapping systems. Broad catalog caching. Gameplay-affecting resolver changes. These items were intentionally deferred to avoid risk to mission-maker workflows and gameplay systems.
- Game Version
- 1.7.0.41
- Created
- Tue, 09 Jun 2026 00:54:53 GMT
- Last Modified
- Tue, 09 Jun 2026 00:55:04 GMT
1.0.48
Increased QRF manager tick spacing to reduce server-side scan pressure., Added wider stagger timing between QRF node checks so multiple nodes do not process in the same frame., Increased recap manager tick spacing to reduce repeated campaign-base checks., Added wider stagger timing between recap node checks to prevent large same-frame bursts., Reduced civilian town spawn pressure by controlling spawn batch size and global civilian limits., Added/kept longer civilian hostile cooldown timing so towns do not repeatedly trigger militia responses too quickly., Spread civilian militia waves further apart to avoid sudden AI spikes.
- Game Version
- 1.7.0.41
- Created
- Mon, 08 Jun 2026 11:30:39 GMT
- Last Modified
- Mon, 08 Jun 2026 11:30:51 GMT
1.0.47
JLH Conflict PvE Framework Changelog by MBS Added civilian town spawning through JLH_CivilianTownArea markers, with configurable civilians per town, spawn batch size, global cap, and one-time town activation. Added civilian escalation: killing the configured number of civilians turns the town hostile and calls in armed civilian militia support. Added configurable militia response settings in JLH_Performance_Config.json, including militia wave count, groups per wave, delay between waves, militia faction key, and militia group prefab. Added radio warning support on channel 48: one warning after 3 civilian deaths and a second warning when the militia response is triggered. Added a dedicated hidden/non-playable JLH_CIV_USSR_MILITIA faction for armed civilian-looking militia that are hostile to the managers but friendly to USSR. Added civilian death tracking for spawned town civilians, including direct spawned-unit tracking and area census backup logging. Rebuilt the JLH DCF infantry and vehicle ambient spawnpoint prefabs as vanilla-style USSR spawnpoints using SCR_AmbientPatrolSpawnPointComponent and SCR_AmbientVehicleSpawnPointComponent label workflows instead of custom ambient component stacks. Fixed Fixed civilian groups sometimes failing to register deaths by tracking the actual spawned civilian unit after the group resolves its AI agent. Fixed spawned civilians being removed or ignored before their unit entity became visible to the tracking system. Fixed militia wave spawning so each wave can spawn 3 groups, with the live militia group cap also raised to 3. Fixed civilian town prefab normalization so older direct civilian character selections are reset back to the working civilian group prefab. Disabled name tags for standard town civilians by switching the town civilian group to the local no-tag civilian prefab. Kept the dev and main framework copies aligned for the civilian town script, performance config, civilian town group prefab, and militia group prefab. Convoy ambush skirmishes without child markers now search for a valid road inside the skirmish area before spawning, and no longer fall back to an off-road random contact point when road snap fails.
- Game Version
- 1.7.0.41
- Created
- Sun, 07 Jun 2026 23:22:49 GMT
- Last Modified
- Sun, 07 Jun 2026 23:23:06 GMT
1.0.46
Changelog Added Introduced a new shared Cleanup Safety Service used by all supported runtime-spawned systems. Added a unified cleanup lifecycle for spawned packages: Active Cleared Lingering Waiting For Safe Cleanup Cleaned Added configurable post-combat linger support, allowing cleared packages to remain in the world before cleanup is considered. Added player proximity safety checks to prevent cleanup while players are nearby. Added player line-of-sight safety checks to prevent visible despawning and ghosting. Added vehicle occupancy protection to prevent cleanup of occupied vehicles. Added recent player interaction protection to prevent cleanup immediately after player contact. Added shared cleanup validation support for package centers, groups, entities, vehicles, and runtime-managed objects. Changed Ambient Threats now enter a cleared and lingering state before cleanup instead of immediately despawning when eliminated. Ambient Vehicle Patrols now use the shared cleanup safety system and will only clean up when visibility, distance, and interaction requirements are satisfied. Dynamic Skirmishes now follow the shared cleanup lifecycle. Hunter squads now enter a lingering state after being cleared and wait for safe cleanup conditions. Artillery support assets and spawned batteries now respect cleanup visibility, distance, and interaction safety checks. QRF support assets and Recapture support vehicles now use the shared cleanup validation service. Ghost Defence deactivation and stored-source cleanup now respect player visibility and proximity safeguards. Runtime cleanup routines now route through the shared Cleanup Safety Service before removing managed content. Runtime entity registry cleanup now performs a final safety validation before deleting tracked entities. Fixed Fixed spawned AI packages being removed while visible to players. Fixed vehicle patrols disappearing shortly after crews were eliminated. Fixed skirmishes, artillery assets, QRF assets, recapture assets, and ghost defence packages being cleaned up while potentially observable by players. Fixed cleanup paths that could bypass linger requirements and remove content prematurely. Fixed multiple cleanup scenarios where package contents could be deleted before visibility and proximity checks were satisfied. Fixed a Cleanup Safety Service compilation issue caused by Debug and debug identifier conflicts by renaming them to DebugEnabled and debugEnabled. Gameplay & Immersion Improvements Spawned world content now remains in the environment after combat, creating a more believable battlefield. Checkpoints, roadblocks, patrol vehicles, support assets, and other runtime-spawned content will no longer disappear in front of players. Cleanup and ghosting operations are now deferred until packages are safely out of player view and meet all cleanup safety requirements. Improved overall immersion by ensuring players do not witness runtime cleanup, despawning, or package removal events occurring around them.
- Game Version
- 1.7.0.41
- Created
- Sat, 30 May 2026 21:32:47 GMT
- Last Modified
- Sat, 30 May 2026 21:32:56 GMT
1.0.45
JLH Conflict PvE Framework – Arma Reforger 1.7 Compatibility Update Updated the framework for Arma Reforger 1.7 compatibility. Changes: Rebuilt and refreshed project resource databases for 1.7. Resolved initial Workbench startup and game creation failures. Fixed deprecated/changed Workbench API override usage introduced by the 1.7 update. Fixed compatibility issue in JLH_DCF_IEDDisarmAction. Removed obsolete runtime SetActionDuration() call rejected by the updated 1.7 API. Verified IED disarm gameplay logic, detonation logic, and DCF runtime systems remain unchanged. Confirmed prefab serialized action duration handling remains functional. Resolved downstream compile fallout affecting SCR_ScenarioUICommon. Verified no vanilla UI class shadowing/modded conflicts remained. Framework now successfully compiles and reaches: Game successfully created Notes: No gameplay rebalance or system rewrites were performed during this compatibility pass. This update focused strictly on restoring 1.7 engine/tool compatibility and Workbench accessibility. Existing saves/mod interactions may still require additional testing under the new engine version. Known Non-Blocking Warning: Workbench profile warning related to: m_aCatalogTypes This appears to be a local Workbench profile/settings migration issue and is not a framework compile blocker. Please report any remaining runtime issues, AI behavior problems, or persistence abnormalities after updating to 1.7.
- Game Version
- 1.7.0.41
- Created
- Thu, 28 May 2026 16:15:10 GMT
- Last Modified
- Thu, 28 May 2026 16:17:56 GMT
1.0.44
JLH Conflict PvE Framework – Potential Crash Hardening Patch Potential stability hardening added around BaseDefenderSafety null-owner evaluation paths. What changed: Added a small per-base cooldown/quarantine when a base owner resolves as NONE/null. BaseDefenderSafety now immediately exits defender evaluation for invalid/neutral ownership states. Prevented repeated faction/enemy resolution calls every evaluation tick for unresolved relay bases. Reduced repeated warning spam for the same unresolved base during cooldown windows. Neutral radio relay bases are now treated as temporary non-action states until valid campaign ownership is assigned. Scope: BaseDefenderSafety ownership guard path only. No changes made to QRF, RECAP, ambient AI, vehicle patrols, capture logic, world layers, or faction ownership systems. Important: This is a potential crash-risk hardening update only. Current evidence does not conclusively prove the reported server crash was caused by JLH Framework or the null-owner relay warning. This patch is intended to reduce possible instability/pressure from repeated invalid ownership evaluation paths while further crash investigation continues.
- Game Version
- 1.6.0.119
- Created
- Tue, 26 May 2026 04:56:16 GMT
- Last Modified
- Tue, 26 May 2026 04:56:26 GMT
1.0.43
JLH Conflict PvE Framework — RECAP Pressure Director Update Added New global RECAP Pressure Director system Player-scaled RECAP attack limits Small server protection scaling Regional attack caps / hot-region system Frontline-only RECAP attack restrictions Ownership-based pressure scaling RECAP cooldown system Collapse protection / anti-death spiral system Major-location filtering support Smart retry/backoff handling Stuck RECAP slot cleanup protection Expanded RECAP debug logging Result Prevents 60-cap Everon servers from becoming impossible for small populations Reduces island-wide RECAP spam Creates more strategic frontline warfare Gives players breathing room after defending bases Improves long-session campaign survivability Files Added JLH_DCF_RecapPressureDirector.c JLH_DCF_RecapRegionState.c JLH_DCF_RecapNodeRuntimeState.c Files Modified JLH_RecapManager.c JLH_RecapNodeComponent.c Scope Protected No changes made to: QRF Vehicle patrols Ambient systems Capture/deployment Arsenal/loadouts World layers/prefabs/resources
- Game Version
- 1.6.0.119
- Created
- Mon, 25 May 2026 18:29:33 GMT
- Last Modified
- Mon, 25 May 2026 18:29:41 GMT
1.0.42
Added more random ambient
- Game Version
- 1.6.0.119
- Created
- Mon, 25 May 2026 02:38:54 GMT
- Last Modified
- Mon, 25 May 2026 02:39:04 GMT
1.0.41
- Game Version
- 1.6.0.119
- Created
- Sun, 24 May 2026 21:42:19 GMT
- Last Modified
- Sun, 24 May 2026 21:42:28 GMT
1.0.40
CHANGELOG — SYSTEM REMOVALS / CLEANUP Compass & Nametags: - Removed Compass system from JLH Conflict PvE Framework. - Removed Nametag system from JLH Conflict PvE Framework. - Removed related HUD/layout/config/bootstrap references from the framework. - Moved Compass and Nametag functionality into new standalone mod: JLH Compass and Nametags - JLH Conflict PvE Framework no longer depends on compass/nametag UI systems. Loadout Saving Restrictions: - Removed custom loadout saving restrictions from JLH Conflict PvE Framework. - Removed framework-side blocking/validation that prevented normal saved loadout behavior. - Preserved normal deployment, arsenal, inventory, and faction visibility behavior. US Arsenal Cleanup: - Removed framework-added USSR weapons from US arsenal access. - Removed framework-added USSR magazines/ammo from US arsenal access. - Removed framework-added USSR launchers, explosives, attachments, and related enemy equipment from US player-accessible arsenal/loadout paths. - USSR AI equipment/loadouts remain untouched. Result: JLH Conflict PvE Framework is now cleaner and more focused on PvE framework gameplay systems, with UI utility features separated and unwanted player arsenal/loadout restrictions removed.
- Game Version
- 1.6.0.119
- Created
- Sun, 24 May 2026 21:26:13 GMT
- Last Modified
- Sun, 24 May 2026 21:26:22 GMT
1.0.39
CHANGELOG Performance Stabilization: - Added shared runtime heavy-work budgeting. - Prevented multiple heavy spawn/setup systems from firing in the same frame window. - Staggered ambient vehicle patrol, ambient threat, ambient skirmish, and vehicle patrol workload. - Reduced spawn burst clustering around players. - Runtime cleanup now processes in bounded slices instead of large sweep passes. - Reduced default log spam across startup/runtime systems. - Kept AI caps, patrol caps, encounter caps, and scan intervals unchanged. AmbientPatrolSpawnPoints: - Reduced placed AmbientPatrolSpawnPoints by 50%. - Removed/disabled excess patrol spawnpoints to reduce baseline AI load. - Remaining points preserve base defence presence without overloading server memory/performance. Untouched: - QRF - Recap - Vehicle patrol gameplay behavior - Ambient threats gameplay behavior - Ambient skirmish gameplay behavior - Roadblocks - MG nests - Rooftop snipers - Building occupation - Capture/ownership logic Result: Same core gameplay systems remain active, but workload is spread out better and the world no longer carries as much unnecessary ambient defender overhead.
- Game Version
- 1.6.0.119
- Created
- Sun, 24 May 2026 21:08:46 GMT
- Last Modified
- Sun, 24 May 2026 21:10:02 GMT
1.0.38
Changelog Changed — Ambient Skirmish Activation Scheduling Added manager-level stagger scheduling for Ambient Skirmish area processing. Ambient Skirmish areas no longer evaluate and activate together on the same frame. Skirmish area checks are now distributed across the existing scan window to reduce server hitching, activation spikes, and burst-frame load during large-scale gameplay. Added adaptive stagger timing support so heavily populated maps avoid concentrated skirmish activation pressure. Preserved Behavior Existing Ambient Skirmish gameplay behavior remains unchanged. Internal skirmish scenario sequencing and authored event flow are preserved. Vehicle spawning, crew spawning, group deployment, objective assignment, waypoint setup, combat behavior, and cleanup systems continue to run through their original logic paths. No changes were made to skirmish selection logic, encounter types, map markers, popup notifications, ownership systems, or cleanup behavior. Framework Direction This update introduces the first performance-smoothing layer focused on spreading area activation workload. Future work may introduce a second scenario-aware staging layer, allowing individual skirmish types to stagger their internal scene steps while preserving dependencies such as: vehicles before crews crews before mount/behavior assignment defenders before attackers attackers before attack waypoint assignment The manager-level stagger remains in place as a foundational optimization unless a proven gameplay or stability issue is identified.
- Game Version
- 1.6.0.119
- Created
- Sat, 23 May 2026 19:45:32 GMT
- Last Modified
- Sat, 23 May 2026 19:45:41 GMT
1.0.37
No more USSR capping on arrival at cap points.
- Game Version
- 1.6.0.119
- Created
- Sat, 23 May 2026 18:28:39 GMT
- Last Modified
- Sat, 23 May 2026 18:28:51 GMT
1.0.36
- Game Version
- 1.6.0.119
- Created
- Sat, 23 May 2026 17:24:13 GMT
- Last Modified
- Sat, 23 May 2026 17:24:31 GMT
1.0.35
Changelog Added — Tactical HUD Compass Added a new tactical HUD compass system to the framework. Added a smooth scrolling directional ribbon with fixed center alignment. Added clean degree heading readout support. Added stronger cardinal/intercardinal direction emphasis for improved readability. Added tactical glow styling and improved low-light visibility. Added a static center alignment marker/triangle for heading reference. Compass ribbon now scrolls independently beneath the fixed heading marker for smoother navigation feedback. Reduced directional clutter by removing excessive minor heading text from the ribbon display. Optimized overall compass sizing and spacing for clearer combat readability. Added — Expanded Friendly Nametag System Added long-range friendly nametag visibility support up to 500m. Added improved same-faction player identification visibility across Near, Far, and Scoped ranges. Added unified tactical red nametag styling across friendly indicators. Added improved long-range opacity handling so friendly names remain readable at distance. Added explicit Near-range friendly/group-member states to prevent fallback color inconsistencies. Added matching red tactical icon/diamond styling for friendly indicators. Preserved darker shadow styling behind nametag text for readability in bright environments. Maintained default inherited text scaling for cleaner UI consistency and reduced visual overlap. Changed Refined compass layout spacing and ribbon presentation for a cleaner tactical HUD appearance. Improved heading readability while reducing visual clutter during movement and combat. Updated friendly HUD presentation to create a more consistent battlefield identification style across the framework.
- Game Version
- 1.6.0.119
- Created
- Sat, 23 May 2026 11:56:12 GMT
- Last Modified
- Sat, 23 May 2026 11:56:26 GMT
1.0.34
Changed friendly nametages to a cyan blue type 500m nametags still.
- Game Version
- 1.6.0.119
- Created
- Sat, 23 May 2026 03:34:39 GMT
- Last Modified
- Sat, 23 May 2026 03:34:52 GMT
1.0.33
Changelog: Ambient Vehicle Patrol Areas Updated JLH_AmbientVehiclePatrolAreaComponent to bring Ambient Vehicle Patrol Areas/Markers in line with other ambient area systems. Added exposed Workbench safety fields: Minimum player spawn distance Spawn line-of-sight rejection toggle Spawn line-of-sight rejection distance Allow near US-owned bases Protected base faction key US HQ/MOB hard safety radius US base core safety radius US-owned base soft safety radius Live cleanup player-safe distance Live cleanup line-of-sight reject distance Replaced hard-coded spawn safety values with editable component fields. Added optional US HQ/MOB safe-zone rejection for ambient vehicle patrol spawns. Added editable protected-base faction support, defaulting to US. Added editable protected base core rejection radius, defaulting to 150m. Added optional soft US-owned-base rejection radius, with fallback to Ambient Threats config when left at 0. Updated live patrol cleanup to evaluate the active vehicle position first. Live cleanup now falls back to crew/group position if no valid vehicle exists. Live cleanup only falls back to area position if no runtime vehicle/group position is available. Added live cleanup blocking when a live deployed player is near the active patrol vehicle/group. Added live cleanup blocking when a live deployed player has line of sight to the active patrol vehicle/group. Updated JLH_AmbientVehiclePatrolArea.et with the new exposed default fields. Updated JLH_AmbientVehiclePatrolMarker.et with the new exposed default fields. Left vehicle selection, route generation, waypoint behavior, crew mounting, cooldowns, caps, and spawn chance behavior unchanged.
- Game Version
- 1.6.0.119
- Created
- Sat, 23 May 2026 02:08:21 GMT
- Last Modified
- Sat, 23 May 2026 02:08:33 GMT
1.0.32
Changelog Nametag Improvements Updated Configs/NameTags/NametagFriendlies.conf. Friendly same-faction player names now remain visible from 0m to 500m across Near, Far, and Scoped nametag ranges. Updated friendly player-name color to the new skirmish red theme: 0.70 0.13 0.10 1. Enabled Far and Scoped opacity settings so friendly names stay readable at extended distances. Added explicit Near-range friendly and group-member name states to prevent close-range names reverting to white. Updated friendly nametag icons and diamonds to match the new red color theme. Preserved darker shadow elements to maintain readability against bright backgrounds. Reverted custom text-size overrides so nametag sizing now correctly inherits the default game behavior. DCF Vehicle Patrol Node Improvements Updated Scripts/Game/JLH_DCF/Nodes/Vehicle/JLH_VehiclePatrolNodeComponent.c. Retained the existing 900m patrol activation radius. Added new spawn safety protections: Vehicle patrols will no longer spawn if a live/deployed player is within 500m of the patrol node. Vehicle patrols will no longer spawn if a live/deployed player has direct line of sight to the patrol node within 900m. Improved active patrol cleanup logic: Cleanup distance checks now prioritize the active vehicle position. Falls back to live crew/group positions when no active vehicle exists. Uses the original node position only as a final fallback if no runtime entities remain. Added new cleanup safety protections: Prevents cleanup while players are near the active vehicle or patrol group. Prevents cleanup while players have line of sight to the active vehicle or patrol group. Added new debug logging events: spawn_blocked_player_too_close spawn_blocked_player_los live_cleanup_blocked_player_near live_cleanup_blocked_player_los live_cleanup_using_vehicle_position live_cleanup_using_node_fallback No changes were made to: Vehicle selection logic Route generation Waypoint behavior Wreck cleanup Corpse cleanup Global AI caps Budget systems
- Game Version
- 1.6.0.119
- Created
- Sat, 23 May 2026 01:42:41 GMT
- Last Modified
- Sat, 23 May 2026 01:42:58 GMT
1.0.31
- Game Version
- 1.6.0.119
- Created
- Sat, 23 May 2026 00:09:37 GMT
- Last Modified
- Sat, 23 May 2026 00:09:46 GMT
1.0.30
Some QRF Delays & Increased Activity throughout Everon Scenario.
- Game Version
- 1.6.0.119
- Created
- Fri, 22 May 2026 23:54:33 GMT
- Last Modified
- Fri, 22 May 2026 23:54:44 GMT
1.0.29
- Game Version
- 1.6.0.119
- Created
- Fri, 22 May 2026 23:40:49 GMT
- Last Modified
- Fri, 22 May 2026 23:41:00 GMT
1.0.28
- Game Version
- 1.6.0.119
- Created
- Fri, 22 May 2026 21:22:57 GMT
- Last Modified
- Fri, 22 May 2026 21:23:07 GMT
1.0.27
Changelog Added Added per-wave QRF vehicle count controls for CUSTOM_MANUAL QRF nodes. Introduced VehicleCountWave01 through VehicleCountWave20 configuration fields. Each QRF wave can now define its own independent vehicle support count. Allows fully custom escalation setups, for example: Wave 1 → 1 vehicle Wave 2 → 0 vehicles Wave 3 → 2 vehicles Changed Existing AddVehicleToWave and VehicleCount behavior has been preserved as a compatibility fallback. Fallback behavior is automatically used when all per-wave vehicle count fields are set to 0. QRF vehicle spawn safety checks now evaluate the vehicle count for the next actual incoming wave. Vehicle spawn safety distance is only applied to waves that will spawn vehicle support. Named/preset QRF types continue to behave exactly as before. Per-wave vehicle count logic applies only to CUSTOM_MANUAL QRF configurations.
- Game Version
- 1.6.0.119
- Created
- Fri, 22 May 2026 20:59:38 GMT
- Last Modified
- Fri, 22 May 2026 21:00:03 GMT
1.0.26
- Game Version
- 1.6.0.119
- Created
- Fri, 22 May 2026 17:23:52 GMT
- Last Modified
- Fri, 22 May 2026 17:24:03 GMT
1.0.25
Changelog Removed — Vanilla Ambient Patrol Spawnpoint Ghosting Removed the JLH AmbientSpawnpointGhost wrapper system from vanilla SCR_AmbientPatrolSpawnPointComponent behavior. Vanilla Ambient Patrol Spawnpoints now operate fully through native BI/vanilla spawn timing and controller logic without JLH ghost interception. Removed AmbientSpawnpointGhost startup/reset handling from the optional module bootstrap. Deleted stale AmbientSpawnpointGhost controller and config scripts. Removed the JLH retry/resolve/deferred-spawn scan layer that was causing live-server stutter around unresolved vanilla patrol spawnpoints. Removed all remaining addon references to: AmbientSpawnpointGhost JLH_AmbientSpawnpointGhost disabled_invalid_ghost Legacy AmbientSpawnpointGhost config keys Existing vanilla ambient patrol spawnpoints remain fully present in world layers and now run directly through vanilla systems without the removed JLH ghost wrapper. Improved — Convoy Ambush Road Placement Convoy Ambush skirmishes without authored child markers now search for a valid road position inside the skirmish area before spawning. Removed the previous off-road random contact fallback when road snap validation fails. Convoy Ambush encounters now prioritize cleaner roadside placement and more believable vehicle engagement positioning.
- Game Version
- 1.6.0.119
- Created
- Fri, 22 May 2026 17:17:01 GMT
- Last Modified
- Fri, 22 May 2026 17:17:09 GMT
1.0.24
- Game Version
- 1.6.0.119
- Created
- Fri, 22 May 2026 15:35:21 GMT
- Last Modified
- Fri, 22 May 2026 15:35:27 GMT