JLH Conflict PvE Framework

by Ignatius_Fenix

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

1.0.23

Changelog
Added
Added Ambient Skirmish map intel markers.
Ambient Skirmish events can now place an “Active Engagement” marker on the player map when encounters begin.
Added optional player-facing Skirmish Intel HUD notifications.
Players are now alerted when an engagement has been marked on the map.
Notification Details
Title: Contact Report
Message: Active engagement reported. Location marked on map.

Improved
Added a fully custom JLH-owned notification UI system independent from vanilla HintManager popups.
Improved popup readability across:
Bright skies
Fog
Rain
Forest environments
High-contrast terrain backgrounds
Adjusted popup positioning so vanilla campaign/base notifications remain visually primary.
Increased popup visibility duration for improved readability and screenshots.

Optimized
Applied performance-friendly defaults across all eight Ambient Threat area prefabs.
Reduced unnecessary Ambient Threat overhead while preserving intended gameplay behavior.

Fixed
Fixed invalid custom popup layout syntax.
Fixed popup layout resource import and GUID issues.
Removed dependency on vanilla HintManager popup behavior.
Confirmed stable integration between:
Ambient Skirmish events
Map intel markers
HUD popup notifications
Game Version
1.6.0.119
Created
Fri, 22 May 2026 15:34:45 GMT
Last Modified
Fri, 22 May 2026 15:34:56 GMT

1.0.22

Changelog
Consolidated the general Ambient Threat area setup into a single designer-facing prefab: JLH_AmbientThreatArea_General.et. 
Removed the duplicate Ambient Threat / World Patrol area prefab to reduce Workbench clutter and editor confusion. 
Updated existing prefab references to use JLH_AmbientThreatArea_General.et. 
Preserved the existing WORLD_PATROL configuration and active Ambient Threat behavior. 
No changes were made to Ambient Threat runtime systems, spawning behavior, placement logic, profiles, group selection, budgets, cleanup, or fallback handling.
Aslo currently reworking Everon, Building Arland & Kolguyev.
Game Version
1.6.0.119
Created
Fri, 22 May 2026 11:57:43 GMT
Last Modified
Fri, 22 May 2026 11:57:54 GMT

1.0.21

Changelog
Ambient Threat & Ambush Improvements
Mixed AT Capability Added to Road Ambush Groups
The following USSR road ambush groups have been updated to include dedicated anti-vehicle capability:
JLH_USSR_RoadAmbush_01.et 
JLH_USSR_RoadAmbush_02.et 
These groups now field integrated AT units to improve their effectiveness against armored and vehicle-supported player movement.

Updated USSR Ambient Forest & Road Ambush Composition
Adjusted the ambient ambush group selection pools to improve combat variety and threat balance:
Removed the pure machine-gun team from m_aAmbient_ForestAmbushGroups 
Road ambush selection now prioritizes the new mixed-role AT ambush groups 
This creates more dynamic roadside encounters and reduces repetitive infantry-only ambush compositions.

Improved Road Ambush Placement Logic
Road ambush spawning behavior has been enhanced for more believable positioning and better roadside engagement setups:
Ambush spawns now actively attempt to locate nearby roads 
Spawn positions are offset toward the roadside rather than directly on road surfaces 
Typical roadside offset range: approximately 8m–28m from the road edge 
Applies to: 
Node-based Ambient Threat spawns 
Ambient Threat manager fallback spawns 
These changes improve realism, concealment, and engagement flow during vehicle travel.

Added Fallback AT Ambush Variety
Fallback forest ambush selection can now include additional vanilla anti-armor infantry teams, including:
US LAT teams 
USSR AT teams 
This increases ambient encounter diversity and introduces occasional higher-threat anti-vehicle elements even during fallback spawn conditions.
Game Version
1.6.0.119
Created
Fri, 22 May 2026 10:40:31 GMT
Last Modified
Fri, 22 May 2026 10:40:42 GMT

1.0.20

Changelog Notes
Fixed a null-owner crash in the Ambient Threat node manager when nodes are moved, removed, or re-layered during Workbench/editor initialization.
GetNodeKey() now captures the node owner once and validates it before reading position data, preventing a possible NULL pointer to instance. Variable 'owner' exception.
This should make moving Ambient Threat areas between layers safer without affecting normal runtime node registration behavior.
Game Version
1.6.0.119
Created
Fri, 22 May 2026 09:34:18 GMT
Last Modified
Fri, 22 May 2026 09:34:29 GMT

1.0.19

Game Version
1.6.0.119
Created
Fri, 22 May 2026 03:12:44 GMT
Last Modified
Fri, 22 May 2026 03:13:10 GMT

1.0.18

Game Version
1.6.0.119
Created
Thu, 21 May 2026 22:44:49 GMT
Last Modified
Thu, 21 May 2026 22:45:35 GMT

1.0.17

Game Version
1.6.0.119
Created
Thu, 21 May 2026 20:51:18 GMT
Last Modified
Thu, 21 May 2026 20:54:33 GMT

1.0.16

JLH Dynamic Skirmish System Update
All Ambient Skirmish scenarios are now fully operational, tested, and integrated into the JLH Dynamic Conflict Framework.
Current skirmish scenarios:
• INFANTRY_CLASH
Large infantry combat encounters between active forces.
• SMALL_PATROL_CONTACT
Smaller roaming patrol encounters across the battlefield.
• RECON_TEAM_CONTACT
Light recon/scout team encounters with more mobile enemy behavior.
• VEHICLE_SKIRMISH
Dynamic vehicle-on-vehicle combat encounters with improved routing and engagement behavior.
• CONVOY_AMBUSH_USSR_ATTACKS_US
USSR ambush forces attack a US convoy with staged roadside engagement scenarios.
• CONVOY_AMBUSH_US_ATTACKS_USSR
US forces ambush a USSR convoy in reverse-role convoy combat scenarios.
• SUPPLY_TRUCK_RAID
Road-based logistics and supply truck interception encounters.
• CAMP_ASSAULT
Combat encounters focused around hostile camp positions and fortified field setups.
• ROADBLOCK_BREAKTHROUGH
Dynamic roadside breakthrough combat encounters around defended road positions.
• ROADBLOCK_ASSAULT
Preset marker-driven assault encounters designed for more handcrafted combat layouts.
• DOWNED_CREW_RESCUE
Rescue/recovery encounters involving surviving crew members after battlefield losses.
• DOWNED_US_HELI_RESCUE
US helicopter crash rescue encounters with hostile forces converging on the site.
• RANDOM
Randomized skirmish selection mode which dynamically chooses from all allowed scenarios instead of spawning a single fixed encounter type.
Major improvements across the entire skirmish system:
• Improved road-aware spawning and alignment
• Better AI combat movement and attack behavior
• Improved vehicle positioning and routing
• More cinematic roadside encounters
• Better runtime cleanup and ownership tracking
• Improved encounter pacing and immersion
• Cleaner debugging and logging support
• Expanded battlefield variety and dynamic engagement flow
The battlefield now feels significantly more alive, reactive, and unpredictable with skirmishes naturally occurring across roads, towns, forests, and contested combat zones throughout the map.
Game Version
1.6.0.119
Created
Thu, 21 May 2026 20:45:40 GMT
Last Modified
Thu, 21 May 2026 20:46:21 GMT

1.0.15

JLH UPDATE CHANGELOG
• Reworked RECAP timer scheduling system
• RECAP attacks are now fully randomized between 1 hour and 5 hours instead of clustering around the same timing window
• Each capture point now rolls its own independent RECAP timer for far less predictable enemy counterattacks
• Added new RECAP timer pause system when no players are online/deployed
• RECAP timers now freeze while the server is empty and resume once players return
• Prevents offline timer progression and unwanted empty-server RECAP launches
• Added improved RECAP debug logging for:
• Timer scheduling
• Timer pause/resume
• Remaining countdown tracking
• RECAP launch events
• No changes made to QRF systems
• No changes made to Ambient Threat systems
• No changes made to Vehicle Patrol systems
• No changes made to Ambient Skirmish systems
RECAP attacks should now feel significantly more dynamic, unpredictable, and alive across the battlefield.
Game Version
1.6.0.119
Created
Thu, 21 May 2026 14:49:32 GMT
Last Modified
Thu, 21 May 2026 14:50:00 GMT

1.0.14

JLH UPDATE CHANGELOG
Over the last 2 days, massive work has gone into rebuilding and stabilizing core battlefield systems across JLH.
AMBIENT THREAT EXPANSION
• Added new Ambient Threat Runtime Suspension system
• Ambient Threat encounters now suspend/rematerialize instead of fully despawning
• Returning players now continue existing encounters instead of triggering fresh spawns
• Added support for persistent battlefield continuity across the map
• Added new planned defensive Ambient Threat encounter types:
• ROADBLOCK_DEFENSE
• MG_NEST_DEFENSE
• USSR defensive positions now moving toward composition-driven occupation gameplay
• Added support for composition-based defensive setups using:
• USSR checkpoints
• USSR roadblocks
• USSR MG nests
• USSR static defense positions
• Ambient Threats now moving heavily toward small tactical encounters instead of AI blob warfare
AMBIENT SKIRMISH OVERHAUL
• Major Ambient Skirmish audit and differentiation pass started
• Skirmish scenarios now being redesigned to have unique battlefield identities
• Reduced overlap between infantry/recon/fireteam battle types
• Added clearer combat-role separation between skirmish encounters
• Vehicle-heavy skirmish debugging heavily improved
• Tank Battle mounting/movement systems heavily audited
• Added occupancy stabilization states
• Added vehicle hold-task stabilization logic
• Added mount validation timing protection
• Added recovery attempt protections and abort handling
• Added shared Vehicle Patrol-style vehicle seat resolver system
• Ambient Skirmish now uses proper full vehicle crew groups instead of fragile custom 3-man vehicle crews
• Improved BTR turret seat investigation and validation systems
• Improved cleanup safety and skirmish cap release handling
• Added much clearer skirmish runtime logging and validation states
VEHICLE SYSTEMS
• Vehicle mounting consistency improved across systems
• BTR turret seat investigation and compatibility work heavily expanded
• Armed patrol mount policy behavior improved
• Improved mounted crew validation logic
• Improved vehicle occupancy stabilization handling
• Reduced repeated mount/recovery loops
• Reduced high-frequency validation spam
• Vehicle route ownership/debugging improved
NEW AMBIENT VEHICLE PATROL SYSTEM (IN DESIGN)
• Began development planning for a new Ambient Vehicle Patrol Area/Marker system
• New system will allow:
• area-driven vehicle patrols
• auto-generated patrol routes
• no child waypoint setup required
• Existing Vehicle Patrol Nodes will remain for advanced/manual patrol routing
• Added planned support for:
• area-level vehicle label filters
• marker-level vehicle label overrides
• modded vehicle compatibility
• faction-specific patrol pools
• System will remain fully trait/label driven instead of hardcoded vehicle restrictions
PERFORMANCE / STABILITY
• Reduced repeated Ambient Skirmish recovery spam
• Improved vehicle mount failure handling
• Improved abort/cleanup safety
• Workbench runtime debugging heavily expanded
• AmbientSpawnpointGhost retry spam identified for future cleanup/throttling
• Focus shifting toward smaller intelligent battlefield encounters for better runtime stability and immersion
DESIGN DIRECTION
JLH is continuing to evolve away from large chaotic AI spam and toward:
• tactical encounters
• layered occupation atmosphere
• believable battlefield activity
• lightweight ambient combat
• composition-driven world building
• marker/area-driven workflows
• modular editor-friendly systems
• scalable performance-focused AI systems
More major updates still in development.
Game Version
1.6.0.119
Created
Thu, 21 May 2026 13:41:52 GMT
Last Modified
Thu, 21 May 2026 13:42:19 GMT

1.0.13

JLH UPDATE CHANGELOG
Fixed major server startup CPU/RPL spike 
Fixed all capture points being incorrectly treated as supply hubs 
Reduced supply hubs from 60 back down to the intended 7 
Stopped USSR HQ compositions spawning across the entire map 
Stopped HQ arsenal box spam causing repeated arsenal RPC errors 
Cleaned up Conflict base-building initialization behavior 
Preserved all capture points, ownership, persistence, and faction identity 
No changes made to QRF, RECAP, Ambient Threats, or vehicle systems
Game Version
1.6.0.119
Created
Tue, 19 May 2026 19:06:59 GMT
Last Modified
Tue, 19 May 2026 19:07:18 GMT

1.0.12

🚨 JLH FRAMEWORK UPDATE — ENEMY AUTO-DISCOVERY SYSTEM 🚨
The new optional Enemy Auto-Discovery system is now LIVE.
JLH can now automatically discover compatible enemy group prefabs by faction key without manually adding every group path into profiles.
✅ OPTIONAL AUTO-DISCOVERY BY FACTION KEY
Modders can now:
Add a dependency mod
Set a faction key
Enable auto-discovery
Let JLH automatically build enemy role pools
Supported examples:
Bacon Robot
RHS
Zombies
Aliens
Custom factions
Future modded enemy packs
✅ SAFE RESOLVER PRIORITY SYSTEM
JLH now uses the following safe selection order:
1️⃣ Explicit profile prefab arrays
2️⃣ Auto-discovered candidates
3️⃣ Catalog / DCF fallback
4️⃣ Default USSR profile fallback
5️⃣ Legacy fallback systems
This keeps backward compatibility while allowing much easier mod integration.
✅ ROLE CLASSIFICATION SYSTEM
Discovered groups are now automatically classified into roles such as:
QRF Assault
RECAP Assault
RECAP Defense
Patrol Infantry
Recon Teams
Sniper Teams
MG Teams
AT Teams
Roadblock Guards
Vehicle Crews
✅ VALIDATION & FILTERING
The resolver now safely rejects:
Invalid resources
Wrong faction groups
Non-group prefabs
Editor/test/debug prefabs
Duplicate entries
Neutral/civilian groups
Invalid AI setups
✅ MANUAL PROFILES STILL SUPPORTED
Explicit prefab arrays still take priority and remain the recommended method for precise control.
Auto-discovery is completely optional.
✅ NO GAMEPLAY SYSTEM REWRITES
This update does NOT change:
QRF combat behavior
RECAP logic
Patrol behavior
Ambient Threat behavior
Capture systems
HQ systems
Radio/supply systems
Only enemy prefab discovery and resolver selection were expanded.
✅ MODDER WORKFLOW IMPROVEMENTS
Modders can now integrate custom enemy mods much faster with far less manual setup.
More framework expansions and optimization updates coming soon. 🚀
Game Version
1.6.0.119
Created
Tue, 19 May 2026 18:44:00 GMT
Last Modified
Tue, 19 May 2026 18:44:11 GMT

1.0.11

🚨 JLH FRAMEWORK UPDATE 🚨
Major battlefield persistence and server-side performance update has now been completed.
━━━━━━━━━━━━━━━━━━
✅ AMBIENT THREAT RUNTIME SUSPENSION
━━━━━━━━━━━━━━━━━━
Ambient Threat encounters no longer fully disappear when players leave the area.
Instead, encounters now intelligently suspend and can rematerialize later when players return.
This creates a far more persistent and immersive battlefield experience across the map.
New Runtime Suspension support now applies to:
• World Patrols
• Forest Patrols
• Town Occupations
• Road Ambushes
• Sniper Overwatch Teams
• Scout Teams
• Mixed Ambient Threat encounters
New behavior includes:
✔ Encounters suspend instead of fully despawning
✔ Returning players can continue existing encounters naturally
✔ Enemy losses and partial damage are now preserved
✔ Suspended nodes remain reserved to prevent duplicate encounter stacking
✔ Fully wiped enemy groups correctly trigger cooldown and future respawn logic
✔ Improved battlefield continuity and long-term world persistence
Additional debug logging added for:
• Suspension states
• Rematerialization events
• Wipe detection
• Invalid release handling
━━━━━━━━━━━━━━━━━━
✅ VANILLA AMBIENT PATROL PERFORMANCE OVERHAUL
━━━━━━━━━━━━━━━━━━
Placed vanilla AmbientPatrolSpawnpoints around:
• CPs
• Roadblocks
• MG positions
• World ambient locations
now fully use JLH ghost activation runtime behavior.
Previously, these vanilla ambient patrols could remain globally active across the map, heavily increasing server CPU usage even with low or zero player counts.
They now behave like the rest of the JLH runtime systems:
✔ Dormant/ghosted until players enter activation radius
✔ Dynamically activate near deployed players
✔ Deactivate when players leave the area
✔ Fully disabled while no deployed human players exist
✔ Runtime cleanup and suspension support added
This massively reduces unnecessary AI simulation across the world while maintaining immersion around active players.
━━━━━━━━━━━━━━━━━━
✅ LIVE SERVER CPU IMPROVEMENTS
━━━━━━━━━━━━━━━━━━
Root issue identified and resolved:
Placed vanilla ambient patrol spawnpoints were still spawning and simulating large amounts of AI globally even with 0 players online.
This update significantly reduces server-side AI overhead and unnecessary world simulation.
━━━━━━━━━━━━━━━━━━
✅ NO WORKFLOW CHANGES REQUIRED
━━━━━━━━━━━━━━━━━━
Map makers still place AmbientPatrolSpawnpoints exactly the same way as before.
No Workbench workflow changes required.
━━━━━━━━━━━━━━━━━━
✅ NO GAMEPLAY SYSTEM REWRITES
━━━━━━━━━━━━━━━━━━
This update does NOT modify:
• QRF systems
• RECAP systems
• Vehicle patrol systems
• Counterattack systems
• CP ownership logic
• Enemy Resolver profiles
• Capture gameplay
Only runtime activation, suspension, and optimization behavior for ambient systems has been improved.
The battlefield should now feel significantly more alive, persistent, scalable, and performance-friendly across the entire world.
More JLH framework improvements coming soon. 🚀
Game Version
1.6.0.119
Created
Tue, 19 May 2026 18:20:32 GMT
Last Modified
Tue, 19 May 2026 18:20:56 GMT

1.0.10

🚨 JLH FRAMEWORK UPDATE — MASSIVE SYSTEM EXPANSION 🚨
The new JLH Enemy Asset Resolver system is now LIVE.
This is one of the biggest backend upgrades the framework has had so far and completely changes how enemy factions can be integrated into JLH.
✅ NEW PROFILE-DRIVEN ENEMY SYSTEM
JLH now supports modular enemy profiles instead of hardcoded USSR-only spawning.
This means QRF, RECAP, Vehicle Patrols, and Ambient Threats can now pull enemy groups from configurable profiles.
✅ CUSTOM ENEMY FACTIONS
Modders can now create their own enemy profiles for:
Bacon Robot
Zombies
Aliens
RHS
Custom factions
Any compatible modded enemy setup
without rewriting JLH combat systems.
✅ WORKBENCH-EDITABLE ENEMY PROFILES
Added:
JLH_EnemyFactionProfile
Shared Enemy Asset Resolver
Config-driven profile loading
Runtime fallback validation
Role-based prefab selection
Modders can now:
Duplicate an enemy profile
Swap prefab paths
Set faction affiliation
Activate the profile
Launch the server
No script edits required.
✅ SYSTEMS NOW SUPPORTED
QRF
RECAP
Vehicle Patrols
Ambient Threat Infantry
Forest Ambushes
Roadblocks
Sniper Teams
MG Placements
Patrol Infantry
✅ SAFE FALLBACKS
If a profile or prefab fails validation, JLH safely falls back to legacy USSR behavior automatically instead of breaking gameplay.
✅ FULL BACKWARD COMPATIBILITY
Existing missions and USSR gameplay still work exactly as before.
This update lays the foundation for JLH becoming a fully modular PvE enemy framework instead of a single-faction system.
More updates and expansions coming soon. 🚀
Game Version
1.6.0.119
Created
Tue, 19 May 2026 15:53:30 GMT
Last Modified
Tue, 19 May 2026 15:53:51 GMT

1.0.9

🔥 JLH CHANGELOG 🔥
✅ Added placed-only ambient forest threats
New immersive woodland combat encounters
More believable enemy presence and ambush situations
✅ Added roadside MG placements
New manned machine gun defensive positions across the map
More dangerous road engagements and stronger battlefield atmosphere
✅ Friendly nametag distance increased to 500m
Improved squad coordination and long-range identification
✅ Unrestricted loadout saving
Save custom and modded loadouts freely without previous restrictions
✅ Additional cleanup, optimizations, fixes, and combat improvements across the framework
And this is only part of what’s coming… 👀
Tomorrow’s update will include even more major additions, improvements, and gameplay upgrades. 🚀
Game Version
1.6.0.119
Created
Tue, 19 May 2026 01:50:19 GMT
Last Modified
Tue, 19 May 2026 01:50:28 GMT

1.0.8

Game Version
1.6.0.119
Created
Mon, 18 May 2026 16:57:59 GMT
Last Modified
Mon, 18 May 2026 16:58:12 GMT

1.0.7

Game Version
1.6.0.119
Created
Mon, 18 May 2026 16:54:31 GMT
Last Modified
Mon, 18 May 2026 16:54:41 GMT

1.0.6

Game Version
1.6.0.119
Created
Mon, 18 May 2026 11:19:05 GMT
Last Modified
Mon, 18 May 2026 11:19:17 GMT

1.0.5

UPDATE
1. Random Ambient Threat Spawning Added
2. Screenshots more to come later.
Game Version
1.6.0.119
Created
Mon, 18 May 2026 11:16:05 GMT
Last Modified
Mon, 18 May 2026 11:16:14 GMT

1.0.4

UPDATE: Some little game tweaks.
Game Version
1.6.0.119
Created
Mon, 18 May 2026 07:01:43 GMT
Last Modified
Mon, 18 May 2026 07:01:49 GMT

1.0.3

Game Version
1.6.0.119
Created
Sun, 17 May 2026 22:49:33 GMT
Last Modified
Sun, 17 May 2026 22:49:42 GMT

1.0.2

Game Version
1.6.0.119
Created
Sun, 17 May 2026 21:51:35 GMT
Last Modified
Sun, 17 May 2026 21:51:45 GMT

1.0.1

Hotfix update for server persistence and startup log cleanup.
Added persistence exclusion for JLH DCF runtime spawns.
DCF QRF, Recap, Vehicle Patrol, spawned vehicles, spawned AI groups, soldiers, and runtime waypoints are now removed from vanilla persistence tracking.
Added vanilla ambient patrol persistence guard.
Vanilla SCR_AmbientPatrolSpawnPointComponent patrol groups now remain functional but are stopped from bloating WorldState/*.json.
This targets the Save data file ... is too large. Maximum allowed size is 16MB / [PERSISTENCE] Save ended with state 4 issue.
Game Version
1.6.0.119
Created
Sun, 17 May 2026 21:15:01 GMT
Last Modified
Sun, 17 May 2026 21:15:07 GMT

1.0.0

Game Version
1.6.0.119
Created
Sun, 17 May 2026 20:30:51 GMT
Last Modified
Sun, 17 May 2026 20:31:01 GMT

Showing 1 to 27 of 27 results

Rows per page