Silence - PVE Remix Mod

by Silence_AUS
Silence - PVE Remix Mod

Summary

One-and-done linear Conflict PVE. Random MOB each session, a front that sweeps the map, budget-capped AI with counterattacks, patrols and resupply. Fully configurable per map.

Description

HOW IT PLAYS 
Each session randomly selects one base as your MOB, so no two campaigns start the same. From there, only the nearest enemy zones open as objectives; everything else stays locked. Capture an open zone and the front advances: the next closest bases unlock, the fight sweeps onward, and the map progressively opens up in a line rather than dumping the full base list on you at once. No lone-wolfing the far corner of the map, no 40-task clutter, one coherent front the whole server fights along. 
The number of simultaneous objectives scales with the server: solo and small groups fight one zone at a time, and as player count climbs past configurable thresholds a second and third zone open up, with a configurable cooldown between new objectives. 
THE AI FIGHTS BACK 
No game master needed to keep the pressure on: 
COUNTERATTACKS — take a zone and there is a configurable chance the enemy masses a delayed assault from their nearest base to take it back. Stay ready after you win.
ROAMING PATROLS — patrol groups work the ground between your front line and enemy territory, so the space between objectives is never safe. Wiped patrols are replaced.
RESUPPLY — active enemy zones receive periodic reinforcements while they hold. Siege slowly and the defence grows; hit fast and it doesn't. 
Every garrison, wave, patrol and resupply draws from one hard server-wide AI budget (default 300). Fallen AI return their share, so performance stays stable across a full-length campaign and the systems automatically balance against each other. 
FULLY CONFIGURABLE, PER MAP 
Server owners can override every value in a simple JSON file in the server profile, no republish needed, with per-map override files layered on top of global settings: 
autoAddObjectiveDistance / objectiveDistanceRadiusMax — how far ahead the front opens
minPlayersForSecondObj / minPlayersForThirdObj — player thresholds for extra zones
aiTotalCap, aiPerBaseMin/Max — the AI budget and garrison rolls
counterattackChance, waveSizeMin/Max, waveDelaySeconds — pushback pressure
patrolGroupCount, patrolSizeMin/Max, patrolRespawnSeconds — patrol pressure
resupplyIntervalSeconds, resupplyBatchSize — enemy logistics
newTaskCooldown, randomizeMOB, maxActiveObjectives, endGameOnFullCapture — session flow
playerFactionKey / enemyFactionKey — pick the matchup; the enemy side is locked to AI 
MAPS 
Launching with four scenarios: Takistan, Everon, Kolguyev and Ruha, each with its own tuned distances and thresholds. The system is map-agnostic by design, it enumerates whatever Conflict bases the loaded world has, so supporting a new terrain is one scenario entry plus an optional per-map settings file. 
STATUS AND ROADMAP 
Early development, updated quickly and tested against each game update. Planned: AI recapturing zones, visible resupply convoys, and pre-cap prevention. Feedback and bug reports are very welcome. 
Built from scratch as an original implementation. Not affiliated with, and containing no code from, other PVE conflict mods.

Guide:
https://claude.ai/code/artifact/17965401-de98-459e-a98d-54aec691a8ad

License

Arma Public License No Derivatives (APL-ND)

Rating
89%
Version
1.1.3
Game Version
1.8.0.13
Version size
363.44 KB
Downloads
2,751
Created
22.07.2026
Last Modified
13.09.2026
ID
69EAC5DC179C48C8