Summary
TMM PvE Gameplay transforms Conflict into a US-v-USSR PvE experience dynamic objectives, QRF attacks, mortar teams, radio jammers, militia, ambient encounters, side missions and random enemy recapture
Description
TMM PvE Gameplay is a standalone cooperative PvE framework and playable Everon scenario for Arma Reforger.
Players fight exclusively as the US faction against USSR-controlled objectives and dynamically generated enemy forces. Instead of relying on conventional PvP or Skirmish gameplay, the battlefield responds to player activity with reinforcements, armed vehicles, mortar fire, patrols and counterattacks.
Main features
US-only playable faction.
USSR-controlled capture objectives.
Small, medium and large objective bases.
Buildable and non-buildable objective variants.
Conflict-style capturing, construction, supplies, spawning and radio coverage.
Dedicated US Main Operating Base.
Limited selection of objectives available at one time.
Randomized infantry and armoured QRF waves.
QRF attacks continue through their complete wave allocation after capture.
Functional crewed USSR mortar positions with defensive units.
Armed vehicle reinforcements selected from suitable USSR vehicles.
Random vehicle, infantry and forest patrols.
Automatically generated defensive roadblocks.
Elevated two-person sniper teams overlooking objectives and surrounding terrain.
Terrain-checked spawning to avoid rocks, steep slopes and underground positions.
Random radio-jammer locations with blacked-out map interference zones.
Radio and vehicle disruption inside active jamming zones.
Jammer proximity display, guarded disabling action and jammer QRF response.
Dynamically populated civilian locations around towns and objectives.
Civilian casualty warnings followed by hostile militia response.
Armed civilian militia aligned with USSR and hostile to US forces.
Ten optional side-mission types, with only one active at a time.
HVT, vehicle, mortar, intelligence, radar, transmitter and demolition missions.
Building objectives use existing destructible structures inside towns.
Persistent side-mission QRF pressure until the objective is completed.
Random USSR recapture operations against previously captured US bases.
Configurable player thresholds, targeting chance, timing and simultaneous recapture attacks.
Optional light, medium or large opening assault against the US MOB.
Extensive JSON configuration for server owners.
Mapper-ready prefabs and documentation for custom scenarios.
Dynamic recapture system
Every configured interval, all US-controlled bases are considered independently for a USSR recapture operation. Capture order does not determine the target.
Server owners can configure:
Minimum online players.
Minimum and maximum time between selection checks.
Targeting chance for each US base.
Maximum number of simultaneous recapture targets.
The USSR must physically reach and occupy the objective before control is transferred. Players can defend the base and eliminate the attacking force to retain ownership.
Included scenario
The addon includes a ready-to-play Everon Conflict PvE scenario containing:
A fully equipped US Main Operating Base.
USSR capture objectives across Everon.
Dynamic objective availability.
Runtime-generated encounters.
Radio jammers.
Civilians and militia.
Side missions.
QRF and mortar systems.
Enemy base-recapture operations.
Configuration
Server configuration is generated at:
$profile:TMMPVE/TMMPVE_Config.json
The file includes clearly labelled sections for jammers, civilians, ambient encounters, objective availability, recapture operations, the opening MOB attack and side missions.
Testing notice
This is an initial public test release. The major gameplay systems have been tested, but balance, AI behaviour and performance may require further adjustment during larger multiplayer sessions.
Feedback and detailed bug reports are welcome—especially reports containing the affected objective, player count and relevant script-log messages.
https://discord.gg/77HDCPctdM
License
Arma Public License (APL)