TMM PvE Scenario Toolkit

by tommills2209

1.0.16

New Map Event Sequence Controller
Added a new mapper-placeable event controller:
{8BA10E0100000010}Prefabs/TMM/Events/TMM_EventSequenceTrigger.et
Create timed event sequences at any position.
Supports sounds, wait timers, individual Game Master effect strikes and full mortar responses.
Default sequence plays a warning, waits five seconds, then launches one mortar-shell strike.
Configure activation radius, required player faction and one-time or repeatable activation.
Give every event its own delay and activation probability.
Randomise event order and limit how many randomly selected events run.
Supports custom Game Master effect prefabs, including smoke and mortar-barrage variants.
Includes repeat cooldown and player-exit safeguards.
Runs server-side with multiplayer-safe sound broadcasting.
Added map-maker setup documentation.
Successfully passed PC script validation and prefab loading checks.
Game Version
1.8.0.10
Created
Fri, 28 Aug 2026 15:20:48 GMT
Last Modified
Fri, 28 Aug 2026 15:21:20 GMT

1.0.15

TMM PvE Scenario Toolkit — Sniper and Spawn Reliability Update

## New and improved

- Expanded the default ambient sniper network from 6 to 12 map-size-scaled positions.
- Sniper teams now use a deliberately varied mixture of ridgelines, mountain overlooks, towers, rooftops, castles and defensive overwatch positions.
- Added independent urban sniper generation so teams can also appear in ordinary towns and cities away from active capture objectives.
- Added support for additional overwatch structures, including warehouses, hospitals, hotels, offices, stations, hangars, silos and watchtowers.
- Sniper locations are kept at least 250 metres apart to prevent multiple teams stacking on the same landmark.
- Increased sniper encounter activation range to 1,300 metres while retaining the close-player spawn safety exclusion.
- Soviet sniper teams retain enhanced perception and an autonomous engagement distance of 1,400 metres.

## Defender and QRF reliability

- Added an expanding nearest-ground fallback for mountain-top, cliffside and cramped urban objectives.
- Initial defenders search outward to the nearest viable infantry ground when no safe formation area exists beside the objective.
- Normal and heavy QRF waves can search as far as approximately 2.4 km for viable fallback ground.
- Every generated approach now requires soldier navmesh, safe terrain and enough unobstructed room for the complete infantry formation.
- Fallback forces receive movement orders toward the objective, allowing them to advance uphill or approach from lower terrain.
- Vehicles are removed from an individual fallback wave when no nearby road is available, preventing armour from spawning stranded on slopes or inaccessible terrain.
- Added delayed obstruction-recovery checks to QRF groups to relocate soldiers caught in containers, buildings or other map geometry.

## Capture-point reliability

- Fixed objectives that could remain uncapturable after all genuine defenders were eliminated, including the reported Castle Hill, Quarry, Black Lake and Durras capture stalls.
- Civilians no longer count as hostile capture blockers or indefinitely contest a Conflict capture area.
- Only living USSR or TMM USSR-aligned militia physically inside the objective radius can block the TMM capture fallback.
- Open objectives reassert their capture gate and can begin capture from valid US player presence even if the vanilla capture-start callback arrives late or is missed.
- Initial defender groups receive repeated obstruction-recovery checks, moving soldiers trapped inside containers or other inaccessible scenery onto safe infantry terrain.

## Side-mission QRF limits

- Added `sideMissionQRFMaximumWaves`, defaulting to 6.
- Each successfully spawned side-mission QRF wave increments a permanent mission counter. Once the configured total is reached, no further replacement waves can spawn for that mission.
- `sideMissionQRFMaximumActiveGroups` remains a separate simultaneous-load limit and also counts groups still inside their asynchronous initialization grace period.
- Mortar crews and security groups share the active-group cap, preventing them from accumulating outside the configured limit.
- Completing a side mission still stops all future reinforcement processing immediately.

## Configuration

- New configurations default to `"ambientSniperPositionCount": 12`.
- Existing servers retain their saved JSON value. Administrators using the previous value of `6` should change it to `12` if they want the new default density.
- Existing server JSON files automatically gain `"sideMissionQRFMaximumWaves": 6` when the configuration is normalized at startup.
- Ambient encounter counts continue to scale against the configured land-area reference and remain fully adjustable through JSON.

## Validation

- Passed direct Arma Reforger Workbench PC validation for the PVE Gameplay project.
- Resource database scan completed successfully.
- Game scripts compiled successfully with zero TMM errors.
- Game instance created successfully.
- Passed 17 targeted source and configuration checks covering sniper generation, spacing, activation, faction prefab, perception, terrain fallback, complete formation clearance, QRF movement, road safety and obstruction recovery.

Restart the scenario or begin a new map rotation after updating so ambient sniper locations and QRF approach points are regenerated.
Game Version
1.8.0.10
Created
Thu, 20 Aug 2026 19:49:11 GMT
Last Modified
Thu, 20 Aug 2026 19:49:48 GMT

1.0.14

TMM PvE Scenario Toolkit — Update Notes
Improvements
Capture-point defenders now use varied behaviours, including local patrols, road patrols, perimeter patrols and defensive positions.
Ambient vehicle patrols can travel through active USSR objectives, making bases feel more active.
Fifteen Everon objectives currently support optional helicopter QRF attacks when the compatible helicopter addon is loaded.
Global USSR recapture processing has been optimised.
Radio-jammer diagnostic logging has been substantially reduced.
Out-of-bounds safety scanning has been optimised to reduce server workload.
Fixes
Fixed completed side missions leaving defenders, QRF infantry, vehicles, mortar crews and temporary assets active indefinitely.
Side-mission assets are now removed after players leave the area or after the 30-minute cleanup limit.
Improved AI group cleanup to ensure soldiers are removed alongside their group containers.
Prevented auto-generated radio jammers from duplicating when loading persisted server sessions.
Added world-restart cleanup for AI vehicle-seat assignments and tracked spawned entities.
Added explicit server logging if the toolkit cannot write its JSON configuration.
Improved obstructed defender recovery around dense objectives and container areas.
Preserved civilians as non-contesting entities during base captures.
Balance
US MOB supply regeneration reduced to 10 supplies every 21 seconds.
QRF overlap remains limited to prevent excessive numbers of simultaneously active AI groups.
Side-mission QRF pressure remains engagement-based and pauses when players leave the mission area.
Technical
Audited all 38 TMM gameplay scripts and 37 prefabs.
Verified all 54 JSON settings are loaded and written correctly.
Verified all local TMM resource references and prefab script components.
No missing resources, duplicate TMM declarations or structural script errors were found during the static audit.
Game Version
1.8.0.10
Created
Sun, 16 Aug 2026 15:12:25 GMT
Last Modified
Sun, 16 Aug 2026 15:13:10 GMT

1.0.13

Hotfix Release Notes
Player Map Markers
Integrated faction player map markers directly into TMM PvE Scenario Toolkit.
Friendly players now appear on the map with their names.
Incapacitated players appear orange.
Dead players appear grey.
Players travelling in the same vehicle are combined into one marker with a passenger count.
Hovering over a player marker displays their active radio frequency.
Improved marker tracking after players die, respawn, enter vehicles or leave vehicles.
Added safer marker resetting during server restarts and map rotations.
The separate MBS Show Players on the Map mod is no longer required and should be disabled when using TMM.
Game Version
1.8.0.10
Created
Thu, 13 Aug 2026 15:04:48 GMT
Last Modified
Thu, 13 Aug 2026 15:05:24 GMT

1.0.12

FIXED mob spawning issue
Game Version
1.7.0.54
Created
Mon, 10 Aug 2026 17:45:58 GMT
Last Modified
Mon, 10 Aug 2026 17:47:23 GMT

1.0.11

Game Version
1.7.0.54
Created
Mon, 10 Aug 2026 17:05:32 GMT
Last Modified
Mon, 10 Aug 2026 17:06:07 GMT

1.0.10

Game Version
1.7.0.54
Created
Mon, 10 Aug 2026 15:35:20 GMT
Last Modified
Mon, 10 Aug 2026 15:35:48 GMT

1.0.9

Game Version
1.7.0.54
Created
Mon, 10 Aug 2026 14:44:34 GMT
Last Modified
Mon, 10 Aug 2026 14:45:01 GMT

1.0.8

Game Version
1.7.0.54
Created
Mon, 10 Aug 2026 14:11:14 GMT
Last Modified
Mon, 10 Aug 2026 14:12:01 GMT

1.0.7

TMM PvE Scenario Toolkit — Update Notes
This update focuses on objective progression, server performance and USSR recapture behaviour.
Objective and Task Fixes
Fixed active capture points sometimes appearing without map markers.
Restored standard Conflict “Seize” tasks.
Active objectives can now be assigned by player squads normally.
Captured tasks should close correctly before the next objectives become available.
Maintained the configurable limit on simultaneously open objectives.
Corrected USSR MOB faction identification.
USSR Base Recaptures
Recaptures no longer spawn large AI forces that travel across the map.
A random eligible US base is now switched directly back to USSR control.
Recaptured bases display Conflict attack feedback and return as capture objectives.
Defenders remain unloaded until US players approach the base.
Normal defensive QRF waves only begin when players start capturing.
Random timing, player requirements, recapture chance and simultaneous-target limits remain configurable through the JSON file.
Recaptures will not remove an objective that players are already approaching or capturing.
Side-Mission QRF Improvements
Prevented side missions from accumulating unlimited active AI groups.
Side-mission QRFs now obey the configured active-group limit.
Vehicle crews count toward the active QRF limit.
Only one active mortar element is permitted per side mission.
QRF spawning pauses when no players are within the configured engagement radius.
Unattended QRF troops, vehicles and mortars are cleaned up.
QRF pressure continues while players engage the mission, but stops permanently once the mission is completed.
Server and Performance Improvements
Reduced the risk of abandoned side missions overwhelming the server.
Improved AI cleanup when players leave mission areas.
Preserved the five-objective frontline limit during random recaptures.
Added clearer diagnostic logging for objective tasks and recapture events.
A full server restart is recommended after installing this update. Existing JSON settings remain supported.
Game Version
1.7.0.54
Created
Mon, 10 Aug 2026 13:46:14 GMT
Last Modified
Mon, 10 Aug 2026 13:46:51 GMT

1.0.6

last update until major changes or hot fixes
Game Version
1.7.0.54
Created
Mon, 03 Aug 2026 18:57:31 GMT
Last Modified
Mon, 03 Aug 2026 18:58:06 GMT

1.0.5

Game Version
1.7.0.54
Created
Sun, 02 Aug 2026 20:08:06 GMT
Last Modified
Sun, 02 Aug 2026 20:08:34 GMT

1.0.4

Game Version
1.7.0.54
Created
Sat, 01 Aug 2026 22:57:00 GMT
Last Modified
Sat, 01 Aug 2026 22:57:26 GMT

1.0.3

Hotfix – Vehicle Improvements
Fixed MOB vehicles respawning incorrectly after server restarts.
Vehicles now spawn once at the beginning of each new map rotation.
Improved armed and armoured vehicle selection for QRF attacks.
Drivers and mounted gunners now remain inside their assigned vehicles.
Improved vehicle spawn positioning and road access.
General vehicle patrol and convoy reliability improvements.
Game Version
1.7.0.54
Created
Sat, 01 Aug 2026 22:10:57 GMT
Last Modified
Sat, 01 Aug 2026 22:11:22 GMT

1.0.2

Game Version
1.7.0.54
Created
Fri, 31 Jul 2026 18:40:07 GMT
Last Modified
Fri, 31 Jul 2026 18:40:42 GMT

1.0.1

Game Version
1.7.0.54
Created
Fri, 31 Jul 2026 14:01:21 GMT
Last Modified
Fri, 31 Jul 2026 14:01:57 GMT

1.0.0

Game Version
1.7.0.54
Created
Fri, 31 Jul 2026 07:45:31 GMT
Last Modified
Fri, 31 Jul 2026 07:46:16 GMT

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