Conflict Game Modifications

by Cichy Laslo
Conflict Game Modifications

Summary

Switchable changes to Conflict: capturable and movable MOBs, radio-free capture, MOB-only spawn, base demolition and engineer-built bases. Each one on or off per scenario or server.

Description

CONFLICT GAME MODIFICATIONS

Independent changes to the vanilla Conflict game mode. Each one can be switched on or off on its own, by the scenario author or by the server admin.

Note: CGM is in active testing. Settings and behaviour may still change.

THE MODIFICATIONS

Capture without radio coverage. Bases and relays can be captured without a radio link. Spawning on bases and counting control points for victory keep the vanilla radio rules.

Capturable MOBs. A captured MOB becomes an ordinary base of the captor; the loser has no MOB until it sets up a new one.
Scenario authors: vanilla scenarios disable capturing on MOB candidates (the server log lists them). Tick Enabled on SCR_CampaignSeizingComponent of every base with Can Be HQ.

Spawn only at the MOB (off by default). Ordinary bases give no spawn point. Deployed radios and a deployed command truck keep the vanilla rules. A side without a MOB has no base to spawn at.

Moving the MOB with a command truck. Park your command truck at the centre of an own base and move the MOB there; the old MOB becomes an ordinary base. Rank (default Captain), per-side cooldown (default 60 min, first move free), cost (default 500 supplies from the target base's storages).

Demolishing your own base. An officer (default Major) orders it at the command tent table. Countdown (default 3 min); any officer of the side can call it off, an enemy attack revokes it. Not the MOB, a control point or your last base. Only the command tent is removed; vehicles, storage and buildings stay. Per-side cooldown (default 30 min).

Engineering trucks establish new bases without the commander role. Rank (default Lieutenant), one unfinished HQ composition per side, per-side cooldown from the base's creation (default 30 min). Kill feed messages for your side. Base count is limited the vanilla way (free callsigns, "Faction Establish Base Limit").

THE MAP

With any modification on, enemy MOBs look like ordinary enemy bases, and enemy bases built by players are shown like scenario bases (neutral out of radio range). Show Enemy Bases Out Of Range off: enemy ordinary bases out of range are hidden; control points and relays stay visible.

SETTINGS

Order for every value: server mission header > scenario prefab > mod default.
Scenario authors: place Prefabs/CGM/CGM_Settings.et in the world and set its component.
Server admins: add m_CGM_Settings to missionHeader in config.json and leave out what you do not change. Switches 1/0, ranks by name, times in minutes.

"missionHeader": {
  "m_CGM_Settings": {
    "m_iRadioFreeCapture": 1,
    "m_iMobCapture": 1,
    "m_iMobOnlySpawn": 0,
    "m_iMobMove": 1,
    "m_sMobMoveRank": "CAPTAIN",
    "m_fMobMoveCooldown": 60,
    "m_fMobMoveSupplyCost": 500,
    "m_fCommandTruckRange": 30,
    "m_iDemolition": 1,
    "m_sDemolitionRank": "MAJOR",
    "m_fDemolitionCountdown": 3,
    "m_fDemolitionCooldown": 30,
    "m_iEngineerBase": 1,
    "m_sEngineerBaseRank": "LIEUTENANT",
    "m_fEngineerBaseCooldown": 30,
    "m_iShowEnemyBasesOutOfRange": 1,
    "m_iDiagnostics": 0
  }
}

The server log line "[CGM] Settings" shows every value and its source at mission start.

Plain Conflict only: with the commander role (HQ Commander) every modification switches itself off.

BUGS: turn on diagnostics ("m_iDiagnostics": 1 or Diagnostics in the prefab). Diagnostic lines start with [CGM][diag].

Comments and suggestions: official Arma Discord, @CichyLaslo.

License

Arma Public License Share Alike (APL-SA)

Rating
100%
Version
0.1.59
Game Version
1.9.0.37
Version size
66.39 KB
Downloads
32
Created
31.10.2026
Last Modified
07.11.2026
ID
6AB2A667DF558EB8