TRGB - MicroOps

by WickedWabbit
TRGB - MicroOps

Summary

Dynamic chained ops for any map: checkpoints, roving patrols, random encounters, hidden minefields and civilian trust. Runs itself, no Game Master needed.

Description

DESCRIPTION
MICRO OPS
A world that runs itself. Find the work, follow the intel, finish the job.
Micro Ops fills your map with small, connected operations that spawn, play out and move on their own. Each one is a short chain of 2–3 parts (sometimes 4), and every part leads into the next: take a guard’s intel, use it to hunt down an officer, then intercept the convoy his papers point to. No Game Master needed. It works on any map, with any factions.
OPERATIONS
Chained missions: every op is a mini story. What you find at one site tells you where to go next.
Lots of variety: HVT kills and captures, prisoner rescues, convoy intercepts, sabotage, destruction, recon, trackers, defectors, ambushes, fuel thefts, night raids and more.
Real intel: phones, laptops, USB sticks and notepads (powered by TRGB Intel) that you actually have to read to move the op on.
Recon with the SUNY camera: photograph your target, but fill the frame and keep a clear line of sight. Get spotted and the op fails.
Lived-in sites: camps with campfires, tents and seating, guards who sit, chat and play animations, garrisoned buildings in towns, and vehicles parked on proper ground.
Scales with players: enemy numbers grow with how many people are on the server, so a lone player isn’t overrun and a full squad gets a proper fight.
Ops move on: sites relocate every few hours, so the map never goes stale.
THE WORLD AROUND YOU
Road checkpoints: main roads have checkpoints with barriers and a guard desk. Have the right paperwork or be ready to fight. Taken a vehicle? The driver gets transit papers to get through.
Roadblocks: smaller roads get barricades and sandbags. These shoot on sight.
Roving patrols: enemy squads walk the whole map between points, so you never know who’s coming over the hill.
Helicopter QRF: get spotted on recon and the enemy sends a helicopter. Troops fast-rope in, and it comes back to collect them.
Random encounters: stumble on enemy camps, stranded civilians or civilian campfires, with no mission attached, just the world going on around you.
HIDDEN MINEFIELDS (new)
Large unmarked anti-personnel minefields lie out in the countryside on enemy ground.
Anti-vehicle mines are buried in the roads.
No warning signs. Cleared fields are replaced elsewhere on the map.
Minefields around roadblocks, checkpoints and enemy camps are still signposted.
CIVILIAN TRUST
How the civilians feel about you decides what they’ll share. Help stranded civilians, free captives and bring prisoners home, and word gets round. Harm civilians and they go quiet.
Low trust: they won’t talk to you.
Some trust: rough directions to enemy roadblocks, checkpoints and minefields.
Good trust: they circle enemy activity and minefields on your map.
Full trust: exact locations, how many enemies are there and what weapons they carry, written down in a notepad for you.
FRONT LINE
A front line on the map: friendly ground in blue, enemy ground in red.
It starts around your bases and moves forward as you win operations.
If CPO Frontline (COE2) is running, Micro Ops uses its front line instead and keeps its sites and minefields on enemy-held ground.
FOR SERVER OWNERS
Everything is set in game: a Game Master can change every setting on the fly from the scenario attributes (press V), including the number of ops, checkpoints, patrols, encounters, minefields, the QRF and enemy strength.
Persistent: ops, checkpoints, patrols, encounters, minefields, civilian trust and map marks all survive a server restart.
Works with your mod list: factions, site dressing and animations come from whatever your server runs.
Plays well with COE2: keeps its distance from other missions.
Cleans up after itself: only ever removes what Micro Ops placed.
Settings file: profile/MicroOps/settings.json holds the finer options.
Languages: English and French. One setting switches all text, intel and GM settings.
REQUIREMENTS
TRGB Intel
ACE Core
Optional: COE2 / CPO Frontline, for the shared front line.
CREDITS
ACE Core: the ACE team.
CPO Frontline / COE2: compatibility only. No files from either mod are included.
Join the community: feedback, bug reports and ideas are welcome on our Discord.
https://www.TRGB.Link/Discord
Made by WickedWabbit · TRGB

License

Arma Public License No Derivatives (APL-ND)

Version
1.0.1
Game Version
1.9.0.37
Version size
7.01 MB
Created
10.11.2026
Last Modified
14.11.2026
ID
6D97A3E0F827194B

Dependencies