Blayzes Battlefield Engine

by okBLAYZE

1.0.19

BBE 1.0.19 (private alpha, 2026-09-15)

Armour
- Aircraft no longer count as armour: the armour answer, the squads' retreat and the recon's tracking react to tanks and APCs only.

Aircraft
- Helicopters fly like helicopters: turns at speed come from the bank and take room, the nose dips into acceleration and lifts into a flare, the body slips a little behind the nose, ridges are climbed before they arrive, lift-off clears the ground before moving off, approaches slow by distance and settle, and the hover has some life in it.
- No more script exception storms from helicopter rotors: a rotor that never learned which hull it belongs to (every script-spawned helicopter, vanilla's own timing bug) is taught on its first contact instead of throwing on every one.

Game Master overlay
- Icon textures on the overlay rows and the hostages' hands-up, hands-on-head and kneel poses (Blayze).

Server
- The start-up scan's cost lines print now.
Game Version
1.8.0.13
Created
Tue, 15 Sep 2026 23:12:56 GMT
Last Modified
Tue, 15 Sep 2026 23:13:12 GMT

1.0.18

BBE 1.0.18 (private alpha, 2026-09-15)

Game Master overlay
- The lines, rings and labels show on game clients at last: the canvas sat behind the client's full-screen world render target since the first server night; it now sits just above it. BBE_Overlay.json's canvasZOrder is 1 by default.

Civilians
- More people: 12 per town, 6 towns, 60 at once and 5 cars by default (civilianPerTown, civilianMaxTowns, civilianMaxPeople, civilianCars).
- Civilians placed by the scenario or another mod are removed at start and their prefabs named in the log (removeOtherCivilians).

Server
- BBE's start-up boundary scan runs every 30 s instead of every 2.5 s, and logs what it costs.
- BBE_Config.json version 25; an older file upgrades itself.
Game Version
1.8.0.13
Created
Tue, 15 Sep 2026 18:55:07 GMT
Last Modified
Tue, 15 Sep 2026 18:55:14 GMT

1.0.17

BBE 1.0.17 (private alpha, 2026-09-15)

Server
- The hitch every five seconds is gone: the captured-base monitor swept every entity on the map twice a tick (172 ms each time on The Inferno); it now asks the game's base system for the bases.

Civilians
- Hostages are capped: two groups held at once, one per squad, and a squad waits ten minutes before taking more.
- The towns under a Game Master's camera get their people and cars, not only the towns near a player's body.

Vehicles
- A fire team whose vehicle would have driven off without it is put into the seats when no player is near to see it, instead of standing at the roadside for the rest of the match.
Game Version
1.8.0.13
Created
Tue, 15 Sep 2026 04:31:25 GMT
Last Modified
Tue, 15 Sep 2026 04:31:30 GMT

1.0.16

BBE 1.0.16 (private alpha, 2026-09-14)

Civilians
- Civilians never come armed: a catalog outfit that carries a weapon (a mod's staff character) is dropped from the pool the first time it is drawn.
- Civilian helicopters are no longer handed out as cars.
- Civilian cars route round roadblocks instead of standing at them.

Armour
- Bring a tank or an APC and the towns answer it: heavy vehicles come from farther out and two at a time, the squads facing it get launchers, and a charge goes into the road ahead of it. Squads without a launcher fall back from armour instead of dying in front of it. The recon comes out early and tracks the vehicle (armourAnswer, armourLauncher, armourLauncherAmmo).
- BBE_Config.json version 24; an older file upgrades itself.

Aircraft
- A helicopter that is shot up falls: destroyed, burning, with the hull nearly gone, or damaged and stalled (the engine dead or the rotor below flying speed), the script lets go and gravity takes it. The wreck stays five minutes.
- The airframe is staged on a spot clear of buildings (the old spot put the rotor into houses and stalled the server for seconds).
- A pilot who never gets into the seat no longer cancels the flight.

Game Master overlay
- Order lines and labels no longer fade out a kilometre from a low camera: nothing fades inside 2.5 km, and the fade reaches ten times the camera height.
- Diagnostics for the blank overlay on 4K clients: BBE_Overlay.json on your PC takes canvasZOrder and canvasTest; the canvas is rebuilt every time Game Master opens and the client log says what it built and what else sits in the UI.

Server
- A frame-cost line once a minute in the server log names what each BBE system costs, for the stutter hunt.
Game Version
1.8.0.13
Created
Tue, 15 Sep 2026 03:41:45 GMT
Last Modified
Tue, 15 Sep 2026 03:41:58 GMT

1.0.15

BBE 1.0.15 (private alpha, 2026-09-14)

Overlay on the server
- The lines, rings and labels now show on clients running at a display scale other than 1 (4K screens). They were drawn, twice too far out; the overlay now measures the projection's units every frame instead of assuming them.

The BBE cards
- Drag the overlay key and the settings card by their title bars; they stay where you put them, per player. Drop the settings card back under the key and it docks again.
- Card size: 80, 100, 120 or 150 percent from the OVERLAY tab, plus a reset for the layout.

Civilians
- Insurgents: some of the people in town are enemy fighters in plain clothes. They report you to the towns when they see you, and draw a weapon when a fight starts near them, when you stand within reach, or when a squad tries to take their group hostage (civilianInsurgents, civilianInsurgentPercent, civilianInsurgentWeapon).
- Hostages raise their hands while their captors halt, with BBE's own animation.
- Civilian cars drive: the driver now leads the car (two of three sat still on the last server night).

IEDs
- A mine buried in a road you have driven more than once. It sleeps until you are near; a civilian standing oddly off the road is the lookout who sets it off under your vehicle. Spook him, shoot him, or find and disarm the mine (ieds, iedCount, iedMinutes, iedLookouts, iedPrefab).

Supply convoys
- Trucks from the enemy depot keep the other towns supplied. A town whose convoys you stop runs dry: no reinforcements, no armour answer, and after ten minutes its squads start leaving for the depot (supplyConvoys, supplyIntervalSeconds, supplyDecayPerMinute, supplyStarveBelow, supplyDepot).

Roads
- A road counts as driven twice only after two passes: a second passenger or a parked car no longer makes it one.
- Roadblocks no longer report a fire team of 0 and cannot be cleared before their members arrive; ambushes also use the road from where you stand and say why nothing was placed.
- BBE_Config.json version 23; an older file upgrades itself.
Game Version
1.8.0.13
Created
Tue, 15 Sep 2026 02:02:16 GMT
Last Modified
Tue, 15 Sep 2026 02:02:23 GMT

1.0.14

BBE 1.0.14 (private alpha, 2026-09-14)

From the first server night on 1.0.13
- Overlay switches are yours alone: the OVERLAY tab of the BBE settings card flips live for you only and is saved on your PC. The server's file stays the cap for everybody.
- Enemy keeps out of your bases: a 700 m ring round every friendly base (your HQ, the FOBs, the spawn points) that no enemy patrol, garrison, route or spawn enters; the helicopters' no-fly ring now covers every base too (groundHqStandoffMeters).
- The enemy cannot win while you hold a base: Conflict's victory timer no longer ends the match for the enemy while your faction still owns a base (enemyVictoryBlocked). Your own win is unchanged.
- Overlay from high up: lines, labels and rings no longer vanish when the Game Master camera is a couple of kilometres up; the client also logs what it drew and filtered every 15 seconds.

Civilians
- Ambient people in the towns near you, in every civilian outfit the Game Master browser knows (vanilla and the character packs), walking between spots in town and running from fights. Civilian cars drive town to town by road.
- Enemy squads fighting near civilians take them hostage: the hostages walk with the squad, sit on the ground while it halts, and run when their captors are dead. Keys civilians, civilianPerTown, civilianMaxTowns, civilianMaxPeople, civilianHostages, civilianPrefabs, civilianCars.

Roadblocks and ambushes
- Roadblocks: a fire team and a vehicle across the road out of enemy towns toward you (roadblocks, roadblockCount).
- Ambushes: fire teams hidden beside roads you have driven more than once (ambushes, ambushCount, ambushMinutes). Both raise the town alarm on contact.

Settings card
- A fourth tab, WORLD, for civilians, roadblocks and ambushes.
- BBE_Config.json version 20; an older file upgrades itself.
Game Version
1.8.0.13
Created
Mon, 14 Sep 2026 23:52:28 GMT
Last Modified
Mon, 14 Sep 2026 23:52:43 GMT

1.0.13

BBE 1.0.13 (private alpha, 2026-09-14)

Fix
- Clients on servers with very large mod lists were kicked on join with ADDON_LOAD_ERROR ("Too many instructions per function" while compiling scripts). 1.0.12 pushed the engine's shared constant-initializer budget over its limit on Windows clients; the settings card's key table is now built in code and BBE no longer carries any array literal or function-local constant. Nothing else changes; the 1.0.12 features are all still in.
Game Version
1.8.0.13
Created
Mon, 14 Sep 2026 21:45:49 GMT
Last Modified
Mon, 14 Sep 2026 21:45:55 GMT

1.0.12

BBE 1.0.12 (private alpha)

AIR
- Air assault: a BBE-flown transport lifts a fire team to an alarmed town (climb, cruise, land, unload, return).
- Air recon: a helicopter circles the towns near you; its crew's sightings raise alarms and re-aim the responders. At night it circles the contact with a searchlight every player sees.
- Gunship runs: an armed helicopter with door gunners orbits the alarmed town, and chases a player helicopter it finds airborne.
- Helicopters retreat when hit, keep clear of your HQ, and wait ten minutes after the start.

GROUND
- Heavy armour answers alarms: the nearest heavy vehicles roll to the alarmed town as fire support.
- Aggression setting, contact sharing (assaults go to where you were seen), faction packs (RHS vehicles and helicopters through the factions block).

SETTINGS
- Game Master settings card under the overlay key: presets (skirmish, standard, war, siege), difficulty (easy to brutal), intensity, aggression, and every air and overlay switch. APPLY saves the server's BBE_Config.json and applies live.
- BBE_Config.json version 17; older files upgrade themselves.

OVERLAY
- Label plates, distance-trimmed labels, aircraft rows with height ticks and flight plans, an AIRCRAFT count on the key card, correct drawing on every screen size.
Game Version
1.8.0.13
Created
Mon, 14 Sep 2026 20:53:51 GMT
Last Modified
Mon, 14 Sep 2026 20:54:04 GMT

1.0.11

1.0.11: Game Master overlay draws on real servers (lines, routes and labels through widgets), stays hidden in Armavision. AI activity ceiling is raised before the enemy is seeded. Parked fire teams seat and remount on dedicated servers. Placed spawn points make their faction playable on Game Master worlds, and the log lists them. Groundwork for faction packs: a factions block in BBE_Config.json (version 12) gives any faction key its own squad, vehicle and spawn point prefabs, and placed Conflict bases count as objectives on any world.
Game Version
1.8.0.13
Created
Mon, 14 Sep 2026 03:05:52 GMT
Last Modified
Mon, 14 Sep 2026 03:06:06 GMT

1.0.10

Realism pass. Mounted patrols: vehicles carry a fire team that sweeps each town on foot and dismounts to fight at contact. Vehicles patrol town to town along the road network. Enemy responses now need a sighting or heard gunfire near the town. Patrols pause between beats. Towns below half garrison get reinforcements by road, which also brings the enemy back to captured towns. Squads far from every player keep moving along their orders. Game Master overlay now works on dedicated servers. Random HQ choice with friendlyHq. New BBE_Config.json keys: vehiclePassengers, virtualMovement, responseNeedsContact, reinforcements (file version 11).
Game Version
1.8.0.13
Created
Mon, 14 Sep 2026 00:43:06 GMT
Last Modified
Mon, 14 Sep 2026 00:43:12 GMT

1.0.9

BBE Conflict for Game Master worlds: BBE places the US HQ spawn point itself, so players deploy as US from the deploy menu with nobody in the Game Master seat. Towns cleared with a player inside become US, open a forward spawn point and get a holding fire team; an enemy fire team can take them back. New BBE_Config.json keys: friendlyHqEnabled, friendlyHq, captureEnabled, captureSeconds, captureDefenders (file version 9). Fixed the config log claiming a preset or map block was applied when it did not exist.
Game Version
1.8.0.13
Created
Sun, 13 Sep 2026 21:50:22 GMT
Last Modified
Sun, 13 Sep 2026 21:50:27 GMT

1.0.8

1.0.8: rebuilt for Arma Reforger 1.8. Runs on any map: objectives from Conflict bases and place names, patrols and vehicles on the road network, auto-attaches to any Conflict or Game Master scenario. 13 squad types with type-specific positions, AI skill setting, patrol beats and vehicle road circuits, stuck-vehicle recovery and gate opening, squads pull back and investigate, BBE_Config.json in the server profile with presets and per-map overrides, Game Master overlay with order and contact lines and an on-screen key (Workbench and listen hosts).
Game Version
1.8.0.13
Created
Sun, 13 Sep 2026 18:55:50 GMT
Last Modified
Sun, 13 Sep 2026 18:55:55 GMT

1.0.7

BBE Conflict Everon Alpha update

- Added/updated dedicated BBE Conflict Everon Alpha scenario for local and dedicated server alpha testing.
- Uses vanilla Conflict Everon as the stable deployment/HQ/Game Master foundation while BBE alpha systems run through a dedicated bootstrap layer.
- US Army is the intended playable alpha side.
- USSR and FIA player faction limits are set to 0, with non-US deployment filtering/guarding added for alpha testing.
- Controlled USSR opposition now seeds across 25 static Everon POIs plus discovered inherited enemy/FIA campaign bases.
- Enemy guard/patrol cap raised to 56 controlled groups.
- Added role-based USSR squad spawning: rifle squads, fire groups, sentry teams, and light teams based on POI value and guard slot.
- Added POI guards, POI patrols, local pressure response, and first-pass QRF behavior with distance caps.
- Added vehicle support: up to 8 enemy vehicles, including up to 3 heavy BTR70 slots.
- Improved vehicle crew handling, driver promotion, and engine-start nudges.
- Improved GM physical route debug lines so they redraw from live unit/vehicle positions and default to active route legs.
- Added water-risk avoidance and road fallback for AI/vehicle spawn and route targets.
- Updated alpha docs, server setup notes, custom license files, and publish-facing change notes.
Game Version
1.6.0.119
Created
Thu, 21 May 2026 03:12:30 GMT
Last Modified
Thu, 21 May 2026 03:12:47 GMT

1.0.6

BBE Latest Alpha Change Notes - May 15, 2026

- Reviewed new server log snippets and mod list. BBE was loaded as mod ID B1A7E5BEEF260510, version 1.0.5.
- Server logs showed hundreds of AI alive, so the issue appears to be weak local enemy pressure near player-active objectives, not a total enemy spawn failure.
- Added an IO-style alpha player-pressure response: when US players are inside or near an alpha objective with too few local USSR enemies, BBE can spawn a limited nearby USSR counter-pressure group.
- Protected alpha occupation groups from normal timed cleanup so island occupation should not thin out as quickly during longer tests.
- Removed map-facing “BBE” prefix text from alpha objective labels while keeping internal BBE entity/script naming.
- Changed alpha objective anchors back to seizable control points to address yellow/not-securable objective markers.
- Kept alpha objective anchors non-supply and notification-muted for the simple alpha.
- Synced the updated War Director, Spawn Manager, and Everon alpha world layer into the Workbench addon copy.
- Next test should confirm: objectives line up between player map and Game Master, yellow/not-securable markers are gone, map labels no longer show BBE prefix text, Morton spawn still works, and local USSR pressure appears near active objectives.
Game Version
1.6.0.119
Created
Fri, 15 May 2026 04:41:21 GMT
Last Modified
Fri, 15 May 2026 04:41:26 GMT

1.0.5

Game Version
1.6.0.119
Created
Fri, 15 May 2026 03:54:13 GMT
Last Modified
Fri, 15 May 2026 03:54:18 GMT

1.0.4

Game Version
1.6.0.119
Created
Fri, 15 May 2026 03:24:55 GMT
Last Modified
Fri, 15 May 2026 03:25:04 GMT

1.0.3

Game Version
1.6.0.119
Created
Thu, 14 May 2026 06:20:09 GMT
Last Modified
Thu, 14 May 2026 06:20:16 GMT

1.0.2

Game Version
1.6.0.119
Created
Thu, 14 May 2026 05:59:14 GMT
Last Modified
Thu, 14 May 2026 05:59:17 GMT

1.0.1

Game Version
1.6.0.119
Created
Thu, 14 May 2026 05:31:44 GMT
Last Modified
Thu, 14 May 2026 05:31:48 GMT

1.0.0

Game Version
1.6.0.119
Created
Thu, 14 May 2026 03:11:42 GMT
Last Modified
Thu, 14 May 2026 03:11:45 GMT

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