ATG Scenario

Continuous combat ops objectives, runtime placement, a faction score and authored narrative ops, for a persistent Arma Reforger server.

What the mod does

ATG Scenario keeps a set number of objectives on the map continuously. When one is completed it pays a faction score, tears the objective down, and builds another somewhere else. The score drains over time, so the balance reflects how the faction is actually doing rather than only ever climbing.

It is built on vanilla’s Scenario Framework rather than replacing it. The framework already knows how to build an objective, spawn AI around it, and despawn it when nobody is near. What it does not do is keep going: vanilla generates its tasks once at mission start from a pool it never refills, because Combat Ops is designed to hand out three objectives and then end the mission. On a server that never ends, the interesting behaviour is what happens after an objective finishes, and that is the part this mod adds.

Two modes

That rolling behaviour is only half of it. A server running this mod is in one of two states, and a Game Master switches between them from chat:

Combat ops — the above. Objectives generate continuously and the score moves as they are completed. This is what a server boots into and what it does unattended.

A narrative op — the director stops and clears its objectives, and authored content appears in their place. Content authored this way is absent during combat ops, so players cannot walk into next week’s story and the ground stays free for objectives in the meantime.

The tier ladder is bounded in between, so an unsupervised week cannot undo where the narrative had got to. See Narrative ops.

What you need to supply

The mod ships with sensible defaults and works on a stock Arma Reforger setup, but two things are specific to your server:

A faction. One faction earns and spends the score. It defaults to vanilla’s US; set it to your own faction’s key if you have one. The faction must be playable — the framework refuses to create a task for a side nobody can join.

Zones. The mod will not invent locations. You author a list of named places on your map where objectives belong, and the mod chooses a specific spot inside one each time. A Game Master can do this from inside the running game — place an objective zone, size its ring, save — without the Workbench tools, as long as ATG Commands is loaded ahead of this mod. See Objective placement.

Objective types need nothing from you — the mod ships ready to use with seven types in the rotation: Destroy, Kill, Clear Area, Defend or Deny, Defend, Demolition and Troops in Contact. Deliver Intel is defined but held out of it. Two of them put a friendly section on the ground, and ship with a base game US fire team for it: if your players are not US, point both at a group of your own faction. Add your own types or change the mix on Configuration.

One HVT chain is configured as well. It is not drawn from the rotation — it starts from a note dropped by a garrison soldier — so it needs nothing from you either, as long as your garrisons are the stock ones.

Nothing else is required. The mod installs its own game systems from its own config, so it needs no edit to a game mode prefab.

Optional integrations

All of these are soft — none is declared as a dependency, and the mod runs without them. Each one only takes effect when it is loaded before this mod.

ATG Core, if loaded before this mod, adds a per-server JSON override layer so settings can be changed without touching the mod’s files. Without it the mod reads its own config normally.

A progression mod. The score reports an abstract integer tier as the balance crosses a ladder you define. On its own that is a number in a log line.

ATG Faction Progress, loaded before this mod, turns it into gear: the tier becomes the faction’s progression level, which decides what the arsenal stocks and what a player may save in a loadout. It also gives Game Masters a single control over where the faction stands. See Tiers and gear.

Without it the score still runs and tiers are still reported — they simply gate nothing, which is a perfectly reasonable way to run this.

ATG Displays puts the objectives on its devices: each live objective is marked on a device’s map and listed on an Objectives tab, with its grid reference. On its own, every player holding a device sees every objective.

ATG Signals decides who is told about an objective. With it, the objective markers and the tab reach only players whose kit is linked to Command, Command briefs players over their handsets, and objectives are announced through it. Without it, objectives are announced the base game’s way — the banner, the task list and the task icon — and nothing is withheld from anybody.

With neither loaded, objectives are announced the base game’s way and are not marked on the map at all beyond the base game’s own task icon.

ATG Faction PMC makes vehicle pads and reinforcement transports follow its camo sets, so a vehicle in a colour scheme the faction has switched off is never stocked.

The server log says at startup which of these it found, and what that means.

Objectives that fight back

A garrison is not a fixed number of men standing still. Its groups spread out and take cover, some of them patrol rather than dig in, and a patrol that hears shooting walks out to look at it — a round that misses is enough.

Once it knows it is in a fight it can call for reinforcements, which arrive from somewhere no player can see after an intercepted-comms warning, and it can send some of its own men to flank and hunt down whoever is shooting at it from a distance. It always keeps a share back to hold the ground.

Help keeps coming indefinitely but more slowly each time, so a patient attacker still wins — it just costs them.

Where an objective offers a choice of how to finish it, that choice leaves a mark. An area whose assets keep being blown up answers harder for a while; one where an attack was held off answers worse, and players hear either over the radio. See Notoriety.

Where finishing one means holding the ground rather than destroying something, the task carries a progress bar, so players standing on a position can see the hold is counting rather than having to trust that it is.

Two objectives are built around a place rather than a thing. Fortified demolition puts its target — a generator — inside a walled position, so it cannot be destroyed from a distance and has to be reached. Troops in contact puts a section of your own faction in a building under fire from the enemy around it: the firefight can be heard from a long way off, the section is still alive when players arrive, and it ends when the enemy are cleared and one of the section reports to a player.

An objective that sends players after documents does not expect them to search every corpse. If the man carrying them is killed somewhere else, the marker follows a short while later — close to where they fell rather than on top of them, so there is still ground to search.

A lead worth following

Not every objective is handed out. A garrison soldier killed by a player may be carrying a note naming a quiet town, where a deserting officer is living among the civilians. Find him, ask him, and he gives up his commander — for a payout larger than an ordinary objective, because two trips and a conversation went into finding it.

The middle of it carries no task and no marker at all. See The HVT chain.

Bases worth taking

A tier can be held behind an enemy base. When the faction’s balance reaches it, the director winds the map down and puts one objective at the base: take it, and the tier rises and a forward operating base goes up where it stood; fail, and the faction has to earn the rung again. The base is defended before then, too, by a garrison that is there whenever players come near. See Base captures.

Towns with people in them

The zones you author for objectives can also be inhabited. People live in them, each with a house of their own to wander around by day and go into at night, and they are only simulated while a player is near enough for it to matter.

Shooting one charges the faction and names whoever did it, on a ramp that separates an accident from a spree. Crossing the map costs something again.

Looking after the base

Objectives happen away from home; the other half of a persistent server is what happens at it. A protected area is a ring placed over somewhere that should stay intact — a gate, a garage, a workshop. Destroying anything inside one charges the faction, tells the whole server who did it, and rebuilds what was broken a few minutes later. Repeat offenders are warned and then removed.

Completed objectives also name the people who earned them, counting the whole fight rather than whoever happened to be stood on the objective at the end.

Vehicles

Objectives are only half of what a persistent server needs on the map. A vehicle pad is a parking space authored by the role that belongs in it rather than by a named vehicle, so what turns up follows the faction’s tier — an empty helipad early on, a transport helicopter once they have earned one. Losing a vehicle costs the faction both the restock wait and, if you want it to, the balance.