What the mod does
ATG Scenario Everon is a ready-to-run ATG Scenario mission on Everon, using nothing but the base game’s factions. Players fight as US from a main operating base on the west coast near Lamentin; a USSR garrison holds the island. Objectives roll across Everon around the clock, the US score climbs as they are won, and the tier that score buys decides what the enemy fields against them.
It requires ATG Scenario and nothing else. No faction mod, no map mod, no other ATG mod.
Running it
Load the mod and its dependency on your server and set the scenario in your server config. The mission is kept out of the in-game scenario browser, so a dedicated server names it directly:
"scenarioId": "{8DA0777621AA7739}Missions/ATG_Scenario.conf"
It is called ATG Scenario Everon wherever a scenario name is shown. It runs for up to 64 players, starting at a random time of day in random weather that changes as the session goes on.
ATG Core is optional. Without it the mission runs exactly as shipped; with it, everything below can be changed from a JSON file on your server rather than a mod of your own.
The island
47 objective zones cover Everon’s towns, villages, farms, harbours, industrial sites and
military installations, from Saint-Philippe and Montignac to Levie and Chotain. Each zone
carries a tier band, so early objectives are fought around the smaller settlements and
the heavier sites only open as the score climbs. The band is the zone’s own
m_iMinTier/m_iMaxTier; see Configuration for
how bands work.
28 of those zones are inhabited, and civilians there are part of the fight — see Civilians. The main operating base is an exclusion rather than a zone, so nothing is ever generated on top of it.
Enemy bases
Five enemy bases stand between the players and the higher tiers. When the score reaches a tier one of them holds, the rise waits until that base is taken:
| Base | Holds tier |
|---|---|
| Morton Harbour | 3 |
| Montignac | 4 |
| Airport | 5 |
| Chotain military base | 7 |
| Levie military base | 8 |
Each base is fortified in the world and keeps a standing garrison until its capture comes up. Capturing one unlocks its tier and builds a forward operating base on the spot: a spawn point and vehicle pads at every one, and between them radio antennas, ammo storage, arsenal boxes and repair, refuel and medical stations. Tiers 2 and 6 have no base and rise on score alone. How a capture plays out is ATG Scenario’s — see Base captures.
The main base
The main operating base carries:
- A spawn point and arsenals issuing the US kit, in two arsenal shelters.
- Six vehicle pads that stock vehicles from the US faction’s catalogue as the tier allows. See Vehicle pads.
- A safe zone protecting US players inside the base.
- A repair station.
The garrison
The enemy is the base game’s USSR, using ATG Scenario’s own USSR garrison profile under the name Everon Garrison: its infantry groups, its strength and skill ladder, and its vehicles by tier. See Garrisons for what a profile controls.
Scenario settings
The mod overrides ATG Scenario’s settings file, changing only what Everon needs. Everything not named here keeps ATG Scenario’s shipped value:
| Setting | Value | ATG Scenario’s default | Meaning |
|---|---|---|---|
m_fUpkeepPerHour | 5 | 0 | Score drained per hour regardless of who is playing. |
m_fUpkeepPerPlayerPerHour | 10 | 0 | Score drained per hour for each connected player. |
m_eDefaultTierMovement | BOTH | LOCKED | The tier may rise and fall during combat ops without a Game Master watching. |
m_iObjectiveSpawnStaggerSec | 30 | 15 | Gap between objectives while the map is short of more than one, in seconds. |
m_fReliefWithdrawDistanceM | 500 | 150 | How far a defend objective’s relief withdraw before they are removed, in metres. |
It also points ATG Scenario at Everon’s objective zones and enemy bases, and at the Everon garrison.
To change any of these on your own server, write the value into
$profile:ATG/atg-scenario.json with ATG Core loaded; your file wins over the mod. The
zones and enemy bases can be replaced the same way, from the files /atg zone save
writes. Configuration has both.
Putting another faction on Everon
Everything on the player’s side of the map — the spawn points, arsenals, vehicle pads,
safe zone, antennas, ammo storage and arsenal shelters, and the faction that is playable —
is placed from this mod’s own prefabs under Prefabs/PlayerSide/ and its override of the
game mode’s faction manager. They carry US. A mod of your own can override them to put a
different faction on the island without touching the world:
- In Workbench, open your mod with ATG Scenario Everon as a dependency.
- Right-click each prefab under
Prefabs/PlayerSide/and choose Override, then set its faction to yours in your copy. The antenna also needs your faction’s radio encryption key. - Override
Prefabs/MP/Managers/Factions/FactionManager_Editor.etthe same way, and set US not playable and your faction playable. - Override ATG Scenario’s settings file and set
m_sScoredFactionKeyto your faction’s key.
ATG Everon PMC is built exactly this way.
Load order
The mod carries no scripts, so nothing in it depends on compile order. It declares ATG Scenario as a dependency, which already loads it after Scenario:
-addons ATG-Core,ATG-Scenario,ATG-Scenario-Everon
ATG Core, when you use it, loads first; see ATG Scenario.
Settings
None of its own. What it changes is ATG Scenario’s, listed above.