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Just Like The Simulations - Conquest setup
By Clock
This guide goes through on how to set up a Conquest game mode scenario with the JLTS - Conquest mod.
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Introduction
The Just Like The Simulations - Conquest member of the JLTS mod family brings in a fun to play and easy to setup experience known from the Battlefront 1 (2004) and Battlefront 2 (2005) games.
The goal of this guide is to give an overview of what the current features are and how to set up a custom scenario for the game mode.
Important to note that things may change as development goes and new features are added and bugs fixed, in wich case this guide will be updated as well.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=2197549202
In-game
As said in the Introduction, the goal is to bring the gameplay mechanic of the old Conquest game mode in Battlefront 1 (2004) and Battlefront 2 (2005). The mod and game mode are still under development to bring the whole experience to life, but the time has come for an initial release.
This release only features the infantry element of the game mode so far and no class specific behavior is made yet, so more or less all units behave the same way.

Introduction to the game mode:

How to win:
The key elements of this game mode are the command posts. These positions fill multiple roles. They serve as respawn points for both actual players and AI as well as marks of control over the map.
The ultimate goal is to win the match. There are two ways of achieving that. Either one of the factions has to lose all respawn tickets (in which case the scenario ends with the victory of the opposing faction) or all the command posts have to be held by the same faction.


AI:
Currently more or less all AI classes behave on the same way. They spawn at a friendly command post, get a waypoint to a command post not held by their faction, try to go there and capture it.
If all the command posts are owned by the same faction, the other factions don't have points to respawn at and so their units are put on a "waiting for spawn" list that gets executed if the remaining units of the faction manage to re-capture a command post. If a faction manage to hold all command posts for at least 15 seconds, the opposing faction loses.

Interaction with the features:
  • Command posts

    Now the question may arise, "How to capture a command post?".
    For players every command post has a "hold action" attached to it. It is accessible from the scroll wheel menu and takes 10 seconds to perform. If it runs successfully, the command post gets updated to the new owner. To identify if you can or cannot capture a command post you can check two things on the command post: the color of the logo above it and the shape of the logo itself. Units can only capture posts that are not owned by their own faction.

  • Turret build pads
    Currently the AI does not interact with the build pads at all but the players can still utilize them. In this initial release the build pads have only one mode: "auto turret". To build a turret on the build pad the player has to have a F-187 fusion cutter in their loadout (medic classes). The building process is performed by shooting at the build pad with the fusion cutter (if HUD is enabled, it provides data about the current progress). Once enough build points are made (by shooting at it with the fusion cutter) the build pad vanishes and the turret gets spawned. If the turret gets destroyed later on, the build pad is respawned and the process can be re-performed.

  • Medical droids
    FX-7 medical droids operate with a treating circle with a 3 meters radius. If an alive unit that is hurt gets inside this circle, the droid starts slowly healing it up. To visually indicate the operation, the droid also starts slowly turning around. This function is only running if ACE3 is not loaded.

  • Ammo droids

    GNK ammo droids are not interacted with by the AI, they are only useful for human players. Depending on if ACE3 is loaded or not, the function of the droid is accessible through ACE Interaction or scroll wheel menu. The action brings up a custom dialog that lets players select what weapon they want to get ammo for and select the amount.

  • HUD

    If the HUD elements are enabled in the CBA Addon options the HUD is created upon mission start for all joining players. It has two main parts. The first part is the two fields at the left and right sides that show the respawn tickets of the opposing factions. The second part is the center element. It shows information about the object or unit looked at. For units it displays the display name of the unit, the health of it and the friendliness of it (with the color of the health bar). For turret build pads it shows the the progress of building the turret.
Settings
To customize some of the features, there are a few settings in that Addon Options menu

Options:
  • Command post color preset
    Determines the colors used for friendly command posts Can be: -Battlefront 1 (2004) (friendly posts are green) -Battlefront 2 (2005) (friendly posts are blue)
  • In-game events announcer
    Sets if announcer voice lines should be played for the player Can be: -Enabled -Disabled
  • HUD elements
    Sets if the conquest info HUD displays should be created on mission start for the player (change requires mission restart/rejoining to take effect) Can be: -Enabled -Disabled
  • HUD update frequency
    Sets the time to wait between each HUD update cycle. Higher value means less frequent updating that may result in better performance on lower end computers while the info displayed becomes less reliable
Setup - files
In order to have the local features of the game mode working and to keep the scenario from becoming overly laggy, a few files need/are advised to be created in the mission folder.

  • initPlayerLocal.sqf

    This file is responsible for initializing the local displays and features for all joining players independently. One line of code is need to be added to it:
    _this call JLTS_fnc_conquest_initPlayerLocal;

  • description.ext

    This file is not obligatory but highly advised to have it with the following code in order to keep the scenario from becoming laggy due to the tons of dead bodies.
    Example values for a decent body cleanup:
    corpseManagerMode = 1; corpseLimit = 20; corpseRemovalMinTime = 20; corpseRemovalMaxTime = 40;
    Proof of concept of work being done on getting the awards of old Battlefront to work to a degree.
    Currently only an informational text (saying that this section is still under development) will be displayed in the debriefing section, but it may be a good idea to add these lines to the description.ext now so you don't have to edit your mission in the future if you want to have the awards visible when they are really working.
    class CfgDebriefingSections { class JLTS_debriefing_info { title = "$STR_JLTS_awards_Awards"; variable = "JLTS_conquest_var_debrief"; }; };
Setup - scenario attributes
Only those attributes are listed here that have to be/advised to be set to a certain value. All other attributes can be changed at the mission maker's will.


  • Game type: Conquest
    The mod adds a new game type to the list called Conquest so it's recommended to set the scenario to this in order to display the game mode for JIP players in the server browser

  • Min Players: 1
  • Enable AI: false
  • Respawn: Respawn on Custom Position
  • Rulesets:
    -Mission fail when everyone is dead: false -Respawn in wave: false -Select respawn loadout: true -Select respawn position: true -Show respawn counter: false -Singleplayer death screen: false -Spectator: false -Substract tickets upon Death: true -Substract tickets upon Respawn: false
  • Respawn delay: 5 seconds (at least)
  • Vehicle respawn delay: 5 seconds (at least)
  • Allow manual respawn: true
  • Revive Mode: Disabled
Setup - modules and objects
The command post, build pad and other objects in the JLTS - Conquest editor object category don't need to be placed on the map by the mission creator, they are spawned by the setup modules upon mission start.


Modules

  • Conquest - Command post (required)

    At least two of these modules have to be present in the scenario. One for the Republic and one for the Confederacy. If this requirement is not met, the Conquest - Init module will terminate the initialization of the AI and other scripts related to it.

  • Conquest - Build pad (optional)

    This module is not a required part of the game mode. When placed, the build pad can be used to build turrets on them if the player has the necessary loadout.

  • Conquest - Ammo droid (optional)

    This module is not a required part of the game mode. GNK ammo droids can be used to "recharge" magazines (aka. rearm basically) when the player is low on ammo.

  • Conquest - Medical droid (optional)

    This module is not a required part of the game mode. FX-7 medical droids can be used to heal up from injuries. Currently not functional if ACE3 is loaded.

  • Conquest - Locals (optional)

    This module is not a required part of the game mode as default however, it is required if "Locals" is enabled in the Conquest - Init module (failing to place it in this case will lead the init script waiting forever).

    The behaviour of the locals depends on two things:
    -the "Behave as" property in the module settings
    -the side relation settings of the scenario (if BLUFOR is set to be friendly to INDEP for example)

    Cases:
    • INDEP is friendly to both BLUFOR and OPFOR
      The "Behave as" setting is ignored and the mission runs with the "population" value while spawning units from the "Civilians" input field of the module.
    • INDEP is hostile to at least one of BLUFOR and OPFOR
      The units are selected from the "Militia" input field. If the "Behave as" is set to "population", the units are going to spawn randomly inside the area of the module and have waypoints randomly generated in the area. If "Behave as" is "faction", the INDEP units are going to spawn on command posts that are held by them (so for this to work there has to be at least one command post owned by the Locals at the mission start, otherwise the scripts will revert back to "population" behavior) and go to capture non friendly command posts (note that the BLUFOR and OPFOR units are going to capture Locals owned command posts regardless of the side relations, so it may happen that the INDEP is friendly to OPFOR but OPFOR still captures the only INDEP command post rendering INDEP not present anymore in luck of respawn points)

  • Conquest - Units GAR and Conqest - Units CIS (required)

    One of each module must be present in the scenario.
    Best to leave the input fields untouched unless you know exactly what you are doing.
    Explanation of what is what:
    • Auto select unit
      The class names in the edit input fields by default are not complete in order to make randomization possible, they are missing their unit suffixes. When this property is true, the scripts take the partial class names in the input fields and complete them with the suffix of the unit selected in the "Unit" combo box. The property is ignored if the "Randomize unit" property is true. MUST NOT be set to true if complete class names are in the input fields!
    • Randomize unit
      When this property is true, the "Auto select unit" property and the unit selected in the "Unit" combo box are ignored and the partial class names are completed with a random unit chosen from the available units. MUST NOT be set to true if complete class names are in the input fields!
    • Assault, heavy, medic, marksman, special and officer input fields
      By default the fields are filled with incomplete class names that are later completed by the scripts with randomized or specifically selected unit suffixes. It is possible to add custom units from other mods through these fields but in that case the "Auto select unit" and "Randomize unit" properties must be set to false and certain features of the game mode will not work (eg.: loadout specific AI behavior)
    • Heroes/uniques
      This is the only field that takes complete class names while having unit selection or randomization. The AI considers these as hero classes and will or will not spawn as them according to the settings in the init module

  • Conquest - Init (required)

    This module is responsible to validate and finalize the data of the AI louadouts, set up the respawn tickets, define the necessary varibales for the AI and call additional code for different functions of the game mode, as well as spawning the AI at the end of the proccess.
    IMPORTANT
    The AI init will be terminated if the ACE3 mod is loaded because the game mode is not compatible with it. (The game mode still can be played in normal PvP if ACE3 is loaded because only the AI init part is terminated)

Units


Place down as many clones and droids as many slots you want, outside of the play area. Set all of them to playable and none to be the player.
Extras
The JLTS - Conquest mod comes with a few extra stuff that can be used in- or outside of the conquest game mode.

Functions:
  • JLTS_fnc_conquest_addMissionCP
    /* * Author: MrClock * Adds capture hold action to the command post object without the need to init the Conquest game mode * Can be used to set command posts as end mission objectives in regular missions * * Arguments: * 0: Command post <OBJECT> * 1: Name of command post <STRING> * 2: Faction <STRING> ("GAR" or "CIS") (Optional - default "GAR") * 3: Code executed upon capture <CODE> (Optional - default: {[localize "STR_JLTS_texts_ACPWasCaptured"] remoteExecCall ["hint",0]}) * * Example: * [CP1,"Tower","CIS",{}] call JLTS_fnc_conquest_addMissionCP; * * Return Value: * None */

Predefined hero units:
These units can be used in a Conquest scenario by inserting the class names into the
"Heroes/uniques" input field of the Conquest - Units GAR and Conquest - Units CIS modules.
In the current state of the JLTS mods the heroes are mostly interesting for their skins solely, their loadouts are not differentiated yet.

  • Republic
    -JLTS_conquest_clone_hero_arc_P2 -JLTS_conquest_clone_hero_gree_P2 -JLTS_conquest_clone_hero_cody_P2 -JLTS_conquest_clone_hero_bly_P2 -JLTS_conquest_clone_hero_deviss_P2 -JLTS_conquest_clone_hero_jesse_P2 -JLTS_conquest_clone_hero_fives_P2 -JLTS_conquest_clone_hero_vill_P2 -JLTS_conquest_clone_hero_appo_P2 -JLTS_conquest_clone_hero_vaughn_P2 -JLTS_conquest_clone_hero_blitz_P2 -JLTS_conquest_clone_hero_hammer_P2 -JLTS_conquest_clone_hero_predator_P2 -JLTS_conquest_clone_hero_fox_P2 -JLTS_conquest_clone_hero_thorn_P2 -JLTS_conquest_clone_hero_doom_P2 -JLTS_conquest_clone_hero_lock_P2 -JLTS_conquest_clone_hero_security_P2
  • Confederacy
    -JLTS_conquest_droid_hero_prototype -JLTS_conquest_droid_hero_oom9