NightOps – Everon 1985 (Showcase-Campaign)
A missionpack, based on the official Everon terrain, with up to 5 coop scenarios showcasing a wide range of typical features and mechanics. Tested and optimized for dedicated server. Intension is to offer a lot of different mechanics to be used by public and to utilize the NightOps frameworks. Back in 1985, the scenarios deploy the players day and night in all weathers on most regions of Everon. Tense infantry fights on BlackOps missions awaits with a lot of homage to the original Cold War Crisis campaign of Operation Flashpoint. With enhancing the NightOps frameworks, the campaign will be enlarged too up to 5 missions. You can download the missionpack in the Arma Reforger Workshop ingame and the sourcecode on GitHub.
- Mini-Campaign as a proof-of-concept and as framework-showcase about up to 3-5 missions
- with several coop-typical features for 1-8 players.
- 3-5 missions tutorial-campaign
- custom loadouts
- dynamic task handling
- dynamic AI, Vehicles and structure respawns
- diverse and feature-rich coop-missions
- sourcode public for tutorial purpose
Go To: Arma Reforger Workshop
NightOps – Custom Modes Framework (NO_CMF)
This modification is the core framework of the NightOps project. It provides an out-of-the-box custom coop setup. It can be used by any mission or map as a dependency created by anyone as a good preset for coop missions. Next to the coop setup it delivers some powerful features like a missionTrigger which can start and finish tasks, teleport players to the mission area, activate dynamic spawn trigger and many more. The framework also containts a missionSelect mechanic, so players can select different missions to start from an entity like a radio or map while the progress is stored persistent on the server. This dependency will hold upcoming game modes in the future as well. You can download the Framework in the Arma Reforger Workshop ingame and the sourcecode on GitHub.
- CoopSetup prefab with coop gamemode and all required managers
- Additional PvE or PvPvE gamemodes will be added in time
- Trigger system to unlock tasks, teleport players, finish the mission
- change daytime in runtime, create dynamic spawns and more
- Time and Weather custom settings
- Several components to adjust missions, (e.g. to deactivate a vehicle etc)
- Mechanic to create a mobile command truck with vehicle respawn and many more features implemented or to come soon
- Required NightOps dependencies for Dynamic Spawn and Dynamic Tasks
- Source code public for tutorial purpose
Go To: Arma Reforger Workshop
NightOps – Dynamic Task Framework (NO_DTF)
A framework with a coop taskmanager, custom tasks and specific triggers to be used in NightOps missions or 3rd party content. The taskmanager can handle tasks as hierachy childs without addressing them by name while the tasks can be created, assigned or finished via triggers directly added to them. The mod delivers several prefabs for specific task situations to serve in a lot of mission making situations. This dependency is totally standalone and can be used independently from any other mod. You can download the Framework in the Arma Reforger Workshop ingame and the sourcecode on GitHub.
- Coop TaskManager made from scratch
- Tasks for a variety of scenarios
- Easy to handle parent-child system without naming
- Dedicated Server friendly
- Standalone or as dependency
- Source code public for tutorial purpose
Go To: Arma Reforger Workshop
NightOps – Dynamic Spawn Framework (NO_DSF)
A framework with a dynamic spawn system for AI groups with different waypoint types, vehicles and static objects to be used in NightOps missions or 3rd party content. There are many prefabs with different setups for AI groups with specific waypoints that can be placed easily. Works handily with the groups and waypoints as hierachy-childs of the spawn-trigger. Units can be spawned via the prepared spawnTrigger or remotely via the missionTrigger if the NightOps – Custom Modes Framework is installed too. Units can also be spawned on mission start without triggers if required. It works standalone and needs no other mods to run. You can download the Framework in the Arma Reforger Workshop ingame and the sourcecode on GitHub.
- Spawns and despawns units on player contact just with hierarchy no naming
- Adds the waypoint automatically to the ai without naming them as in the example shown and only how in the example shown 😀
- Recreates the navmesh for all created env if wanted
- Can randomise unit spawns with a set percentage of groups spawning
- Can respawn AI groups after death
- Spawn vehicles and structure prefabs
- It can be called outside of the trigger function by script by simple calling Spawn() or Despawn()
- It does support 4 types of Waypoints: Patrol, Cycle, GetInNearest, Defend, Move
- It does support dynamic spawn by the count of players
Go To: Arma Reforger Workshop