A component to use in Conflict game mode (designed for PVE) WIP
Players now
0
Servers
0
Rating
13%
15 votes
Subscribers
-
1,450 downloads
Busiest servers running it 0 in total
No server is running this mod right now.
Players on servers with it
daily, last 30 days
Details
- Author
- p1killer
- Version
- 0.0.12
- Size
- 64 KB
- Licence
- Custom
- Game version
- 1.8.0.13
- Likes
- 0 / 0 dislikes
- Published
- 30 Apr 2026
- Updated
- 2 weeks ago
- Workshop ID
- 693C6A8066AFE3AD
Recent adoption
30 days: +15 −17 ↑5
- − ISRAELITE | Unit | 14th Armored Brigade | Powered By ISRAELITE 0.0.12 1w ago
- − [TEST] Zarichne conflict WIP 0.0.12 1w ago
- − Skibbity Boppity 0.0.12 1w ago
- − ISRAELITE | CONFLICT PVE | ISRAEL DEFENSE FORCES vs MIDDLE EAST FACTION | Powered By ISRAELITE 0.0.12 1w ago
- − ISRAELITE | Testing Server | Powered by ISRAELITE 0.0.12 1w ago
- − ISRAELITE | Unit | Sayeret 75 | Powered By ISRAELITE 0.0.12 1w ago
- − UOPE LATAM | PVE | RP | PC - XBOX - PS5 | COMANDOBLACK | OFICIAL 0.0.12 1w ago
- + ISRAELITE | Testing Server | Powered by ISRAELITE 0.0.12 1w ago
- − ISRAELITE | Events & Testing Grounds 2 | Powered by ISRAELITE 0.0.12 1w ago
- + UOPE LATAM | PVE | RP | PC - XBOX - PS5 | COMANDOBLACK | OFICIAL 0.0.12 1w ago
- − Da Boyz [TESTING] 0.0.12 1w ago
- + [TEST] Zarichne conflict WIP 0.0.12 1w ago
Requires
2Required by
6Often used with
8Version history
12-
v0.0.12 64 KB 27 Sep 2026
Rewokred QRF system Added config templates for QRF attacks added placable prefabs for pre-made QRF templates
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v0.0.11 11 KB 25 Sep 2026
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v0.0.10 11 KB 4 Sep 2026
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v0.0.9 11 KB 23 Jul 2026
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v0.0.8 11 KB 23 Jul 2026
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v0.0.7 11 KB 22 Jul 2026
Description from the Workshop
A component that can be placed on Conflictmilitary bases entities that allows defining QRF attacks on base seizing events. To use place this component on the base itself. How It Works: The QRF component is attached directly to a base entity in World Editor. When players interact with the base (start capturing, complete capture, or get pushed back), the component fires one or more Trigger Groups. Each group contains a list of units to spawn and rules for when and how to spawn them. Trigger Groups: Per group you configure: Trigger Event — what activates this group: capture started, capture completed, or capture interrupted Trigger Faction Key — only fire when a specific faction is capturing (e.g. only react to US players). Leave empty to react to any faction Spawn Delay — wait X seconds after the trigger before spawning Max Triggers — how many times this group can fire total. Set to -1 for unlimited Trigger Cooldown — minimum time between triggers of this group Spawn Mode — how entries are selected each time the group fires (see below) Delay Between Entries — stagger time between each entry spawning (currently not working well) Spawn Modes ALL_AT_ONCE — every entry in the group spawns on each trigger. Use this for fixed responses RANDOM — one random entry is picked each trigger. Good for variety SEQUENTIAL — entries cycle in order, one per trigger RANDOM_SUBSET — picks N random entries each trigger. Configure N with Random Subset Count Entry Types: Each group contains a list of entries. Click the + button to add entries. Three types are available: Infantry Entry: Spawns an AI group from the faction's entity catalog. Faction Key — which faction to spawn (e.g. FIA, USSR, US) Group Type — type of group from the faction catalog (fireteam, MG team, sniper etc.) Spawn Marker Name — name of an E_PingEntity where the group spawns. Leave empty to spawn randomly around the base Target Marker Name — name of an E_PingEntity the group will move toward and search. Leave empty...