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Time Bank — a per-faction victory time budget for Conflict. Hold-to-win time is banked: lose the control points and the countdown later resumes where it stopped instead of starting over.

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26 downloads

Get it on the Workshop reforger.armaplatform.com/workshop/69F55A75F38F33A2

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Details

Author
MAUNTAIN
Version
1.0.1
Size
4 KB
Licence
APL-ND
Game version
1.7.0.54
Likes
0 / 0 dislikes
Published
26 Jul 2026
Updated
2 months ago
Workshop ID
69F55A75F38F33A2

Recent adoption

30 days: +0 −1 ↑0

Version history

2
  1. v1.0.1 4 KB 26 Jul 2026
  2. v1.0.0 4 KB 26 Jul 2026
Description from the Workshop

Time Bank changes how the Conflict victory timer works. In vanilla, a faction must hold the control point threshold for the full victory timer in one go — lose a point at 14:00 of 15:00 and next time you start again from zero, which drags matches out forever. With Time Bank each faction gets its own bank of victory time for the match. The victory countdown spends time from that bank, and when the faction drops below the control point threshold, whatever is left gets saved. Recapture the points and the countdown continues right where it stopped: banked 14 of 15 minutes earlier — only 1 minute of holding left to win. When a faction's bank runs dry, the match ends with a standard vanilla victory. Every match converges — no more endless games. Features Separate, configurable time bank per faction (seconds), set per scenario in World Editor Both factions' remaining time is always visible on the faction panel (map and HUD): US 14:20 | USSR 15:00, ticking live while a countdown runs; join-in-progress supported Vanilla contested-point pause is preserved — frozen time is not spent from the bank Banks are per match and reset on mission restart Vanilla HUD countdown, notifications and match end are untouched — the mod only feeds its own time into them Setup (scenario makers) Add the mod as a dependency of your scenario addon. In World Editor, select the game mode entity (SCR_GameModeCampaign) and add the VTB_VictoryBudgetComponent. Set Default Budget Seconds and optional per-faction entries in Faction Budgets (faction key + seconds; 0 or less falls back to the vanilla victory timer). Scenarios without the component behave 100% vanilla, so the mod is safe to keep loaded everywhere. All game logic runs server-side; no config files needed. Requirements / limitations Designed for the vanilla Conflict game mode (SCR_GameModeCampaign). Total conversions that replace the campaign classes are not supported. The bank readout replaces the "faction is winning" flavour text on the f...