JLH Conflict PvE Framework is a dynamic PvE Conflict featuring QRF assaults, Recap attacks, vehicle patrols, persistent AI warfare, and modular expansion support. Discord:https://discord.gg/ubVnk4jEXE
69514E566DDEE29F
Ranking
Popular#1007159.9Falling#70188.7
2Serversrunning this mod
1Observed players nowon servers reporting this mod
126Estimated player-hours (7d)7-day data
DeploymentTop 37%63.0ahead of 63% of tracked mods by servers running it
ActivityTop 45%55.2ahead of 55% of tracked mods by play on those servers
Popularity59.9deployment and activity combined
How those 2 installs happen100% traced
Required by another mod2
Last 30 days
Servers, last 30 days
2 latest4 peak, 2 Oct1 low, 20 Sept
530
19 Sept4 Oct19 Oct
Servers reporting the mod in each hourly observation. Last 30 days.
Daily values
Servers, last 30 days, one row per day (UTC)
Day
Last
Peak
Low
Obs.
19 Sept
2
3
2
4
20 Sept
2
3
1
24
21 Sept
2
2
2
24
22 Sept
2
2
1
24
23 Sept
2
3
2
24
24 Sept
2
3
2
24
25 Sept
2
3
2
24
26 Sept
2
3
2
24
27 Sept
2
3
2
24
28 Sept
2
2
2
24
29 Sept
2
2
2
24
30 Sept
2
2
2
24
1 Oct
2
2
2
24
2 Oct
3
4
2
24
3 Oct
3
4
3
24
4 Oct
3
3
3
24
5 Oct
3
3
3
24
6 Oct
3
3
2
24
7 Oct
3
3
2
24
8 Oct
2
3
2
24
9 Oct
2
2
2
24
10 Oct
2
2
2
24
11 Oct
2
3
2
24
12 Oct
3
3
2
24
13 Oct
2
2
2
24
14 Oct
3
4
3
24
15 Oct
1
3
1
24
16 Oct
2
2
1
24
17 Oct
2
3
2
24
18 Oct
2
2
2
24
19 Oct
2
3
2
20
Observed players, last 30 days
1 latest9 peak, 3 Oct0 low, 19 Sept
1050
19 Sept4 Oct19 Oct
Sampled player counts on servers reporting the mod; not unique players. Last 30 days.
Daily values
Observed players, last 30 days, one row per day (UTC)
Day
Last
Peak
Low
Obs.
19 Sept
3
3
0
4
20 Sept
4
6
0
24
21 Sept
1
1
0
24
22 Sept
3
3
0
24
23 Sept
3
3
0
24
24 Sept
2
3
0
24
25 Sept
3
5
0
24
26 Sept
6
6
0
24
27 Sept
4
6
0
24
28 Sept
0
4
0
24
29 Sept
2
2
0
24
30 Sept
2
2
0
24
1 Oct
2
2
0
24
2 Oct
2
6
0
24
3 Oct
2
9
0
24
4 Oct
1
7
0
24
5 Oct
2
3
0
24
6 Oct
3
3
0
24
7 Oct
0
3
0
24
8 Oct
2
4
0
24
9 Oct
2
3
0
24
10 Oct
6
6
0
24
11 Oct
2
3
0
24
12 Oct
3
3
0
24
13 Oct
4
4
0
24
14 Oct
3
4
0
24
15 Oct
0
3
0
24
16 Oct
0
1
0
24
17 Oct
2
4
0
24
18 Oct
1
4
0
24
19 Oct
1
4
0
20
Calculated Oct 19, 2026, 7:36 PM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.
Summary
JLH Conflict PvE Framework is a dynamic PvE Conflict featuring QRF assaults, Recap attacks, vehicle patrols, persistent AI warfare, and modular expansion support. Discord:https://discord.gg/ubVnk4jEXE
Official Workshop description
Discord / Community:
https://discord.gg/ubVnk4jEXE
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HOW TO USE THIS MOD ON YOUR SERVER
Install and load JLH Dynamic Conflict Framework and any optional addons on the server and clients.
Set the JLH Everon Conflict mission as the active scenario in your server config.
Start the server once so the JLH config and persistence files generate automatically.
Edit the generated JLH config files as desired, then restart the server to apply changes.
Overview
JLH Conflict PvE Framework is a custom large-scale PvE-focused evolution of the Conflict experience for Arma Reforger.
The framework transforms the battlefield into a living PvE war environment where players fight against dynamically reacting USSR-controlled forces across the map. Instead of static encounters or scripted missions, the framework creates an ongoing frontline with reactive AI systems, assault responses, recapture operations, vehicle patrols, and persistent battlefield state management designed for long-session gameplay.
This project has been built with scalability, modularity, and expandability in mind from the beginning. The framework is intended not only for Everon, but also as a foundation that other creators and communities can expand onto their own custom maps, faction packs, scenarios, and gameplay styles.
Core Features
Dynamic QRF System
When players attack or seize objectives, the USSR responds with escalating Quick Reaction Force assaults.
Multi-wave attack support
Infantry and armed vehicle assaults
Mounted attack vehicle behavior
Dynamic wave progression
Performance-conscious virtualized wave persistence
Long-session battlefield continuity
Recap / Counter-Seize System
Captured territory is never permanently safe.
USSR Recap forces can launch delayed operations to retake lost objectives, creating an ongoing frontline war where the battlefield evolves over time.
Long-delay assault logic
Persistent frontline pressure
Dynamic base recovery operations
Modular node-based placement system
Ghost Defence Persistence
One of the framework’s major performance systems.
Successful USSR defenders, QRF survivors, and Recap survivors can be virtualized into lightweight ghost records when no players are nearby. When players return, those forces rematerialize and continue defending the area.
This allows:
large-scale persistent battlefield simulation
reduced AI overhead
lower server load
scalable long-session gameplay
preservation of battlefield continuity without permanently active AI everywhere
Dynamic Vehicle Patrol System
The framework includes modular USSR vehicle patrols capable of operating independently across the map.
Armed vehicle patrols
Mounted crew support
Vehicle sustainment systems
Configurable patrol nodes
Expansion-ready vehicle selection support
Compatible with future modded vehicle packs
Vehicle Sustainment
JLH systems support shared sustainment handling for USSR-controlled vehicles.
Fuel replenishment
Ammo replenishment
Mounted crew validation
Shared sustainment manager
Ghost-defence vehicle package support
Editor-Friendly Modular Architecture
The framework is intentionally built around reusable node systems and expandable architecture.
Designed for:
custom terrains
mission creators
future faction packs
modpack integration
expandable AI warfare systems
Other creators can:
place new nodes
extend patrol systems
create custom QRF logic
add faction-specific content
expand onto custom maps
integrate new AI compositions and vehicle packs
without needing to rewrite the entire framework.
Designed For Long Sessions
JLH Conflict PvE Framework was built specifically with long-session PvE servers in mind.
Key focus areas:
AI scalability
performance-conscious persistence
active combat area prioritization
dynamic AI ownership management
reduced inactive AI overhead
modular cleanup handling
persistent battlefield feel without excessive AI load
Terms of Use
You are permitted to:
create expansions for this framework
build custom maps using this framework
create compatibility addons
extend systems for private or public servers
create faction or terrain integrations
modify for personal/community use
You are NOT permitted to:
reupload this framework as your own work
remove original authorship/credits
claim the framework itself was created by you
republish modified versions while presenting the core framework as original work
commercially redistribute the framework without permission
If you expand or build upon this framework:
proper credit to the original JLH Conflict PvE Framework must remain visible
derivative projects should clearly state they are built upon or require the original framework
major system reuse should include acknowledgement of the original project and creator
This framework represents extensive original development work, system architecture, balancing, debugging, and long-term iteration.
Please respect the work that went into creating it.
Community / Support
Discord:
https://discord.gg/ubVnk4jEXE