Welcome to the latest Arma Reforger Community Radar, or as we also call it: #COMRAD. We have another great selection of community content this month for everyone to enjoy!
If you would like to suggest content for next month's #COMRAD, make sure you tag @ArmaPlatform or #ArmaReforger on Twitter, or submit your suggestions to: Nillers on Twitter, Bluesky, Discord, or on our forums.
Last Chance & Kolguyev
Attention Soldiers!
The Czech & Slovak Games Week is ALMOST over!
This is your last chance to pick up Arma Reforger for yourself or a friend at 25% off before the price rises to $39.99 USD! This sale ends tomorrow at November 18.
If you need more convincing and missed it on our socials, we’re thrilled to announce that Kolguyev, the legendary terrain from Arma: Cold War Assault, will make its way to Arma Reforger in 2025! This iconic map, cherished by fans of the series, will be available for FREE to all Arma Reforger owners on all platforms. Stay tuned for more details as we head into next year!
For even more in-game assets, scenarios, mods, and other types of content, visit the Arma Reforger Workshop in-game or via a web browser. Here, you'll find tons of free items shared by talented community content creators.
For even more in-game assets, scenarios, mods, and other types of content, visit the Arma Reforger Workshop in-game or via a web browser. Here, you'll find tons of free items shared by talented community content creators.
Arma Reforger has been built from scratch on Bohemia Interactive's new, Enfusion engine. This opens a world of possibilities for modders, but the additional flexibility, functionality, and depth can seem intimidating to the uninitiated. The Enfusion engine uses a completely different architecture from Real Virtuality, the engine upon which all previous Arma titles were built. As a result, anyone looking to create content for Arma Reforger or future Arma installments will need to adapt to the new modding system.
We understand this may pose a daunting obstacle for modders comfortable with the older engine. For those who have never created mods before, even more so. However, as you learn, you'll be using the same powerful tools as the developers themselves to create new systems, features, assets, and scenarios.
To help you along, we've decided to launch a series of Modding Boot Camps, aimed at teaching you the ins and outs of the Enfusion engine and helping you bring your creative visions to life more quickly. Starting November 20, the developers themselves will be presenting workshops, both recorded and live, and hosting Q&A sessions to cover the fundamental modding principles and their practical application.
Topics range from animation to scripting to how to create your own game modes and more. You will learn how to modify the game to create whatever you can imagine in Enfusion. Each month, we will announce new sessions, so keep your eyes peeled for updates!
The Modding Boot Camps will be hosted on the Arma Discord in the mbc_stage channel, and you can ask any questions related to the presentations in the mbc_forum channel.
If you miss a stream, be sure to check the Tutorials section of the Arma Reforger Dev Hub to watch the video and find any supporting documentation.
To kick things off, on November 20 at 2000 UTC, join us for our first Modding Boot Camp: Introduction to Enfusion, where Modding Supervisor Mario Enriquez will walk you through the Workbench, introduce you to the different editors and their functions, and give you an overview of modding in Enfusion.
Bohemia Interactive 25th Anniversary Sale
Attention Soldiers!
The Bohemia Interactive 25th Anniversary Sale is here!
Celebrate this milestone by picking up Arma Reforger for yourself or a friend at 25% off!
For even more in-game assets, scenarios, mods, and other types of content, visit the Arma Reforger Workshop in-game or via a web browser. Here, you'll find tons of free items shared by talented community content creators.
Welcome to the latest Arma Reforger Community Radar, or as we also call it: #COMRAD. We have another great selection of community content this month for everyone to enjoy!
If you would like to suggest content for next month's #COMRAD, make sure you tag @ArmaPlatform or #ArmaReforger on Twitter, or submit your suggestions to: Nillers on Twitter, Discord, or on our forums.
1.2.0.124 Update
Attention Soldiers,
We updated the Steam and Xbox versions of Arma Reforger.
Visit our Dev Hub to read about Known Issues. You can help us to further improve the game by posting your feedback on the Feedback Tracker.
Added: Holding movement input after exiting a vehicle now stops the character from performing the close door action, speeding the process up
Added: Teleporting character now adjusts replicated position on server
Changed: Character server replication system now holds position instead of velocity
Changed: Disallowed weapon reload through inventory unless the weapon is equipped
Changed: Disabled AI switching from gunner position to driver seat until retreat behavior is available to fix AI doing nothing after switching seats
Tweaked: Various vehicle door animations
Tweaked: Dead/injured characters stuck inside the vehicle during remove casualty action
Fixed: Several problems with killing player while getting in/out
Fixed: Car light was disabled when player left driver seat
Fixed: Player got stuck if they opened the front doors from the back compartment and vice versa
Fixed: Switching seat in quick succession made character stuck
Fixed: Open/close door action was not available from inside of some vehicles
Fixed: Restore removing of CanFinishVehicleAction event in the Begin of vehicle actions
Fixed: Open/Close door user action was not available from outside
Fixed: Map - It was impossible to draw lines to the point that had a marker on it
Fixed: Map - It was impossible to pan and zoom in or out while drawing the line
Fixed: Map - It was impossible to cancel drawing of a line - now it can be done with RMB or X on Xbox gamepad
Fixed: Map - When using gamepad, any input would focus random deletion button for drawn line and make it impossible to draw a new line without deleting some other line
Fixed: Map - When using gamepad, user was unable to use the cursor to select which line was meant to be deleted
Fixed: Map - When player would hover over the toolbar, then the crosshair that points to cursor position, it would disappear until map was opened again
Fixed: Map - Cursor would become invisible when using gamepad
Fixed: Map - Map toolbar would never lose focus
Fixed: Drawing on top of some markers would open their respective menus
Fixed: Drawn lines on the map would scale improperly when zooming in or out
Stability
Fixed: Possible crash when generating terrain icons for Terrain Editor tool due to missing texture format detection
Fixed: Multiple possible crashes when entering vehicles
Fixed: Server crash when opening door on a vehicle with hierarchy changes
Fixed: Crash related to Character Controller
Fixed: Crash caused by deleted consumable calling SetAlternativeModel
Fixed: Possible crash after streaming in a vehicle with occupant.
Fixed: Crash when loading a vehicle while character is doing a Get Out action
Fixed: VME in SCR_Flashlightcomponent
Fixed: VME when truck was set on fire
Fixed: VME in callsign manager
Fixed: LoiterType NONE error
Fixed: Crash when opening ProcAnimEditor
Fixed: VME in SCR_AIGroupPerception.AddOrUpdateGunshot if PerceivableComponent was not found
Fixed: VME when detaching UGL grenade
Playable Content
Fixed: Losing a base would sometimes not affect the victory countdown
Fixed: Displaying correct base name in Conflict
Modding
Added: Reporting script compilation error when someone attempts to mark static variable as a replicated property
Fixed: Added additional anim events Event_Vehicle_CanFinishAction to the OpenDoorOut animations
Changed: Dependent mods info in workshop UI changed to show only downloaded mods
Changed: Default SpawnDecalEffect lifetime is changed from infinite to 10 minutes
Changed: Snapshot initialized as wrapper around external buffer can now be reallocated and become owner of new buffer, removing write size limitations - except running out of memory
Changed: Lifted 4 KiB size limit of single RPC argument.
Changed: Second argument of RplNode.SetParent() renamed to unusedAndDeprecated to indicate that it should not be used and will be removed in the future
Changed: Switched from error to warning to make transition easier
Fixed: Integer overflow when parsing size of addons
Fixed: Displaying of dependencies to download size properly fallbacks to dependency reference
Removed: Removed unnecessary vtable pointer from SnapSerializer
Removed: Removed tests checking snapshot write failures when wrapped buffer is not large enough
Removed: References of roadnetwork file
Audio
Changed: Footscape sound at end of get out anim exchanged for regular footstep sound
Fixed: Wrong sound event name for doors in Ural
Fixed: Detonator animation and sound played while placing charges
Fixed: Open door finish SFX
Fixed: Missing seat creak SFX when getting out of co-driver seat
Fixed: Weapon handgrab sound does not play when switching gadgets
1.2.0.102 Update
Attention Soldiers,
We updated the Steam and Xbox versions of Arma Reforger.
Visit our Dev Hub to read about Known Issues. You can help us to further improve the game by posting your feedback on the Feedback Tracker.
Changed: HDR Darkness and brightness limits, target brightness, and shutter limits by weather cycle
Changed: Bleeding visible on the clothes will now get gradually more intense as the bleeding continues
Changed: When creating streams for proxies, use an array holding all proxy nodes instead of traversing node hierarchy
Changed: Increased callsign pool for FIA from 128 to 360 to prevent warnings from being spawnedFixed: Clothes would not update the replication parent when an item was inserted/removed
Tweaked: Fuse time on the colored flares is the same as on the white ones
Fixed: Doors were always visually closed after reconnecting or joining a game in progress (T182302)
Fixed: Ability to process multiple open door requests over multiple frames to make sure they all get processed by the animation graph
Fixed: Switching seats and exiting vehicle when primary door is obstructed
Fixed: Accessibility points of Ural-4320
Fixed: Explosive charges being garbage collected straight from player inventory and storage containers
Fixed: Missing fuel progress bar on jerry cans
Fixed: Focus on last focused storage slot when switching from storage mode
Fixed: Highlights on storage no longer ignore equipment storage components when searching for free slots
Fixed: Pop-up notifications were either not working at all in certain scenarios or they were stuck in queue and displayed at once in a row
Fixed: Dragging an item on a supply box transferred it to player's inventory
Fixed: Weapon inspection took magazines attached to other weapons in the player's inventory
Fixed: Time until the detonation of explosive charges would be incorrect for Game Master that was not a host
Fixed: Exiting a flipped or semi-flipped vehicle sometimes caused character to teleport below ground
Fixed: CompartmentManager was not found on compartments that were in a slot
Fixed: Remove duplicated Hierarchy components in compositions and CTI instances
Fixed: Characters were snapped to canopy on net machine guns on turret exit
Fixed: US roadblock navmesh recalculation
Fixed: Explosive charges wouldn't stream in properly for proxy clients
Fixed: Replication should create all streams for proxies even if user code modifies node hierarchy in RplLoad callback
Fixed: Checking for item usage as a condition for being able to get out of the vehicle
Fixed: Cancel item use when getting out of the car
Fixed: Optimized simulation of bloody clothesÂ
Fixed: Low ready stopped working after arbitrary conditions failed: changing stance, lean, or changing fire mode
Fixed: If shot while wearing clothes, your skin will now show damage after removing the clothes
Stability
Fixed: Spawning UAZ-469 with PKM in Pause crashes the game
Fixed: Freeze during navmesh tracing
Fixed: VME when no EditorManager is found
Fixed: Crash due to missing handlers
Fixed: Memory leak in BaseLoadoutClothComponent
Fixed: Rare RoadBlockManagerCrashes
Fixed: Logs spamming about unknown keywords in prefab of m60d
Fixed: Memory leaks related to road network
Fixed: Added Group and Tripod Catalog to CIV faction and faction less to remove error spamming
Fixed: A possible crash with explosive charges attached to destructible entities
Fixed: -disableAIÂ param shouldn't crash anymore
Fixed: ScriptCompiler: push/pop of plain pointers not working
Fixed: Memory leak in bt::NativeVariable
Fixed: Memory leak for two static instances of DamageContext and DotDamageEffectTimerToken
Fixed: Error spam because placeable item was changing its parent before it was removed correctly from player inventory
Fixed: Crash with WEAPON_FIRED event in turrets
Fixed: VME with SCR_CampaignMilitaryBaseComponent
Fixed: Potential nullpointers in AnimatedAmmoBeltSystem and bloodOnClothesSystem
Fixed: Streamable parameter was turned off on deployable radio's RplComponent, causing all AI with radios to be streamed to clients at all times
AI
Fixed: AI would not get out of BTRÂ
Fixed: Helicopter pilot slot should not be occupied by AI
Fixed: Commanded AI now responds in voice to commands in MP
Fixed: Behavior of AI when group leader dies
Modding
Added: Ability to get AnimationController from AnimationControllerComponent
Added: BaseProjectileComponent.SetInstigator
Changed: Switched m_CharacterOwner in SCR_GadgetComponent from IEntity to ChimeraCharacter
Scenario Framework
Fixed: Deliver vehicle tasks could get completed when the player reaches the task even without the vehicle
Fixed: AI Action Getter optional state wrongly retrieving AI slot
Fixed: ON_TASKS_INIT tasks that are further down in hierarchy do not get spawned by the scenario framework
Fixed: Setting max tasks to more than 5 makes the framework spawn way more tasks than intended
Fixed: Task Clear Area sometimes could not be finished (T182474)