Arma Reforger config.json Explained
An Arma Reforger dedicated server is configured by a single JSON file passed to the server with the -config startup parameter. This guide focuses on the fields admins actually change.
Minimal working shape
This is the smallest useful shape to understand before adding advanced options. The authoritative field list remains the official Bohemia Interactive server documentation.
{
"bindAddress": "0.0.0.0",
"bindPort": 2001,
"publicAddress": "",
"publicPort": 2001,
"game": {
"name": "My Reforger Server",
"maxPlayers": 32,
"scenarioId": "{ECC61978EDCC2B5A}Missions/23_Campaign.conf",
"crossPlatform": true,
"mods": []
}
}
Network settings
bindAddress/bindPort- The local address and UDP port the server listens on.
0.0.0.0listens on all interfaces; the conventional game port is2001. publicAddress/publicPort- The address and port advertised to players. Behind NAT or a proxy, set these to the externally reachable values.
a2s- An optional query endpoint with
addressandportfor Steam-style server queries.
RCON
The optional rcon object enables remote administration. It needs an address, a port, and a password. Keep the password out of screenshots and pastebins.
Scenario ID
game.scenarioId is required. Base-game scenario IDs are documented by Bohemia; modded scenario IDs appear on mod detail pages when Workshop exposes them.
The game object
name- The server name shown in the browser list.
password/passwordAdmin- Join password for players and admin login password for in-game administration.
admins- An array of player identifiers that receive admin rights automatically.
maxPlayers- The player limit. The engine supports up to 128 slots.
visible- Controls whether the server appears in the public server browser.
crossPlatform/supportedPlatforms- Controls console support. Platform identifiers include
PLATFORM_PC,PLATFORM_XBL, andPLATFORM_PSN. mods- The Workshop mod list. The adding mods guide covers the shape in detail.
modsRequiredByDefault- Controls whether listed mods are mandatory for joining clients unless a mod entry overrides it.
gameProperties
Inside game, gameProperties holds common tuning options.
serverMaxViewDistanceandnetworkViewDistanceset view distance limits; higher values cost server performance.serverMinGrassDistanceenforces minimum grass render distance on clients.enableAIenables AI systems for scenarios that use AI.disableThirdPersonforces first-person play.fastValidationspeeds up client joins and is recommended by the official docs for most servers.battlEyeenables or disables BattlEye.missionHeaderpasses scenario-specific overrides to the mission. Leave it empty unless scenario docs say otherwise.
Documented value ranges exist for view distance and grass settings; the validator flags values outside them.
The operating object
Top-level operating controls server-process behavior around lobby synchronization, persistence, AI limits, navigation streaming, and join queues. Treat these as tuning settings once the server already starts reliably.
enableAI- Controls AI processing at the operating layer. Keep it enabled for scenarios that rely on AI.
lobbyPlayerSynchronise- Controls whether players are synchronized while they are still in the lobby.
playerSaveTime- Controls how often player state is saved, in seconds.
aiLimit- Caps how many AI entities the server may run.
joinQueue- Controls how many players can wait when the server is full instead of being rejected immediately.