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Workshop mod by Sixcoups

CDF Conflict PVE Arma Reforger Mod

Endless Conflict PVE campaign: AI garrisons, hidden counter-attack waves, AI mortar fire and vehicle patrols defend every point. Persistent across restarts. GM tools included.

68C2AEB33C88134A
CDF Conflict PVE preview

Ranking

Popular#1248050.4
1Serversrunning this mod
0Observed players nowon servers reporting this mod
162Estimated player-hours (7d)7-day data
Deployment46th45.6ahead of 46% of tracked mods by servers running it
ActivityTop 42%57.7ahead of 58% of tracked mods by play on those servers
Popularity50.4deployment and activity combined
How those 1 installs happen100% traced
  • Required by another mod1
Last 30 days
Servers, last 30 days
1 latest2 peak, 19 Sept0 low, 26 Sept

Servers reporting the mod in each hourly observation. Last 30 days.

Daily values
Servers, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
19 Sept1218
20 Sept11124
21 Sept11124
22 Sept11124
23 Sept11124
24 Sept11124
25 Sept11124
26 Sept12024
27 Sept11124
28 Sept11124
29 Sept11124
30 Sept11124
1 Oct11124
2 Oct11124
3 Oct11124
4 Oct11124
5 Oct11024
6 Oct11124
7 Oct11124
8 Oct11124
9 Oct11124
10 Oct11124
11 Oct11124
12 Oct11124
13 Oct11124
14 Oct11124
15 Oct11124
16 Oct11124
17 Oct11124
18 Oct11124
19 Oct11116
Observed players, last 30 days
0 latest12 peak, 25 Sept0 low, 19 Sept

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)
DayLastPeakLowObs.
19 Sept2508
20 Sept00024
21 Sept08024
22 Sept07024
23 Sept17024
24 Sept01024
25 Sept1012024
26 Sept05024
27 Sept02024
28 Sept00024
29 Sept02024
30 Sept07024
1 Oct00024
2 Oct01024
3 Oct00024
4 Oct00024
5 Oct00024
6 Oct03024
7 Oct00024
8 Oct00024
9 Oct45024
10 Oct00024
11 Oct02024
12 Oct06024
13 Oct03024
14 Oct00024
15 Oct00024
16 Oct911024
17 Oct1010024
18 Oct09024
19 Oct00016

Calculated Oct 19, 2026, 3:58 PM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.

Summary

Endless Conflict PVE campaign: AI garrisons, hidden counter-attack waves, AI mortar fire and vehicle patrols defend every point. Persistent across restarts. GM tools included.

Official Workshop description

CDF Conflict PVE turns Conflict into a persistent co-op PVE campaign: all players fight on the US side against a Soviet AI that defends its ground, counter-attacks and calls in mortar fire. == AI DEFENSE == - AI garrisons hold every point and fight to the last man. Once wiped, they stay wiped. - Counter-attacks: when the defenders fall, enemy squads assault in waves (1-12, scaled to player count). They spawn hidden: behind cover, out of sight, 350 m+ away, never from your approach axis or your bases. - AI mortars: a hidden mortar team deploys 400-2500 m out on a ballistically valid position and shells the objective (10-30 rounds), correcting onto players in the zone. - Vehicle patrols (BTR, armed UAZ, trucks): drivers and gunners hold their posts instead of bailing out, and patrol vehicles never despawn. - The AI can retake points on its own; civilians never block a capture. == PERSISTENCE == - The full PVE state survives server restarts: cleared garrisons, spent counter-attacks, captured points, door states. Mortars re-arm on enemy-held bases only. - Save diet: destruction debris and vehicle seats are stripped from saves (about 70% of their weight) and rubble is cleaned up. No more save freezes or FPS drops near ruins. == GAME MASTER TOOLS == - Context actions "Capture base (no counter-attack)" and "Reset base" (back to mission-start state). - Extra AI group types: civilians, BTR, armed UAZ, truck, mortar team, SF assault/recon, large squads. == CONFLICT TUNING == - Endless campaign: no control-point victory, the war lasts as long as you do. - Full arsenal and all vehicles from the start; the arsenal costs supplies, and supplies never regenerate on their own. - Respawn on deployable spawn points only (15 s + 5 s protection); commander role enabled. - Day x4 / night x12; buildable fortifications refunded at 80%; HQ tents locked against player editing. - Squad names survive when the leader leaves; base-defense XP no longer requires radio coverage. Requires CDF Map System. -------------------------------------------------- CDF Conflict PVE transforme Conflict en campagne PVE coop persistante : tous les joueurs combattent côté US face à une IA soviétique qui défend son terrain, contre-attaque et vous pilonne au mortier. == DÉFENSE IA == - Des garnisons IA tiennent chaque point et se battent jusqu'au dernier. Éliminées, elles le restent. - Contre-attaques : les défenseurs tombés, des groupes ennemis attaquent par vagues (1 à 12 selon le nombre de joueurs). Ils surgissent cachés : à couvert, hors de vue, à 350 m minimum, jamais depuis votre axe d'approche ni vos bases. - Mortiers IA : une équipe mortier se déploie à couvert entre 400 et 2500 m, sur une position validée par la balistique, et pilonne l'objectif (10 à 30 obus) en corrigeant sur les joueurs. - Patrouilles véhiculées (BTR, UAZ armé, camions) : pilotes et mitrailleurs restent au poste, et les véhicules de patrouille ne despawnent jamais. - L'IA peut reprendre des points toute seule ; les civils ne bloquent jamais une capture. == PERSISTANCE == - Tout l'état PVE survit aux redémarrages : garnisons nettoyées, contre-attaques épuisées, points capturés, état des portes. Les mortiers ne se réarment que sur les bases encore ennemies. - Régime de sauvegarde : débris et sièges de véhicules retirés des saves (environ 70 % de leur poids), gravats nettoyés. Fini les gels de sauvegarde et les chutes de FPS près des ruines. == OUTILS GAME MASTER == - Actions contextuelles « Capturer la base (sans contre-attaque) » et « Réinitialiser la base » (retour à l'état de début de mission). - Types de groupes IA supplémentaires : civils, BTR, UAZ armé, camion, équipe mortier, forces spéciales assaut/recon, grandes escouades. == RÉGLAGES CONFLICT == - Campagne sans fin : pas de victoire aux points de contrôle, la guerre dure tant que vous tenez. - Arsenal complet et tous les véhicules dès le départ ; l'arsenal coûte du ravitaillement, qui ne se régénère jamais tout seul. - Respawn uniquement sur points déployables (15 s + 5 s de protection) ; rôle de commandant actif. - Jour x4 / nuit x12 ; fortifications constructibles remboursées à 80 % ; tentes de QG verrouillées contre l'édition joueur. - Les noms d'escouade survivent au départ du chef ; l'XP de défense n'exige plus de couverture radio. Nécessite CDF Map System. Discord Sixcoups Mod : https://discord.gg/YEmJxmxcYF

Scenarios

2
<Insert world name>#AR-Campaign_GamemodeName · 64 players

<Insert world description>

{97DDD6FC1F152208}Missions/Arland.conf
<Insert world name>#AR-Campaign_GamemodeName · 64 players

<Insert world description>

{C2B63D0FC43B41FE}Missions/unnamed.conf

Running on 4 servers now

Servers running this mod

1

1 currently listed server reports CDF Conflict PVE in its mod list. Showing the one with the most players.

Versions

10
published · approved · 1.41 MiB
published · approved · 1.4 MiB
published · approved · 1.4 MiB
published · approved · 1.4 MiB
published · approved · 1.4 MiB
published · approved · 1.4 MiB
published · approved · 1.4 MiB
published · approved · 1.39 MiB
published · approved · 1.39 MiB
published · approved · 1.38 MiB
0.0.120Game 1.8.0.13 · 1.41 MiB · Oct 12, 2026
Dependencies: 1Scenarios: 2PublishedApproved
CDF Conflict PVE — AI no longer vanish for good from visited points

Fixed: AI on a point you had already visited could disappear for the rest of the game once you went elsewhere. When the server hit its active-AI limit, the game temporarily removed some groups, and the mod counted that as the group being killed.
Fixed: those groups now come back with their survivors when players return, and garrisons return to their defensive positions.
Fixed: resetting an abandoned point or withdrawing a counter-attack no longer counts the group as killed or launches counter-attacks by mistake.

CDF Conflict PVE — les IA ne disparaissent plus définitivement des points visités

Corrigé : les IA d’un point déjà visité pouvaient disparaître pour le reste de la partie une fois qu’on était parti ailleurs. Quand le serveur atteignait sa limite d’IA actives, le jeu retirait temporairement certains groupes et le mod les comptait comme tués.
Corrigé : ces groupes reviennent avec leurs survivants quand les joueurs reviennent, et les garnisons reprennent leurs postes de défense.
Corrigé : la remise à zéro d’un point abandonné ou le retrait d’une contre-attaque ne comptent plus le groupe comme tué et ne déclenchent plus de contre-attaque par erreur.

config.json entry

{
  "modId": "68C2AEB33C88134A",
  "name": "CDF Conflict PVE",
  "version": "0.0.120"
}

Use CDF Conflict PVE on your server

Add CDF Conflict PVE to the game.mods array of your server config.json. The config generator builds the full file, the mod manager keeps the mod list and its dependencies organized, and the config validator checks an existing config. The adding mods guide and mod dependencies guide walk through it step by step.

Fetch this mod from the API

The same metadata is available as JSON. See the API quickstart, the V2 reference, or the V1 reference.

GET https://api.reforgermods.net/v2/mods/68C2AEB33C88134A
GET https://api.reforgermods.net/v2/mods/68C2AEB33C88134A/versions

Data is cached from Arma Reforger Workshop metadata and may be stale. reforgermods.net is independent and is not affiliated with Bohemia Interactive.