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Workshop mod by JDripstein

DCO_Extensions Arma Reforger Mod

Complete AI overhaul: infantry that suppress and flank, squads that clear buildings door by door, working ambushes and convoys, and Game Master tools to run it all. Requires CRX Enfusion A.I.

6A16AC294F079592
DCO_Extensions preview

Ranking

Popular#233689.1Rising#5099.1
34Serversrunning this mod
3Observed players nowon servers reporting this mod
2.4kEstimated player-hours (7d)7-day data
DeploymentTop 6%94.2ahead of 94% of tracked mods by servers running it
ActivityTop 19%81.4ahead of 81% of tracked mods by play on those servers
Popularity89.1deployment and activity combined
How those 34 installs happen100% traced
  • Not identified as a dependency34
Last 30 days
Servers, last 30 days
34 latest42 peak, 13 Oct18 low, 22 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 Sept2424229
20 Sept25282424
21 Sept24251924
22 Sept19241824
23 Sept26262124
24 Sept22271924
25 Sept21242024
26 Sept27272024
27 Sept24271924
28 Sept23242024
29 Sept25252124
30 Sept25262324
1 Oct28292524
2 Oct29302624
3 Oct31332724
4 Oct35352824
5 Oct32363124
6 Oct36373124
7 Oct39413524
8 Oct37413724
9 Oct35393324
10 Oct34363424
11 Oct31343024
12 Oct35352924
13 Oct40423124
14 Oct38403524
15 Oct35393524
16 Oct33363124
17 Oct35353124
18 Oct33363224
19 Oct34383315
Observed players, last 30 days
3 latest84 peak, 20 Sept0 low, 21 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 Sept383839
20 Sept1484124
21 Sept1425024
22 Sept1027024
23 Sept1933024
24 Sept1950024
25 Sept1530124
26 Sept3232024
27 Sept3549124
28 Sept1463024
29 Sept2647024
30 Sept1446024
1 Oct1756024
2 Oct5454124
3 Oct20741824
4 Oct4259424
5 Oct1658124
6 Oct2257124
7 Oct2140024
8 Oct3557224
9 Oct4054224
10 Oct5858224
11 Oct1153124
12 Oct2436024
13 Oct3942024
14 Oct3859124
15 Oct4252224
16 Oct4849124
17 Oct1643124
18 Oct1745524
19 Oct331015

Calculated Oct 19, 2026, 2:45 PM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.

Summary

Complete AI overhaul: infantry that suppress and flank, squads that clear buildings door by door, working ambushes and convoys, and Game Master tools to run it all. Requires CRX Enfusion A.I.

Official Workshop description

DCO EXTENSIONS Infantry fight properly: they suppress, flank, hold their range, use cover, and break or surrender when they've had enough. Squads clear buildings room by room, opening doors, stacking beside the breach and going in one man at a time. Game Masters get working ambushes with kill-zones, convoys that arrive as a column, live-editable task zones, and a Clear Buildings order on the command bar. An AI commander feeds reserves to the fight with optional LLM Connection capabilities. Everything is configurable from one server file or live from the GM menu. Server-side only, nothing attaches to a mission. Built on 25th Direct Combat Overhaul (MIT), now fully absorbed and grown well past it. REQUIRES - CRX Enfusion A.I. FEATURES AI behaviour (bundled from 25th DCO) - Morale: groups break, surrender, rally, and a surrender can be a trap. - Suppression: pinned units keep their heads down, seek cover, pop smoke and dig in. - Tactical movement: flanking, bounding overwatch, cover-aware repositioning, weapon-aware standoff. - Urban combat: room-by-room CQB clearing, garrisons, ambushes, machine-gun emplacements. - Vehicles: convoy doctrine, armoured angling, hijacking, safe eject. - Commander: reserves, QRF responses, objectives, and an optional external bridge for a server owner's own brain. Extension fixes - QRF zones stop dragging their groups back to the centre past 30 m and yield to your orders. - The commander skips groups already under orders, and all ten objective scoring fields are settable. - The ADVANCE course of action is implemented, so a group pushes through contact instead of stalling. - Convoy columns close up behind an arrived leader, drivers stay on the road, vehicle crews stop doing infantry drills. - Standoff is close-only: AI never back away from a fight to hold their minimum range. - CQB stacks gate on the nearest man, sweeps cover every floor, and Clear Buildings sits on the GM command bar. - Zone placeables take a faction; zones and objectives render as map markers. - Stuck AI horn honking is silenced without killing the early-warning honks. CONFIGURATION One file, written fully populated on first boot: $profile:DCO_Extensions.json. Sits beside DCO_Settings.json. Any key removed keeps its default, and a file that cannot be parsed isn't overwritten. SETUP Subscribe with CRX, start once, edit the config, restart. Server-side, nothing attaches to a mission. "[DCOX] DCO Extensions loaded" confirms it is running. CREDIT 25th Direct Combat Overhaul is by Playmaking, MIT licensed: https://github.com/25thplaymaking/25th-DirectCombatOverhaul. CRX Enfusion A.I. is by ATiM-.

Servers running this mod

34

34 currently listed servers report DCO_Extensions in its mod list. Showing the 5 with the most players.

View all 34 servers

Versions

10
published · approved · 450 KiB
published · approved · 445 KiB
published · approved · 425 KiB
published · approved · 378 KiB
published · approved · 378 KiB
published · approved · 369 KiB
published · approved · 109 KiB
published · approved · 108 KiB
published · approved · 107 KiB
published · approved · 106 KiB
2.3.1Game 1.8.0.10 · 450 KiB · Aug 31, 2026
Dependencies: 1Scenarios: 0PublishedApproved
Fixes and tuning:

CONVOYS
- A Game Master force move now takes a mounted column OUT of the fight instead of into it: the contact drill (break-contact and the flank assault) yields for mounted groups holding a GM waypoint, keeping only its fire-superiority half, so the column drives and the gunners stay hot. The exhibit was a live column at zero throttle for four minutes while the brain re-issued flank orders at a lone ambush survivor and the stall kicks fought it to exhaustion twice; the moment perception lapsed the standing move resumed on its own, which proved the grip was the drill.
- New m_bConvoyMoraleLock (on): a mounted column under orders never breaks and flees. Any live waypoint counts, not just a Game Master one (commander moves and convoy-link follow waypoints sit below GM priority), and so does membership in a linked convoy; the broken flag still sets, so morale takes effect the moment the column dismounts or its orders end. Owner doctrine: guns hot, keep driving.
- New m_bConvoyDriverRecovery (on): a vehicle with living crew but no conscious driver gets one back while under orders. A body in the pilot seat is ejected beside the vehicle, then a passenger is promoted into the seat using the same server-side placement the GM editor uses; cargo passengers are promoted before gunners, so the guns stay hot, and players are never touched. Closes the gap vanilla cannot: its replacement path needs a get-out first, which CRX force-stay refuses, and a driver who died in the seat blocked everything.

HORN
- The horn mute now starts unconditionally and the config value owns on/off at runtime: the old boot gate meant a server that started with m_bMuteAiHorn false could never enable the mute without a restart, and since the setting DEFAULTS to false, a fresh config shipped with the feature dead. The boot line also told the truth backwards - it printed ENABLED unconditionally whenever the system started - and now reports ENABLED with the patience/hold values, or INACTIVE naming the setting.
- New m_bHornColumnQuiet (on): a convoy follower blocked by his OWN column mate never honks. At the first press the mute checks whether another tracked AI vehicle sits in the driver's forward arc (18m, same group or same DCO convoy id) and suppresses instantly with no patience window, since a follower honking at his lead is the one honk with no audience - the probe sessions showed exactly that profile, pulses at 0-5kph with no contact. Warning honks at civilians, players and strangers are untouched, and it works even with the general mute off.
- Horn mute cycle telemetry under debug: every honk run logs its start with vehicle speed and the driver's lifetime hold count, every earned hold is numbered, every expiry logs the release, and a press observed WHILE a hold is active logs "hold NOT sticking" once per hold - the one signature that separates the engine outracing the frame-cadence zero from a driver eternally re-earning holds. Diagnosis for the "horn is back and not clearing" report; the behavioural fix follows the evidence.

config.json entry

{
  "modId": "6A16AC294F079592",
  "name": "DCO_Extensions",
  "version": "2.3.1"
}

Use DCO_Extensions on your server

Add DCO_Extensions 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/6A16AC294F079592
GET https://api.reforgermods.net/v2/mods/6A16AC294F079592/versions

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