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Workshop mod by it_is_Sunshine

Sunshines True Commander Arma Reforger Mod

Deeper Command gameplay: new Construction Clearance and Decapitation Protocol features. Restrict buildings per outpost. Killing an enemy Commander triggers lockout, cooldown, task loss, & more.

6A19181A716D3B92
Sunshines True Commander preview

Ranking

Popular#370385.8Falling#361935.8
5Serversrunning this mod
8Observed players nowon servers reporting this mod
4.1kEstimated player-hours (7d)7-day data
DeploymentTop 16%84.0ahead of 84% of tracked mods by servers running it
ActivityTop 12%88.5ahead of 88% of tracked mods by play on those servers
Popularity85.8deployment and activity combined
How those 5 installs happen100% traced
  • Not identified as a dependency1
  • Required by another mod4
Last 30 days
Servers, last 30 days
5 latest6 peak, 7 Nov1 low, 10 Oct

Servers reporting the mod in each hourly observation. Last 30 days. Shaded bands mark periods with no observations, which is not the same as zero.

Daily values
Servers, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
10 Oct11124
11 Oct11124
12 Oct11124
13 Oct11124
14 Oct11124
15 Oct11124
16 Oct22124
17 Oct22124
18 Oct22224
19 Oct22124
20 Oct23124
21 Oct22224
22 Oct22224
23 Oct22224
24 Oct22224
25 Oct22224
26 Oct22224
27 Oct33224
28 Oct33324
29 Oct33324
30 Oct44324
31 Oct44324
1 Nov44324
2 Nov44324
3 Nov34324
4 Nov45324
5 Nov35324
6 Nov55324
7 Nov66524
8 Nov55421
Observed players, last 30 days
12 latest145 peak, 7 Nov0 low, 10 Oct

Sampled player counts on servers reporting the mod; not unique players. Last 30 days. Shaded bands mark periods with no observations, which is not the same as zero.

Daily values
Observed players, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
10 Oct022024
11 Oct26024
12 Oct08024
13 Oct18024
14 Oct09024
15 Oct04024
16 Oct03024
17 Oct027024
18 Oct17024
19 Oct14024
20 Oct18024
21 Oct17024
22 Oct12024
23 Oct010024
24 Oct021024
25 Oct01024
26 Oct01024
27 Oct02024
28 Oct25024
29 Oct06024
30 Oct799024
31 Oct17100024
1 Nov27119024
2 Nov468024
3 Nov19024
4 Nov6104124
5 Nov016024
6 Nov16109024
7 Nov16145124
8 Nov12128021

Calculated Nov 8, 2026, 11:54 PM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.

Summary

Deeper Command gameplay: new Construction Clearance and Decapitation Protocol features. Restrict buildings per outpost. Killing an enemy Commander triggers lockout, cooldown, task loss, & more.

Official Workshop description

SUNSHINE'S TRUE COMMANDER Introducing commander (and team-wide) gameplay that is SIGNIFICANTLY more meaningful than merely sitting at MOB, babysitting logistics AI and occasionally trying to herd the cats (or just choosing to ignore what your commander is up to). This mod brings gameplay overhauls to HQC mode's commander role that allow him true control over the team's strategy and opens up a whole new way to fight the enemy. He will no longer just be the man who manages unruly AI logistics or be a glorified manager that few people listen to. His presence is important, impactful; True Commander unshackles the deep strategic potential HQC mode has and unleashes a whole new dimension of emergent gameplay for all your players. The current version of this mod brings two features to HQC mode: "Construction Clearance" and; the "Decapitation Protocol". THE FUTURE - On-going balance and bug fixes. - Introduce a "budgets" feature. PLAY SOMEWHERE THAT HAS THIS MOD Search for server "Operation Sunshine". I would be delighted to have more of you join us. [GBR-EUR] Operation Sunshine (1st Person) | VANILLA+ | HQC+ | All Welcome ========= FEATURE: CONSTRUCTION CLEARANCE Choose what services can be built at each of your bases. CONTROL: Never haemorrhage supplies at essential bases ever again. STRATEGY: Adds meaningful decisions for the commander, allowing him greater strategic control. INTUITIVE: Notifications and build-menu icons make it clear to your team which services are restricted. - Inside the Operations map you will now see a "Manage restrictions" option for each base. - All the services that can be built are listed. Commander can choose which are restricted. - All players using the build menu will see which services are restricted; the service will be greyed-out, have a pause icon overlaid and a pop-up notification will appear when clicking it. ========= FEATURE: THE DECAPITATION PROTOCOL This mod alters many of the game systems that govern the commander role, making his survival paramount to any squad (or lone-wolf) on the team. Protect your CO or else your operations may grind to a halt; eliminate the enemy's to disrupt theirs. Discover a whole new dimension to not just the commander's gameplay, but the whole team's. You will have friendlies running protection details, launching rescue missions to extract commanders from hot zones; your recon and spec-ops teams will be identifying and hunting down enemy C.O.s; you will be setting up remote command locations to keep your commander's operations discrete. CAT & MOUSE: Protect your C.O.; send out your recon teams to track down the enemy's. WET WORK: Team-wide XP gains and losses for C.O. assassinations. Put your special-forces to (wet)work. STRATEGIC IMPACT: The commander is not quickly replaced, and losing him can result in a significant disruption. FULL CONTROL: A variety of mission headers are available that server owners can use to tweak the mod. When your commander dies/resigns: - The role is locked for 45minutes; - All current team tasks are deleted; - Your team loses a large amount of XP; - The team who killed him all receive a large amount of XP; - The assassin himself receives much more XP than usual. Additionally: - There is (mostly) no AI commander to pick up the slack. Someone needs to be C.O.; - Commander cannot resign for 45mins after ascending to his role; - Friendly fire does NOT result in team-wide XP loss, but all other effects apply. - Friendly fire results in the TKer being immediately set to Renegade rank (can be configured). - A variety of custom XP rewards to incentivise player behaviours. ========= FEATURE: THE INTELOPS Directive New physical resource and a whole new way to play HQC. This introduces a new, physical resource to the HQC game mode: Intelligence. This resource the team must protect from the enemy and deliver to HQ for their commander to use in generating intelligence reports about enemy activities. The whole team, not just the commander will interact with this system. See images for more info. ========= MISSION HEADERS "missionHeader": { "m_SUN_Settings": { "m_bSUN_DecapitationProtocolEnabled": true, "m_fSUN_CommanderLockoutMinutes": 45, "m_fSUN_CommanderResignCooldownMinutes": 45, "m_iSUN_CommanderDeathPenaltyTeamXP": -1, "m_iSUN_EnemyCommanderTeamBonusXP": -1, "m_iSUN_CommanderTeamkillTargetXP": -150, "m_iSUN_EnemyCommanderKillXP": -1 },

Servers running this mod

6

6 currently listed servers report Sunshines True Commander in its mod list. Showing the 5 with the most players.

View all 6 servers

Versions

10
published · approved · 3.07 MiB
published · approved · 3.06 MiB
published · approved · 3.05 MiB
published · approved · 3.05 MiB
published · approved · 3.05 MiB
published · approved · 3.05 MiB
published · approved · 3.05 MiB
published · approved · 40.1 KiB
published · approved · 39.7 KiB
published · approved · 36.7 KiB
1.0.8Game 1.9.0.37 · 3.07 MiB · Nov 5, 2026
Dependencies: 0Scenarios: 0PublishedApproved
- TWEAKED: Intel dossier generation threshold lowered. This means enemy operations plans now convert 1:1 into one of your own faction's intel dossiers, making them even more valuable to steal.
- FIXED: A bug where if the commander disconnected and returned several hours later and no one else became commander whilst he was gone, he would return with full commander actions despite not being in the commander role.
- NEW: There is now a custom grace period for a commander-player if he disconnects. If he returns within 10mins he will resume as normal. If he does not come back within the grace period then one of two things happens: if he was able to resign (as in resignation was not on cooldown), it treats his disconnection as a legitimate resignation. If he was not eligible to resign then all current tasks are deleted BUT the team does not suffer an XP penalty. This prevents any exploits but does not heavily punish the entire team for legitimate disconnections.
- TWEAKED: Commander death penalty (whole team): -400 XP to -200 XP. At the old 1.5x multiplier this was -600 in practice, so it is now a third of what it was.
- TWEAKED: Team bonus for killing the enemy commander: +250 XP to +60 XP. The personal reward to the player who makes the kill is unchanged at +250.
- NEW: Command Presence. While your faction has a commander, 60% of every positive XP award you earn is banked and paid to the team in one batch every 20 minutes of his term. If he is killed or voted out, the unpaid bonus is lost. If you leave, your bank is paid straight away.
- NEW: Command Commission (the commander's survival XP). He receives 5% of the bonus paid to his team in each batch, with a minimum of 20 XP and a maximum of 60 XP per batch. His pay therefore scales with team size: with a small team he is at less risk and earns less, with a large team he is at far greater risk and earns much more. His rewards are tied to his team's, so his incentives are the team's. The minimum means he always receives a little, even with a small team.
- NEW: Survival XP (non-commanders). It replaces vanilla's old (and no longer used) survival XP and works the same way with different numbers and intervals. Every 15 minutes you receive XP which increases in amount each tick. It resets when you die. Guards stop inactive players from inflating their XP. The commander is exempt and is paid through Command Commission instead.
- NEW: Protection Detail XP. It works like squad cohesion, with the commander as the centre: every 90 seconds, if you are within 100m of your commander, you earn XP. It resets when you leave range.

WITHOUT A COMMANDER: vanilla 1x rates, plus the new survival XP below.
WITH A COMMANDER:  everything you earn also banks a 60% bonus, a little more than the old 1.5x gave. It is paid to the whole team as one batch every 20 minutes of his term. You also earn Protection Detail XP for staying close to him.

The aim is to give teams a real reason to field a commander beyond the intel system and setting tasks, and to make him a clear positive for the team if he stays alive and stays in the field. The incentive moves away from punishing a team for losing a commander, or for not fielding one, and towards rewarding the team that has one. Not fielding a commander is no longer a loss, it just means forfeiting a luxury. Hunting the enemy commander is a way of damaging the enemy's XP economy, and fielding your own is how you maximise yours. If you have a commander and the enemy does not, the economy tips towards you, not by punishing them but by denying them the bonus.

config.json entry

{
  "modId": "6A19181A716D3B92",
  "name": "Sunshines True Commander",
  "version": "1.0.8"
}

Use Sunshines True Commander on your server

Add Sunshines True Commander 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/6A19181A716D3B92
GET https://api.reforgermods.net/v2/mods/6A19181A716D3B92/versions

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