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Workshop mod by Seebie90 I Nomad

GTG Safe Zone Arma Reforger Mod

The last safe zone mod you'll ever need. Any shape you want, an alarm ring, no invulnerable firing positions, and full setup live in the Game Master.

6A1956951A3B100B
GTG Safe Zone preview

Ranking

Popular#167791.9Falling#233763.4
17Serversrunning this mod
35Observed players nowon servers reporting this mod
16.3kEstimated player-hours (7d)7-day data
DeploymentTop 10%90.3ahead of 90% of tracked mods by servers running it
ActivityTop 6%94.2ahead of 94% of tracked mods by play on those servers
Popularity91.9deployment and activity combined
How those 17 installs happen100% traced
  • Not identified as a dependency14
  • Required by another mod3
Last 30 days
Servers, last 30 days
17 latest21 peak, 16 Oct9 low, 29 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 Sept1719168
20 Sept18191424
21 Sept14181424
22 Sept13171324
23 Sept15161224
24 Sept15181524
25 Sept16161524
26 Sept15161224
27 Sept12151124
28 Sept12141124
29 Sept1414924
30 Sept14161324
1 Oct16161224
2 Oct1216924
3 Oct11131024
4 Oct14161124
5 Oct1214924
6 Oct15151224
7 Oct14161224
8 Oct15161224
9 Oct17181424
10 Oct16191624
11 Oct16191424
12 Oct15171424
13 Oct16161224
14 Oct18181524
15 Oct20201624
16 Oct16211624
17 Oct18201524
18 Oct17191624
19 Oct17181616
Observed players, last 30 days
35 latest199 peak, 16 Oct2 low, 29 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 Sept1561811138
20 Sept1391785124
21 Sept1311621424
22 Sept1371402624
23 Sept1421421124
24 Sept1371391424
25 Sept1101691924
26 Sept1581954024
27 Sept1401802224
28 Sept1421521024
29 Sept138138224
30 Sept1151481124
1 Oct139139724
2 Oct130168724
3 Oct1321612224
4 Oct1361792824
5 Oct88136824
6 Oct1311311124
7 Oct1191291324
8 Oct136154724
9 Oct1581771824
10 Oct1611862724
11 Oct1321901824
12 Oct1361801324
13 Oct141156424
14 Oct1391821524
15 Oct128179824
16 Oct1511991124
17 Oct1751952524
18 Oct841852724
19 Oct351341216

Calculated Oct 19, 2026, 3:06 PM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.

Summary

The last safe zone mod you'll ever need. Any shape you want, an alarm ring, no invulnerable firing positions, and full setup live in the Game Master.

Official Workshop description

MOST SAFE ZONES ARE A CIRCLE AND A DAMAGE FILTER. THIS ONE ISN'T. A sphere with damage set to zero works until your base isn't a circle — and no base is. You either leave half your spawn open or swallow the enemy's approach with it. And if only damage is cancelled, players inside still shoot out while being immortal. ANY SHAPE YOU WANT Place corner points (2) one after another and they form the outline. Three minimum, no maximum, and the shape may be CONCAVE — cut a notch around a hillside, follow a wall, leave a corridor open on purpose. Look at the indentations in the image: no circular zone can do that. One master prefab (1) sits anywhere inside and carries every setting. Around the outline lies the alarm ring (3). IT BLOCKS THE ACTION, NOT THE DAMAGE Inside a quiet zone weapons don't fire, melee doesn't swing, mines and charges can't be placed. Nothing is absorbed after the fact — the attempt is stopped, and the player is told why. Everyone protected inside is invulnerable. THE ALARM An enemy crossing the ring releases weapons FOR EVERYONE, defenders included, while invulnerability stays. Your base defends itself the moment it is threatened, and the attacker cannot hide behind your own zone. Clears itself after a configurable hold time. SHOOT FROM INSIDE, LOSE YOUR PROTECTION The part most safe zones get wrong: cancel damage only and the zone becomes an invulnerable firing position. Here, anyone landing a hit from inside forfeits protection until they leave — the shooter AND the vehicle they sit in, because a turret shot reports the gunner as the attacker, not the tank. Not optional. OPTIONAL DAMAGE REFLECTION (off by default) - separate shares for shooter and vehicle, so you can spare either - the vehicle is destroyed before the shooter dies - per-vehicle cooldown, so one burst doesn't wreck it instantly - fire damage can be excluded EXPLOSIVES Charges inside don't detonate. Not planted outside and driven in, not triggered from outside, not triggered by someone standing inside. HEALING ALWAYS WORKS Bandages, tourniquets, morphine, medkits, ACE Medical. The zone prevents harm; it does not heal, and your medics stay relevant. FACTION AWARE An enemy inside your zone is NOT protected by it. Set a fixed faction, or: AUTOMATIC — follows whichever faction controls a base, command post or spawn point inside. For PvP servers where bases change hands; nothing to edit when the map flips. NEUTRAL — everyone protected, nobody an enemy, no alarm. For trading posts and neutral ground. HEIGHT LIMITS Floor and ceiling per zone. Aircraft above the ceiling are not protected and may fire. SHOWN ON THE MAP Outline and alarm ring appear on every player's map — green, red while the alarm is active, the ring in yellow. Switchable per zone, so you can advertise your main base and keep an ambush zone hidden. GAME MASTER, LIVE — OR BAKED INTO YOUR SCENARIO Both prefabs sit in the entity browser under SYSTEM. Drop the master, click your points; the zone redraws after every point you add, move or delete. No restart, no reload. An admin can wrap a contested base mid-round, reshape it while players are standing in it, and switch it off when the fight moves on. Right-click the master for all fourteen settings — ring width, hold time, owner, height limits, reflection values, scan interval, and whether the zone is drawn on the map. Applied instantly. The same prefabs work in the Workbench for zones baked into a world. No manager component, no config entry, no script call. Several zones coexist; points go to the nearest master, or by zone name. KNOWN LIMITATION Firing a VEHICLE TURRET cannot be prevented by script — the engine does not expose that input. The shot goes off; the moment it lands, gunner and vehicle lose protection until they leave. That is why the forfeit rule is mandatory. Everything else — infantry weapons, thrown explosives, melee, mine and charge placement, detonation — is blocked outright. TITLE IMAGE 1 — the master, one per zone, carries every setting 2 — the points you place; the outline follows 3 — the alarm ring between the two lines FEEDBACK Found a bug? Report it to Seebie90 I Nomad on the Arma Discord.

Servers running this mod

17

17 currently listed servers report GTG Safe Zone in its mod list. Showing the 5 with the most players.

View all 17 servers

Versions

10
published · approved · 2.06 MiB
published · approved · 2.06 MiB
published · approved · 2.06 MiB
published · approved · 2.06 MiB
published · approved · 2.06 MiB
published · approved · 2.06 MiB
published · approved · 2.06 MiB
published · approved · 2.06 MiB
published · approved · 2.06 MiB
published · approved · 2.06 MiB
1.0.0Game 1.8.0.10 · 2.06 MiB · Aug 16, 2026
Dependencies: 0Scenarios: 0PublishedApproved
GTG Safe Zone -- update

FIXED: WEAPONS COULD NOT BE DRAWN INSIDE A ZONE

Console players reported that standing in a safe zone made it impossible to
equip or draw a weapon at all. It affected everyone, but on a keyboard it
usually went unnoticed because the weapon tends to be up already on entry.

The fire block was a timed engine lock, refreshed every frame. Vanilla uses
that call in exactly one place -- after a gadget is put away -- and in that
state the animation layer also holds the weapon down. Refreshed every frame it
meant anyone inside a zone was permanently in the engine state "just stowed the
binoculars".

Removing it was not an option: without it, firing inside the zone worked again.
Clearing the fire input does not hold for a player, because it is a per-frame
flag and the shot has already gone off by the time the check runs. Grenades and
melee stay blocked either way -- those can be cancelled mid-motion, a shot
cannot.

The lock is now applied to players only once the weapon is raised. A weapon
that is not in hand cannot be raised, so equipping and drawing stay free and
the lock arms only afterwards. AI keeps the unconditional lock.

Consequence to expect: inside a zone the weapon cannot be held raised, it sinks
back down. That is the block doing its job, not a glitch.

Verified on the live server: weapon draws on controller and keyboard, firing
blocked with both, grenade throw still cancelled at the pin.

config.json entry

{
  "modId": "6A1956951A3B100B",
  "name": "GTG Safe Zone",
  "version": "1.0.0"
}

Use GTG Safe Zone on your server

Add GTG Safe Zone 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/6A1956951A3B100B
GET https://api.reforgermods.net/v2/mods/6A1956951A3B100B/versions

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