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Workshop mod by SevasTra

APOC Zombies Arma Reforger Mod

Project APOC zombies with randomized appearances, nine behavior types, wall-climbing Crawlers, enhanced hearing, body-part damage and Game Master groups.

6AB146139B6F19A0
APOC Zombies preview

Ranking

Popular#908568.0Rising#233169.4
2Serversrunning this mod
0Observed players nowon servers reporting this mod
129Estimated player-hours (7d)7-day data
DeploymentTop 29%71.4ahead of 71% of tracked mods by servers running it
ActivityTop 37%62.8ahead of 63% of tracked mods by play on those servers
Popularity68.0deployment and activity combined
How those 2 installs happen100% traced
  • Not identified as a dependency2
Last 30 days
Servers, last 30 days
2 latest5 peak, 31 Oct1 low, 26 Oct

Servers reporting the mod in each hourly observation. Covers 14 days of the 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.
26 Oct33119
27 Oct33324
28 Oct33324
29 Oct33324
30 Oct44324
31 Oct45324
1 Nov44324
2 Nov35324
3 Nov34324
4 Nov33324
5 Nov33324
6 Nov44324
7 Nov34324
8 Nov23221
9 Nov2222
Observed players, last 30 days
0 latest14 peak, 27 Oct0 low, 26 Oct

Sampled player counts on servers reporting the mod; not unique players. Covers 14 days of the 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.
26 Oct99019
27 Oct714024
28 Oct38024
29 Oct17024
30 Oct35024
31 Oct1013024
1 Nov89024
2 Nov313024
3 Nov210024
4 Nov13024
5 Nov02024
6 Nov02024
7 Nov01024
8 Nov00021
9 Nov0002

Calculated Nov 9, 2026, 1:28 AM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.

Summary

Project APOC zombies with randomized appearances, nine behavior types, wall-climbing Crawlers, enhanced hearing, body-part damage and Game Master groups.

Official Workshop description

Project APOC's standalone zombie NPC system for Arma Reforger 1.9. Requires only the base game. A dedicated APOC Zombies faction provides Random, Normal, Fat and Muscular characters; individual AI-role entries; and Small (3), Medium (9), Large (15) and Swarm (30) groups in Game Master. Group spawns emerge from the ground, and group markers disappear after every member is permanently dead. APOC is hostile to human factions and mutually friendly with Bacon Zombies and Project Outbreak Zombies when present; neither is a dependency. Bodies, skins, compatible clothing, hats, masks and animation styles are randomized. Standing zombies choose from 16 idle, 13 walk and 4 run styles at spawn. Eight melee attacks draw from four animation packs, selected by the server without immediate repetition, with individual impact/recovery timing. Existing crawl attacks remain separate. Loop joins, standing frames in movement clips, wall-idle orientation and crouched look-around palms have been corrected. Zombies can see up to 100 m. Walls, intact foliage and dense smoke block sight. Clearing foliage can reopen a sightline. Zombies keep pursuing a visible target when players cross paths, switching if another is at least 20% closer or is in melee reach while the current target is outside it. After losing sight they run to the last observed position, then search first along the direction they last saw the target moving. Nearby zombies spread out to search and approach. Gunfire and allied calls prompt them to investigate the reported location. Damage from beyond sight and hearing sends them toward the approximate incoming direction. Head destruction is fatal. Torso depletion causes a random 10-30 second knockdown; limb damage disables abilities. Zombies can swarm and feed for 5-60 seconds after killing a player. Permanently dead zombies despawn after 15 seconds. Spawn odds: Standard 39%, Hunter 10%, Smart 10%, Fast 10%, Soldier 5%, Thief 1%, Sentry 10%, Sneaky 5%, Crawler 10%. Hunters explore and call allies toward observed threats. Smart zombies use doors, cross suitable low obstacles up to 1.15 m, and dismantle supported destructible barricades. Short checked detours are preferred when worthwhile. All types combine native navmesh guidance with bounded local collision routing. Fast zombies chase at 6.75 m/s. Soldiers inherit smart behavior and recover loaded dropped firearms, using their existing ammunition. Thieves tackle a player, take one eligible loose inventory item and flee; stolen items drop on death. Sentries give a loud alarm, alerting zombies within up to 150 m with a 12-second cooldown and reduced range through cover. Sneaky zombies use quiet approaches, flanks and low crawling with headroom checks. Crawlers move on all fours and traverse supported static walls and flat ceilings; failed surface routes fall back to ground navigation. Limb destruction disables surface traversal. Optional ambient population: enable $profile:APOC_Zombies/ambience.json on the server. A server-owned manager creates hidden emerging encounters near live players, with higher local targets near building clusters, shared population limits, optional spawn zones/exclusions, and delayed retirement of its own distant inactive zombies. GM/scenario zombies are never adopted for cleanup. Default ambient cap is 48; settings are editable. Missing configuration leaves automatic spawning off. This system is independently authored and has no third-party mod dependency. The optimized package retains active appearance, animation and sound choices. Runtime work is bounded and redundant animation/idle-navigation updates are reduced. Controlled local tests cover animation playback, attack timing, search presentation, ambient replication/cleanup and selected obstacle routes. Live-server latency, dense crowds, long-session load, custom-map navigation and brief attack-transition hitbox issues still need gameplay validation. Ladders, zombie piles, breaking doors/windows and general surface climbing for other roles remain future work. Credits: Quantum Assets - Modular Zombie Mega Bundle; RamsterZ - Zombie Animations; Misery Studio - Zombie Animation Pack; 344 SFX - Infected Zombie Voices; Bugrimov Maksim - 56 Animations For Creatures; purchased Feral Zombie and Gruesome Zombie animation sets. Third-party assets remain subject to their creators' licenses. All APOC zombies die within 250 m horizontally of the US main base or currently US-owned FOBs, including ambient, GM and scripted spawns. Checks run once per second, independently of ambience. Corpses clear after 15 seconds. FOB protection follows US ownership. Ambient spawns remain excluded from these areas.

Servers running this mod

2

2 currently listed servers report APOC Zombies in its mod list. Showing the 2 with the most players.

Versions

8
published · approved · 313 MiB
published · approved · 313 MiB
published · approved · 313 MiB
published · approved · 313 MiB
published · approved · 313 MiB
published · approved · 313 MiB
published · approved · 312 MiB
published · approved · 312 MiB
1.0.7Game 1.9.0.37 · 313 MiB · Nov 7, 2026
Dependencies: 0Scenarios: 0PublishedApproved
Updated for Arma Reforger 1.9.0.37.

• Zombies keep pursuing a visible target when players cross paths. They switch if another target is at least 20% closer or is within melee reach while the current target is outside it.
• After losing sight of a moving target, zombies first search in the direction they last saw it moving. Gunfire and allied calls still send them to investigate a location.
• Dense smoke now conceals targets. Intact foliage still blocks sight, and clearing a bush can reopen the sightline. The 100 m vision limit still applies.

Tested on a local dedicated Conflict server. US, Soviet and FIA troops engaged APOC zombies. Checks also covered ambient spawning, 250 m US base protection and corpse cleanup.

config.json entry

{
  "modId": "6AB146139B6F19A0",
  "name": "APOC Zombies",
  "version": "1.0.7"
}

Use APOC Zombies on your server

Add APOC Zombies 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/6AB146139B6F19A0
GET https://api.reforgermods.net/v2/mods/6AB146139B6F19A0/versions

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