Skip to content
reforgermods.net
Workshop mod by Cichy Laslo

Conflict Game Modifications Arma Reforger Mod

Switchable changes to Conflict: capturable and movable MOBs, radio-free capture, MOB-only spawn, base demolition and engineer-built bases. Each one on or off per scenario or server.

6AB2A667DF558EB8
Conflict Game Modifications preview

Ranking

Rising#69422.9
1Serversrunning this mod
1Observed players nowon servers reporting this mod
1Estimated player-hours (partial)Partial 7-day data (1% coverage)
Deployment27th27.1ahead of 27% of tracked mods by servers running it
Activity14th13.9ahead of 14% of tracked mods by play on those servers (partial 7-day data)
Popularity27.1deployment and activity combined (partial 7-day data)
How those 1 installs happen100% traced
  • Not identified as a dependency1
Last 30 days
Servers, last 30 days
1 latest1 peak, 31 Oct0 low, 31 Oct

Servers reporting the mod in each hourly observation. Covers 9 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.
31 Oct0105
1 Nov00024
2 Nov00024
3 Nov00024
4 Nov00024
5 Nov00024
6 Nov00024
7 Nov00024
8 Nov00021
9 Nov00024
10 Nov1102
Observed players, last 30 days
1 latest1 peak, 31 Oct0 low, 31 Oct

Sampled player counts on servers reporting the mod; not unique players. Covers 9 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.
31 Oct0105
1 Nov00024
2 Nov00024
3 Nov00024
4 Nov00024
5 Nov00024
6 Nov00024
7 Nov00024
8 Nov00021
9 Nov00024
10 Nov1102

Calculated Nov 10, 2026, 1:40 AM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.

Summary

Switchable changes to Conflict: capturable and movable MOBs, radio-free capture, MOB-only spawn, base demolition and engineer-built bases. Each one on or off per scenario or server.

Official Workshop description

CONFLICT GAME MODIFICATIONS Independent changes to the vanilla Conflict game mode. Each one can be switched on or off on its own, by the scenario author or by the server admin. Note: CGM is in active testing. Settings and behaviour may still change. THE MODIFICATIONS Capture without radio coverage. Bases and relays can be captured without a radio link. Spawning on bases and counting control points for victory keep the vanilla radio rules. Capturable MOBs. A captured MOB becomes an ordinary base of the captor; the loser has no MOB until it sets up a new one. Scenario authors: vanilla scenarios disable capturing on MOB candidates (the server log lists them). Tick Enabled on SCR_CampaignSeizingComponent of every base with Can Be HQ. Spawn only at the MOB (off by default). Ordinary bases give no spawn point. Deployed radios and a deployed command truck keep the vanilla rules. A side without a MOB has no base to spawn at. Moving the MOB with a command truck. Park your command truck at the centre of an own base and move the MOB there; the old MOB becomes an ordinary base. Rank (default Captain), per-side cooldown (default 60 min, first move free), cost (default 500 supplies from the target base's storages). Demolishing your own base. An officer (default Major) orders it at the command tent table. Countdown (default 3 min); any officer of the side can call it off, an enemy attack revokes it. Not the MOB, a control point or your last base. Only the command tent is removed; vehicles, storage and buildings stay. Per-side cooldown (default 30 min). Engineering trucks establish new bases without the commander role. Rank (default Lieutenant), one unfinished HQ composition per side, per-side cooldown from the base's creation (default 30 min). Kill feed messages for your side. Base count is limited the vanilla way (free callsigns, "Faction Establish Base Limit"). THE MAP With any modification on, enemy MOBs look like ordinary enemy bases, and enemy bases built by players are shown like scenario bases (neutral out of radio range). Show Enemy Bases Out Of Range off: enemy ordinary bases out of range are hidden; control points and relays stay visible. SETTINGS Order for every value: server mission header > scenario prefab > mod default. Scenario authors: place Prefabs/CGM/CGM_Settings.et in the world and set its component. Server admins: add m_CGM_Settings to missionHeader in config.json and leave out what you do not change. Switches 1/0, ranks by name, times in minutes. "missionHeader": { "m_CGM_Settings": { "m_iRadioFreeCapture": 1, "m_iMobCapture": 1, "m_iMobOnlySpawn": 0, "m_iMobMove": 1, "m_sMobMoveRank": "CAPTAIN", "m_fMobMoveCooldown": 60, "m_fMobMoveSupplyCost": 500, "m_fCommandTruckRange": 30, "m_iDemolition": 1, "m_sDemolitionRank": "MAJOR", "m_fDemolitionCountdown": 3, "m_fDemolitionCooldown": 30, "m_iEngineerBase": 1, "m_sEngineerBaseRank": "LIEUTENANT", "m_fEngineerBaseCooldown": 30, "m_iShowEnemyBasesOutOfRange": 1, "m_iDiagnostics": 0 } } The server log line "[CGM] Settings" shows every value and its source at mission start. Plain Conflict only: with the commander role (HQ Commander) every modification switches itself off. BUGS: turn on diagnostics ("m_iDiagnostics": 1 or Diagnostics in the prefab). Diagnostic lines start with [CGM][diag]. Comments and suggestions: official Arma Discord, @CichyLaslo.

Servers running this mod

1

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

Versions

4
published · approved · 66.4 KiB
published · approved · 65.6 KiB
published · approved · 65.6 KiB
published · approved · 65.4 KiB
0.1.59Game 1.9.0.37 · 66.4 KiB · Nov 7, 2026
Dependencies: 0Scenarios: 0PublishedApproved
- Added: Spawn only at the MOB (off by default).

config.json entry

{
  "modId": "6AB2A667DF558EB8",
  "name": "Conflict Game Modifications",
  "version": "0.1.59"
}

Use Conflict Game Modifications on your server

Add Conflict Game Modifications 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/6AB2A667DF558EB8
GET https://api.reforgermods.net/v2/mods/6AB2A667DF558EB8/versions

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