published · approved · 1.32 MiB
Workshop mod by Sixcoups
CDF Hold Position Arma Reforger Mod
Hold the point: a Game Master objective that sends adaptive enemy waves (infantry + vehicles) against a position. Wave size and tempo follow the players' performance.
6D7E1CDF7E3AB001
Ranking
Popular#692275.1Falling#246356.2
4Serversrunning this mod
0Observed players nowon servers reporting this mod
179Estimated player-hours (7d)7-day data
DeploymentTop 19%81.5ahead of 81% of tracked mods by servers running it
ActivityTop 34%65.6ahead of 66% of tracked mods by play on those servers
Popularity75.1deployment and activity combined
How those 4 installs happen100% traced
- Not identified as a dependency4
Last 30 days
4 latest5 peak, 6 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
| Day | Last | Peak | Low | Obs. |
|---|---|---|---|---|
| 10 Oct | 1 | 2 | 1 | 23 |
| 11 Oct | 1 | 1 | 1 | 24 |
| 12 Oct | 1 | 1 | 1 | 24 |
| 13 Oct | 1 | 1 | 1 | 24 |
| 14 Oct | 1 | 1 | 1 | 24 |
| 15 Oct | 1 | 2 | 1 | 24 |
| 16 Oct | 2 | 2 | 1 | 24 |
| 17 Oct | 1 | 2 | 1 | 24 |
| 18 Oct | 1 | 2 | 1 | 24 |
| 19 Oct | 1 | 1 | 1 | 24 |
| 20 Oct | 2 | 2 | 1 | 24 |
| 21 Oct | 2 | 3 | 2 | 24 |
| 22 Oct | 2 | 3 | 1 | 24 |
| 23 Oct | 3 | 3 | 2 | 24 |
| 24 Oct | 2 | 3 | 1 | 24 |
| 25 Oct | 2 | 3 | 2 | 24 |
| 26 Oct | 2 | 3 | 1 | 24 |
| 27 Oct | 2 | 2 | 2 | 24 |
| 28 Oct | 2 | 2 | 2 | 24 |
| 29 Oct | 2 | 2 | 2 | 24 |
| 30 Oct | 2 | 3 | 1 | 24 |
| 31 Oct | 2 | 3 | 2 | 24 |
| 1 Nov | 2 | 3 | 2 | 24 |
| 2 Nov | 2 | 2 | 1 | 24 |
| 3 Nov | 2 | 2 | 1 | 24 |
| 4 Nov | 2 | 2 | 2 | 24 |
| 5 Nov | 2 | 3 | 1 | 24 |
| 6 Nov | 4 | 5 | 2 | 24 |
| 7 Nov | 4 | 5 | 3 | 24 |
| 8 Nov | 4 | 4 | 3 | 21 |
| 9 Nov | 4 | 4 | 4 | 1 |
1 latest12 peak, 16 Oct0 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
| Day | Last | Peak | Low | Obs. |
|---|---|---|---|---|
| 10 Oct | 0 | 1 | 0 | 23 |
| 11 Oct | 0 | 2 | 0 | 24 |
| 12 Oct | 0 | 6 | 0 | 24 |
| 13 Oct | 0 | 3 | 0 | 24 |
| 14 Oct | 0 | 0 | 0 | 24 |
| 15 Oct | 0 | 0 | 0 | 24 |
| 16 Oct | 10 | 12 | 0 | 24 |
| 17 Oct | 10 | 10 | 0 | 24 |
| 18 Oct | 0 | 10 | 0 | 24 |
| 19 Oct | 0 | 0 | 0 | 24 |
| 20 Oct | 0 | 5 | 0 | 24 |
| 21 Oct | 1 | 5 | 0 | 24 |
| 22 Oct | 2 | 2 | 0 | 24 |
| 23 Oct | 7 | 7 | 0 | 24 |
| 24 Oct | 7 | 11 | 0 | 24 |
| 25 Oct | 1 | 9 | 0 | 24 |
| 26 Oct | 0 | 2 | 0 | 24 |
| 27 Oct | 2 | 2 | 0 | 24 |
| 28 Oct | 5 | 5 | 0 | 24 |
| 29 Oct | 7 | 8 | 0 | 24 |
| 30 Oct | 7 | 8 | 0 | 24 |
| 31 Oct | 8 | 8 | 0 | 24 |
| 1 Nov | 0 | 7 | 0 | 24 |
| 2 Nov | 0 | 4 | 0 | 24 |
| 3 Nov | 6 | 8 | 0 | 24 |
| 4 Nov | 2 | 5 | 0 | 24 |
| 5 Nov | 0 | 7 | 0 | 24 |
| 6 Nov | 1 | 4 | 0 | 24 |
| 7 Nov | 2 | 10 | 0 | 24 |
| 8 Nov | 1 | 1 | 0 | 21 |
| 9 Nov | 1 | 1 | 1 | 1 |
Calculated Nov 9, 2026, 12:35 AM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.
Summary
Hold the point: a Game Master objective that sends adaptive enemy waves (infantry + vehicles) against a position. Wave size and tempo follow the players' performance.
Official Workshop description
English
What it is
A Game Master tool for "hold the point" events: place one objective, press Start, and enemy waves come at your players from all around, infantry on foot and infantry carried by vehicles. The mod doses the waves itself, so a GM can run the event alone or even let it start on its own.
How to use
Game Master → Systems tab → place "Tenir le point : objectif (CDF)" on the position to hold.
Optional: place one or more "Tenir le point : zone d'arrivée (CDF)" 600 m or further away. When zones exist, waves spawn on them (rotating between zones). Without zones, waves spawn in a ring around the objective.
Select the objective → attributes to tune it (attacking faction, intensity, vehicle share, AI cap, wave pause, spawn distances, objective radius, adaptive mode, off-road approach, auto-start).
Right-click the objective → START. Other actions: pause / resume, immediate wave, STOP (current attackers finish their assault), clean up (deletes every attacker and vehicle the objective created).
The objective's name in the GM entity list shows the live status: EN COURS | vague 4 | IA 27/70 | veh 2 | x1.3 (state, wave number, alive AI / cap, alive vehicles, difficulty multiplier).
What the waves do
Composition comes from the attacking faction's own catalogues (same lists as the GM browser): rifle squads, fire teams, MG / AT / grenadier teams, and APCs, armed cars ("technicals") and trucks. Works with any faction, vanilla or modded; utility vehicles (fuel, repair, ammo, command, medical) and helicopters are never used.
Vehicles carry infantry: a crew (driver + gunners) drives to about 320 m from the objective, drops its passengers, then an armed vehicle joins the assault while a truck drives back and disappears. A stuck vehicle unloads where it is; a destroyed vehicle releases its survivors on foot.
Approach axes rotate from one wave to the next and the elements of the same wave fan out (±40°, ±80°), so the players get flanked instead of facing a single road. Infantry advances off-road in staged legs away from roads (each group with its own arc); vehicles keep the roads.
Spawn points are never in sight of a player (terrain, buildings and vegetation block the check), never in water, never within 350 m of a player.
Attackers search and destroy the objective area and re-engage until they are dead; they are kept awake even far from players.
Balancing (designed for very strong players)
Wave size = players present × intensity × difficulty multiplier. Defaults: intensity 7, 35 % vehicles, cap 70 AI, 75 s between waves.
Adaptive difficulty (on by default): every 60 s the mod compares AI killed by players vs players killed by AI. Above the target ratio ("exigence", default 15 AI per player lost) waves grow up to ×3; below it they shrink down to ×0.5. If attackers hold the inside of the objective for 90 s, the pressure is eased.
A broken wave (less than a third of the attackers left) triggers the next one early; the AI cap protects server performance; spawns are staggered (one element every 1.5 s).
Waves pause automatically when no living player is within 1.5 km of the objective, and resume when players are back. GMs in editor camera never count as players.
Notes
Entirely server-side, no vanilla class overridden: no conflict with other mods. GM registration by same-path merge of Systems.conf, Edit.conf, TempEdit.conf.
Files: Scripts/Game/CDF_TenirLePoint/ (director CDF_TLP_ObjectiveEntity.c, catalogue selection, spawner, attributes, context actions), PrefabsEditable/CDF_TenirLePoint/.
Log lines start with [CDF-TLP] in the server script log.
Discord Sixcoups Mod : https://discord.gg/YEmJxmxcYF
Outil Game Master pour les événements « tenir le point » : placez un objectif, appuyez sur Démarrer, et des vagues ennemies fondent sur vos joueurs de toutes les directions, à pied et en véhicules. Le mod dose les vagues lui-même : un GM peut mener l'événement seul ou le laisser démarrer tout seul.
Utilisation : onglet Systèmes → « Tenir le point : objectif (CDF) » sur la position à tenir. Optionnel : des « zones d'arrivée » à 600 m ou plus. Attributs : faction attaquante, intensité, part de véhicules, plafond d'IA, pause entre vagues, distances, mode adaptatif, démarrage auto. Clic droit → DÉMARRER, pause, vague immédiate, STOP, nettoyage. Le nom de l'objectif affiche l'état en direct.
Les vagues : composition tirée des catalogues de la faction (sections, équipes MG/AT, APC, technicals, camions), toute faction vanilla ou moddée. Les véhicules débarquent l'infanterie à ~320 m puis rejoignent l'assaut. Axes d'approche tournants, éléments en éventail, infanterie hors route. Apparitions jamais en vue d'un joueur, jamais dans l'eau, jamais à moins de 350 m.
Équilibrage : taille = joueurs × intensité × difficulté adaptative (ratio IA tuées / joueurs perdus, ×0,5 à ×3). Pause automatique sans joueur à 1,5 km.
100 % serveur, aucune classe vanilla surchargée.
Discord Sixcoups Mod : https://discord.gg/YEmJxmxcYF
Servers running this mod
44 currently listed servers report CDF Hold Position in its mod list. Showing the 4 with the most players.
- [FR] [CDF] Commando Divisionnaire Français | PVE | Conflit | https://discord.gg/jwJZR9sww6Online · CDF Conflit – Terre Rouge0 / 128players
- Milsim Server 1 Training TF 20Online · Camp Neptune Training Complex0 / 30players
- Milsim Server 3 MTG TF20Online · Camp Neptune Training Complex0 / 10players
- Milsim Server 4 Operations TF 20Online · Fallujah Map byHeine0 / 30players
Versions
31.0.0Game 1.8.0.13 · 1.32 MiB · Sep 16, 2026
Dependencies: 0Scenarios: 0PublishedApproved
English
Game Master menus now follow the game language
Every Game Master label of this mod (right-click actions, the 12 entity attributes, the two placeable entities and their descriptions) is now read from a string table instead of being hard-coded in French.
Translated into English, French, German, Spanish and Italian. Players using any other game language see the English texts.
The live status shown in the objective's name ("RUNNING | wave 3 | AI 27/60 | veh 2 | x1.3") is now composed on each player's client in their own language; the server only sends raw numbers.
No gameplay change.
New "CDF" filter in the entity browser
The right-hand filter pane of the Game Master entity browser now has a "CDF" section, right after "Type", with a "Hold the Point (Sirocco)" filter that shows the objective and the arrival zone.
Other CDF mods will be able to add their own filter to the same "CDF" section.
Discord Sixcoups Mod : https://discord.gg/YEmJxmxcYF
Français
Les menus Game Master suivent désormais la langue du jeu
Tous les libellés Game Master du mod (actions du clic droit, les 12 attributs de l'entité, les deux entités posables et leurs descriptions) sont lus dans une table de chaînes au lieu d'être écrits en dur en français.
Traduits en anglais, français, allemand, espagnol et italien. Les joueurs qui jouent dans une autre langue voient les textes anglais.
Le statut affiché dans le nom de l'objectif (« EN COURS | vague 3 | IA 27/60 | véh 2 | x1.3 ») est maintenant composé sur le client de chaque joueur, dans sa langue ; le serveur n'envoie plus que des chiffres bruts.
Aucun changement de gameplay.
Nouveau filtre « CDF » dans le navigateur d'entités
Le volet de filtres à droite du navigateur d'entités du Game Master a maintenant une section « CDF », juste après « Type », avec un filtre « Tenir le point (Sirocco) » qui affiche l'objectif et la zone d'arrivée.
Les autres mods CDF pourront ajouter leur propre filtre dans cette même section « CDF ».
Discord Sixcoups Mod : https://discord.gg/YEmJxmxcYFconfig.json entry
{
"modId": "6D7E1CDF7E3AB001",
"name": "CDF Hold Position",
"version": "1.0.0"
}Use CDF Hold Position on your server
Add CDF Hold Position 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/6D7E1CDF7E3AB001
GET https://api.reforgermods.net/v2/mods/6D7E1CDF7E3AB001/versionsData is cached from Arma Reforger Workshop metadata and may be stale. reforgermods.net is independent and is not affiliated with Bohemia Interactive.