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Workshop mod by Ludo310

BGC_Dynamic - Dynamic Enemy AI Arma Reforger Mod

Adds a dynamic enemy AI layer to any scenario: garrisons, patrols and armed vehicles around bases, cities, towns and villages. Standalone, dedicated servers.

73D641ACD1F29101
BGC_Dynamic - Dynamic Enemy AI preview

Ranking

Rising#346735.7
6Serversrunning this mod
3Observed players nowon servers reporting this mod
94Estimated player-hours (partial)Partial 7-day data (31% coverage)
DeploymentTop 19%81.1ahead of 81% of tracked mods by servers running it
ActivityTop 48%52.1ahead of 52% of tracked mods by play on those servers (partial 7-day data)
Popularity69.5deployment and activity combined (partial 7-day data)
How those 6 installs happen100% traced
  • Not identified as a dependency6
Last 30 days
Servers, last 30 days
6 latest7 peak, 18 Oct1 low, 17 Oct

Servers reporting the mod in each hourly observation. Covers 2 days of the last 30 days.

Daily values
Servers, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
17 Oct34113
18 Oct57324
19 Oct66315
Observed players, last 30 days
1 latest6 peak, 18 Oct0 low, 17 Oct

Sampled player counts on servers reporting the mod; not unique players. Covers 2 days of the last 30 days.

Daily values
Observed players, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
17 Oct03013
18 Oct46024
19 Oct12015

Calculated Oct 19, 2026, 2:34 PM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.

Summary

Adds a dynamic enemy AI layer to any scenario: garrisons, patrols and armed vehicles around bases, cities, towns and villages. Standalone, dedicated servers.

Official Workshop description

# BGC Dynamic - Enemy AI **Bring an existing scenario to life.** BGC Dynamic adds enemy AI to the map you already play: a garrison holds every capturable base, city, town and village, patrols sweep the area around it, and some points get an armed vehicle with its crew. Server side only, made for multiplayer on dedicated servers. Standalone: no dependency other than the base game. Part of the Battlegroup Command family, works with or without BGC_Core. **Early version (0.1.0).** The core works; more features will come with updates. Please read the known limitations below. ## How it works **Enemy faction, found automatically** - A faction that players cannot play and that is hostile to all playable factions (FIA in Conflict). Otherwise a faction without HQ hostile to the factions that have one. - Or set it yourself in the server config, with your own group and vehicle prefabs. Modded factions are read from their catalogues, nothing is hard-coded. **Points held by the enemy** - Capturable bases (not the HQs, not the bases held by a playable faction) and the cities, towns and villages of the map. - A base close to a locality becomes one point. No point within 800 m of a player base. **On each point** - A garrison defends the centre (always at least one group). - Patrols walk a circuit 400 to 800 m around it, at walking pace. - Armed vehicles with their crew (based on the faction's vehicle catalogue, no aircraft), more likely at high density. - Density from 1 (3 to 10 AI per point) to 10 (30 to 50 AI per point). Cities get more, villages less. **Light on the server** - The population is planned once at start, then created a few groups at a time. - Soldiers only exist near players (900 m). Further away, groups sleep and keep their survivors: a cleared village stays cleared until the server restarts. - No reinforcement wave, no endless respawn. Wrecks and abandoned vehicles of the mod are removed when no player is near. - The mod only ever deletes what it created. Scenario and other mods' AI are never touched. ## Admin commands In chat after `#login`, or through RCON: - `#bgcd status`: AI, groups and vehicles by side, enemy AI not created by the mod. - `#bgcd clean <all|enemy|allied|mod> [all|ai|vehicles]`: clean up the server. Never deletes a player, a vehicle with a player inside, or a group containing a player. ## Server settings File `$profile:BGC_Dynamic/config.json` on the server, created with default values at first start. Main settings: - `General.Enabled`, `General.StartDelaySec` (30 s). - `Faction.EnemyFaction` (empty = auto), `Faction.GroupPrefabs`, `Faction.VehiclePrefabs`. - `Population.Density` (1 to 10, default 5), `BasesEnabled`, `LocalitiesEnabled`, `VehiclesEnabled`. - `Population.MaxGroups` (400), `SpawnDistanceM` (900), `DespawnDistanceM` (1100), patrol radius per kind of point. - `Debug.Mode`: `prod` (default) or `dev`. Dev shows every AI of the server on the map and an info panel on screen. **It reveals all enemies: never use it on a public server.** - `Diagnostics.LogProfile`: `test` or `prod` (warnings only). Changes are read at the next mission start. ## Compatibility - No vanilla file replaced, no config override. Two light hooks only (game mode start, player controller RPCs). - Works alongside Battlegroup Command (BGC_Core): its AI command tools can be used against the enemies of BGC Dynamic. - Conflict ambient patrols stay active and add to the mod's enemies. - Any map with bases and/or named localities. A map without them gives few or no points. ## Known limitations - Game save (Reforger 1.8 persistence): the mod's AI are excluded from the save, but this has not been checked on a server restart yet. If enemies seem to pile up after restarts, use `#bgcd status` and `#bgcd clean mod`, and please report it. - Armed vehicles stay at their point (the crew fights from the vehicle, it does not patrol). - No dynamic events yet (convoys, ambushes, outposts, mortars, helicopters): planned. - No player count scaling yet: the density is fixed by the config. - Tested on Everon with Conflict. Other maps and modded factions: feedback welcome. ## Install - Server: add `{ "modId": "73D641ACD1F29101", "name": "BGC_Dynamic - Enemy AI" }` to `game.mods`. - Scenario or mod depending on it: add `73D641ACD1F29101` to the dependencies of your project.

Servers running this mod

6

6 currently listed servers report BGC_Dynamic - Dynamic Enemy AI in its mod list. Showing the 5 with the most players.

View all 6 servers

Versions

4
published · approved · 193 KiB
published · approved · 193 KiB
published · approved · 193 KiB
published · approved · 191 KiB
1.0.3Game 1.8.0.13 · 193 KiB · Oct 17, 2026
Dependencies: 0Scenarios: 0PublishedApproved
Fix update

config.json entry

{
  "modId": "73D641ACD1F29101",
  "name": "BGC_Dynamic - Dynamic Enemy AI",
  "version": "1.0.3"
}

Use BGC_Dynamic - Dynamic Enemy AI on your server

Add BGC_Dynamic - Dynamic Enemy AI 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/73D641ACD1F29101
GET https://api.reforgermods.net/v2/mods/73D641ACD1F29101/versions

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