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Workshop mod by KroVosiSya-598f019705c2712a

Extraction Frontline Fallujah Arma Reforger Mod

Городские рейды на Fallujah: ЧВК «Кордон» и «Сентинел», базы, торговля, личный схрон, ежедневные задания и строительство. Оружие, выживание, патрули и события. Тестовая PC-сборка 0.40.2.

9D50C6AE213784BF
Extraction Frontline Fallujah preview

Ranking

Popular#1322054.4
1Serversrunning this mod
0Observed players nowon servers reporting this mod
32Estimated player-hours (7d)7-day data
DeploymentTop 44%56.5ahead of 56% of tracked mods by servers running it
ActivityTop 49%51.3ahead of 51% of tracked mods by play on those servers
Popularity54.4deployment and activity combined
How those 1 installs happen100% traced
  • Required by another mod1
Last 30 days
Servers, last 30 days
1 latest1 peak, 28 Oct0 low, 3 Nov

Servers reporting the mod in each hourly observation. Covers 12 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.
28 Oct11117
29 Oct11124
30 Oct11124
31 Oct11124
1 Nov11124
2 Nov11124
3 Nov11024
4 Nov11124
5 Nov01024
6 Nov11024
7 Nov11024
8 Nov11121
9 Nov1111
Observed players, last 30 days
0 latest5 peak, 8 Nov0 low, 28 Oct

Sampled player counts on servers reporting the mod; not unique players. Covers 12 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.
28 Oct02017
29 Oct02024
30 Oct02024
31 Oct02024
1 Nov01024
2 Nov01024
3 Nov01024
4 Nov00024
5 Nov00024
6 Nov00024
7 Nov03024
8 Nov45021
9 Nov0001

Calculated Nov 9, 2026, 12:25 AM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.

Summary

Городские рейды на Fallujah: ЧВК «Кордон» и «Сентинел», базы, торговля, личный схрон, ежедневные задания и строительство. Оружие, выживание, патрули и события. Тестовая PC-сборка 0.40.2.

Official Workshop description

Пустыня не спешит. Она просто ждёт, пока кто-нибудь решит, что ей пора принадлежать ему. Extraction Frontline — городские рейды за добычей на Fallujah для Arma Reforger. Выбирай «Кордон» Баринова, позывной «Ворон», или «Сентинел» Моро, позывной «Капитан». После исчезновения конвоя обе стороны обвиняют друг друга. Полной картины нет ни у одной. Готовься на своей базе, покупай снаряжение у снабженца или находи его в городе. Бесплатный старт — одежда, пистолет, два магазина и два бинта; головные уборы, маски и очки можно выбрать в базовом арсенале. Основное оружие, броню и ПНВ предстоит купить или добыть. В рейд можно отправиться через выбор района или на машине. Обыскивай мебель действием Loot, забирай вещи вручную и возвращайся через отмеченные выходы с 20-секундным ожиданием. На базе доступны личный схрон, торговля, 18 ежедневных заданий, склад команды и строительство. В городе действуют пешие патрули, рейдеры и автопатрули. Автоматические события, айрдропы, вертолётные вылеты и миномётный огонь настраиваются организатором. После высадки десант ищет замеченных игроков и обследует последнюю известную позицию; поиск учитывает видимость и проходимость местности. В 0.40.0 добавлены восемь вариантов оружия, восемь модулей и три предложения боеприпасов, включая MCX LT/LVAW .300 BLK, СВДМ и ПКМ. Всего доступны девять видов еды и напитков. Сытость и вода видны внутри инвентаря; расход увеличен в полтора раза. Приглушённая цветокоррекция отключается на время работы ПНВ. Флаги и названия баз соответствуют «Кордону» и «Сентинелу». Администрирование вынесено к отдельному служебному ящику у границы карты: наши режимы, погода, авиация и огонь, а также Server Admin Tools. Там же администратор назначает ивентологов: постоянный доступ к Game Master сохраняется до отзыва, в том числе после переподключения и перезапуска сервера. Ивентологи получают редактор без полной админки. Вход в Game Master — через меню паузы. Требуются действующие права; нахождение ящика прав не даёт. Штатный вход администратора через чат сохранён. Деньги, личный схрон, задания и показатели выживания сохраняются. Добычу, которую хочешь оставить для следующих сеансов, после рейда складывай в личный схрон. Для серверной PC-сборки закреплены 46 Workshop-пакетов: Extraction Frontline и 45 внешних зависимостей. Внешние модели и моды загружаются отдельно, при подключении к серверу; они не включены в наш пакет. Клиент и сервер должны использовать одинаковые версии. Это версия для совместного теста. Локально проверены ресурсы, интерфейс инвентаря и вертолётный цикл с реальной посадкой и движением десанта. Для 0.40.2 дополнительно проверены отдельный сервер с обычным клиентом: вход в район, полная эвакуация, однократный учёт рейда, сохранение списка ивентологов, открытие настоящего редактора через паузу и отзыв его режима. Эти проверки использовали изолированный тестовый профиль. Вход владельца по админскому паролю в новую кнопку, несколько реальных аккаунтов, разделение их прогресса и нагрузка на 20 одновременных игроков ещё требуют проверки на внешнем сервере.

License

Extraction Frontline Fallujah - content license and third-party notices Version 0.39.0 - proposed terms for owner review, 28 October 2026 1. Scope and original Frontline material Original Frontline material means content authored for Extraction Frontline that is not covered by the third-party terms listed below. The rights holder permits non-commercial end use of that material in Arma games, including downloading it through the Arma Reforger Workshop, running it on a game client and hosting it on a game server. No fee may be charged for the material itself. Other rights are reserved; no separate permission to redistribute or adapt original Frontline material is granted by this paragraph. Rights granted to Bohemia Interactive under the applicable Workshop terms remain unaffected. This paragraph does not restrict any rights granted by GPL, APL or another applicable third-party license. If a third-party license applies to material or requires permissions for a larger work, that license controls the affected material to the extent of that requirement. This document does not assert that combining or packaging the described components resolves every licensing issue. 2. ACE-derived portable-ladder adapter Scripts/Game/EF_TacticalLadder.c follows parts of ACE_TacticalLadderEntity.c by acemod, Copyright (C) 2024 acemod, under GNU GPL version 2 or any later version. The adapter changes ladder placement and storage behavior for Frontline. The existing attribution, full GPL2 text and the complete current preferred source of the adapter are reproduced below. Any original-material restriction above does not apply to GPL-covered material. There is no warranty to the extent permitted by the GPL. The upstream reference identifies the original source; the readable source below identifies the modified Frontline adapter. 3. DynamicLoot-derived container configuration Prefabs/EF_AirdropCrate.et adapts the storage/action configuration from DynamicLoot/Prefabs/Props/DynamicLoot/DL_LootContainer.et by wyqydsyq under the Arma Public License (APL). Prefabs/EF_EventCrate.et derives from that Frontline container. Authorship and modification details are included in the notices below. These adaptations remain subject to APL; the complete APL text follows. DynamicLoot itself remains a separate dependency and is not bundled here. 4. Unmodified dependencies Fallujah, ACE, DynamicLoot and all other external Workshop dependencies retain their original licenses. No redistribution permission for those packages is granted here, and their third-party models, textures, sounds and full packages are not included in Extraction Frontline. Resource identifiers and public API references do not transfer ownership of the referenced material. 5. Source distribution and record The pack contains the game's runnable data; its encrypted form is not claimed to be readable preferred source. For the ACE-derived adapter, the complete current source is included as plain text at the end of this document. This document is an owner-review proposal until adopted for the actual publication. It does not itself constitute publication or certify compliance of the complete combined addon. The owner must review the terms and any GPL requirements for the complete work before upload. ===== EXISTING THIRD-PARTY ATTRIBUTION RECORD ===== # Third-party dependency DynamicLoot by wyqydsyq https://github.com/wyqydsyq/DynamicLoot https://reforger.armaplatform.com/workshop/66B2F0B008DC590F-DynamicLoot Upstream commit: d76c415bff2b7afdc7071d6b5712b7dabbc9c4cb License: Arma Public License (APL) https://www.bohemia.net/community/licenses/arma-public-license DynamicLoot is not bundled in the Frontline publication or source-review archive. It remains a separate official Workshop dependency. Version 1.0.10 is planned for the configured-server route; fresh-client download and runtime compatibility of that official version remain unverified. The local development copy matched upstream commit d76c415bff2b7afdc7071d6b5712b7dabbc9c4cb. Frontline integration is in Scripts/Game/EF_FurnitureLoot.c. No Fallujah assets are redistributed. The storage/action configuration in ExtractionFrontline/Prefabs/EF_AirdropCrate.et is adapted from DynamicLoot/Prefabs/Props/DynamicLoot/DL_LootContainer.et by wyqydsyq, under APL. Frontline changes: plain container entity, wooden mesh, collision, visible inventory and Russian action labels; no DynamicLoot random-refill spawner. EF_EventCrate.et derives from the existing EF_AirdropCrate.et container configuration (DynamicLoot by wyqydsyq, APL); changes: inventory manager and ground-event labels. Tactical Flava - Clothes by KERNOV (contributors Gantelya, Drongo, pgshka), Workshop DEADC0DE00000004, installed version 1.6.1. External dependency only; APL-ND. Requires Tactical Flava - Core (DEADC0DE00000000). Frontline references original wearable prefabs from its own vanilla-derived character loadouts. No Tactical Flava assets or modified Tactical Flava files are included. https://reforger.armaplatform.com/workshop/DEADC0DE00000004 Bacon Loadout Editor by bacon8008, Workshop 606B100247F5C709, installed version 1.7.3. Unchanged external dependency under its original custom license. No Bacon scripts, layouts, prefabs or assets are distributed in this archive. Frontline opens the original menu through its public API and supplies its own native arsenals and economy hooks. https://reforger.armaplatform.com/workshop/606B100247F5C709 NV-System by Tonic (contributor McTiddies4Lunch3), Workshop 64722DADC53CB75E, installed version 1.0.35, Arma Public License (APL). Official external dependency, including its Attachment Framework dependencies. No NV-System scripts, assets or configurations are included in this archive. https://reforger.armaplatform.com/workshop/64722DADC53CB75E GRS - Modular Vests & Rigs by GRS Team (contributors Wrottz, Nemesis0998), Workshop 651834C8D77BF86B, installed version 1.0.45, GRS Mod License v1.0. Official external dependency with GRS Essentials, GRS Patches and GRS DevFramework. Frontline references original prefab resource identifiers through the official dependencies. No GRS files or assets are extracted, modified, repackaged or redistributed. Original license and non-commercial use conditions remain applicable; see the official Workshop description. https://reforger.armaplatform.com/workshop/651834C8D77BF86B ## v0.31 selected external packages The following packages remain unmodified external Workshop dependencies. Frontline supplies its own catalog, balance, economy and save integration by public resource identifiers and APIs. No models, textures, sounds, particles or source files from these packages are included in this archive. Their transitive dependencies remain separate as well. - GRS PMC — GRS Team: https://reforger.armaplatform.com/workshop/6737675F7F2D6992 - GRS Modular Belts, Bags and Droplegs — GRS Team: https://reforger.armaplatform.com/workshop/65183608D6DA5728 - Benelli M4: https://reforger.armaplatform.com/workshop/5D915A9DC6EB0856 - Modular Glock 17: https://reforger.armaplatform.com/workshop/658B0E33E68A4234 - ACE Anvil Magazine Repack Dev — acemod: https://reforger.armaplatform.com/workshop/65AD7D4099944EBD - ReFX Effects Enhancement: https://reforger.armaplatform.com/workshop/6172FBB03A3D6C10 EF_MagRepack.c is Frontline's adapter to the public ACE magazine repack method (ACE Anvil, GPL-2.0-or-later). It validates current player ownership, ammo compatibility and economy state, preserves native magazine entities, and conserves the donor remainder. The original ACE package and its inventory action remain separate dependencies. See its original package for source and license notices. ## v0.38 helicopter and expanded catalog REAPER_AiHelicopters - WCS, Workshop 69A4D664A6284E06, installed version 1.0.8, remains an unchanged external dependency. Frontline selects its ordinary vanilla UH-1H controller, native pilot group and waypoint APIs through its own bounded patrol service. No REAPER source files, aircraft models, sounds, textures or configurations are repackaged. The package's original authorship and license remain applicable. https://reforger.armaplatform.com/workshop/69A4D664A6284E06 The six additional weapons, three compatible ammunition references and twelve additional attachments come from the already active Tactical Flava - Weapons dependency, DEADC0DE00000001. Only original resource references are catalogued; no upstream weapon files or assets are modified or included. Food and construction aliases are Frontline configurations using base-game resources. ===== ACE ADAPTER ATTRIBUTION AND FULL GPL2 TEXT ===== ACE tactical ladder adapter attribution EF_TacticalLadder.c follows parts of ACE_TacticalLadderEntity.c from ACE Anvil v1.5.0-dev36. Original Copyright (C) 2024 acemod. GNU General Public License version 2 or later. Source: https://github.com/acemod/ACE-Anvil/blob/v1.5.0-dev36/addons/tactical_ladder/scripts/Game/ACE_TacticalLadder/Entities/ACE_TacticalLadderEntity.c Original modules remain Workshop dependencies; no upstream assets are repacked. The full original license follows. 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Except for the limited purpose of indicating to the public that the Licensed Material is shared under this Public License, Bohemia Interactive a.s. does not authorize the use by either party of the trademarks "Arma", "Bohemia Interactive" or any related trademark or logo of Arma or Bohemia Interactive without the prior written consent of Bohemia Interactive a.s. Official APL text source: https://portal.bohemia.net/community/licenses/arma-public-license ===== COMPLETE PREFERRED SOURCE: Scripts/Game/EF_TacticalLadder.c ===== // Frontline adapter for ACE Anvil's portable ladder. The placement override // follows ACE_TacticalLadderEntity.c, Copyright (C) 2024 acemod, GPL-2.0-or-later: // https://github.com/acemod/ACE-Anvil/blob/v1.5.0-dev36/addons/tactical_ladder/scripts/Game/ACE_TacticalLadder/Entities/ACE_TacticalLadderEntity.c // Original Workshop files remain unchanged. Other scenarios keep ACE behavior. class EF_TacticalLadder { static const ResourceName ITEM="{62F304402A707F68}Prefabs/Items/Equipment/TacticalLadder/ACE_TacticalLadder.et"; static bool Frontline() { if(!GetGame() || !GetGame().GetWorld()) {return false;} return GetGame().GetWorld().FindEntityByName("EF_USEC_Trader")!=null && GetGame().GetWorld().FindEntityByName("EF_BEAR_Trader")!=null; } static bool IsItem(IEntity item) {return ACE_TacticalLadderEntity.Cast(item)!=null;} static bool CanStore(IEntity item) { if(!IsItem(item)) {return true;} SignalsManagerComponent signals=SignalsManagerComponent.Cast(item.FindComponent(SignalsManagerComponent)); if(!signals) {return false;} int index=signals.FindSignal("extend");if(index<0) {return false;} return signals.GetSignalValue(index)<=0.01; } static bool Loose(IEntity item) { if(!item || item.GetParent()) {return false;} InventoryItemComponent inventory=InventoryItemComponent.Cast(item.FindComponent(InventoryItemComponent)); return inventory && !inventory.GetParentSlot(); } static void TrackIfFound(IEntity item) { if(!Replication.IsServer() || !item || !Frontline() || !Loose(item)) {return;} if(!EF_TradeService.Eligible.Contains(item)) {return;} EF_LadderCleanup service=EF_LadderCleanup.Get();if(service) service.Track(item); } } class EF_LadderEntry { IEntity Item; float Since; } // Only loose found/paid ladders are tracked. Inventory, vehicle cargo and free // GM placements have no expiry. There are no world queries or periodic spawns. class EF_LadderCleanup { static const float KEEP_SECONDS=1200; static const float PLAYER_RADIUS=120; static const int MAX_TRACKED=256; static const int CHECK_PER_PASS=4; static ref EF_LadderCleanup Instance; BaseWorld OwnerWorld; float Clock,Poll; int Cursor,Removed; ref array<ref EF_LadderEntry> Entries={}; static EF_LadderCleanup Get() { if(!Replication.IsServer() || !EF_TacticalLadder.Frontline()) {return null;} BaseWorld current=GetGame().GetWorld(); if(!Instance || Instance.OwnerWorld!=current) {Instance=new EF_LadderCleanup();Instance.OwnerWorld=current;} return Instance; } void Track(IEntity item) { if(!item || !EF_TacticalLadder.Loose(item)) {return;} for(int i=Entries.Count()-1;i>=0;i--) { if(Entries[i].Item==item) {return;} if(!Entries[i].Item || !EF_TacticalLadder.Loose(Entries[i].Item)) {Entries.Remove(i);} } if(Entries.Count()>=MAX_TRACKED) {return;} EF_LadderEntry entry=new EF_LadderEntry();entry.Item=item;entry.Since=Clock;Entries.Insert(entry); } bool NearPlayer(vector point) { array<int> players={};GetGame().GetPlayerManager().GetPlayers(players); foreach(int id:players) { IEntity body=GetGame().GetPlayerManager().GetPlayerControlledEntity(id);if(!body) {continue;} vector delta=body.GetOrigin()-point;delta[1]=0; if(delta.LengthSq()<=PLAYER_RADIUS*PLAYER_RADIUS) {return true;} } return false; } void Sweep() { for(int step=0;step<CHECK_PER_PASS && !Entries.IsEmpty();step++) { if(Cursor>=Entries.Count()) Cursor=0; EF_LadderEntry entry=Entries[Cursor];IEntity item=entry.Item; if(!item || !EF_TacticalLadder.Loose(item) || !EF_TradeService.Eligible.Contains(item)) {Entries.Remove(Cursor);continue;} ChimeraWorld world=ChimeraWorld.CastFrom(OwnerWorld);GarbageSystem garbage;if(world) garbage=world.GetGarbageSystem(); if(garbage && garbage.IsInserted(item)) garbage.Withdraw(item); if(Clock-entry.Since>=KEEP_SECONDS && !NearPlayer(item.GetOrigin())) { Entries.Remove(Cursor);EF_TradeService.Eligible.RemoveItem(item);SCR_EntityHelper.DeleteEntityAndChildren(item);Removed++; } else Cursor++; } } void Tick(float delta) { Clock+=delta;if(Entries.IsEmpty()) {return;} Poll+=delta;if(Poll<5) {return;}Poll=0;Sweep(); } } modded class ACE_TacticalLadderEntity { override protected void EOnInit(IEntity owner) { super.EOnInit(owner); if(Replication.IsServer()) GetGame().GetCallqueue().CallLater(EF_TacticalLadder.TrackIfFound,1000,false,this); } override protected void OnItemPlacedOnGroundDelayed() { if(!EF_TacticalLadder.Frontline() || !EF_TradeService.Eligible.Contains(this)) {super.OnItemPlacedOnGroundDelayed();return;} // ACE replaces a placed ladder to repair its procedural animation. Move the // existing loot provenance to that replacement rather than losing it. EntitySpawnParams params=new EntitySpawnParams();params.TransformMode=ETransformMode.WORLD;GetWorldTransform(params.Transform); Math3D.AnglesToMatrix(Vector(params.Transform[2].ToYaw(),0,0),params.Transform); TraceParam trace=new TraceParam();trace.Exclude=this;trace.TargetLayers=EPhysicsLayerPresets.Building; SCR_TerrainHelper.SnapToTerrain(params.Transform,GetWorld(),false,trace); IEntity replacement=GetGame().SpawnEntityPrefab(Resource.Load(GetPrefabData().GetPrefabName()),GetWorld(),params); if(!replacement) {Print("[EF LADDER] Replacement failed; original item retained");return;} DamageManagerComponent before=DamageManagerComponent.Cast(FindComponent(DamageManagerComponent)); DamageManagerComponent after=DamageManagerComponent.Cast(replacement.FindComponent(DamageManagerComponent)); if(before && after) after.SetHealthScaled(before.GetHealthScaled()); EF_TradeService.RegisterLoot(replacement);EF_TacticalLadder.TrackIfFound(replacement);EF_TradeService.Eligible.RemoveItem(this); SCR_EntityHelper.DeleteEntityAndChildren(this); } } modded class EF_RaidDirector { override void EOnFrame(IEntity owner,float timeSlice) { super.EOnFrame(owner,timeSlice); if(!Replication.IsServer()) {return;} EF_LadderCleanup service=EF_LadderCleanup.Instance; if(service && service.OwnerWorld==GetGame().GetWorld()) service.Tick(timeSlice); } } ===== END OF ADAPTER SOURCE =====

Scenarios

2
Extraction Frontline - FallujahExtraction PvP · 32 players

Extraction Frontline v0.43. Пустыня не спешит. После исчезновения конвоя «Кордон» Баринова «Ворона» и «Сентинел» Моро «Капитана» сходятся у старой насосной. Заказчики — «Аурум» и «Сивер». Досье и брифинги доступны на базах. Две команды игроков, городские рейды с эвакуацией, 15 патрулей диких (до 56 бойцов), рейдеры, автопатрули и повторные вылеты вертолёта. Ограниченные миномётные залпы с предупреждением и защищёнными базами, входами и выходами; отдельная автоматика свободного и ивентового режимов. Администратор управляет авиацией и огнём. Обыскиваемая мебель, торговля, 18 суточных контрактов, личный схрон, голод и жажда, 9 видов еды и напитков и показатели в инвентаре. Оружие MCX, СВДМ и ПКМ; бесплатные головные уборы, маски и очки. Свободное строительство баз, погода и время, Server Admin Tools и приглушённый цветокор. Сохраняются прогресс, схрон, постройки, подобранная техника и настройки.

{99AC74E151F023DB}Missions/FallujahFrontline.conf

Running on 1 server now

Extraction Frontline - Fallujah SOLOExtraction Solo · 1 players

Одиночная проба Extraction Frontline v0.43. Повторные вылеты вертолёта, 15 пеших патрулей диких и случайные миномётные обстрелы с предупреждением. Авиация и огонь настраиваются в панели организатора. Базы ЧВК «Кордон» и «Сентинел», рейдеры и автопатрули, обыскиваемая мебель, техника, айрдропы, 18 суточных контрактов, личная репутация, голод и жажда. Бесплатный старт: одежда, пистолет, магазины и бинты. Приглушённый цветокор, показатели потребностей в инвентаре, 9 видов еды и напитков. Платный арсенал, схрон на 480 предметов, строительство баз, погода и время. Вход через выбор района или выезд; четыре выхода с таймером. Прогресс, схрон, еда и вода, постройки, машины и настройки сохраняются. Вещи при персонаже и полный текущий бой между сеансами не сохраняются. «Кордон» Баринова «Ворона» служит «Ауруму», «Сентинел» Моро «Капитана» — «Сиверу». Исчезновение конвоя столкнуло стороны у старой насосной. Досье и брифинги доступны на базах.

{A8F10A3D20000090}Missions/FallujahFrontlineSolo.conf

Servers running this mod

1

1 currently listed server reports Extraction Frontline Fallujah in its mod list. Showing the one with the most players.

Versions

10
published · approved · 5.49 MiB
published · approved · 5.49 MiB
published · approved · 5.49 MiB
published · approved · 5.49 MiB
published · approved · 5.48 MiB
published · approved · 5.15 MiB
published · approved · 5.15 MiB
published · approved · 5.15 MiB
published · approved · 5.15 MiB
published · approved · 5.15 MiB
0.46.19Game 1.9.0.37 · 5.49 MiB · Nov 7, 2026
Dependencies: 59Scenarios: 2PublishedApproved
Переключение городского лута на Frontline City Loot 0.1.3 для Arma 1.9. Встроенная выдача предметов отключена; адаптер мебели и взаимодействия сохранены. Расстановка баз, исправление ящиков 0.46.18 и возврат персонажа после переподключения сохранены. Без вайпа и сброса журналов.

config.json entry

{
  "modId": "9D50C6AE213784BF",
  "name": "Extraction Frontline Fallujah",
  "version": "0.46.19"
}

Use Extraction Frontline Fallujah on your server

Add Extraction Frontline Fallujah 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/9D50C6AE213784BF
GET https://api.reforgermods.net/v2/mods/9D50C6AE213784BF/versions

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