Arma Reforger · Online Manual

STW/CQB

Ambient, server-owned close-quarters battles that turn suitable towns and villages into active multi-faction combat areas.

Ambient combatTown prioritisationDynamic squadsServer configuration

For players

STW/CQB is ambient: there are no objectives to accept and no mission-authored squads are replaced. Look for the red CQB map marker, then approach the marked town or village. The marker identifies an active combat area only; it does not represent a faction.

Combat is local: CQB is intended for streets, houses and compact settlements. Airports are excluded by default.

How locations are chosen

On its first run for a scenario and map, the server scans the world for usable house/building assets and authored city, town, village and settlement labels. Named settlements are strongly preferred; large settlements are selected first and equal candidates are shuffled to avoid repeating the same places every session.

A location needs at least minimumEligibleBuildings buildings (six by default). For maps without settlement labels, compact building clusters can still qualify. A cached result is stored after the scan, so later starts skip the expensive discovery pass.

Each active location has an independent battle rhythm. Units reinforce gradually, cleared locations can restart after their own pause, and recently active locations are temporarily deprioritised to rotate combat across the map.

For Game Masters and scenario authors

No placement is required. CQB is a server-side ambient system and never joins, commands or replaces AI authored by your mission. Use the configuration file to enable or disable it, tune density, limit locations, or exclude sensitive areas.

For a scenario with bases, mission objectives, safe zones or player-built areas, add exclusion zones around those places. CQB markers can be disabled without disabling the combat system.

Server configuration

The configuration file is automatically created on first server start:

$profile:STW/CQB/STWCQBConfiguration.json

Stop the server before editing it. Values are validated and configuration versions are migrated automatically when the mod adds defaults.

SettingPurpose
enabled
densityProfile
Enables CQB and selects LOW, MEDIUM or HIGH density.
maximumActiveLocations
*MaximumUnitsPerLocation
*MaximumGlobalUnits
Caps simultaneous battle areas and the AI budget for each density profile.
minimumEligibleBuildings
maximumUnitsPerBuilding
squadSize
Controls settlement suitability and local group size.
distantActivityMultiplier
nearbyActivityDistanceMeters
activityRampStartDistanceMeters
Controls the quiet background force and player-driven activity ramp.
minimumPlayerSpawnDistanceMeters
hostileSpawnBuildingSeparationMeters
Prevents visible spawns and separates hostile starting buildings.
nearbyReinforcementSeconds
distantReinforcementSeconds
clearedLocationRestartSeconds
Sets gradual reinforcement and independent restart pacing.
guardPercentage
relocationMinimumSeconds
relocationMaximumSeconds
Controls stationary defenders and dynamic squad movement between buildings.
preferredUSFactionKeys
preferredUSSRFactionKeys
optionalFactionKeys
optionalFactionPercentage
Faction priority and lower-frequency optional faction participation. RHS USAF/AFRF are preferred when installed; otherwise US/USSR are used.
cleanupCorpses
corpseCleanupSeconds
Controls CQB-owned corpse cleanup.
showLocationMarkers
excludeAirports
locationWhitelistTokens
locationBlacklistTokens
exclusionZones
Controls map markers and which settlements may become CQB locations.

Map support and cache

Arland, Everon and community maps are supported when they provide suitable building assets. Authored settlement descriptors are used whenever available; otherwise STW/CQB uses compact building clusters. The scanner writes a compatibility report to the server log, including usable buildings, authored anchors, exclusions and final eligible locations.

The location cache is scenario- and map-specific:

$profile:STW/Persistence/STW_CQB_<scenario>_<map>.json

Delete that cache only when you intentionally want the current scenario/map to perform a fresh settlement scan—for example after changing map content or relevant suitability settings.

Operational notes

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Captain Sprocket community

Arma Reforger server: STW Reforger

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