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STW Heavy Weapons

Put proper support weapons into the field: defended machine-gun positions, mortar posts, useful supplies, map awareness and artillery that feels like part of a living battlefield—not a button that dispenses explosions.

STW Heavy Weapons is one of the STW mods for Arma Reforger, the military sandbox by Bohemia Interactive. This is a player and server-admin guide by STW (ScienceTechWorks).

What this mod brings to the fight

STW Heavy Weapons turns static weapons into complete battlefield posts. Instead of dropping a lonely tripod into the mud and hoping for the best, a post can have a faction, crew, guards, nearby supplies and a clear role on the map.

It is designed to sit comfortably alongside the wider STW suite of mods for Arma Reforger by Bohemia Interactive. In particular, enabling STW Crates lets posts use the supply ecosystem already familiar to STW communities.

Using it in Game Master

Open the Game Master entity browser and look for the STW Heavy Weapons placeables. The mod provides an STW RPK model and an STW Mortar model. Place one where it has sensible ground, a useful field of fire and enough room for its friends.

  1. Place an STW RPK or STW Mortar.
  2. Select the placed post and open its attributes.
  3. Set Post Faction to decide who owns and mans it.
  4. Choose the number of Guards to station alongside the weapon.
  5. Use Force Arsenal if this post should always receive an arsenal.
  6. Use Force STW Crate if it should always receive a nearby STW Crate (when STW Crates integration is enabled).

The system builds the working post around the placed model. A mortar crew is registered for artillery duty; an RPK post becomes a compact defensive position. Place them with intent: a mortar benefits from breathing room, while a machine gun sings when it watches a choke point.

Post and checkpoint parameters

Alongside the STW RPK and STW Mortar placeables, the entity browser now includes an STW US Checkpoint. It is a ready-made roadside post: place it on a suitable road, then select it to adjust the same post settings.

Game Master parameterDefaultWhat it does
Post FactionAutomaticRebuilds the post with a loaded faction from gameMasterFactions. Automatic retains the checkpoint's authored faction or uses the configured automatic selection.
GuardsAutomatic for a newly placed postSets 0–2 guards beside the weapon. After the post is built, the setting reflects the resolved guard count.
Force ArsenalOnCreates a faction arsenal for the post. Turn it off when a post should be weapon-only.
Force STW CrateOffCreates a nearby STW Crate when STW Crates integration is enabled.
Align to Nearest Road (checkpoint only)OnAligns the checkpoint to the nearest road during its first setup. Disable it to preserve the direction chosen by the Game Master.
Reconfiguration: changing a post parameter rebuilds its managed post. Give the placed entity a moment after editing for the server to apply the new faction, crew, arsenal or crate choice.

Firing mortars

Mortar posts can support artillery missions through Arma Reforger's normal command/artillery flow. The exact order-giving experience depends on the game mode and the server's chosen assignment strategy, but the guiding rule is simple: select or assign an available mortar crew, then designate the target through the usual artillery order.

STW Heavy Weapons adds a little battlefield character. Mortars do not have endless energy or perfect aim: each completed salvo adds stress, stress fades over time, and firing delays and accuracy can vary. This keeps artillery powerful without turning it into a meteorological event.

Player Combat Support orders are reliable by default. HE, smoke and flare requests are accepted even when a mortar is temporarily cooling down or already marked busy by fire control. The order remains queued, then its waypoint is issued after a randomized 15–30 second delay. AI mortar behavior keeps its normal stress, safety, cooldown and autonomous-fire rules.

For players: stay aware of the target area and your squad's position. Server owners can protect friendly players near an AI target, but common sense remains the most reliable safety system ever shipped.

In-game automatic-generation control

During a running game, a Game Master can open Scenario Properties, select STW Heavy Weapons, and change Automatic Terrain Mortar Generation. Disabling it immediately removes terrain-generated mortars and their STW-owned crews, arsenals, crates and markers; manually placed mortars remain. Re-enable it to allow a fresh automatic generation pass. This control is session-only, so the next game returns to the server configuration.

Server configuration

Heavy Weapons keeps its settings in the server profile, not in the mod download itself. This means a mod update does not normally overwrite your choices—which is exactly what a server owner wants.

Where are the configuration folders?

Start the server once with STW Heavy Weapons loaded. It creates the folders and its default files automatically. Open the server's profile directory, then follow this path:

$profile:STW/HeavyWeapons/

In a typical Windows server installation, $profile means the profile folder selected by the server's -profile startup parameter. If no custom profile location is used, it is commonly in the server's working/profile area. Ask whoever starts the server where its profile folder is; the STW folder will be inside it.

Folder / filePurpose
$profile:STW/HeavyWeapons/STWHeavyWeaponsSystemConfig.jsonCore system settings: limits, markers, persistence, crates, Game Master factions and artillery player messages.
$profile:STW/HeavyWeapons/STWAutoPopulationConfig.jsonAutomatic creation of staffed RPK and mortar posts.
$profile:STW/HeavyWeapons/STWMortarTerrainConfig.jsonTerrain-generated mortar network and faction quotas.
$profile:STW/HeavyWeapons/STWHeavyWeaponsRespawnConfig.jsonSession-only terrain-Mortar replacement timing and player-safety rules.
$profile:STW/HeavyWeapons/STWMortarFireConfig.jsonMortar mission, cooldown, accuracy, stress, safety, and reliable player-order behavior.
$profile:STW/Persistence/Saved heavy-weapon post data, kept separately from the settings.
Safe editing routine: stop the server, copy the relevant JSON file somewhere safe, edit it with a plain-text editor, save it, then start the server again. If a file is invalid, the mod writes safe defaults; a backup is still much nicer than rebuilding a carefully tuned setup.

Mortar player-order reliability

These settings are in STWMortarFireConfig.json. They apply only to player-issued Combat Support mortar orders; AI fire-control policy is unchanged.

SettingWhat it controlsDefault
alwaysExecutePlayerOrdersRetains HE, smoke and flare player orders instead of rejecting them for temporary cooldown or active-mission availability checks.true
playerOrderMinimumDelaySecondsMinimum delay before the queued player's waypoint is issued.15
playerOrderMaximumDelaySecondsMaximum delay; each order receives a random delay within the configured range.30

Set alwaysExecutePlayerOrders to false to restore the previous rejection behavior. Delay values are validated and clamped by the server.

1. System settings — STWHeavyWeaponsSystemConfig.json

SettingWhat it controlsGood starting point
heavyWeaponsSystemEnabledMaster switch for the Heavy Weapons system.true
persistenceEnabledSaves and restores managed posts between restarts.true for long-running servers.
persistenceIntervalMinutesHow often the system saves its state.30; lower values save more often.
persistenceRestoreInitialDelaySeconds, persistenceRestoreBatchSize, persistenceRestoreBatchDelayMillisecondsHow gently saved posts return after startup.Leave defaults unless startup performance needs tuning.
maximumActivePostsCeiling for active managed weapon posts.20; raise gradually after performance testing.
maximumGeneratedSoldiersCeiling for AI created for posts.60; match it to your server's AI budget.
sharedPostResourceRadiusMetersHow close a crate may be to be shared by a post.25 metres.
markerVisibility0 hides markers, 1 shows them only when zoomed in, 2 shows them normally.2 for admin-friendly maps.
markerZoomThresholdMap zoom level used by zoom-based markers.1.5.
useRandomOffsetForPublicMarkers, maximumPublicMarkerOffsetMetersCan deliberately blur public marker positions.Enable for fog-of-war flavor.
enableSTWCratesAllows integration with STW Crates.true when that STW mod is installed.
enableChatMessagesShows artillery status updates in the player's radio chat.true.
enableNotificationMessagesShows artillery status updates as on-screen hint notifications.false; enable only when you want these alerts.
mortarCommandAssignmentEnabledEnables assigning managed mortars to artillery-command groups.true.
mortarCommandAssignmentStrategyChooses assignment policy: NONE, SIMPLE, or NEARBY.NEARBY; uses the configured service radius and reconciliation interval.
mortarCommandServiceRadiusMeters, mortarCommandNearbyReconciliationSecondsSets the NEARBY strategy's search radius and update interval.2000 m / 30 s.
debugLoggingWrites detailed Heavy Weapons diagnostics to the server log.false outside troubleshooting.
gameMasterFactionsFactions that Game Master may use for posts.Keep only factions present on your server.

2. Automatic posts — STWAutoPopulationConfig.json

Automatic population is off by default. When enabled, the server periodically reviews relevant weapon placements and can turn them into staffed posts. It respects the active-post and soldier limits above.

SettingPlain-English purpose
automaticPopulationEnabledTurns automatic post creation on or off.
runtimeReconciliationSecondsHow often the server checks for new suitable placements.
machineGunPostChancePercent, mortarPostChancePercentChance that each eligible weapon type becomes a post.
minimumSoldiersPerPost, maximumSoldiersPerPostHow many defenders each generated post receives (1–3).
factionExclusionRadiusMetersKeeps competing faction posts from appearing too close together; minimum is 500 m.
arsenalDistanceMinMeters, arsenalDistanceMaxMetersHow near a generated arsenal sits to its post.
guardDistanceMinMeters, guardDistanceMaxMetersHow far guards spread from their weapon.
enableGuardDefendActivityLets guards use a defend activity instead of simply standing their ground.
crateDistanceMinMeters, crateDistanceMaxMeters, crateNearArsenalChancePercentControls crate placement and the chance it appears beside the arsenal.
machineGunFactionWeights, mortarFactionWeightsChoose which factions are most likely to receive generated posts. Higher weight means more likely.

3. Terrain mortar network — STWMortarTerrainConfig.json

This creates a limited set of mortar posts across suitable terrain during startup. It avoids unsuitable locations such as water, awkward slopes and crowded areas, then works toward the faction quotas you set.

4. Mortar behavior — STWMortarFireConfig.json

These settings shape how managed mortars respond to missions. The defaults make them formidable but not robotic.

Setting groupWhat it means
enabled, interceptionScopeEnable fire control and choose whether it handles STW-managed mortars only, an allowlist of prefab paths, or all static artillery.
cooldownMinimumSeconds, cooldownMaximumSecondsRandom delay between available missions.
stressMaximum, stressAddedPerCompletedSalvo, stressDecayPerMinuteHow much firing fatigue builds up and how fast it recovers.
autonomousFireChanceRestedPercent, autonomousFireChanceMaximumStressPercentHow likely AI mortar activity is when rested versus stressed.
aiAimError...Minimum/maximum aim variation for rested and stressed AI fire, in metres. Bigger values mean less precise impacts.
aiFriendlyPlayerSafetyEnabled, aiFriendlyPlayerSafetyRadiusMeters, aiSafetyOffsetAttemptsHelps prevent AI mortar fire from landing near friendly players.
unknownPlayerFactionPolicyHow the safety system treats players whose faction is unclear: hostile, protected or ignored.
unexpectedMissionSourcePolicyWhether unusual mission sources are rejected, passed through, or treated as AI orders.
additionalArtilleryPrefabPathsExtra artillery prefabs to include when using the prefab allowlist scope.

5. Terrain-Mortar replacement — STWHeavyWeaponsRespawnConfig.json

This optional system applies only to Mortars generated by the terrain-mortar network during the current session. It never replaces manually placed, Game Master, scenario-authored, restored, or RPK posts.

SettingWhat it controlsDefault
enabledMaster switch for terrain-Mortar replacement.true
minimumGunnerRespawnMinutes, maximumGunnerRespawnMinutesRandom delay before rebuilding a surviving Mortar's crew after its gunner dies.30–60 minutes
minimumPostRespawnMinutes, maximumPostRespawnMinutesRandom delay before replacing a destroyed Mortar at another safe cached terrain location.45–90 minutes
playerSafeRadiusMetersHorizontal radius around any connected player's controlled entity where no rebuild or replacement may occur.1,500 m
candidateAttemptsHow many startup-cached terrain locations a destroyed-Mortar replacement tries before postponing.12
retryDelayMinutesDelay before retrying when players make the location unsafe or no cached candidate is suitable.5 minutes
How it behaves: a dead gunner rebuilds the complete crew at the same surviving Mortar. A destroyed Mortar creates one new same-faction post at a cached safe location. If a player is too close, nothing is removed or spawned; the request simply retries later. Pending requests and respawn-created posts are session-only and do not return after a restart.
Configuration tip: change one family of settings at a time and test on a quiet server. More posts, guards and frequent checks all add activity; a battlefield should be dramatic, not a performance benchmark.

Persistence: keeping the battlefield alive

With persistence enabled, STW Heavy Weapons remembers its managed weapon posts when the server restarts. That includes the post's weapon type, faction, position and facing, plus any associated arsenal. Terrain-generated mortar posts are remembered too, so the map does not roll a completely new artillery network every reboot.

The save files live in $profile:STW/Persistence/. Their names include the scenario and map, for example STW_HeavyWeapons_MyScenario_Arland.json. This separation is useful: each scenario/map combination keeps its own battlefield history.

How it works in practice

Useful persistence choices

If you want...Do this
A persistent campaignSet persistenceEnabled to true and keep a reasonable save interval, such as 30 minutes.
A fresh battlefield after every restartSet persistenceEnabled to false. Terrain mortars can then be generated anew on the next session.
To reset one scenario/map's Heavy Weapons historyStop the server, back up and then remove that scenario/map's corresponding STW_HeavyWeapons_*.json file from $profile:STW/Persistence/. Start the server again.
A smoother restart on a busy serverKeep the restore batch size modest and use a small delay between batches. The defaults are intended to be gentle.
Before resetting: persistence files are campaign progress. Copy the file first. A backup lets Captain Sprocket undo a bold administrative decision before it becomes battlefield archaeology.

A sensible first setup

For a cooperative server, keep persistence on, set a modest active-post limit, use map markers while you learn the system, and begin with automatic population disabled. Place a few posts manually, test factions and artillery behavior, then enable automatic population at conservative chances. Once it feels right, experiment with a small terrain mortar quota for each side.

For a more mysterious campaign, hide or offset public markers, retain the friendly-player safety radius, and let the terrain mortar network create objectives worth scouting. That first distant thump is much more interesting when nobody has a flashing map pin explaining it.