Arma Reforger · Online Manual

STW/Light Vehicles

A server-authoritative system for placing crewed light military vehicles through Game Master and for creating a session-only road population automatically.

Game Master placementAI guard, patrol and roamAutomatic road generationServer configuration

What STW/Light Vehicles adds

STW/Light Vehicles creates armed light-vehicle compositions with the appropriate faction, AI crew and behaviour. The server validates every vehicle choice and owns the spawned composition; clients only select from the available Game Master options.

Active Guard

The crew uses a defend waypoint around the position where the vehicle was placed.

Patrol Roads

The crew receives local road movement orders around its placement area. Invalid road points and incomplete routes are rejected safely.

Free Roam

The crew selects distant road-connected POI-like destinations and continues travelling between them. Invalid destinations are rejected safely.

The built-in catalogue supports vanilla US, USSR and FIA vehicles, plus compatible RHS USAF/RHS AFRF, Task Force and TIGR entries when their resources are available in the running scenario. Optional entries are checked at runtime, so unavailable content is skipped rather than becoming a dependency.

For players

No player-side configuration is required. Light vehicles appear as ordinary world vehicles with AI crews. Players can take a seat and use them normally.

Player protection: automatic cleanup and route-recovery actions do not delete or reposition an STW-managed vehicle or crew while a player controls one of its owned assets. When an automatic-generation switch is disabled, player-protected compositions are retained. Automatic replacements also never spawn inside the server-configured safe radius of a controlled player.

For Game Masters

  1. Open the Game Master entity browser and place STW Light Vehicle Spawner at the desired location.
  2. In the configuration dialog, choose a faction, model and behaviour. RANDOM is available for a faction; EMPTY creates an uncrewed vehicle using an explicit model.
  3. Confirm the dialog. The server spawns the vehicle composition at the marker location, then removes the temporary placement dummy.

Available factions depend on the loaded scenario. The Game Master form offers US, USSR, FIA, RHS_USAF, RHS_AFRF and TF only when the corresponding faction exists in that scenario.

Tip: choose Active Guard for a local checkpoint or defended location, Patrol Roads for nearby activity, and Free Roam for a vehicle that should travel across the map.

Automatic generation and Scenario Properties

Automatic light vehicles are session-only. After the world is ready, the authoritative server indexes usable roads and places the configured number of vehicles near POI-like locations, respecting the configured separation distance.

Game Masters can control the system during a session through Scenario Properties → STW Light Vehicles:

ControlEffect
System EnabledAllows or prevents new manual and automatic spawns. Existing manual vehicles remain.
Automatic GenerationEnables automatic road generation. Turning it off removes exact automatic assets unless they are player-protected; turning it on starts a new session generation pass.

These controls are session-only. The next session reads the normal server configuration again.

Automatic vehicle replacement

Automatic vehicles can be replaced after they are destroyed. This applies only to automatic compositions created during the current session; it never replaces Game Master placements or other vehicles already in the world.

When an eligible automatic vehicle is destroyed, the authoritative server schedules one replacement after a randomized delay. The replacement keeps the original faction and behaviour (Active Guard, Patrol Roads or Free Roam), but uses a fresh location selected from the road list indexed when automatic generation started.

Road patrol and Free Roam vehicles are also monitored for stalled routes. The server first retries the existing order and may then reposition an operational, unoccupied vehicle forward onto a validated cached-road point before reissuing its route. The reposition is skipped when the vehicle, crew, route data or destination is invalid, when players would be too close, or when the vehicle is player-protected. A non-operational vehicle is retired; an automatic composition then follows the same replacement rules as a destroyed vehicle.

Player-safe spawning: every candidate must be outside the configured radius of all controlled players. If no safe road is found within the configured number of attempts, no vehicle is spawned there; the server waits for the retry delay and tries again.

Turning off System Enabled or Automatic Generation cancels pending replacement work before automatic assets are cleaned up. A destroyed composition can request only one replacement, preventing duplicate replacements from repeated destruction events.

Soft dependencies

STW/Light Vehicles works without these mods. When one is installed and its vehicle resources are available in the active scenario, the mod can include its compatible light-vehicle entries. Missing optional content is skipped safely.

ModWorkshop IDOptional contribution
RHS – Status Quo595F2BF2F44836FBRHS faction and vehicle compatibility, including the armed K-4386.
RHS – Content Pack 011337C0DE5DABBEEFRequired RHS content pack for the RHS vehicle set.
RHS – Content Pack 02BADC0DEDABBEDA5ERequired RHS content pack for the RHS vehicle set.
Hmmwv Variants69F415A5B15EC350Additional armed HMMWV, GMV and related US light-vehicle variants.
Joint Light Tactical Vehicle5C721177A220B42FArmed JLTV variants.
Cougar MRAP5D5A20A8AE33C21EUS Cougar 4×4 and 6×6 MRAP variants, including Olive, Tan and OPGK configurations.
Tactical Flava - TIGRDEADC0DE00000003GAZ TIGR PKP, KORD and AGS-17 variants.
Tactical Flava - CoreDEADC0DE00000000Shared Tactical Flava content required by Tactical Flava - TIGR.
Server note: install the optional mods on both the server and clients in the normal Arma Reforger mod set. The light-vehicle spawner checks each optional prefab at runtime before it is offered or spawned.

Server configuration

  1. Install and enable STW/Light Vehicles on the server.
  2. Start the server once. The mod creates $profile:STW/LightVehicles/STWLightVehiclesConfig.json and $profile:STW/LightVehicles/STWLightVehiclesRespawnConfig.json with their defaults.
  3. Stop the server, back up the files, edit the required values, then restart. The mod validates values on load and writes valid configuration back.

Automatic generation configuration

enableChatMessages controls Light Vehicle Support radio-chat messages and defaults to true. enableNotificationMessages controls the matching on-screen hint notifications and defaults to false. The two settings are independent.

SettingDefaultMeaning
automaticVehicleQuotasUS: 2; USSR: 2Exact automatic count per faction. Enabled factions omitted from the list receive no automatic vehicles.
minimumAutomaticSeparationMeters750 mMinimum horizontal separation between accepted automatic locations; 100–3000 m.
automaticPatrolRadiusMeters300 mLocal road-patrol radius; 150–800 m.
poiFallbackRoadProbability0.25Chance to use a suitable road fallback when POI-like placement is unavailable.
automaticStationaryGuardProbability0.25Chance for an automatic vehicle to use Active Guard.
automaticFreeRoamProbability0.25Chance for an automatic vehicle to use Free Roam; the remaining vehicles patrol roads.
freeRoamMinimumDistanceMeters, freeRoamMaximumDistanceMeters600 m, 5000 mDestination-distance range for Free Roam vehicles.
enabledFactionKeysUS, USSRFaction keys eligible for automatic generation.
excludedFactionKeysCIV, FIAFaction keys excluded from automatic generation.

Per-faction quotas

New main configuration files include the following quota list, which preserves the default four automatic vehicles while making the faction split explicit:

"automaticVehicleQuotas": [
  { "factionKey": "US", "automaticVehicleCount": 2 },
  { "factionKey": "USSR", "automaticVehicleCount": 2 }
]

Edit the count for each enabled faction as required. For example, setting US to 3 and USSR to 1 creates three US and one USSR automatic vehicle, provided suitable road locations are found. Each quota faction must be present in the scenario and included in enabledFactionKeys.

Safe editing: do not edit generated configuration while the server is running. Preserve valid JSON syntax, restart the server after changes, and check the log for validation messages.

Automatic replacement configuration

Configure automatic replacement in $profile:STW/LightVehicles/STWLightVehiclesRespawnConfig.json.

SettingDefaultMeaning
enabledtrueEnables replacement of destroyed automatic vehicles.
minimumRespawnMinutes, maximumRespawnMinutes15 min, 45 minRandomized replacement-delay range; minimum 1–240 min and maximum up to 480 min.
playerSafeRadiusMeters1500 mMinimum horizontal distance from every controlled player for a replacement candidate; 100–10,000 m.
candidateAttempts16Number of cached-road candidates checked per replacement attempt; 1–64.
retryDelayMinutes5 minWait before retrying when no player-safe candidate is available; 1–60 min.
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