Global and local minefields
STW Minefields has two independent generation paths. The map-wide generator creates the military-area, road and bridge minefields described below. Compatible STW systems can also request a local tactical perimeter—for example, around a Stronghold—without waiting for or enabling the map-wide pass.
| Setting | Default | What it controls |
|---|---|---|
globalMinefieldsEnabled | true | Enables the map-wide military-area, road and bridge generation pass. |
externalAreaMinefieldRequestsEnabled | true | Allows compatible systems to request their own local minefields. Set this to false to prevent those requests while leaving map-wide generation available. |
enabled (legacy) | true | For backward compatibility, setting this to false disables globalMinefieldsEnabled. It does not disable local external-area requests; use externalAreaMinefieldRequestsEnabled for that. |
A local request uses the same configured mine types, terrain safety checks, player safe-zone checks and marker policy. It places AP mines at eligible gate or aperture anchors and AT mines on road segments inside the requested perimeter, keeping the configured inner exclusion radius clear. Mines are tracked by their requesting owner and removed when that owner removes them.
externalAreaMinefieldRequestsEnabled if your server should never allow those perimeter requests.What it adds
STW Minefields independently generates and owns its minefields on the server. It looks for configured gate, fence and perimeter-aperture objects near military points of interest, then creates terrain-validated placement points. AP mines are placed around those military entrances; AT mines are placed on military roads and, when enabled, bridge decks.
Official mine types
The system uses Arma Reforger’s vanilla M14 and M15 AT mines, plus PMN-4 and TM-62M when Soviet mine support is enabled.
Safety before surprises
Water, steep terrain, configured safe zones and civilian landmarks can reject a placement before a mine is spawned.
Server-owned only
Saving, restoring, map markers and cleanup concern only mines created by STW Minefields—not mines placed by players or Game Masters.
For players and Game Masters
There is no player menu to configure. Mines are part of the scenario, and the server decides whether their map markers are visible. If markers are enabled, they identify STW-owned AP or AT mines; treat them as tactical information, not an invitation to jog across the rest of the road.
Game Masters can continue to use the usual Reforger tools. Manually placed mines remain separate from the system and are never removed or saved by STW Minefields.
In-game automatic-generation control
Game Masters can change automatic mine generation during the running game. In Scenario Properties, open the STW Minefields tab and use Automatic AP Mine Generation and Automatic AT Mine Generation independently. Disabling either switch immediately removes only that category’s STW-generated mines, assets, markers, and saved records. Enabling a switch requests a fresh generation for that category. These switches apply only to the current session; the next game uses the server JSON configuration again.
Server setup
- Install and enable STW Minefields on the server, then start the intended scenario and terrain once.
- The mod creates three JSON files under
$profile:STW/Minefields/. - Stop the server, back up the files you plan to edit, make valid JSON changes, then restart the server.
- Allow the configured generation delay plus scan time. The server log reports the final AP and AT totals and warns if it could not satisfy a quota.
The three files
| File | Purpose |
|---|---|
STWMinefieldsConfig.json | Master switch, mine quotas and types, persistence, markers, relocation, diagnostics and smoke test. |
STWMinefieldsScannerSettings.json | Placement safety, road/bridge behavior, clustering and scan tuning. |
STWMinefieldsScannerTargets.json | Editable prefab-name rules for entrance targets, military associations and civilian exclusions. |
Main settings
Use $profile:STW/Minefields/STWMinefieldsConfig.json for the overall character of the minefield.
| Setting | Default | Meaning |
|---|---|---|
enabled | true | Master switch. Setting it false stops new work but does not remove existing STW mines. |
mineMode | RANDOM | US, USSR, or RANDOM. Invalid values return to RANDOM. |
allowUSSRAPMinesallowUSSRATMines | true / true | Allows PMN-4 and TM-62M selection as fallbacks within the chosen mode. |
apMineQuotaatMineQuota | 30 / 30 | Requested AP and AT totals. Fewer may spawn when safe validated points run out or the global mine cap is reached. |
globalMineCap | 125 | Maximum combined number of STW-owned AP and AT mines generated by the map-wide pass and retained when its persistence snapshot is restored. Valid range: 1–10,000; invalid values return to 125. This cap does not restrict explicitly requested local perimeter minefields. |
bridgeAPMineQuotabridgeATMineQuota | 2 / 3 | Requested portion for bridge candidates; each accepts 0–10. |
generationDelayMinutesrestoreDelayMinutes | 5 / 2 | Wait before a fresh scan, and before persistence restoration is attempted. |
persistenceEnabledpersistenceIntervalMinutes | true / 15 | Saves owned mines periodically and restores them on the same scenario and terrain. |
relocationEnabledrelocationIntervalHours | false / 8 | When enabled, removes the previous STW layout and generates a fresh one at the interval. |
showMarkersmarkerZoomThreshold | true / 1.5 | Controls server map markers and the zoom threshold used for their display token. |
showDebugBeaconsspawnWarningFlagsdebugLogging | false / false / false | Optional administrator diagnostics. Keep them off for normal play. |
runVanillaSmokeTest | false | Runs the controlled official-mine placement test instead of normal generation. |
Current configuration reference
This is the authoritative parameter reference. The legacy enabled field is no longer a current setting; use globalMinefieldsEnabled.
STWMinefieldsConfig.json
| Setting | Default | Meaning |
|---|---|---|
globalMinefieldsEnabledexternalAreaMinefieldRequestsEnabled | true / true | Enable global generation and explicitly requested local minefields independently. |
mineModeallowUSSRAPMinesallowUSSRATMines | RANDOM / true / true | Mine selection and USSR mine availability. |
apMineQuotaatMineQuotabridgeAPMineQuotabridgeATMineQuota | 30 / 30 / 2 / 3 | Requested global and bridge totals. |
generationDelayMinutesrestoreDelayMinutespersistenceEnabledpersistenceIntervalMinutes | 5 / 2 / true / 15 | Generation, restoration, and persistence. |
relocationEnabledrelocationIntervalHoursrelocationPlayerCheckMinutes | false / 8 / 5 | Periodic relocation and player-check cadence. |
showMarkersmarkerZoomThresholdshowDebugBeaconsdebugBeaconOffsetMetersspawnWarningFlagswarningFlagOffsetMetersdebugLogging | true / 1.5 / false / 0.5 m / false / 1.5 m / false | Marker, warning, and diagnostic presentation. |
runVanillaSmokeTestsmokeTestDelaySecondssmokeTestPlayerOffsetMeters | false / 10 / 8 m | Controlled official-mine smoke test. |
STWMinefieldsScannerSettings.json
| Setting | Default | Meaning |
|---|---|---|
scanTileSizeMetersentranceZoneRadiusMetersentranceLateralOffsetMetersrandomizePlacementEachGeneration | 500 m / 3 m / 0.9 m / true | Scanning and entrance placement. |
clusterProbabilitymaximumMinesPerClusterclusterRadiusMetersroadLateralOffsetMeters | 0.25 / 3 / 0.65 m / 0.75 m | Cluster and road placement. |
allowBridgeRoadMinesbridgeDetectionHeightMetersbridgeLateralOffsetMetersrequireMilitaryPoimilitaryPoiAssociationRadiusMetersallowBurying | true / 0.25 m / 0.4 m / true / 180 m / true | Bridge, POI, and burying behavior. |
safeZonesEnabledsafeZoneRadiusminimumSpacingMetersmaximumSlopeDegreesrejectWaterpreviewPointsPerZone | true / 300 m / 8 m / 25° / true / 8 | Safety filters and preview density. |
Scanner and placement tuning
STWMinefieldsScannerSettings.json tunes where—and how cautiously—the system can place mines.
Keep the safety rails
safeZonesEnabled and safeZoneRadius (300 m) protect configured safe areas. rejectWater and maximumSlopeDegrees (25°) avoid unsuitable ground.
Shape the pattern
minimumSpacingMeters (8 m) limits density. Clustering is controlled by clusterProbability (.25), maximumMinesPerCluster (3), and clusterRadiusMeters (.65 m).
Roads and bridges
allowBridgeRoadMines enables bridge candidates. Road and bridge lateral offsets keep mines within a safer portion of the detected road surface.
For military association, leave requireMilitaryPoi enabled unless you deliberately want entrance rules to operate without a nearby military landmark. militaryPoiAssociationRadiusMeters defaults to 180 m. Use scanTileSizeMeters (500 m) only when terrain scanning needs a measured adjustment.
Target rules: teach it your terrain
STWMinefieldsScannerTargets.json is the terrain-adaptation file. It contains three editable lists, all matched against placed world-object prefab names without relying on a particular game mode.
| List | What it controls |
|---|---|
targets | Gate, fence and perimeter-aperture patterns used as potential entrance anchors. Each rule has enabled, matchText, optional exclusions, and a probability from 0 to 1. |
militaryPoiTargets | Military landmark patterns—such as bunker, barrack, hangar, airfield, checkpoint, radar and fortification—and each one’s association radius. |
civilianPoiTargets | Landmarks such as church, village, town and farm that veto nearby placement, each with its own exclusion radius. |
0 makes a target rule inert; a value of 1 allows every matching candidate through its rule.Persistence, reset and smoke test
Persistent data is saved as $profile:STW/Persistence/STW_Minefields_<scenario>_<terrain>.json. On the same scenario and terrain, the system restores its saved mines rather than generating a second layout.
To create a fresh layout, stop the server, back up and remove only the matching STW_Minefields_…json file, then start it again. Do not remove the whole STW persistence folder unless you intentionally want to reset other STW systems too.
Vanilla mine smoke test
Set runVanillaSmokeTest to true for an isolated official-mine placement check. By default it waits 10 seconds and uses the first connected player as an anchor, placing the test formation 8 m east; use a safe, level hardstand. Inspect and trigger the mines manually, then set the option back to false before normal operation.
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