FAQ

Ingame

Is this mod performance heavy?

It depends. FF uses custom virtualization systems to offload things that are out of the players’ view. If all players decide to split up and go their own ways, this may lead to more “world cells” being active than the server can handle. There is no specific threshold, as this depends directly on your hardware. If you experience low FPS, try to group all players together.

If you are hosting a dedicated server, a periodic restart every 24 hours is recommended.

When it comes to the client performance, FF has virtually no overhead.

Saves

I restarted/shut down my server and my save got corrupted or rolled back.

This is a generic problem with the current saving solution, in which the server process gets killed until the save completes. To work around this problem, you can use the Force save option in the Admin menu accessible from the pause menu before restarting or shutting down your server.

How do I reset my campaign progress?
  • in single player: open the pause menu and select “Restart”, just like with any regular single player scenario
  • in hosted or a multi player game: open the pause menu and select “Admin menu”, then “Wipe save”. The scenario will restart automatically. If you are on a remote client, you need to log in as admin first.
Where is the save data stored?

Save data resides in a .db/FreedomFighters path within your profile. Each scenario stores data in a separate subdirectory, so you can switch between the terrains without conflicts.

  • Arland scenario: JWK_Arland
  • Everon scenario: JWK_Eden
Tip

By default, the profile directory path on PC is:
C:/Users/<username>/Documents/My Games/ArmaReforger/profile/.

Usage

Can I play it with a controller?

Yes, the mod is compatible with controller controls on all platforms.

Can I play it on a console?

Solo and local hosting is not available due to mods inability to store files on the console. This is an Arma Reforger limitation and for the moment being there is no workaround for this. Console players may join multiplayer servers or rent a private dedicated server to enjoy a solo experience.

Is this mod suitable for non-moderated public servers?

Not really, as the gameplay mechanics are not specifically designed with potential griefers in mind. Alleviating this would require deep design changes - and even then would not be completely bulletproof - as even the respawn mechanic can be abused by simply dying repeatedly and exhausting resistance supplies and support. FF is a co-op scenario and expects all of the players to mindfully work together towards the objectives.

Can I use the mod for Game Master sessions?

While FF is not intended for use with GM, it is designed in such a way that using GM should not break or interfere with it. If you delete objects or units spawned by FF it will not break your game, and the other way around, if you spawn extra units, they should not interfere with FF mechanics.

FF comes out of the box with disabled GM budgets, as otherwise it would max them out by itself and render the GM useless. Be mindful about the amount of things you add, as FF may already push the engine to its limits, and your additions will not be automatically despawned like things managed by FF.

Future plans

Will the mod support multiple factions the player may align with?

No, this is out of scope for the project.

Will there be any PvPvE mechanics?

No, this project is entirely PvE by design.

Are there plans to support more players?

Not in the foreeseable future, as this would require significant effort to balance the gameplay without breaking it for solo and small groups, who are the primary target audience of the project.

Modding

I like feature X, can it be reused in my own mission/mod/scenario?

See this page.