Ping pong for Arma Reforger: four spin shots, charge timing, auto-movement, CPU opponents. Multiplayer.
Players now
21
Servers
9
Rating
-
Subscribers
-
27 downloads
Busiest servers running it 9 in total
All serversPlayers on servers with it
daily, last 30 days
Details
- Author
- McSchwiftys
- Version
- 1.0.0
- Size
- 218 KB
- Licence
- APL
- Game version
- 1.8.0.13
- Likes
- 0 / 0 dislikes
- Published
- 11 Oct 2026
- Updated
- 5 days ago
- Workshop ID
- 5A7E7E0100000001
Recent adoption
30 days: +17 −9 ↑0
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Required by
1Often used with
8Version history
1-
v1.0.0 218 KB 11 Oct 2026
Description from the Workshop
Ping pong tables you can place anywhere. Challenge another player, take on the CPU, or watch two CPUs play. HOW TO PLAY - Walk up to a Ping Pong Table and use "Play table tennis", "Play table tennis vs CPU" or "Watch CPU vs CPU" - Your character runs to the ball by itself: you pick the shot and where it goes - Press a shot button early to charge it: more pace and spin, but more risk of hitting the net or going long - Serve: press a shot button to toss, then again as the ball drops CONTROLS (keyboard and mouse / gamepad) - Topspin: LMB / Y - Backspin: RMB / A - Left / right sidespin: Q / E, or X / B - Soft (touch) shot: hold Shift / LT - Aim on the opponent's half: mouse or WASD / left stick - Broadcast or first-person camera: C / right stick click - Leave the table: X / View FEATURES - Real ball physics: drag, Magnus curve from spin, spin that grips on the bounce, net and net-cord balls - Spin matters: chop a topspin ball and it pops up, push a backspin ball with topspin and it dives into the net - Full rules: games to 11, win by 2, two serves each (one each from 10-10), lets, faults, edge and net calls - Your own character holds the paddle and swings forehands and backhands that reach for the ball - Spin-coloured ball trails, synthesized ping pong sounds, scoreboard with game point / match point / deuce - CPU opponents - Game Master: "Ping Pong Table" in the entity browser - Included scenario: Table Tennis - Arland (two tables: play the CPU at one, watch a CPU match at the other) MULTIPLAYER The server referees every point. Each hit is sent once and every machine plays the same ball flight, so rallies stay smooth. Your own shots react instantly, and a remote player's return is waited for at their paddle so lag doesn't cost points.