ArmaDB

Fully functional multiplayer elevator framework for Arma Reforger. Features smooth movement, door sync, floor displays, call buttons, sound effects, and dead body handling.

Players now

43

Servers

48

Rating

100%

6 votes

Subscribers

-

21,574 downloads

Get it on the Workshop reforger.armaplatform.com/workshop/689147582DFC3695

Busiest servers running it 48 in total

All servers

Players on servers with it

daily, last 30 days

0 50 100 150 200 17 Sep 24 Sep 1 Oct 8 Oct 15 Oct peak 170
Average players Low to peak in each bucket

Details

Author
Dusty_Barz
Version
1.0.4
Size
31.0 MB
Licence
APL-ND
Game version
1.8.0.10
Likes
0 / 0 dislikes
Published
6 Mar 2026
Updated
1 month ago
Workshop ID
689147582DFC3695

Recent adoption

30 days: +164 −126 ↑0

Version history

5
  1. v1.0.4 31.0 MB 24 Aug 2026

    Multiplayer elevator calls and floor select work for peers again; doors and JIP cart position sync better; listen-server Workbench gets UI/audio back; plus stability fixes for registration retries and cleanup.

  2. v1.0.3 31.0 MB 18 Mar 2026
  3. v1.0.2 31.0 MB 17 Mar 2026
  4. v1.0.1 31.0 MB 7 Mar 2026
  5. v1.0.0 31.0 MB 6 Mar 2026
Description from the Workshop

PZ Elevator Framework A complete, production-ready elevator system for Arma Reforger. Drop it into any map, configure your floors, and you have a working multiplayer elevator with smooth movement, synchronized doors, floor displays, sound effects, and more. Core Features The framework is fully server-authoritative with client replication. The server controls all movement, door states, and floor tracking. Clients receive smooth position updates and synchronized door animations. Everything works seamlessly in both singleplayer and dedicated multiplayer environments. Elevator movement uses smooth hermite interpolation for natural acceleration and deceleration. Speed, door open duration, and door-close-to-move delay are all configurable per elevator system. Multiple elevators can run independently on the same map with no performance concerns — each identified by a simple string ID that ties all its components together. Modular Component Design The system is built from small, focused components that you combine on your prefabs: ElevatorSystemComponent: The brain. One per elevator. Manages floors, carts, and dispatches requests. Supports multiple cart strategies (nearest idle or nearest any). ElevatorCartComponent: The moving platform. Handles movement interpolation, door control, sound playback, and body synchronization. Attach to your elevator car prefab. ElevatorFloorMarkerComponent: Place one per floor to define stop positions. By default only the Y height is used (shaft XZ comes from the system entity), but full XYZ mode is available for non-vertical shafts. ElevatorButtonComponent: Call buttons. Can inherit their floor index and elevator ID from a parent floor marker, or be configured standalone. ElevatorDisplayComponent: Render-target screen on the elevator car showing the current floor number and directional arrows. ElevatorFloorDisplayComponent: Render-target screen at each floor landing showing directional arrows when the elevator is in transit. ElevatorR...