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
Busiest servers running it 48 in total
All serversPlayers on servers with it
daily, last 30 days
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
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- − Mount Crumpit [Powered by GoatHost] 1.0.4 2d ago
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Required by
60Often used with
8Version history
5-
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.
-
v1.0.3 31.0 MB 18 Mar 2026
-
v1.0.2 31.0 MB 17 Mar 2026
-
v1.0.1 31.0 MB 7 Mar 2026
-
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...