ASK FOR PERMISSION TO USE! DISCORD.GG/RES-RESURRECT
Players now
0
Servers
2
Rating
50%
2 votes
Subscribers
-
5,000 downloads
Busiest servers running it 2 in total
All serversPlayers on servers with it
daily, last 30 days
Details
- Author
- ROGUE_D3viL_
- Version
- 0.0.55
- Size
- 1.3 MB
- Licence
- APL-ND
- Game version
- 1.6.0.119
- Likes
- 0 / 0 dislikes
- Published
- 26 Mar 2026
- Updated
- 5 months ago
- Workshop ID
- 68F41687DD4936C5
Recent adoption
30 days: +1 −1 ↑0
- + AU/NZ 9th test server 0.0.55 3w ago
- − AU/NZ 9th test server 0.0.55 3w ago
Often used with
8Version history
10-
v0.0.55 1.3 MB 3 May 2026
-
v0.0.54 1.3 MB 23 Apr 2026
-
v0.0.53 1.3 MB 23 Apr 2026
-
v0.0.52 1.3 MB 11 Apr 2026
-
v0.0.51 1.4 MB 9 Apr 2026
-
v0.0.50 1.4 MB 8 Apr 2026
Description from the Workshop
RESURRECT Crash Guard Event-driven server-side stability mod built for high-population (128+) Arma Reforger servers running 130+ mods. Zero per-frame overhead. Runs entirely in the background. Subsystems: Watchdog — 1 Hz frametime monitor, detects stalls and feeds stress signals to all other subsystems World Sanitizer — sectorized sweep (1/8 map per pass), quarantines replication orphans, stranded-at-origin entities, null-component characters, and orphaned projectiles with adaptive budgeting + circuit breaker AI Monitor — tracks up to 50 non-player AI agents, quarantines any that fail 3 consecutive movement checks (stuck detection) Round Monitor — flags rounds exceeding max duration, capped at 3 warnings to prevent log spam Safe Patches — event-driven null guards on SCR_PlayerController, SCR_PerceivedFactionManagerComponent, and SCR_PlayerRadioSpawnPointCampaign Script Guard — reentrancy lock on SCR_BaseGameMode.OnPlayerRoleChange + controlled-entity null guard Connect Cooldown — non-stacking 60s quiet window after any player connect/disconnect; pauses World Sanitizer and AI Monitor during the fragile engine connect phase while leaving Watchdog, RoundMonitor, and event guards fully active Registry + FailSafe — blacklist-backed deferred entity cleanup, hard-delete with recursion lock