Dynamic Operations 2 is a PvE campaign mod for Arma Reforger. It generates objectives from the map, with intel to uncover, areas to capture, caches to destroy, and an enemy commander to hunt.
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Servers
10
Rating
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1 downloads
Busiest servers running it 10 in total
All serversPlayers on servers with it
daily, last 30 days
Details
- Author
- unrealxinferno
- Version
- 0.0.20
- Size
- 38 KB
- Licence
- APL-ND
- Game version
- 1.8.0.13
- Likes
- 0 / 0 dislikes
- Published
- 26 Sep 2026
- Updated
- 2 weeks ago
- Workshop ID
- 6A74115AE1FF6652
Recent adoption
30 days: +41 −37 ↑67
- + Kybliczech_Reforger_SRV 0.12.1 2h ago
- − [AO/PJSF] Main Server | Discord Required: discord.gg/armaph or discord.gg/Armchair 0.12.0 7h ago
- ↑ MDFPMC.CO.UK 0.12.0 0.12.1 11h ago
- ↑ HERMANOS PHEONIX |MOD TEST 0.12.0 0.12.1 14h ago
- − GHOST RECON MEXICO 0.12.0 15h ago
- + [PJSF] Philippine Joint Strike Force || TEST SERVER 0.12.0 23h ago
- + [AO/PJSF] Main Server | Discord Required: discord.gg/armaph or discord.gg/Armchair 0.12.0 1d ago
- + GHOST RECON MEXICO 0.12.0 1d ago
- + HERMANOS PHEONIX |MOD TEST 0.12.0 1d ago
- − [AO/PJSF] Main Server | Discord Required: discord.gg/armaph or discord.gg/Armchair 0.12.0 1d ago
- + [AO/PJSF] Main Server | Discord Required: discord.gg/armaph or discord.gg/Armchair 0.12.0 1d ago
- − GuineaKraut's CO-OP Combat Ops enhanced 0.12.0 1d ago
Required by
3Often used with
8Version history
10-
v0.0.20 38 KB 26 Sep 2026
Disabled persistent asset deletion for commanders, minefields and defences until a workaround is established. This shouldn't massively affect performance but may lead to officers being spotted by your pilots more easily
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v0.0.19 38 KB 26 Sep 2026
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v0.0.18 38 KB 26 Sep 2026
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v0.0.17 38 KB 26 Sep 2026
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v0.0.16 38 KB 26 Sep 2026
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v0.0.15 38 KB 26 Sep 2026
Description from the Workshop
Dynamic Operations is a PVE mission framework, the goal of which is to provide a simple framework that can generate massive dynamic campaigns that persist across multiple sessions. At it's core, Dynamic Operations aims to provide what it says on the tin, no two operations should be the same. The system intelligently scans maps, assigns enemy strongpoints, spawns defences, minefields, weapons caches and officers which are all playing a part in the overall campaign. The gameplay loop is entirely driven by the players through SSE (Secure Site Exploitation); When you kill enemies, take their personal belongings, collect as many as you can and return them to your HQ to generate Intel that will reveal objective locations around the map. There are currently three ways to win a Dynamic Operations campaign: 1) Capture the Island - Standard domination, kill everything and everyone 2) Assassinate the regional commander: Every map will have a command structure. Killing officers gives intel about the region's commander, an elusive officer that is heavily defended, who when killed, will end the scenario. 3) Destroy enemy supplies; The map will generate a set amount of ammo caches, locate and destroy them all to win the campaign. You may choose any of the above to be your desired endstate, or all at once it's up to you. AI are finite and can only deploy if their commander can spare the supplies. Setup currently for any map takes around 5 minutes in the workbench. Current Features: Dynamic AI presence that persists across sessions Dynamic Defences Minefields Intel/SSE system Minimal UI Easily ported into ANY map. Planned Features: Dynamic Civilian presence and reputation Ambush AI Supply Routes