ArmaDB

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.

Players now

0

Servers

10

Rating

-

Subscribers

-

1 downloads

Get it on the Workshop reforger.armaplatform.com/workshop/6A74115AE1FF6652

Busiest servers running it 10 in total

All servers

Players on servers with it

daily, last 30 days

0 8 16 24 32 17 Sep 24 Sep 1 Oct 8 Oct 15 Oct peak 27
Average players Low to peak in each bucket

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

Version history

10
  1. 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

  2. v0.0.19 38 KB 26 Sep 2026
  3. v0.0.18 38 KB 26 Sep 2026
  4. v0.0.17 38 KB 26 Sep 2026
  5. v0.0.16 38 KB 26 Sep 2026
  6. 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