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Base capping time does not change based off of how many people are capping

General

Conflict

Done

Issue Key

ARGF-109

State

Done

Access

Public

Group

Arma Reforger

Project

Game Feedback

Creator

cole_reforger

Created

Jun 17, 2026

Views

149

Attachments

compress_by_compress10mb.mp4

Platform

PC

Game Version

1.7.0.49

Mission

Β 

Is it modded?

Description

Base capping time does not change based off of how many people are capping

Attachment

compress_by_compress10mb.mp4

24 MB

Activity

    2 months ago

  • cole_reforger
    created issue2 months ago
  • 2 months ago

  • l909
    changed state to
    FEEDBACK
    2 months ago
  • 2 months ago

  • medoedcommented
    2 months ago

    Maybe only player-controlled characters are counted?


    This used to be an exploit, allowing bases to be captured faster with bots, especially when there was no limit on the number of bots in a squad.

  • cole_reforgerreplied to a comment
    2 months ago

    Maybe, but even on vanilla servers with players its very noticable

  • 2 months ago

  • baxenatorcommented(edited)
    2 months ago

    I found the end of the issue: SCR_CampaignSeizingComponent.c:RefreshSeizingTimer():270
    When calculating deductions, m_iSeizingCharacters is 0, resulting in no reductions.

  • l909
    changed state to
    IN PROGRESS
    2 months ago
  • baxenatorcommented(edited)
    2 months ago

    SCR_CampaignSeizingComponent.c:OnQueryFinished():179

    if (prevailingFaction)
      curSeizingCharacters = Math.Min(totalFactionPresenceCount - curSeizingCharacters, m_iMaximumSeizingCharacters);

    My interpretation of this code is that its supposed to calculate the X amount of players more than the defenders. Instead when a base is under total domination and being captured, it does: Y total - X attackers, so 0 players and 0 deductions when there are only attackers.

    9 attackers, 0 defenders, 9-9 = 0

    9 attackers, 5 defenders, 14-9 = 5

    For the fix, at least in the short term, the value seizing attacker amount can be calculated as such:

    SCR_CampaignSeizingComponent.c:RefreshSeizingTimer():179

    if (prevailingFaction) {
        int contestingPresence = totalFactionPresenceCount - curSeizingCharacters;
        curSeizingCharacters = Math.Clamp(curSeizingCharacters - contestingPresence, 1, m_iMaximumSeizingCharacters);
    }
  • baxenatorcommented
    2 months ago

    @l909 ^

  • 25 days ago

  • medoedcommented
    25 days ago

    Fixed: Base capture speeding up depending on the number of people capturing was broken 

    1.8.0.5 Changelog

  • 24 days ago

  • l909
    changed state to
    DONE
    24 days ago

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Issue Key

ARGF-109

State

Done

Access

Public

Group

Arma Reforger

Project

Game Feedback

Creator

cole_reforger

Created

Jun 17, 2026

Views

149

Attachments

compress_by_compress10mb.mp4