AiO Command Menu -Reforger-

by propst81

0.3.4

0.3.4

See where your orders land, drive the menu with the mouse, and a long list of fixes. Ready for Arma Reforger 1.9.

REFORGER 1.9

- Checked against Arma Reforger 1.9: no changes were needed.
- Loads with long mod lists. With ACE, AC: Actual, Better Battle Buddies and more loaded, the game could refuse to load its scripts.

NEW

- Aim marker: while the menu is open, a crosshair shows where an aimed order will land and how far away it is. It shows the building Garrison and Clear would use, the vehicle your men would get into, unflip or repair, and turns grey when there is nothing there. More > Aim marker sets its style and size, or turns it off.
- Mouse control, old Arma style (More > Mouse control): the wheel moves through the menu, left click gives the order, right click goes back.
- Your menu settings are remembered across missions and restarts.

BETTER

- The game's own command wheel now overrides AiO: a wheel order releases men you told to hold, and a wheel fire order ends their individual fire orders.
- A soldier taken over by a player or Game Master is left to them, and gets his AiO orders back when the AI takes over again.
- Ordered smoke now comes before shooting in a close fight.
- Repairs happen only with the engineer beside the vehicle.
- Disarm mines clears the nearest mine first and has a 400 m limit.
- The menu closes while you are unconscious.

FIXED

- Fire on my lead no longer leaves men holding fire after a new order.
- Men keeping station on you rejoin the squad if you disconnect, step down or change squads.
- A new squad leader can set off charges and cancel fire missions the old leader started; a mortar stops its mission when given a new order.
- Cover spots and vehicle seats are freed when a soldier dies or never arrives.
- Men return to their Combat or Stealth stance after a repair, disarm or hold.
- Unflip, Lights and Engine, Garrison and Bound or Peel orders: several stuck or wrong cases.
- Admin Teleport with group no longer sends a soldier to the corner of the map.
- Every mission starts fresh after an admin restart.
- A rare script error while a squad was still being set up.
Game Version
1.9.0.37
Created
Fri, 06 Nov 2026 01:03:52 GMT
Last Modified
Fri, 06 Nov 2026 01:54:19 GMT

0.3.3

0.3.3

- More > Become leader / Step down as leader changes leadership in your own squad, including taking over from an AI leader while possessing a squad member. Another player cannot be displaced.
- Defense > Grenades & smoke: Frag there, Smoke there and Smoke screen there (up to three men) use the grenades your soldiers carry. Men throw from their posts or move up when the target is beyond throwing range, and frags are refused when a friendly is within 15 m of the target.
- Garrison building gets your men inside properly. Each man takes a window post facing out, with the nearest man on each post. Men no longer pick spots on top of beds and tables, they give up on unreachable posts in seconds rather than standing still for most of a minute, and they move to another free post. The squad remembers floors and rooms it found no way into. You get one report once everyone is in, saying how many men are in position and how many found no way in. Distant buildings load their navigation data as soon as you give the order.
- Clear building shares the rooms between the men, so they no longer queue in single file through narrow houses. A man whose rooms are all unreachable ends inside at a room he can reach.
- Fall back, Peel back and Attack > Flank now throw a smoke screen between the squad and the enemy when the squad is in contact, using men who carry smoke.
Game Version
1.8.0.13
Created
Wed, 28 Oct 2026 04:06:28 GMT
Last Modified
Wed, 28 Oct 2026 04:06:41 GMT

0.3.2

0.3.2

Put your specialists to work: set the squad's behaviour, send a demolition man forward, repair a vehicle or bring a mortar into the fight.

### Set the pace

- Stance & speed > Behaviour adds Safe, Aware, Combat and Stealth for the whole squad or selected soldiers. Safe lowers weapons while quiet; Aware restores normal behaviour; Combat keeps weapons up with a low stance and running pace; Stealth uses a low stance, walking and return fire only. The squad bar shows each man's mode.

### Demolition and field support

- Supplies > Explosives & mines sends an equipped soldier to plant a demolition charge on the aimed vehicle, wall or ground. Choose a 30-second timer or a detonator-controlled charge, then use DETONATE when ready. The soldier moves clear after planting; charges attached to vehicles move with them. Remote detonation needs a living placer still carrying his detonator within range.
- Order soldiers to lay mines they carry or disarm armed mines around a target point. These orders use real equipment; they do not spawn explosives.
- Vehicles > Repair that vehicle sends a soldier with a repair kit to work on the target. Repairs follow the kit's normal limits; wrecks remain beyond field repair.
- More > Fire mission uses a squad soldier and a nearby mortar to fire 3 or 6 HE rounds, 3 smoke rounds or 1 illumination round at your aim or map cursor. It needs suitable shells nearby; Cease fire stops the mission.
- Supplies > Give me ammo and Give me bandages sends the nearest selected soldier with spares to bring them to you, keeping a reserve for himself.
Game Version
1.8.0.13
Created
Wed, 21 Oct 2026 06:05:24 GMT
Last Modified
Wed, 21 Oct 2026 06:05:32 GMT

0.3.1

- Updated Workshop guidance for route recovery, persistent status and squad/vehicle teleport options.
- Added Admin > Teleport squad (where I look) to teleport the player and whole squad together to a target point/map cursor, maintaining relative formation spacing and non-colliding slots so units do not overlap.
- Added Admin > Teleport with vehicle to teleport the player's vehicle and all occupants inside it to the target point/map cursor.
- Added Admin > Teleport to my map cursor. Drivers bring their vehicle and its occupants; passengers and gunners teleport out alone. Requires the map open.
- Stalled routes now pause with the remaining plan intact, identify blocked soldiers and waypoint, and offer Resume or Skip waypoint under More > Routes. Recovery follows selected route members; skipping never counts as arrival.
- Added compact persistent feedback for current recipients, route/patrol progress, paused bound/peel reasons and commanded treatment. The full squad bar remains menu-only.
Game Version
1.8.0.13
Created
Sun, 18 Oct 2026 04:54:12 GMT
Last Modified
Sun, 18 Oct 2026 04:54:21 GMT

0.3.0

0.3.0 - Formations, routes and squad coordination

- Added Move > Formation: Column, Staggered column, Wedge and Line using Reforger's native formations. Applies to the whole squad and persists for later moves.
- Moved Speed to Stance & speed > Speed.
- Added More > Routes: plan up to 16 infantry waypoints from the map cursor or camera target, then hold at the end or repeat as a patrol. Select members or a colour team before adding the first point.
- Added queued arrival and stalled-movement popups for routes and ordinary Move here, visible with the menu closed. Arrival waits for the surviving assigned men; patrols stay quiet each lap.
- Added Defense > Watch that direction and Watch: own choice. Men already holding keep their posts.
- Added Supplies > Treat that soldier and Treat me: an available squad member uses real medical supplies and native treatment.
- Added 360 defense radii: Auto, 5, 10, 20, 30 and 50 m.
- Infantry retain movement destinations and posts during contact, fire from posts, and resume after immediate danger or available self-treatment. Engage at will releases a commanded post.
- Replaced timed Bound forward with Bound to position: two elements alternate moves until they reach the map/camera destination. Peel back also advances by actual arrivals.
- Bounding checks covering readiness, pauses for pinning or aid needs, and reports blocked movement or heavy losses. Use Attack > Resume bound / peel when a manual resume is required.
- Ordinary Move here and route travel support optional BBB relaxed marching. AiO remains standalone; BBB is not required.
- Report issues at the GitHub repository: https://github.com/propst-design/AIOCommandMenu/issues (New issue > Bug report).
Game Version
1.8.0.13
Created
Thu, 15 Oct 2026 02:42:07 GMT
Last Modified
Thu, 15 Oct 2026 02:42:16 GMT

0.2.1

0.2.1 - Public release. Same content as 0.2.0 (vehicles, map commands, garrison fixes).
Game Version
1.8.0.13
Created
Wed, 14 Oct 2026 05:03:02 GMT
Last Modified
Wed, 14 Oct 2026 05:03:07 GMT

0.2.0

0.2.0 - Vehicles and map commands

- Added vehicle boarding by seat role, seat switching, get out, passenger disembark and eject.
- Added engine/light controls and squad-assisted vehicle unflip.
- Added vehicle seat and boarding/dismounting status to the squad bar.
- The command menu now works with the map open; destination orders use the map cursor.
- Improved mortar and tripod machine gun targeting.
- Fixed camera targeting from inside vehicles so orders ignore your own vehicle's hull and attached parts.
- Added squad command support when taking control of an AI soldier in Game Master.
- Vehicles is now menu slot 3; Take cover is under Defense.
- Fixed soldiers remaining stuck on inaccessible building positions; garrison releases blocked posts and clear routes skip unreachable rooms with feedback.
- Fixed Return to formation clustering soldiers on the leader and leaving old building orders active.
- Improved interior-position checks and avoided duplicate garrison post assignments.
- Soldiers can open nearby closed building doors and retry a stalled interior route.
Game Version
1.8.0.13
Created
Wed, 14 Oct 2026 04:59:07 GMT
Last Modified
Wed, 14 Oct 2026 04:59:11 GMT

0.1.0

Game Version
1.8.0.13
Created
Tue, 13 Oct 2026 22:43:49 GMT
Last Modified
Tue, 13 Oct 2026 22:43:54 GMT

Showing 1 to 8 of 8 results

Rows per page