Camp Pendleton

by Medx_A99

Contributors

MacKelnuts, lcldark

1.0.40

Game Version
1.6.0.119
Created
Thu, 09 Apr 2026 03:21:14 GMT
Last Modified
Thu, 09 Apr 2026 03:23:08 GMT

1.0.39

rifle bugs fixed
Game Version
1.6.0.119
Created
Wed, 25 Mar 2026 02:46:38 GMT
Last Modified
Wed, 25 Mar 2026 02:48:28 GMT

1.0.38

Game Version
1.6.0.119
Created
Wed, 25 Mar 2026 02:15:49 GMT
Last Modified
Wed, 25 Mar 2026 02:17:43 GMT

1.0.37

Game Version
1.6.0.119
Created
Wed, 25 Mar 2026 01:55:11 GMT
Last Modified
Wed, 25 Mar 2026 01:56:03 GMT

1.0.36

Game Version
1.6.0.119
Created
Wed, 25 Mar 2026 01:21:52 GMT
Last Modified
Wed, 25 Mar 2026 01:23:44 GMT

1.0.35

## v5.1 — KD Qualification Overhaul (2026-03-21)

  ### Scoring
  - 5-round KD qualification: R1-R5 (10 shots
  each, 50 total)
  - Pass threshold: 38/50 (76%)
  - Per-round tracking: R1 200yd Slow, R2 200yd
  Rapid, R3 300yd Slow,
    R4 300yd Rapid, R5 500yd Slow

  ### Range Master
  - Scoreboard toggle on light switches (View
  Scoreboard / Close Scoreboard)
  - Event-driven HUD — no more polling, updates
  only on actions
  - Recheck system: Lock Lanes now catches
  everyone standing in lanes
    regardless of when they entered

  ### Lane Registration
  - Sticky registration: players keep their lane
  when walking away
  - Safe lane handoff: running across occupied
  lanes won't lose your lane
  - Occupied lane rejection: first come first
  served

  ### VPS Pipeline
  - API v2.0: accepts R-series format (hitsR1-R5)
  - Excel reports: 5-round columns with position
  labels
  - Discord notifications: format-aware with pass
  threshold
  - Results page: dual-format rendering (legacy +
  5-round KD)
  - Backward compatible with legacy 3-stage format

  ### Bug Fixes
  - Fixed init-order race: triggers now
  re-register on first player entry
  - Fixed lane loss when running through occupied
  lanes
  - Fixed RM HUD not updating when players
  register
  - Removed Print() spam from HUD refresh cycle
  - Dynamic FRAME event: only ticks when HUD is
  open
Game Version
1.6.0.119
Created
Sat, 21 Mar 2026 06:14:19 GMT
Last Modified
Sat, 21 Mar 2026 06:16:10 GMT

1.0.34

KD Firing Range v5.0 — Range Master Overhaul

  - Replaced 3-stage system (200/300/500) with
  authentic 5-round KD qualification course
  - R1: 200yd Slow Fire (Standing/Kneeling), R2:
  200yd Rapid Fire (Kneeling, 50s timer), R3:
  300yd Slow Fire (Kneeling), R4: 300yd Rapid Fire
   (Prone, 50s timer), R5: 500yd Slow Fire (Prone)
  - All rounds are 10 shots each, 50 total, pass
  at 38 (76%)
  - Added range on/off toggle — range starts OFF,
  no resources consumed until activated
  - Added free practice mode — after turning range
   on, shooters can fire freely with shot plotter,
   no DQ or shot limits
  - Added "Start Qualification" to lock lanes and
  capture shooter names
  - Single workflow button cycles through all
  states: Turn On → Start Qual → Commence Fire →
  Cease Fire → Report & Reset
  - Added 50-second countdown timer for rapid fire
   rounds (R2, R4) — starts on first shot,
  auto-ceases at zero
  - Timer displayed on both Range Master HUD and
  Shooter HUD
  - Round indicator shows R1-R5 progress on RM HUD
  - Shooter HUD shows per-round scores, firing
  position, and shots remaining
  - Lane registration is now sticky — shooters
  stay registered when walking away from lane
  - RM HUD scoreboard updated with per-round
  columns (R1-R5)
  - VPS batch reporting updated with per-round hit
   data
  - Chat commands updated: /on, /start, /fire,
  /cease, /report, /status
  - B-target silhouette texture fixed to 1004x1004
   (divisible by 4)
Game Version
1.6.0.119
Created
Sat, 21 Mar 2026 02:37:48 GMT
Last Modified
Sat, 21 Mar 2026 02:39:33 GMT

1.0.33

v4.4 — Shot Plotter Overhaul

  NEW:
  • B-target silhouette overlay in shot plotter
  (replaces placeholder rectangles)
  • Piecewise hit mapping matches real B-target
  proportions
  • Anchor-based dot rendering —
  resolution-independent alignment
  • 5-shot rolling window with red dot indicators

  FIXED:
  • Shot plotter dots misaligned with silhouette
  (pixel vs anchor coordinate mismatch)
  • Center mass hits displaying at wrong vertical
  position
  • Bottom-of-target hits compressed into center
  mass area
  • Horizontal axis flipped correctly for 180°
  target rotation

  TECHNICAL:
  • Runtime texture loading with .edds/.png
  fallback
  • Two-segment vertical mapping: upper body
  (head→torso) and lower body (torso→feet)
  • Removed fragile pixel-based frame size
  estimation
Game Version
1.6.0.119
Created
Sat, 21 Mar 2026 00:56:44 GMT
Last Modified
Sat, 21 Mar 2026 00:58:43 GMT

1.0.32

fix
Game Version
1.6.0.119
Created
Fri, 20 Mar 2026 06:20:22 GMT
Last Modified
Fri, 20 Mar 2026 06:22:02 GMT

1.0.31

fix
Game Version
1.6.0.119
Created
Fri, 20 Mar 2026 06:13:54 GMT
Last Modified
Fri, 20 Mar 2026 06:15:39 GMT

1.0.30

Game Version
1.6.0.119
Created
Fri, 20 Mar 2026 05:57:14 GMT
Last Modified
Fri, 20 Mar 2026 05:59:02 GMT

1.0.29

KD Firing Range v3.0

  New Features
  - 50-Lane Support — Range scales dynamically.
  Place as many lanes as you need, they
  self-register. No code changes required.
  - Shooter HUD — Every shooter gets their own HUD
   when locked into a lane: name, lane number,
  shot plotter, and live scores per firing
  position.
  - Shot Plotter — Real-time grid showing where
  your rounds are impacting on the target
  silhouette. Clears when advancing to the next
  firing line.
  - Overshoot DQ System — Fire more rounds than
  allotted at a position and you earn a DQ point.
  3 DQ points = disqualified.
  - Reversed Firing Order — Start at 200yd,
  advance to 300yd, finish at 500yd (close to
  far).

  Improvements
  - RM HUD now only shows occupied lanes instead
  of 50 empty rows
  - RM HUD stays open when you walk away from the
  console (close with Escape or /hud)
  - VPS report data is no longer lost if the POST
  fails — retained for retry
  - New chat command /myhud to toggle your shooter
   HUD

  Bug Fixes
  - Fixed potential data loss when VPS reporting
  failed mid-send
  - Removed orphaned v1 controller code

  Scoring
  - 200yd: 10 rounds
  - 300yd: 10 rounds
  - 500yd: 20 rounds
  - Total: 40 rounds, 75% (30/40) to pass
  - 2 cross-lane violations = DQ
  - 3 overshoot infractions = DQ
Game Version
1.6.0.119
Created
Fri, 20 Mar 2026 05:33:33 GMT
Last Modified
Fri, 20 Mar 2026 05:35:22 GMT

1.0.28

KD Rifle Range v2.0.1 — Hotfix

  ---
  Fix: VPS Reporting Pipeline

  The batch reporting endpoint has been updated to
   accept payloads from Arma Reforger's REST
  implementation, which does not send standard
  Content-Type headers. The separate trigger call
  that caused a race condition (trigger firing
  before results were stored) has been eliminated
  — reporting now uses a single atomic POST that
  stores results and triggers Excel generation +
  Discord posting in one request.

  ---
  v2.0 (Previous Release)

  New Features
  - 9-state guided workflow with Range Master
  console (WAITING → LOCK → FIRE/CEASE × 3
  distances → REPORT)
  - 10-lane Known Distance qualification range
  (500yd / 300yd / 200yd)
  - Cross-lane violation detection with automatic
  DQ on 2nd offense
  - Batch result reporting to VPS scoring server
  - Excel scoresheet generation with per-player
  breakdown
  - Discord embed with session summary, pass rate,
   and top scorer
  - 7-day rolling results history at
  lcllabs.com/api/firing-range/page
  - Range Master HUD with live lane status, hit
  tracking, violations, and pass/fail/DQ
  - Chat commands: /next, /lock, /fire, /cease,
  /report, /reset, /status, /hud
  - Escape key closes HUD, console proximity opens
   it

  Scoring
  - 20 rounds at 500yd, 10 at 300yd, 10 at 200yd —
   40 total
  - 75% (30/40 hits) to qualify
  - DQ overrides passing score
Game Version
1.6.0.119
Created
Thu, 19 Mar 2026 12:43:35 GMT
Last Modified
Thu, 19 Mar 2026 12:45:31 GMT

1.0.27

v2.0 — KD Rifle Range Overhaul

  Bug Fixes
  - Fixed tracer rounds counting as multiple hits
  (200ms dedup per target)
  - Fixed player names disappearing from HUD after
   exercise begins
  - Fixed 300yd and 200yd firing stages not
  registering hits
  - Fixed only 1 player's results being sent to
  the scoring server

  New Features
  - Full 9-state Range Master workflow: Lock Lanes
   → Fire 500yd → Cease Fire → Fire 300yd → Cease
  Fire → Fire 200yd → Cease Fire → Report → Reset
  - Cross-lane violation detection — shooting
  another lane's target triggers a warning, 2
  violations = automatic disqualification
  - Range Master identity captured at lane lock,
  displayed on HUD and included in reports
  - HUD now shows current stage, next action,
  Range Master name, and violation count per lane
  - Escape key closes the HUD
  - New chat commands: /next, /cease, /hud,
  /status, /reset
  - Each target assigned to its lane (1-10) for
  accurate hit tracking
  - VPS scoring API upgraded — batch reporting,
  DQ/violation tracking, Range Master in reports
  and Discord embed

  Files Changed
  - 6 scripts (Controller, Reporter, Target,
  Action, ChatListener, HUD)
  - 1 UI layout (RangeMasterHUD — 3 new widget
  columns)
  - 1 world layer (Trigger_Zones — target naming +
   lane assignment)
  - 1 world layer (default — terrain edits)
Game Version
1.6.0.119
Created
Thu, 19 Mar 2026 05:32:04 GMT
Last Modified
Thu, 19 Mar 2026 05:33:48 GMT

1.0.26

atttempt 2.2
Game Version
1.6.0.119
Created
Thu, 19 Mar 2026 02:16:09 GMT
Last Modified
Thu, 19 Mar 2026 02:18:04 GMT

1.0.25

ends vps api end to end changed for reporting fix,  for testing
Game Version
1.6.0.119
Created
Wed, 18 Mar 2026 21:26:59 GMT
Last Modified
Wed, 18 Mar 2026 21:29:08 GMT

1.0.24

```
v0.1 — Rifle Range (18 MAR 2026)

- Added 10-lane known-distance rifle range (500/300/200yd)
- Range Master console on the light switch in lane 5 — press F to access
- Live scoreboard HUD showing all shooters, hits per distance, and pass/fail
- Automatic score report posted to Discord after each exercise
- Fixed: rapid fire hit registration on range targets
```
Game Version
1.6.0.119
Created
Wed, 18 Mar 2026 21:02:06 GMT
Last Modified
Wed, 18 Mar 2026 21:03:55 GMT

1.0.23

feat: Add custom 10-lane KD firing range system with Range Master HUD, VPS pipeline, and results webpage ## Overview Built a complete known-distance (KD) rifle range scoring system for CPTerrainLarge. Replaces the stock Arma Reforger firing range with a custom 10-lane system featuring real-time score tracking, a Range Master HUD, F-key command interface, and automated results reporting to Discord and a live results webpage. ## Removed - Deleted Test_RifleRange group and all base game SCR_FiringRangeTarget entities from the world - Removed base game FiringRangeManager dependency for scoring ## Added - Scripts (Scripts/Game/FiringRange/) - SCR_RangeMasterController.c — Singleton controller managing lane assignments, hit counters per distance (500/300/200yd), stage progression, and session reporting - SCR_RangeMasterHUD.c — GenericEntity singleton that loads RangeMasterHUD.layout; displays 10-lane scoreboard with player names, hits per distance, totals, and pass/fail status - SCR_RangeMasterConsoleTrigger.c — SCR_CharacterTriggerEntity that opens/closes the HUD when Range Master enters the console zone - SCR_RangeMasterAction.c — 5 ScriptedUserAction classes on the flagpole: Toggle HUD, Lock Lanes, Commence Fire, Advance Stage, End Exercise + Report - SCR_RangeMasterChatListener.c — SCR_ChatComponent extension for /lock /commence /advance /end chat commands (stub, not wired to player controller) - SCR_FiringRangeTrigger.c — SCR_CharacterTriggerEntity for 30 firing line zones (10 lanes × 3 distances); registers/unregisters players to lanes via RangeMasterController - SCR_FiringRangeTargetCustom.c — SCR_FiringRangeTarget extension; routes hits to AddHitForPlayer() on RangeMasterController based on shooter's lane and current stage - SCR_FiringRangeReporter.c — Static class POSTing per-lane results to lcllabs.com/api/firing-range/result and triggering report generation via /trigger/{sessionId}
Game Version
1.6.0.119
Created
Wed, 18 Mar 2026 06:39:32 GMT
Last Modified
Wed, 18 Mar 2026 06:41:25 GMT

1.0.22

Game Version
1.6.0.119
Created
Sat, 28 Feb 2026 04:53:30 GMT
Last Modified
Sat, 28 Feb 2026 04:55:20 GMT

1.0.21

Game Version
1.6.0.119
Created
Sat, 28 Feb 2026 04:04:44 GMT
Last Modified
Sat, 28 Feb 2026 04:06:31 GMT

1.0.20

Game Version
1.6.0.119
Created
Fri, 27 Feb 2026 03:30:31 GMT
Last Modified
Fri, 27 Feb 2026 03:32:17 GMT

1.0.19

Game Version
1.6.0.119
Created
Wed, 25 Feb 2026 00:01:10 GMT
Last Modified
Wed, 25 Feb 2026 00:03:05 GMT

1.0.18

Game Version
1.6.0.119
Created
Sat, 21 Feb 2026 00:00:32 GMT
Last Modified
Sat, 21 Feb 2026 00:02:01 GMT

1.0.17

Game Version
1.6.0.119
Created
Tue, 17 Feb 2026 21:15:27 GMT
Last Modified
Tue, 17 Feb 2026 21:17:49 GMT

1.0.16

Game Version
1.6.0.119
Created
Wed, 11 Feb 2026 00:28:43 GMT
Last Modified
Wed, 11 Feb 2026 00:30:18 GMT

1.0.15

Game Version
1.6.0.119
Created
Wed, 04 Feb 2026 00:57:46 GMT
Last Modified
Wed, 04 Feb 2026 01:00:43 GMT

1.0.14

Game Version
1.6.0.119
Created
Sun, 01 Feb 2026 04:08:58 GMT
Last Modified
Sun, 01 Feb 2026 04:11:29 GMT

1.0.13

Game Version
1.6.0.108
Created
Sat, 17 Jan 2026 16:46:13 GMT
Last Modified
Sat, 17 Jan 2026 16:48:11 GMT

1.0.12

Game Version
1.6.0.95
Created
Mon, 15 Dec 2025 01:23:36 GMT
Last Modified
Mon, 15 Dec 2025 01:25:00 GMT

1.0.11

Game Version
1.6.0.95
Created
Sat, 13 Dec 2025 18:42:25 GMT
Last Modified
Sat, 13 Dec 2025 18:44:02 GMT

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