Camp Pendleton

by Medx_A99

Contributors

MacKelnuts, lcldark

1.0.42

Removed other Game modes.
Testing Gamemode created
Game Version
1.7.0.49
Created
Thu, 11 Jun 2026 00:04:36 GMT
Last Modified
Thu, 11 Jun 2026 00:33:06 GMT

1.0.41

Updated for 1.7
Added various small entities.
Added substation for later power distribution.
Added some ground detail near the east side of MOUT 1.
Fixed buildings aligning with ground and causing texture glitch with floor.
Game Version
1.7.0.41
Created
Thu, 28 May 2026 21:11:28 GMT
Last Modified
Thu, 28 May 2026 21:30:04 GMT

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

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