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