Camp Resolute

by PunisherO37

1.0.9

1.0.9 - 10th Special Forces Group, moving-target fix, shoot-house AI count, litter casualties

10th SPECIAL FORCES GROUP (AIRBORNE) REPLACES THE 75th RANGER REGIMENT
- The compound, HQ (H3), flags, Field House banners, unit stone, draft board, compound and road signs now carry the
  10th SFG(A): Special Forces shoulder insignia with the Airborne and Special Forces tabs, SF jungle green.
- Candidate compound rebuilt around SFAS and the Q Course: "SFAS & SFQC Candidate Compound" gate sign, the Special
  Forces Creed board, Nasty Nick, Land Navigation Start and SFAS In-Processing plates.
- Memorial Wall of Honor: the section now honors the 10th Special Forces Group (Airborne) - De Oppresso Liber - with
  26 officially sourced names, campaigns and lineage plaques.
- Map and Game Master labels updated.

MOVING TARGETS
- Fixed hits not registering on moving targets in multiplayer: players' screens drew the target slightly behind
  where the server had it. Moving targets now line up with the server for every player, including players who
  join mid-course.

SHOOT HOUSES (SOTC)
- Choose how many Russian AI go in: "More / Fewer Russian AI" on the house console in Russian AI, Mixed and Custom
  modes, up to 12 per house (24 across the SOTC).
- Removed the camo nets that hung over the shoot-house entry doors.

LITTER CASUALTIES
- "Load casualty onto the litter" on the deployed four-man litter: the nearest unconscious soldier within 3 m goes
  onto it. He lies on it lowered and carried, and stays on it if he dies.
- Medics treat him on foot with the normal medical items while the litter is down or being carried.
- "Unload casualty" puts an unconscious or dead casualty on the ground beside the litter (works for players and AI).

ALSO
- Two selection-course plates that never appeared (SEAL Team Two "The Grinder", "The Pit") now show.
- Fixed a script error when an AI came round on the litter.
Game Version
1.9.0.37
Created
Sun, 08 Nov 2026 00:59:16 GMT
Last Modified
Sun, 08 Nov 2026 01:26:00 GMT

1.0.8

1.0.8 - Compound buildings and Field House realism pass

COMPOUND BUILDINGS (all four unit compounds and the candidate compounds)
- Outside: AC condensers on pads, electrical meters, conduit and telecom boxes, transformers with safety bollards, fire
  department connections, hose bibs, door hoods, wall lights, roof vents and exhaust fans, brick control joints, and
  weathering (dirt at the wall base, streaks under the windows).
- Inside: 2x4 tile ceilings with flush LED light panels, rubber base trim and fire extinguishers; open metal deck with
  high-bay lights in the gyms and workshops. Gym floors are dark charcoal instead of black.
- Candidate compound buildings are light grey painted block instead of grey brick.
- Shoot houses use real grey block instead of the old texture.
- The same buildings at the SOTC, the selection site, Range 220 and the harbor get the same detail.

FIELD HOUSE
- Hall: maple court with basketball lines, painted block walls with a navy band, high-bay lights, ductwork, raised
  backstops, a scoreboard over the draft board, exit signs and bench seats on the bleachers.
- Outside: downspouts, rooftop AC units, an east-end utility area and wall lights on the north and end walls.
- Stage, flags, banners, draft board and graduation chairs are unchanged.

Doors, rooms, furniture and building positions are unchanged. The new light fittings are models only and do not light
up at night.
Game Version
1.9.0.37
Created
Fri, 06 Nov 2026 18:32:26 GMT
Last Modified
Fri, 06 Nov 2026 19:13:51 GMT

1.0.7

1.0.7 - Arma Reforger 1.9 update

FIXED
- Breach walls: on 1.9, one charge took a breach wall straight to its last damage stage, so the breach opening never
  appeared. Each charge opens the wall one stage again, as before 1.9.

IMPROVED
- Lighter start-up: the map's scripts no longer take any of the shared script start-up budget that every mod on a
  server draws from (helps servers with large mod lists). No gameplay change.

Tested on 1.9.0.37 in single-player and multiplayer: ranges, courses, gates and gate codes, breach walls, patrol
console and the litter rig.
Game Version
1.9.0.37
Created
Thu, 05 Nov 2026 19:05:05 GMT
Last Modified
Thu, 05 Nov 2026 19:47:20 GMT

1.0.6

1.0.6 - Ranges V2, SOTC expansion, range standardization

RANGES
- R-1 Army pistol qualification rebuilt to TC 3-20.40 (C1) Table VI, plus Table V, CBRN, night and free practice.
- R-5 machine gun: Camp Resolute modified 500-meter course (MCTP 3-01C based, nothing past 500 m).
- R-10 zeroing range removed and rebuilt as a shotgun range (7-40 m, plate rack, popper, plates).
- R-11 dynamic flat range: Precision, Rapid, Multiple, Random and Custom courses with a clear tower brief.
- R-12 walk-down lanes: blue paint splatter no-shoot targets, scoring and penalties explained by the tower voice.
- New: R-4 long range precision (600 m max), R-13 unknown distance, R-17 moving targets, R-18 vehicle gunnery,
  R-19 grenade launcher, R-20 competition range with leaderboards, R-21 AP mine recognition lane (simulation only).
- R-3 known distance, R-6 hand grenade (blast-scored circles) and R-9 anti-armor got range consoles and courses;
  SM-2, SM-3 and SM-4 got consoles.
- Reactive steel targets with impact sounds; grenade, 40 mm and anti-armor targets score real blasts.
- Every range has its own courses, written brief and tower voice. Range towers, bleachers, ammo sheds, latrines and
  range flags to the Range 15 standard on every range. Range 15 itself is unchanged.
- R-16 assault lanes rebuilt as structured squad live-fire lanes.
- Range interlocks: a range whose fire crosses another cannot go hot while that range is hot.

SOTC
- Three new shoothouses (residential, office, compound) beside the existing ones, each with its own console.
- Seven modes per house, including stationary Russian AI that hold their posts (hostile or passive).
- SOTC control tower runs any house or SOTC range; each house resets on its own.

MAP
- Recon range east side is now a gradual hill with three streams and ponds.
- Patrol lanes are marked on the map (routes, start, checkpoints, finish).
- Place names fade out when you zoom in so the buildings stay readable.
- DOR bell rings longer with a natural decay.
Game Version
1.8.0.13
Created
Thu, 05 Nov 2026 14:37:34 GMT
Last Modified
Thu, 05 Nov 2026 15:18:01 GMT

1.0.5

Game Version
1.8.0.13
Created
Wed, 04 Nov 2026 05:29:10 GMT
Last Modified
Wed, 04 Nov 2026 06:04:49 GMT

1.0.4

Game Version
1.8.0.13
Created
Tue, 03 Nov 2026 20:29:40 GMT
Last Modified
Tue, 03 Nov 2026 21:06:56 GMT

1.0.3

Game Version
1.8.0.13
Created
Tue, 03 Nov 2026 00:59:02 GMT
Last Modified
Tue, 03 Nov 2026 01:17:40 GMT

1.0.2

Game Version
1.8.0.13
Created
Wed, 28 Oct 2026 03:53:35 GMT
Last Modified
Wed, 28 Oct 2026 04:25:22 GMT

1.0.1

Game Version
1.8.0.13
Created
Wed, 28 Oct 2026 02:14:34 GMT
Last Modified
Wed, 28 Oct 2026 02:22:53 GMT

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