{"id":20469,"date":"2024-12-28T16:24:54","date_gmt":"2024-12-28T16:24:54","guid":{"rendered":"https:\/\/xgamingserver.com\/blog\/?p=20469"},"modified":"2026-06-15T19:24:13","modified_gmt":"2026-06-15T19:24:13","slug":"how-to-make-arma-reforger-server-cross-platform","status":"publish","type":"post","link":"https:\/\/xgamingserver.com\/blog\/how-to-make-arma-reforger-server-cross-platform\/","title":{"rendered":"How to enable Crossplay on  Arma Reforger server"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">Cross-platform play is one of the biggest reasons Arma Reforger thrives where other tactical shooters fade: a single server can hold PC, Xbox, and PlayStation 5 players in the same firefight. But &#8220;crossplay&#8221; on a Reforger server is not a single toggle you flip and forget. It is the interaction of two mutually exclusive config approaches, a mandatory anti-cheat requirement, and a mod-compatibility rule that can silently lock console players out of your server without a single error message. This guide walks through every part of the JSON server config that controls who can join, explains the <code>crossPlatform<\/code> vs <code>supportedPlatforms<\/code> decision, and details the exact reason a scripted modpack will quietly exclude your PS5 community.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Everything below is based on the current stable 1.6.x (&#8220;Operation Omega&#8221;) build line. Because Bohemia Interactive ships hotfix builds weekly, we reference behaviors and field names rather than pinning exact build numbers \u2014 the field names and platform rules have been stable across 1.6.x.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">The Two Ways to Enable Crossplay (and Why You Pick One)<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Arma Reforger uses a JSON server config file (commonly named <code>config.json<\/code> or <code>ServerConfig.json<\/code>), not the classic <code>.cfg<\/code> format from older Arma titles. Every key is case-sensitive, and IPv6 is not supported. Platform access is controlled entirely inside the <code>game<\/code> block, and there are exactly two ways to express it:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong><code>crossPlatform<\/code><\/strong> (boolean, default <code>false<\/code>) \u2014 set it to <code>true<\/code> to accept <em>all<\/em> platforms at once. This is the blunt instrument: PC, Xbox, and PSN are all welcome.<\/li>\n<li><strong><code>supportedPlatforms<\/code><\/strong> (array) \u2014 explicitly list which platforms you allow using the three platform tokens. This gives you surgical control, for example PC + Xbox but not PlayStation.<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">The single most common mistake new admins make is trying to use both at once. <strong><code>crossPlatform: true<\/code> and an explicit <code>supportedPlatforms<\/code> array are mutually exclusive<\/strong> \u2014 pick one approach, not both. If you want everyone in, use <code>crossPlatform: true<\/code> and leave the array out. If you want to control exactly which platforms connect, leave <code>crossPlatform<\/code> as <code>false<\/code> and define <code>supportedPlatforms<\/code>.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">The Three Platform Tokens<\/h3>\n\n\n\n<figure class=\"wp-block-table is-style-stripes\"><table><thead><tr><th>Token<\/th><th>Platform<\/th><th>Notes<\/th><\/tr><\/thead><tbody><tr><td><code>PLATFORM_PC<\/code><\/td><td>PC (Steam)<\/td><td>Always available; the default if nothing else is set<\/td><\/tr><tr><td><code>PLATFORM_XBL<\/code><\/td><td>Xbox (Xbox Live)<\/td><td>Console mods limited by per-mod compatibility<\/td><\/tr><tr><td><code>PLATFORM_PSN<\/code><\/td><td>PlayStation 5 (PlayStation Network)<\/td><td>Supported since v1.2.1.169; strict mod rules apply<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">A full crossplay <code>supportedPlatforms<\/code> array looks like this:<\/p>\n\n\n\n<pre class=\"wp-block-code\"><code>\"supportedPlatforms\": [\"PLATFORM_PC\", \"PLATFORM_XBL\", \"PLATFORM_PSN\"]<\/code><\/pre>\n\n\n\n<p class=\"wp-block-paragraph\">Any subset is valid. PC-only is the default. PC + Xbox is a very common combination for modded servers. Full PC + Xbox + PSN works best on vanilla servers or servers running only data-only mods \u2014 and the reason for that caveat is the heart of this guide.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">The Non-Negotiable Rule: BattlEye Must Be On<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Before a single console player can connect, your server must have BattlEye anti-cheat enabled. This is controlled by the <code>battlEye<\/code> boolean inside the <code>gameProperties<\/code> object, and it defaults to <code>true<\/code>. <strong>Console players cannot and will not join a server that has BattlEye disabled.<\/strong> Sony and Microsoft both require anti-cheat enforcement for online play, so turning it off is functionally identical to setting the server to PC-only \u2014 your Xbox and PS5 players will simply never see the server as joinable.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The practical takeaway: leave <code>battlEye<\/code> at its default of <code>true<\/code> on any server that wants crossplay. The only time you&#8217;d disable it is for a private PC-only testing instance, and even then it is rarely worth the trouble.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">A Complete Crossplay-Ready Server Config<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Here is a verified config skeleton with crossplay enabled the explicit way (all three platforms listed) and BattlEye on. Note the network defaults: <code>bindPort<\/code> and <code>publicPort<\/code> default to <strong>2001<\/strong> (the UDP game socket), the <code>a2s<\/code> query port defaults to <strong>17777<\/strong>, and RCON defaults to <strong>19999<\/strong>. The <code>maxPlayers<\/code> default is 64 with a valid range of 1\u2013128.<\/p>\n\n\n\n<pre class=\"wp-block-code\"><code>{\n  \"bindAddress\": \"\",\n  \"bindPort\": 2001,\n  \"publicAddress\": \"\",\n  \"publicPort\": 2001,\n  \"a2s\": {\n    \"address\": \"0.0.0.0\",\n    \"port\": 17777\n  },\n  \"rcon\": {\n    \"address\": \"127.0.0.1\",\n    \"port\": 19999,\n    \"password\": \"ChangeMe123\",\n    \"permission\": \"admin\",\n    \"maxClients\": 16,\n    \"blacklist\": [],\n    \"whitelist\": []\n  },\n  \"game\": {\n    \"name\": \"My Crossplay Reforger Server\",\n    \"password\": \"\",\n    \"passwordAdmin\": \"SuperSecretAdminPass\",\n    \"admins\": [],\n    \"scenarioId\": \"{ECC61978EDCC2B5A}Missions\/23_Campaign.conf\",\n    \"maxPlayers\": 64,\n    \"visible\": true,\n    \"crossPlatform\": false,\n    \"supportedPlatforms\": [\"PLATFORM_PC\", \"PLATFORM_XBL\", \"PLATFORM_PSN\"],\n    \"gameProperties\": {\n      \"serverMaxViewDistance\": 1600,\n      \"serverMinGrassDistance\": 0,\n      \"networkViewDistance\": 1500,\n      \"fastValidation\": true,\n      \"battlEye\": true,\n      \"disableThirdPerson\": false,\n      \"VONDisableUI\": false,\n      \"VONCanTransmitCrossFaction\": false\n    },\n    \"mods\": []\n  },\n  \"operating\": {\n    \"lobbyPlayerSynchronise\": true,\n    \"playerSaveTime\": 120,\n    \"aiLimit\": -1,\n    \"slotReservationTimeout\": 60,\n    \"joinQueue\": { \"maxSize\": 0 }\n  }\n}<\/code><\/pre>\n\n\n\n<p class=\"wp-block-paragraph\">If you&#8217;d rather accept every platform without listing them, delete the <code>supportedPlatforms<\/code> line entirely and set <code>\"crossPlatform\": true<\/code>. Both approaches produce a fully crossplay server; they just differ in how much control you keep. Note also <code>fastValidation<\/code> should stay <code>true<\/code> for public servers \u2014 it speeds up the integrity check clients run when joining. For a deeper field-by-field walkthrough of every block in this file, see our <a href=\"https:\/\/xgamingserver.com\/blog\/arma-reforger-server-configuration-guide\/\">full server configuration guide<\/a>.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Installing the Dedicated Server<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">The dedicated server is a free anonymous download \u2014 you do not need to own Arma Reforger on the host machine. Use SteamCMD and log in as <code>anonymous<\/code>. The Steam app IDs are:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Stable dedicated server:<\/strong> <code>1874900<\/code><\/li>\n<li><strong>Experimental dedicated server:<\/strong> <code>1890870<\/code> (currently the 1.7.x line)<\/li>\n<li>Game client (not needed to host): <code>1874880<\/code><\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">There is a genuine native Linux server binary (<code>.\/ArmaReforgerServer<\/code>) as well as the Windows executable (<code>ArmaReforgerServer.exe<\/code>) \u2014 no Proton or Wine is needed on Linux. On Linux you&#8217;ll typically need <code>libcurl4<\/code> and an <code>libssl<\/code> package (often <code>libssl1.1<\/code>), plus optionally <code>net-tools<\/code>.<\/p>\n\n\n\n<pre class=\"wp-block-code\"><code># Windows install\nsteamcmd.exe +force_install_dir \"C:\\ArmaReforger\\Server\" +login anonymous +app_update 1874900 validate +quit\n\n# Windows launch\nArmaReforgerServer.exe -config \".\\Configs\\ServerConfig.json\" -maxFPS 60 -profile \".\\profile\"\n\n# Linux launch\n.\/ArmaReforgerServer -config \/path\/to\/config.json -maxFPS 60 -profile \/path\/to\/profile<\/code><\/pre>\n\n\n\n<p class=\"wp-block-paragraph\">The <code>-maxFPS<\/code> flag is strongly recommended \u2014 cap it around 60\u2013120 to stop the server pinning a CPU core at thousands of frames per second. The <code>-profile<\/code> flag sets where logs and crash data are written. And <code>-listScenarios<\/code> prints every loadable scenario ID on startup, which is invaluable for finding modded scenario GUIDs. If you&#8217;d rather skip SteamCMD entirely, a managed <a href=\"https:\/\/xgamingserver.com\/arma-reforger-server-hosting\">Arma Reforger hosting plan<\/a> ships with crossplay-ready defaults and a one-click config editor, and our <a href=\"https:\/\/xgamingserver.com\/docs\/arma-reforger\">Arma Reforger docs<\/a> cover the panel workflow step by step. For a from-scratch manual install, follow our <a href=\"https:\/\/xgamingserver.com\/blog\/how-to-set-up-an-arma-reforger-server-xgamingserver-hosting-guide\/\">Arma Reforger server setup guide<\/a>.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Ports to Open<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>UDP 2001<\/strong> \u2014 the game socket (<code>bindPort<\/code> \/ <code>publicPort<\/code>)<\/li>\n<li><strong>UDP 17777<\/strong> \u2014 Steam \/ A2S query (so the server appears in the browser)<\/li>\n<li><strong>19999<\/strong> \u2014 RCON, only if you use it (match your config&#8217;s protocol)<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">If the query port (17777) isn&#8217;t reachable, your server won&#8217;t show up in the in-game browser for any platform \u2014 a frequent cause of &#8220;my friends can&#8217;t find my crossplay server&#8221; reports.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">The Mod Trap: How a Scripted Modpack Silently Excludes Console Players<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">This is the rule that catches almost every admin who builds a serious modded server and then wonders why their PlayStation regulars vanished. Arma Reforger mods come from the in-game Reforger Workshop (browsable at <code>reforger.armaplatform.com\/workshop<\/code>), <strong>not<\/strong> the Steam Workshop, and they are referenced in the config <code>mods<\/code> array by a 16-character hexadecimal <code>modId<\/code>. The platform implications are the most important crossplay detail in the whole game.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">PlayStation: Data-Only Mods Allowed, Scripts Blocked<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Since Update 1.4 (22 May 2025), PS5 players <em>can<\/em> join modded servers \u2014 but only servers whose mods ship data and assets <strong>only<\/strong>. <strong>Any mod containing script code is blocked on PSN by Sony policy.<\/strong> Mod authors flag each mod&#8217;s platform compatibility \u2014 PC-only, PC + Xbox, or all-platforms \u2014 based on whether the mod contains scripts. A pure reskin, vehicle pack, or terrain that adds no scripted logic can be all-platforms; a gameplay framework that runs code cannot include PlayStation.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The net effect for admins is the trap: a heavy scripted modpack \u2014 many realism and gameplay frameworks fall into this category \u2014 will <strong>silently exclude PS5 players<\/strong> from the server, even when you have <code>PLATFORM_PSN<\/code> listed in <code>supportedPlatforms<\/code> and BattlEye on. There&#8217;s no error telling you this happened. The server simply becomes invisible or unjoinable for PlayStation users because one of its required mods isn&#8217;t PSN-compatible.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Xbox: Per-Mod Certification<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Xbox supports Workshop mods, but historically only those certified or allowed for Xbox by Bohemia, with data-versus-script restrictions similar in spirit to PlayStation&#8217;s. The exact current Xbox certification gating isn&#8217;t fully documented publicly, so the safe framing is qualitative: <strong>console mod support depends on each mod&#8217;s declared platform compatibility<\/strong>. Always check a mod&#8217;s listed platforms in the Workshop before adding it to a crossplay server, and verify that the dependencies it pulls in are also console-compatible.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">How to Keep Console Players In<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">If full PC + Xbox + PSN crossplay is your goal, the strategy is restraint. A mods entry looks like this:<\/p>\n\n\n\n<pre class=\"wp-block-code\"><code>\"mods\": [\n  { \"modId\": \"591AF5BDA9F7CE8B\", \"name\": \"Capture & Hold\", \"version\": \"1.0.3\", \"required\": true }\n]<\/code><\/pre>\n\n\n\n<p class=\"wp-block-paragraph\">To find a <code>modId<\/code>, open the mod&#8217;s page in the Reforger Workshop and copy the 16-character hex GUID from the URL (it also lives in the mod&#8217;s <code>ServerData.json<\/code>). Many host panels resolve the GUID and its dependencies automatically. Remember that load order matters \u2014 frameworks and dependencies load first, content and add-ons after \u2014 and that all dependencies (and dependencies-of-dependencies) must be present.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">For a vanilla or data-only crossplay server, list all three platforms freely. For a scripted milsim stack (for example, the popular combination of a realism framework like ACE Anvil plus a content pack like RHS \u2013 Status Quo), accept that PS5 will likely be excluded and either set <code>supportedPlatforms<\/code> to <code>[\"PLATFORM_PC\", \"PLATFORM_XBL\"]<\/code> honestly, or run a separate vanilla crossplay instance for your console community. If you want to build a focused mod stack that maximizes console reach, our roundup of <a href=\"https:\/\/xgamingserver.com\/blog\/the-best-mods-for-arma-reforger-in-2024\/\">the best Arma Reforger mods<\/a> notes which categories tend to be data-only versus scripted.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Choosing the Right Scenario for a Crossplay Server<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">The <code>scenarioId<\/code> field uses the format <code>{16-HEX-GUID}Missions\/FileName.conf<\/code> \u2014 the GUID in braces identifies the owning resource (the vanilla game or a specific mod), followed by the path to the scenario&#8217;s <code>.conf<\/code> file. The default Everon Conflict is the most popular crossplay choice because it scales well to mixed-input lobbies. Here are the canonical built-in scenario IDs for the 1.6.x map roster (Everon, Arland, and Kolguyev \u2014 the latter added in 1.6):<\/p>\n\n\n\n<figure class=\"wp-block-table is-style-stripes\"><table><thead><tr><th>Scenario<\/th><th>scenarioId<\/th><\/tr><\/thead><tbody><tr><td>Conflict \u2013 Everon<\/td><td><code>{ECC61978EDCC2B5A}Missions\/23_Campaign.conf<\/code><\/td><\/tr><tr><td>Conflict \u2013 Arland<\/td><td><code>{C41618FD18E9D714}Missions\/23_Campaign_Arland.conf<\/code><\/td><\/tr><tr><td>Conflict \u2013 Northern Everon<\/td><td><code>{C700DB41F0C546E1}Missions\/23_Campaign_NorthCentral.conf<\/code><\/td><\/tr><tr><td>Game Master \u2013 Everon<\/td><td><code>{59AD59368755F41A}Missions\/21_GM_Eden.conf<\/code><\/td><\/tr><tr><td>Game Master \u2013 Kolguyev<\/td><td><code>{F45C6C15D31252E6}Missions\/27_GM_Cain.conf<\/code><\/td><\/tr><tr><td>Combat Ops \u2013 Everon<\/td><td><code>{DFAC5FABD11F2390}Missions\/26_CombatOpsEveron.conf<\/code><\/td><\/tr><tr><td>Capture &#038; Hold \u2013 Briars<\/td><td><code>{3F2E005F43DBD2F8}Missions\/CAH_Briars_Coast.conf<\/code><\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">For a custom or modded scenario, add the scenario&#8217;s mod to the <code>mods<\/code> array, then set <code>scenarioId<\/code> to that mod&#8217;s <code>{GUID}Missions\/....conf<\/code> string \u2014 and remember the data-vs-script rule applies here too, since the scenario mod itself counts toward console compatibility. If you want to build your own missions, our <a href=\"https:\/\/xgamingserver.com\/blog\/how-to-create-a-custom-scenario-in-arma-reforger-a-guide\/\">custom scenario guide<\/a> covers the Workbench World Editor workflow end to end.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Testing Your Crossplay Setup<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Once your config is live, verify crossplay methodically rather than assuming it works:<\/p>\n\n\n\n<ol class=\"wp-block-list\">\n<li>Confirm the server appears in the in-game browser on a PC client first \u2014 if it doesn&#8217;t, the query port (17777) or <code>visible<\/code> setting is the issue, not crossplay.<\/li>\n<li>Check that <code>battlEye<\/code> is <code>true<\/code> and that you are using either <code>crossPlatform: true<\/code> <em>or<\/em> <code>supportedPlatforms<\/code>, never both.<\/li>\n<li>Have a console tester search for the server. If PC sees it but console doesn&#8217;t, suspect BattlEye, a non-console-compatible mod, or a missing platform token.<\/li>\n<li>If only PlayStation can&#8217;t join while Xbox can, your modpack almost certainly contains a scripted mod \u2014 review each mod&#8217;s declared platform compatibility in the Workshop.<\/li>\n<\/ol>\n\n\n\n<p class=\"wp-block-paragraph\">New to the game yourself and standing up your first mixed-platform server? Our <a href=\"https:\/\/xgamingserver.com\/blog\/comprehensive-beginners-guide-to-arma-reforger-tips-and-tricks-for-newbies\/\">beginner&#8217;s guide to Arma Reforger<\/a> covers the fundamentals of Conflict, supplies, and base building so you understand what your players are actually doing on your server.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Frequently Asked Questions<\/h2>\n\n\n\n<h3 class=\"wp-block-heading\">Do I need both crossPlatform and supportedPlatforms to enable crossplay?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">No \u2014 they are mutually exclusive and you should use exactly one. Set <code>\"crossPlatform\": true<\/code> to accept every platform with a single toggle, or leave <code>crossPlatform<\/code> at its default of <code>false<\/code> and list the platforms you want in the <code>supportedPlatforms<\/code> array (for example <code>[\"PLATFORM_PC\", \"PLATFORM_XBL\", \"PLATFORM_PSN\"]<\/code>). Using both at once is a configuration error.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Why can&#8217;t my Xbox or PS5 friends see or join my Arma Reforger server?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">The three most common causes are: BattlEye is disabled (it must be <code>true<\/code> for any console player to connect), the platform isn&#8217;t included in your config (missing <code>PLATFORM_XBL<\/code> or <code>PLATFORM_PSN<\/code>, or <code>crossPlatform<\/code> left as <code>false<\/code> with no array), or a mod on the server isn&#8217;t console-compatible. A scripted mod in particular will block PlayStation entirely. Also verify your query port (UDP 17777) is open, or the server won&#8217;t appear in any platform&#8217;s browser.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Can PS5 players join a modded Arma Reforger server?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Yes, since Update 1.4 (22 May 2025), but only servers whose mods are data-only. Any mod containing script code is blocked on PSN due to Sony policy, so a server running a scripted framework will silently exclude PS5 players even with <code>PLATFORM_PSN<\/code> listed. If full PlayStation crossplay matters, keep your mod stack limited to data-and-asset mods, or run a separate vanilla instance for console players.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Does enabling BattlEye affect PC players on a crossplay server?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">BattlEye is on by default and is fine to leave enabled for PC; its real role on a crossplay server is that consoles will not connect without it. There is no benefit to disabling it for a crossplay setup \u2014 doing so simply turns the server into a PC-only instance because Xbox and PS5 clients require anti-cheat enforcement for online play.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">What Steam app ID do I use to install a crossplay-capable dedicated server?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Use app ID <code>1874900<\/code> for the stable dedicated server via SteamCMD, logging in as <code>anonymous<\/code> (you don&#8217;t need to own the game). Crossplay is a config setting, not a separate build, so the same dedicated server supports all platforms once you set <code>crossPlatform<\/code> or <code>supportedPlatforms<\/code> and keep <code>battlEye<\/code> on. The experimental branch (currently the 1.7.x line) is app ID <code>1890870<\/code>, but stick to stable for production crossplay servers.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Can I allow PC and Xbox but block PlayStation specifically?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Yes \u2014 that&#8217;s exactly what the explicit <code>supportedPlatforms<\/code> array is for. Set <code>\"crossPlatform\": false<\/code> and <code>\"supportedPlatforms\": [\"PLATFORM_PC\", \"PLATFORM_XBL\"]<\/code>. This is the honest way to run a heavily scripted modded server: rather than letting PS5 players fail to join silently, you simply don&#8217;t advertise the platform. Any subset of the three tokens is a valid combination.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Bringing It All Together<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Crossplay on Arma Reforger comes down to three decisions made consistently: choose <em>one<\/em> of <code>crossPlatform<\/code> or <code>supportedPlatforms<\/code>, keep <code>battlEye: true<\/code> so consoles can connect, and audit every mod&#8217;s platform compatibility \u2014 because a single scripted mod is enough to lock out your entire PlayStation player base without warning. Get those three right and a single server will hold PC, Xbox, and PS5 players in the same coordinated, mixed-input firefight, which is exactly what makes Reforger&#8217;s community so resilient. Build your config carefully, test from each platform, and lean toward a focused, console-aware mod stack if reaching every player matters to you.<\/p>\n\n\n<!-- xg-tools-mesh -->\n\n<div class=\"wp-block-group xg-tools-box is-layout-flow wp-block-group-is-layout-flow\" style=\"border:1px solid rgba(255,255,255,.1);border-radius:12px;padding:18px 22px;margin-top:8px;background:rgba(76,175,80,.04);\">\n<h3 class=\"wp-block-heading\">Free Arma Reforger Tools<\/h3>\n<p class=\"wp-block-paragraph\">Speed up your server with our free Arma Reforger tools:<\/p>\n<ul class=\"wp-block-list\"><li><a href=\"https:\/\/xgamingserver.com\/tools\/arma-reforger\/map\">Interactive Map<\/a><\/li><\/ul>\n<\/div>\n\n","protected":false},"excerpt":{"rendered":"<p>Cross-platform play is one of the biggest reasons Arma Reforger thrives where other tactical shooters fade: a single server can hold PC, Xbox, and PlayStation 5 players in the same firefight. But &#8220;crossplay&#8221; on a Reforger server is not a single toggle you flip and forget. It is the interaction of two mutually exclusive config [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":20660,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[49],"tags":[],"class_list":["post-20469","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-arma-reforger"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO Premium plugin v24.5 (Yoast SEO v26.7) - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>How to enable Crossplay on Arma Reforger server - XGamingServer<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/xgamingserver.com\/blog\/how-to-make-arma-reforger-server-cross-platform\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"How to enable Crossplay on Arma Reforger server\" \/>\n<meta property=\"og:description\" content=\"Cross-platform play is one of the biggest reasons Arma Reforger thrives where other tactical shooters fade: a single server can hold PC, Xbox, and PlayStation 5 players in the same firefight. 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