{"id":20513,"date":"2025-01-22T13:10:10","date_gmt":"2025-01-22T13:10:10","guid":{"rendered":"https:\/\/xgamingserver.com\/blog\/?p=20513"},"modified":"2026-06-15T19:24:12","modified_gmt":"2026-06-15T19:24:12","slug":"how-to-disable-ai-and-make-your-arma-reforger-server-pvp","status":"publish","type":"post","link":"https:\/\/xgamingserver.com\/blog\/how-to-disable-ai-and-make-your-arma-reforger-server-pvp\/","title":{"rendered":"How to Disable AI and Make Your Arma Reforger Server PvP"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">By default an Arma Reforger Conflict server is teeming with AI soldiers. That is great for PvE-style cooperative play, but if you want a pure player-versus-player experience \u2014 squads fighting squads with no bots padding the battlefield \u2014 you need to do two distinct things: choose a PvP scenario with the right <code>scenarioId<\/code>, and switch off the AI through the server&#8217;s <code>operating<\/code> block. This guide walks through both, plus the <code>gameProperties<\/code> and faction-related settings that shape how a PvP match actually plays out, using the exact key names, values, and ranges from the current dedicated-server configuration spec.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Everything below is written against the live <strong>1.7.0.41 &#8220;Partisan Update&#8221;<\/strong> build. Field names, defaults, and ranges match the official Bohemia Interactive server configuration documentation. Because Bohemia version-gates many settings, a few values noted here arrived in specific patches \u2014 those are called out so you know whether your build supports them.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">The two halves of a PvP server<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">People searching for &#8220;arma reforger disable ai pvp server&#8221; almost always conflate two separate config changes. They are not the same thing, and doing only one gives you a half-broken setup:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Picking a PvP scenario<\/strong> \u2014 set via <code>game.scenarioId<\/code>. Conflict and Capture &#038; Hold are inherently player-versus-player game modes. This decides what the match <em>is<\/em>.<\/li>\n<li><strong>Disabling AI<\/strong> \u2014 set via <code>operating.disableAI<\/code>. This removes the bot soldiers that would otherwise spawn inside that scenario. This decides <em>who<\/em> fights.<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">Run a Conflict scenario without touching AI and you get PvPvE: real players plus AI garrisons. Set <code>disableAI: true<\/code> on a co-op scenario and you get an empty map. The combination you want for clean PvP is a Conflict (or Capture &#038; Hold) scenario <em>plus<\/em> AI disabled. Let&#8217;s build that.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Step 1: Choose a PvP scenario with scenarioId<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">The <code>scenarioId<\/code> lives inside the <code>game<\/code> block of your <code>config.json<\/code> and takes a <code>.conf<\/code> path in the format <code>{GUID}Missions\/<file>.conf<\/code>. Only <strong>one<\/strong> scenario can be defined per server \u2014 there is no built-in mission rotation, so pick the map and mode you want and commit to it.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The two native PvP game modes are <strong>Conflict<\/strong> (the large-scale base-capture campaign, file prefix <code>23_Campaign<\/code>) and <strong>Capture &#038; Hold<\/strong> (smaller arena-style point control, file prefix <code>CAH_<\/code>). Here are the verified official scenario IDs:<\/p>\n\n\n\n<figure class=\"wp-block-table is-style-stripes\"><table><thead><tr><th>Mode \/ Map<\/th><th>scenarioId<\/th><\/tr><\/thead><tbody>\n<tr><td>Conflict \u2013 Everon<\/td><td><code>{ECC61978EDCC2B5A}Missions\/23_Campaign.conf<\/code><\/td><\/tr>\n<tr><td>Conflict \u2013 Northern Everon<\/td><td><code>{C700DB41F0C546E1}Missions\/23_Campaign_NorthCentral.conf<\/code><\/td><\/tr>\n<tr><td>Conflict \u2013 Southern Everon<\/td><td><code>{28802845ADA64D52}Missions\/23_Campaign_SWCoast.conf<\/code><\/td><\/tr>\n<tr><td>Conflict \u2013 Arland<\/td><td><code>{C41618FD18E9D714}Missions\/23_Campaign_Arland.conf<\/code><\/td><\/tr>\n<tr><td>Capture &#038; Hold \u2013 Castle<\/td><td><code>{F1A1BEA67132113E}Missions\/CAH_Castle.conf<\/code><\/td><\/tr>\n<tr><td>Capture &#038; Hold \u2013 Factory<\/td><td><code>{9405201CBD22A30C}Missions\/CAH_Factory.conf<\/code><\/td><\/tr>\n<tr><td>Capture &#038; Hold \u2013 Military Base<\/td><td><code>{6EA2E454519E5869}Missions\/CAH_Military_Base.conf<\/code><\/td><\/tr>\n<tr><td>Capture &#038; Hold \u2013 Morton<\/td><td><code>{2B4183DF23E88249}Missions\/CAH_Morton.conf<\/code><\/td><\/tr>\n<\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">The full Capture &#038; Hold set also includes Briars Coast, Concrete Plant, Forest, and LeMoule variants. Note that <strong>Game Master<\/strong> (<code>21_GM_Eden<\/code>, <code>22_GM_Arland<\/code>) and <strong>Combat Ops<\/strong> (<code>24_CombatOps<\/code>, <code>26_CombatOpsEveron<\/code>) are <em>not<\/em> PvP modes \u2014 Game Master is a sandbox\/admin mode and Combat Ops is a PvE infiltration scenario, so skip those if PvP is the goal.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">GUIDs can change between builds, so before publishing a server, verify them against your live install. Launch the server binary with the <code>-listScenarios<\/code> startup parameter and it will print every available scenario path to the log. Workshop (modded) scenarios only list when no scenario is currently being loaded.<\/p>\n\n\n\n<pre class=\"wp-block-code\"><code>.\/ArmaReforgerServer -listScenarios<\/code><\/pre>\n\n\n\n<h2 class=\"wp-block-heading\">Step 2: Disable AI with the operating block<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">AI is controlled in the <code>operating<\/code> block, which sits at the top level of <code>config.json<\/code> alongside <code>game<\/code>, <code>a2s<\/code>, and <code>rcon<\/code>. The single switch that matters for a pure-PvP server is <strong><code>disableAI<\/code><\/strong>:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong><code>operating.disableAI<\/code><\/strong> \u2014 boolean, default <code>false<\/code>, added in <strong>1.1.0<\/strong>. Setting it to <code>true<\/code> completely disables the AIWorld, meaning no AI entities spawn at all. This is the clean kill-switch for PvP.<\/li>\n<li><strong><code>operating.aiLimit<\/code><\/strong> \u2014 number, default <code>-1<\/code> (no limit), added in 0.9.8.64. Use this if you want a <em>reduced<\/em> AI presence rather than zero \u2014 for example a lightly-garrisoned PvPvE server. A negative value is ignored (unlimited). The <code>-aiLimit<\/code> startup parameter overrides whatever is in the config.<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">For a true PvP server, set <code>disableAI: true<\/code>. There is no reason to also set <code>aiLimit<\/code> in that case \u2014 disabling the AIWorld outright is the heavier hammer and is exactly what you want.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">One useful side effect: disabling AI removes the dominant CPU cost driver. Arma Reforger servers are single-thread and CPU-bound, and large AI battles are what saturate a core. A no-AI PvP server of the same player count is dramatically lighter to run than a Conflict server full of bots, so you can support more human players on the same hardware.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Step 3: A complete PvP config.json<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Here is a working configuration that ties it together \u2014 Conflict on Everon, AI fully disabled, sensible PvP-oriented <code>gameProperties<\/code>. The config is JSON, passed to the server with <code>-config<\/code>. Parameters are case-sensitive, and values are strings unless the spec says otherwise.<\/p>\n\n\n\n<pre class=\"wp-block-code\"><code>{\n  \"bindAddress\": \"\",\n  \"bindPort\": 2001,\n  \"publicAddress\": \"\",\n  \"publicPort\": 2001,\n  \"a2s\": { \"address\": \"0.0.0.0\", \"port\": 17777 },\n  \"rcon\": {\n    \"address\": \"0.0.0.0\",\n    \"port\": 19999,\n    \"password\": \"changeme_nospaces\",\n    \"permission\": \"admin\",\n    \"maxClients\": 16,\n    \"blacklist\": [],\n    \"whitelist\": []\n  },\n  \"game\": {\n    \"name\": \"My PvP Conflict Server\",\n    \"password\": \"\",\n    \"passwordAdmin\": \"changeme\",\n    \"admins\": [\"76561198200329058\"],\n    \"scenarioId\": \"{ECC61978EDCC2B5A}Missions\/23_Campaign.conf\",\n    \"maxPlayers\": 64,\n    \"visible\": true,\n    \"crossPlatform\": false,\n    \"supportedPlatforms\": [\"PLATFORM_PC\"],\n    \"gameProperties\": {\n      \"serverMaxViewDistance\": 1600,\n      \"serverMinGrassDistance\": 0,\n      \"networkViewDistance\": 1500,\n      \"disableThirdPerson\": true,\n      \"fastValidation\": true,\n      \"battlEye\": true,\n      \"VONDisableUI\": false,\n      \"VONDisableDirectSpeechUI\": false,\n      \"VONCanTransmitCrossFaction\": false\n    },\n    \"mods\": []\n  },\n  \"operating\": {\n    \"lobbyPlayerSynchronise\": true,\n    \"disableAI\": true,\n    \"aiLimit\": -1,\n    \"playerSaveTime\": 120,\n    \"slotReservationTimeout\": 60\n  }\n}<\/code><\/pre>\n\n\n\n<p class=\"wp-block-paragraph\">Launch it like this on Linux (set <code>-maxFPS<\/code> \u2014 more on why below):<\/p>\n\n\n\n<pre class=\"wp-block-code\"><code>.\/ArmaReforgerServer -config \/home\/user\/.config\/ArmaReforgerServer\/config.json \\\n  -profile \/home\/user\/.config\/ArmaReforgerServer -maxFPS 60<\/code><\/pre>\n\n\n\n<p class=\"wp-block-paragraph\">If you are still getting the base server installed and started, our companion <a href=\"https:\/\/xgamingserver.com\/blog\/how-to-set-up-an-arma-reforger-server-xgamingserver-hosting-guide\/\">step-by-step Arma Reforger server setup guide<\/a> covers SteamCMD, the dedicated-server app ID (<code>1874900<\/code>), and first launch in detail.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Tuning gameProperties for PvP<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">The <code>gameProperties<\/code> sub-block (inside <code>game<\/code>) is where you shape the actual feel of a PvP match. These are the fields that matter most when bots are out of the picture and it&#8217;s purely players against players:<\/p>\n\n\n\n<figure class=\"wp-block-table is-style-stripes\"><table><thead><tr><th>Field<\/th><th>Range \/ default<\/th><th>Why it matters for PvP<\/th><\/tr><\/thead><tbody>\n<tr><td><code>disableThirdPerson<\/code><\/td><td>bool, default <code>false<\/code><\/td><td>Set <code>true<\/code> to force first-person. Hardcore PvP communities almost always enable this \u2014 it removes the third-person &#8220;corner peek&#8221; exploit.<\/td><\/tr>\n<tr><td><code>serverMaxViewDistance<\/code><\/td><td>500\u201310000, default <code>1600<\/code><\/td><td>How far players can see. Larger values reward long-range engagements but cost CPU\/bandwidth.<\/td><\/tr>\n<tr><td><code>networkViewDistance<\/code><\/td><td>500\u20135000, default <code>1500<\/code><\/td><td>Max network streaming range of replicated entities \u2014 i.e. how far away you can see other <em>players<\/em>. Critical in PvP; too low and enemies pop in late.<\/td><\/tr>\n<tr><td><code>serverMinGrassDistance<\/code><\/td><td>0 or 50\u2013150, default <code>0<\/code><\/td><td>Forces a minimum grass render distance so prone players can&#8217;t hide in grass that&#8217;s invisible at range to others. <code>0<\/code> = not forced.<\/td><\/tr>\n<tr><td><code>VONCanTransmitCrossFaction<\/code><\/td><td>bool, default <code>false<\/code> (1.0.0+)<\/td><td>Whether players can transmit on the enemy faction&#8217;s radio channels. Keep <code>false<\/code> for competitive integrity.<\/td><\/tr>\n<tr><td><code>battlEye<\/code><\/td><td>bool, default <code>true<\/code> (0.9.8.73+)<\/td><td>Anti-cheat. Leave <code>true<\/code> on any public PvP server.<\/td><\/tr>\n<tr><td><code>fastValidation<\/code><\/td><td>bool, default <code>true<\/code> (0.9.6+)<\/td><td>Entity\/component validation. The spec says keep this <code>true<\/code> for all public servers; only disable for local debugging.<\/td><\/tr>\n<\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">For a serious PvP server the high-impact choices are <code>disableThirdPerson: true<\/code> (force first-person), a deliberate <code>serverMinGrassDistance<\/code> (50\u2013150 so nobody hides in client-side grass), and a <code>networkViewDistance<\/code> that matches the engagement range you want. There is a deeper walkthrough of every field in our <a href=\"https:\/\/xgamingserver.com\/blog\/arma-reforger-server-configuration-guide\/\">Arma Reforger server configuration guide<\/a> if you want to fine-tune beyond the PvP essentials.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Faction settings: what you can and can&#8217;t control<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">This is where expectations need a reality check. Arma Reforger&#8217;s two playable factions in Conflict are the US and the Soviet\/USSR forces, and the faction system itself \u2014 which side a player joins, balancing, win conditions \u2014 is governed by the <strong>scenario<\/strong>, not by a list of config fields you toggle in <code>config.json<\/code>. There is no vanilla <code>game<\/code> key that lets you, for example, lock a faction or change the faction roster directly from the server config.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">What you <em>can<\/em> do from the config:<\/p>\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Pick the scenario<\/strong>, which determines the factions in play (Conflict = US vs USSR; each Capture &#038; Hold map has its own faction matchup).<\/li>\n<li><strong>Override the player count<\/strong> through <code>gameProperties.missionHeader<\/code>, which can override the scenario&#8217;s <code>SCR_MissionHeaderCampaign<\/code> values such as <code>m_iPlayerCount<\/code>. This is the supported hook into scenario header values.<\/li>\n<li><strong>Control cross-faction voice<\/strong> with <code>VONCanTransmitCrossFaction<\/code> as noted above.<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">Anything beyond that \u2014 custom faction balancing, faction locking, restricting which side players can choose \u2014 requires mods rather than vanilla config keys. If deeper faction control is essential to your server concept, plan for a modded setup (and read the crossplay caveat in the next section, because mods change which platforms can connect). Our <a href=\"https:\/\/xgamingserver.com\/blog\/how-to-install-mods-on-arma-reforger-server\/\">mod installation guide<\/a> covers adding Workshop content to the <code>game.mods<\/code> array.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Mods, crossplay, and PvP \u2014 the trade-off<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Crossplay is controlled by <code>game.supportedPlatforms<\/code> (an array of <code>PLATFORM_PC<\/code>, <code>PLATFORM_XBL<\/code>, <code>PLATFORM_PSN<\/code>) or the convenience flag <code>game.crossPlatform<\/code>. The catch that bites PvP server owners who want mods:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>PlayStation (PSN)<\/strong> players cannot join any modded server at all \u2014 adding even one mod excludes PSN entirely. Mods and PlayStation crossplay are mutually exclusive.<\/li>\n<li><strong>Xbox (XBL)<\/strong> players can join modded servers, but only when every mod is Bohemia-certified for console. A single PC-only mod drops Xbox.<\/li>\n<li>A fully cross-platform PC + Xbox + PS5 server must therefore run <strong>vanilla \/ no mods<\/strong>.<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">So if your PvP vision depends on faction or gameplay mods, you are choosing PC-only (or PC + certified-Xbox) and giving up PlayStation players. If reaching all platforms matters more, stay vanilla and shape PvP entirely through the scenario and <code>gameProperties<\/code>. The full breakdown \u2014 including the valid platform combinations \u2014 is in our <a href=\"https:\/\/xgamingserver.com\/blog\/how-to-make-arma-reforger-server-cross-platform\/\">Arma Reforger cross-platform guide<\/a>.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Ports, performance, and admin essentials<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Whatever scenario you run, the network and performance basics don&#8217;t change. These are the ports to forward \u2014 all UDP:<\/p>\n\n\n\n<figure class=\"wp-block-table is-style-stripes\"><table><thead><tr><th>Purpose<\/th><th>Default port<\/th><th>Notes<\/th><\/tr><\/thead><tbody>\n<tr><td>Game traffic (<code>bindPort<\/code>\/<code>publicPort<\/code>)<\/td><td><strong>2001\/UDP<\/strong><\/td><td>Must be forwarded for clients to connect.<\/td><\/tr>\n<tr><td>Steam\/A2S query (<code>a2s.port<\/code>)<\/td><td><strong>17777\/UDP<\/strong><\/td><td>Forward so the server appears and queries correctly in the browser.<\/td><\/tr>\n<tr><td>RCON (<code>rcon.port<\/code>)<\/td><td><strong>19999\/UDP<\/strong><\/td><td>Optional; the game RCON protocol is UDP-based.<\/td><\/tr>\n<\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">On performance: always set <code>-maxFPS<\/code> (60\u2013120 is the recommended range). Without it the server consumes all available CPU. Since Arma Reforger is single-thread and CPU-bound, high single-core clock speed matters more than core count. As rough, non-official sizing guidance from hosting experience: ~8 GB RAM for around 32 players and ~16 GB for around 64. Because you&#8217;ve disabled AI \u2014 the dominant CPU cost \u2014 a PvP server will comfortably beat those numbers compared to an equivalent bot-heavy Conflict server.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">For admin control, list moderators in <code>game.admins<\/code> (Steam64 IDs and\/or identityIds; capped at 20 unique entries since 1.3.0). Listed admins can <code>#login<\/code> without a password and run commands like <code>#kick <playerId><\/code>, <code>#ban create <id> <seconds><\/code>, <code>#players<\/code>, <code>#restart<\/code>, and <code>#shutdown<\/code>. The official panel docs at <a href=\"https:\/\/xgamingserver.com\/docs\/arma-reforger\">our Arma Reforger documentation<\/a> show where these settings live in the control panel, and the full command set is covered in the <a href=\"https:\/\/xgamingserver.com\/blog\/arma-reforger-1-7-server-admin-guide\/\">1.7 server admin guide<\/a>.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">If you&#8217;d rather not manage SteamCMD, port forwarding, and config files by hand, a managed <a href=\"https:\/\/xgamingserver.com\/arma-reforger-server-hosting\">Arma Reforger hosting plan<\/a> gives you a panel where <code>scenarioId<\/code>, <code>disableAI<\/code>, and <code>gameProperties<\/code> are editable fields \u2014 so you can flip a Conflict server to pure PvP in a few clicks instead of hand-editing JSON.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Frequently asked questions<\/h2>\n\n\n\n<h3 class=\"wp-block-heading\">How do I completely disable AI on an Arma Reforger server?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Set <code>\"disableAI\": true<\/code> inside the <code>operating<\/code> block of your <code>config.json<\/code>. This setting was added in version 1.1.0 and fully disables the AIWorld, so no AI entities spawn anywhere on the map. If you only want fewer bots rather than none, use <code>operating.aiLimit<\/code> (a positive number caps total AI; the default <code>-1<\/code> means unlimited), or pass the <code>-aiLimit<\/code> startup parameter, which overrides the config value.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Which scenarioId should I use for a PvP server?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Use a Conflict scenario (file prefix <code>23_Campaign<\/code>) for large-scale base-capture PvP, or a Capture &#038; Hold scenario (prefix <code>CAH_<\/code>) for tighter point-control matches. For example, Conflict on Everon is <code>{ECC61978EDCC2B5A}Missions\/23_Campaign.conf<\/code>. Avoid Game Master (<code>21_GM_Eden<\/code>) and Combat Ops (<code>24_CombatOps<\/code>) for PvP \u2014 they&#8217;re sandbox and PvE modes respectively. Run <code>-listScenarios<\/code> to confirm the exact GUIDs on your build, since they can change between patches.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Can I have PvP with only a small amount of AI?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Yes. Leave <code>disableAI<\/code> at its default (<code>false<\/code>) and instead set <code>operating.aiLimit<\/code> to a positive ceiling \u2014 say <code>aiLimit: 30<\/code> \u2014 to keep light AI garrisons while players fight over them (PvPvE). The exact number that feels right depends on your scenario and player count, so start conservative and raise it; AI is the single biggest CPU cost on the server, so more bots means more load.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">How do I force first-person view for competitive PvP?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Set <code>\"disableThirdPerson\": true<\/code> in <code>game.gameProperties<\/code>. This forces all players into first-person and removes the third-person camera, which most competitive Arma Reforger communities consider essential because third person lets players peek around cover without exposing themselves. Pair it with a forced <code>serverMinGrassDistance<\/code> (50\u2013150) so prone players can&#8217;t hide in grass that doesn&#8217;t render at range for others.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Can I lock or change factions from the server config?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Not directly. Vanilla Arma Reforger has no <code>config.json<\/code> key for faction locking or custom faction rosters \u2014 factions are defined by the scenario you load (Conflict is US vs USSR). You can override the scenario&#8217;s player count via <code>gameProperties.missionHeader<\/code> (e.g. <code>m_iPlayerCount<\/code>) and control cross-faction radio with <code>VONCanTransmitCrossFaction<\/code>, but deeper faction control requires mods. Remember that any mod excludes PlayStation players and limits Xbox to Bohemia-certified mods only.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Why are AI still appearing after I set disableAI to true?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Three common causes. First, check the JSON is valid and <code>disableAI<\/code> is inside the <code>operating<\/code> block (not <code>game<\/code>) \u2014 parameters are case-sensitive. Second, confirm your server build is 1.1.0 or newer, since the setting didn&#8217;t exist before then; if the server\/client builds mismatch after a patch, re-run <code>app_update 1874900 validate<\/code> in SteamCMD. Third, make sure you actually restarted the server with the saved config \u2014 use <code>#restart<\/code> from admin chat or a full process restart, as live edits don&#8217;t apply mid-session.<\/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>By default an Arma Reforger Conflict server is teeming with AI soldiers. That is great for PvE-style cooperative play, but if you want a pure player-versus-player experience \u2014 squads fighting squads with no bots padding the battlefield \u2014 you need to do two distinct things: choose a PvP scenario with the right scenarioId, and switch [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":20519,"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":true,"_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","enabled":false},"version":2}},"categories":[49],"tags":[],"class_list":["post-20513","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 Disable AI and Make Your Arma Reforger Server PvP - 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-disable-ai-and-make-your-arma-reforger-server-pvp\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"How to Disable AI and Make Your Arma Reforger Server PvP\" \/>\n<meta property=\"og:description\" content=\"By default an Arma Reforger Conflict server is teeming with AI soldiers. 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