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The names are case-sensitive. Save the file, start the executable with -config pointing to that file, and verify the result on a test instance before changing a live campaign. The exact behavior of zero and negative aiLimit values is not consistently described across the Bohemia Interactive Community Wiki pages, so do not use those values in production without checking your server build.
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Choose between disabling AI and limiting it
There are two different controls, and they solve different problems:
| Goal | Setting | Effect | Documented default |
|---|---|---|---|
| Remove server AI completely | operating.disableAI |
When true, the server skips initializing and updating the AI world and its components. No AI characters should spawn in scenarios, including Conflict, according to hosting guidance. |
false |
| Keep AI but cap its population | operating.aiLimit |
Sets the upper limit for AI. Once the ceiling is reached, no system can spawn additional AI. | -1, meaning no limit in the server-config description |
| Override the JSON AI cap at launch | -aiLimit |
Supplies a launch-time limit that takes precedence over the JSON value. | Not stated |
Use disableAI for an infantry-only or player-only test, for troubleshooting AI-related load, or for a scenario that was designed without bots. Use aiLimit when the mission still needs AI-controlled defenders, civilians, or objectives but you want a predictable upper bound.
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Confirm the server version before editing
Documentation and community guides target different Arma Reforger branches, including the 1.6.x stable line and 1.7 builds. Check the version shown by your dedicated server and use configuration documentation for that same branch. The wiki records aiLimit as added in version 0.9.8.64; the available server-config excerpt does not provide an equivalent introduction version for disableAI.
Do not assume that a key copied from an older example is accepted by your executable. JSON keys are case-sensitive, so disableAI and aiLimit must be written with exactly those capital letters. A similarly named key can be ignored or fail validation rather than changing AI behavior.
Prepare and load the JSON configuration
The server executable reads the file named by the -config startup parameter. The parameter must point to the JSON configuration you intend to edit; changing a different file has no effect.
- Stop the dedicated server cleanly so that it is not writing the configuration while you edit it.
- Make a backup copy of the current JSON file. Keep the original filename and a dated backup so you can restore known-good settings.
- Open the file in a text editor that preserves plain UTF-8 text and does not add comments. Standard JSON does not allow comments.
- Find the top-level
operatingobject. If your file already contains settings there, add or change the AI keys without removing unrelated entries. - Validate the JSON syntax before launching. Check commas, quotation marks, braces, and the absence of trailing commas.
- Start the executable with
-configfollowed by the path to this file. If your host uses a control panel, enter the same parameter in its startup-parameter field.
A minimal fragment can look like this:
{
"operating": {
"disableAI": false,
"aiLimit": 32
}
}
The fragment is illustrative rather than a complete server profile. Preserve the other required sections in your existing configuration.
Disable all AI with disableAI
Set the boolean to true
Inside operating, set the value exactly as a JSON boolean, without quotation marks:
"operating": {
"disableAI": true
}
The server-config description says this causes the server to skip initialization and updates for the AI world and its components. Hosting guidance independently describes the result as no AI characters spawning in any scenario, including Conflict. Existing player entities are not AI, so this setting does not remove human players or prevent them from joining.
Restart and test the actual scenario
Configuration changes are applied when the server starts; a running process will not normally adopt a newly edited file until it is restarted. After restarting, join the same scenario and check the places where the mission normally creates AI. Test a fresh session as well as a resumed save if your server uses persistence, because mission state can make an old session look different from a newly initialized world.
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Re-enable AI
Change the value to false, save valid JSON, and restart:
"operating": {
"disableAI": false
}
If you also keep an aiLimit value, that cap will apply once AI is enabled again.
Limit AI with aiLimit
Set a positive ceiling
For a server that should retain AI, add a non-negative-looking, positive integer that you have chosen as the maximum population:
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"disableAI": false,
"aiLimit": 32
}
The documented behavior is a global top limit: when the ceiling is reached, no system can spawn more AI. It is not described as a per-faction, per-player, or per-sector quota. A value of 32 therefore should be treated as a server-wide ceiling unless your particular build documents a different scope.
Understand what a cap does not control
- It does not set AI skill, accuracy, morale, equipment, or behavior.
- It does not guarantee that a mission will use the full allowance; scenario logic may spawn fewer units.
- It does not redistribute the allowance between factions or players.
- It does not necessarily remove AI that already exists when the value is lowered; restart and scenario behavior determine when the new ceiling is observed.
Because limiting AI can change the intended flow of a mission, test objectives, reinforcements, and respawn logic rather than judging the setting only by server population.
Use the -aiLimit startup override
The startup-parameter documentation states that -aiLimit takes precedence over the JSON aiLimit. This is useful when a host needs temporary limits for an event or when separate launch profiles share one base configuration.
For example, a JSON file may contain:
"operating": {
"disableAI": false,
"aiLimit": 64
}
A launch command that includes -aiLimit 24 should use 24 for that run, because the command-line value overrides 64. The exact command also needs the normal executable and any other parameters required by your host; the relevant addition is the parameter and its integer value.
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Keep one authoritative value per launch profile
Write down which value is intentional. A control panel can silently retain an old startup parameter even after you edit the JSON, making the file appear ineffective. Remove or update the old -aiLimit entry when you want the JSON value to govern, then restart and test again.
Resolve the zero and negative-value ambiguity
The available Bohemia Interactive Community Wiki excerpts do not agree on how to interpret non-positive limits:
- The Server Config description says a negative
aiLimitis ignored. Under that interpretation, a negative value would not become a zero-AI setting. - The Startup Parameters description says a value less than or equal to zero disables any possible AI.
Those statements may describe different parsing paths, different versions, or an unresolved documentation inconsistency. Do not assume that 0 and -1 are interchangeable. If you need no AI, use the explicit disableAI: true switch. If you need a cap, use a positive integer such as 16 or 32.
To investigate a non-positive value on your own build, create a disposable test server, make one change at a time, restart it with no conflicting -aiLimit parameter, and observe a newly started scenario. Record the exact server version and launch arguments with the result. Never use the test result as a universal rule for another branch without repeating the check.
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AI difficulty is a separate, unconfirmed setting
No official server-config key for AI difficulty was confirmed in the available documentation. One hosting guide proposes creating or editing /profile/settings/ai.json, but that instruction was not backed by an official reference here. Treat it as unverified rather than as a supported server setting.
A Steam discussion described changing difficulty through a custom mission or scenario made in the editor. That is a mission-design approach, not proof that a global dedicated-server difficulty field exists. If difficulty matters, inspect the scenario’s documented settings for your game version and test the mission itself. Do not add an undocumented ai.json file and assume the server will read it.
Selecting a practical cap
Community hosting guidance suggests the following starting ranges, but these are recommendations rather than Bohemia Interactive performance specifications:
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| Player capacity | Suggested AI range | Status of the figure |
|---|---|---|
| 16 players | 30–50 AI | Community/provider guidance; not an official benchmark |
| 32 players | 50–80 AI | Community/provider guidance; not an official benchmark |
| 64 players | 80–100 AI | Community/provider guidance; not an official benchmark |
Use those ranges only as initial test points. The suitable value depends on the scenario’s scripts, navmesh and streaming workload, AI equipment, combat density, map activity, server hardware, and the number of connected players. There is no published official study in the available material that converts an AI count into a guaranteed tick rate or hardware requirement.
A safer tuning sequence
- Start with a conservative positive cap below the range you think you need.
- Run the actual mission with representative player numbers, not an empty lobby.
- Check whether reinforcements, objectives, and faction behavior still work.
- Increase the cap in small steps and repeat the same scenario segment.
- Keep the highest value that preserves acceptable server performance and the intended gameplay.
Reducing AI can save performance, but the startup-parameter documentation warns that an aggressive limit can also break the experience. Fewer defenders may make an objective trivial; fewer reinforcements can leave mission scripts waiting for entities that never appear.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Configuration details that commonly cause failures
The key is outside operating
Both documented AI keys belong in the operating block. Placing aiLimit or disableAI beside operating, inside an unrelated block, or in a mission file does not match the documented structure.
The capitalization is wrong
disableai, DisableAI, ai_limit, and AILimit are not the documented names. Replace them with the exact case-sensitive forms disableAI and aiLimit.
The JSON is invalid
A missing comma before a newly added key, a smart quotation mark, or a trailing comma can prevent the server from loading the file. Validate the complete document, not just the fragment you pasted. If the server reports a configuration parse error, restore the backup and reapply one change at a time.
A launch parameter is overriding the file
Search the complete startup line or hosting-panel settings for -aiLimit. Its value wins over the JSON field. Remove the parameter when you want to test the file’s value.
You edited the wrong profile
Confirm that the path after -config points to the file you edited. Hosts often maintain separate profiles for staging, public, and event servers. Compare the launch line with the profile directory before drawing conclusions from an unchanged AI population.
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The scenario controls its own spawning
aiLimit is a ceiling, not a spawn command. A mission can still produce fewer AI because of its own logic, and a mission may fail to progress if it expects units that your cap prevents. Test the mission’s objectives before raising the limit.
Example profiles
Player-only test server
{
"operating": {
"disableAI": true,
"aiLimit": 32
}
}
Here, disableAI is the controlling choice. The positive aiLimit is retained as documentation for a later re-enable, but it cannot make AI spawn while disabling is true.
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Moderate AI for a cooperative session
{
"operating": {
"disableAI": false,
"aiLimit": 32
}
}
This leaves AI enabled and applies a 32-unit ceiling unless the launch command supplies a different -aiLimit.
Uncapped AI using the documented default
{
"operating": {
"disableAI": false,
"aiLimit": -1
}
}
The Server Config description identifies -1 as the no-limit default, while the separate startup-parameter wording creates ambiguity for non-positive values. Use this profile only when it matches the behavior you have confirmed on your server version; otherwise choose a positive cap.
Field-name differences in copied examples
Community examples do not always use identical names for unrelated operating options. The available material cites both lobbyPlayerSynchronise and lobbyPlayerSync, while the wiki’s example uses lobbyPlayerSynchronise, along with joinQueue and disableNavmeshStreaming. That discrepancy is a warning against copying an entire block from an arbitrary guide.
For AI configuration, use only the documented spellings disableAI and aiLimit, preserve the rest of your known-good profile, and confirm accepted fields against the documentation for your exact build.
Quick Recap
A repeatable verification checklist
- Record the server version and whether it is the 1.6.x stable line, 1.7, or another branch.
- Back up the profile before editing.
- Confirm the AI keys are inside
operatingand use exact case. - Validate the entire JSON document.
- Check the complete launch line for
-configand any-aiLimitoverride. - Restart the dedicated server after every configuration change.
- Use a fresh scenario session for the first observation.
- Test objective progression, reinforcement behavior, and player joining—not just the visible number of units.
- Keep a record of the value that produced an acceptable result so a host restart or profile switch does not silently change it.
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