MCP server for Arma Reforger modding and Enfusion engine development.
enfusion-mcp
MCP server for Arma Reforger modding. Describe what you want to build, and Claude handles everything — API research, code generation, project scaffolding, Workbench control, and in-editor testing. Zero modding experience required.
Install
Claude Code (Windows)
claude mcp add --scope user enfusion-mcp -- cmd /c npx -y enfusion-mcp
Claude Code (macOS / Linux)
claude mcp add --scope user enfusion-mcp -- npx -y enfusion-mcp
Restart Claude Code. Verify with /mcp.
Claude Desktop
Add to your claude_desktop_config.json:
Windows:
{
"mcpServers": {
"enfusion-mcp": {
"command": "cmd",
"args": ["/c", "npx", "-y", "enfusion-mcp"]
}
}
}
macOS / Linux:
{
"mcpServers": {
"enfusion-mcp": {
"command": "npx",
"args": ["-y", "enfusion-mcp"]
}
}
}
Restart Claude Desktop. Verify with /mcp.
Workbench Plugin
The live Workbench tools (wb_*) require handler scripts running inside Workbench. These ship with the package in mod/Scripts/WorkbenchGame/EnfusionMCP/ and are installed automatically when Claude launches Workbench via wb_launch.
Usage
Just ask Claude to make a mod:
- "Create a HUD widget that shows player health and stamina"
- "Make a zombie survival game mode with wave spawning"
- "Create a custom faction called CSAT with desert camo soldiers"
- "Add an interactive object that heals the player when used"
- "Override the damage system to add armor mechanics"
Or use the guided prompts for structured workflows:
| Prompt | Description |
|---|---|
/create-mod |
Full guided mod creation — from idea to built addon |
/modify-mod |
Modify or extend an existing mod project |
Claude will:
- Assess complexity — simple mods are built in one pass; large mods (e.g., a DayZ-style overhaul) get broken into phases with a plan you approve before any code is written
- Research the Enfusion API (8,693 indexed classes), the Arma Reforger wiki (250+ guides), and base game assets (read directly from
.pakarchives) to find the right approach - Scaffold the full addon —
.gproj, scripts, prefabs, configs, UI layouts - Launch Workbench if it's not already running
- Load the project, reload scripts, register resources
- Validate and build the addon
- Enter play mode so you can test in-game
For complex mods, a MODPLAN.md is written to the project root tracking the full vision, completed phases, and what's next — so any future session can pick up right where the last one left off via /modify-mod.
Tools
Offline Tools
Work without Workbench running — API search, mod scaffolding, code generation, validation, and building.
| Tool | What it does |
|---|---|
api_search |
Search 8,693 Enfusion/Arma Reforger API classes and methods — includes inherited members, enum-like class detection, related sibling classes, and format: 'tree' for ASCII inheritance hierarchy visualization |
component_search |
Search ScriptComponent descendants — filter by category (character, vehicle, weapon, damage, inventory, ai, ui, etc.) and event handlers |
wiki_search |
Search 250+ tutorials and guides from the Enfusion engine docs and BI Community Wiki |
wiki_read |
Read the full content of a wiki page by title — no truncation, includes code examples |
game_browse |
Browse base game files — loose files and .pak archives transparently |
game_read |
Read base game files — scripts, prefabs, configs from loose files or .pak |
asset_search |
Search game assets by name across loose files and .pak archives |
project_browse |
List files in a mod project directory |
project_read |
Read any project file |
project_write |
Write or update project files |
mod_create |
Scaffold a complete addon with directory structure and .gproj |
script_create |
Generate Enforce Script (.c) files — 7 types: component, gamemode, action, entity, manager, modded, basic |
prefab_create |
Generate Entity Template (.et) prefabs — 7 types: character, vehicle, weapon, spawnpoint, gamemode, interactive, generic |
layout_create |
Generate UI layout (.layout) files — 5 types: hud, menu, dialog, list, custom |
config_create |
Generate config files — factions, missions, entity catalogs, editor placeables |
server_config |
Generate dedicated server config for local testing |
mod_validate |
Validate project structure, scripts, prefabs, configs, and naming |
mod_build |
Build the addon using the Workbench CLI |
Live Workbench Tools
Control a running Workbench instance over TCP. Requires the handler scripts installed (see setup above).
| Tool | What it does |
|---|---|
wb_launch |
Start Workbench if not running, wait for NET API |
wb_connect |
Test connection to Workbench |
wb_state |
Full state snapshot — mode, world, entity count, selectio |
Tools (21)
api_searchSearch 8,693 Enfusion/Arma Reforger API classes and methods.component_searchSearch ScriptComponent descendants by category and event handlers.wiki_searchSearch 250+ tutorials and guides from the Enfusion engine docs.wiki_readRead the full content of a wiki page by title.game_browseBrowse base game files including loose files and .pak archives.game_readRead base game files like scripts, prefabs, and configs.asset_searchSearch game assets by name across loose files and .pak archives.project_browseList files in a mod project directory.project_readRead any project file.project_writeWrite or update project files.mod_createScaffold a complete addon with directory structure and .gproj.script_createGenerate Enforce Script (.c) files.prefab_createGenerate Entity Template (.et) prefabs.layout_createGenerate UI layout (.layout) files.config_createGenerate config files for factions, missions, and catalogs.server_configGenerate dedicated server config for local testing.mod_validateValidate project structure, scripts, prefabs, and configs.mod_buildBuild the addon using the Workbench CLI.wb_launchStart Workbench if not running.wb_connectTest connection to Workbench.wb_stateGet full state snapshot of the running Workbench instance.Configuration
{"mcpServers": {"enfusion-mcp": {"command": "npx", "args": ["-y", "enfusion-mcp"]}}}