#reforger_questions
1 messages · Page 12 of 1
Ok that’s Dumb. Just take your own time to make stuff
haven't seen that tweet before
...in any case, it will be shared when it will be shared, asking about it won't really change that, it is very unlikely for BI to mention anything in advance, prior to actually publishing it (be it game updates or game information). It creates unnecessary pressure and expectations
agreed, also there is zero tolerance here in regards to theft and ripped content from BI's part (and the vast majority of the community)
Will we be more content after the roadmap for arma Reforger or will be be getting arma 4 soon when we get to that point ?
When you say soon, could it been like next week or by the end of this month?
Have you heard of the soon TM joke.
Nope 💀
....
I’m a funny person 🤣
Doesnt sound like it
Did the clocks in the game finally working? I mean the grandfather clocks, the clocks on the walls and church clocks. Is that recent or have been working for quite some time. I only noticed it just now in offline game master
They’ve worked for a very long time
it has been said there is no planned content post stable release. I think it all depends on the timeframe between/to A4
soon™️ = between now and the end of time
but also that Reforger content will be in A4 as well.
maybe if there will be more modern stuff, like in A2, then some of Refroger stuff might be used for OPFOR/BLUFOR resistance/allies factions, like CDF or ChDKZ
Will arma 4 have its main game based off of were reforger is?
As for technical issues, bugs and incompleteness, definitely 🙂
Will Commander sights work on the BTR?
no info. but this channel is in regards to reforger. If you wanna speculate, use #other_games_chat
lmk if im in the wrong channel but does anyone know if there is an app/site for everon reforger thats like iZurvive for DayZ? im specifically looking for something i can use to measure the exact distance between 2 points on the map
Can get coordinates and do a good Ole Pythagoras
thats what ive been doing it just takes a long time to plot a bunch of points
You on PC?
If so, open Everon in world tools and there is a ruler
i wish, im on console
Well that's your own fault then. Should have spent 4x as much on a PC so you could measure things easier /s
lmao
Hi everyone
Is there solution for this error during logging to the server?
23:07:58.632 DEFAULT (E): Kicked from game. group=1 reason=3
23:07:58.632 SCRIPT : Kick cause code: group=1 'REPLICATION', reason=3 'CONNECTION_FAILURE'
Sometimes is possible to login sometimes not
A dev said when brdm gets added
You can use the protractor and pencil on controller aswell no problem, just open your map and follow the hints on your lower left side of the screen. The protractor and pencil can be activated from the tab on the top of the screen when the map is open.
Its great for distance calculation and for creating waypoints and headings or just to pinpoint exact coordinates. i use it all the time👍
Are there any faction replacement mods that don't alter core files? I want to be able to load up a singleplayer conflict without getting an error message
Why are there so many mods that are dependent on each other?
So those mods can expand on the other mods
I'm looking for a modern US military replacer mod
TFM BLUFOR OPFOR, and RHS Status Quo
Only issue is that blufor opfor is dependent on a mod that for some reason gives me an error message whenever I load up a vanilla scenario
That mod probably needs an update then. Go to the mod page in game to check for sure.
.......................................
anyone else having issue with mods and joinign servers on PC
How to add world to project?
workbench? go to #enfusion_generic or for terrains #enfusion_terrain
I opened WorldEditor and saved new entity. But scene is empty. How to fill with Eneron?
everon will be a preexisting world you can find in the world folder in main directory
Of course, workshop is pretty broken rn
thanks gramps i knew i wasn crazy
I just hope they stop adding new features to the workshop before they fix the old bugs. Seems the new features created even more bugs...
stability , stability ,stability. What's the point of a roadmap if nothing will work or have no stability
mod related but NGV float on head and done remoeve when helmet is removed so the ngvs double up, even when replacing hemlet, any ideas?
yes thats related to a mod indeed, rebuild your kit from the default character instead of loading or rebuilding off of your saved character.
Tried that and resaved, same thing still happening but if its a mod I'll wait for an update and just play around it, thank you
Any mods out there for player profiles? Like in game name changing?
You can change your steam username
After the last update seems a lot of mods are failing to update for a lot of people any ideas?
delta patching doesn’t like to work on mods bigger than like 700mb so it just fails, best to just fully redownload bigger mods when they have an update.
best tips for getting a server started with reforger. Haven't seen any tutorials, but have some DayZ console server coding experience. From what I've been told by a few folks, reforger servers are substantially more of a simplified process? is this true or am I being misled? lol
One big difference is you can run mods on console, not just XML editing. Check out the wiki for how to set one up.
so it's sounding like it's just as easy as a few people told me, add the mod, that's it. no coding involved other than the list of mods in the json file?
not really, unles syou write a batch script to restart your server when/if it crashes
some server providers provide that for you though
oh and please dont go to nitrado, they are the worst and you actually have a choice now
Which server hosts are the best. I can’t stand Nitrado lol
depends your experience level in hosting servers. I prefer renting a dedicated server but i have to do all the work myself, no web interface for anything.
Completely new to reforger. How much is involved with a dedicated server.
probably the toughest part is writing your batch program to start/update and restart servers after a crash or shutdown. If you dont know batch, you may want to go with an easier provider with a web interface.
Yeah probably best to do that for me. Lol
yeah you may want to ask some of the others around here, maybe in #reforger_servers that will also generally be cheaper.
Just curious, are there any mods that expand upon the vanilla experience? I'm looking for a 1980s night vision mod and more gear options for the vanilla factions?
There was a KLMK mod and NV i dont think was even a military issue during that time, especially to infantrymen
spetsnaz were given klmk oversuits during conflict in afghanistan, night vision i dont think they had tho
yes
There were NVGs but they were notably worse than modern NVGs, they were JUST starting to get issued to your average joe infantry
Incase anyone wants to look into it, they mainly (from what I can find and only talking about goggles) had AN/PVS-5s and AN/PVS-7s
How do we black list known trolls that mess the game up?
Cant, They just change their usernames
whole 3h conflict is distroyed
yes lots of effort down the drain, easy fix for devs is to make kills register even if respawn, and make deleting buildings only available for corporal rank, also fix the votekick system and let the system work in coordination with a friendly kill counter to maximize kick priority
yeah just watch a 32 player server go down to 5 players 2 are the TK guys. its killing peoples intrest in the game
How do you select conflict everon in singleplayer? I can only see arland atm
scenarios
Nothing we can do in public servers sadly :/
If it’s serial offenders and you have gamer tags, or their getting racy in the chat you can maybe DM Dwarden?
Best we can do at this point is help guide and teach the ones who wish to play properly and hopefully come launch they do the same to the next batch of Arma virgins
Console players getting Reforger as their first experience in Arma, I don’t know how anyone expected it to go any better.
Its the first game of its scale for a lot of these people and theirs 0 tutorial’s to teach you the actual mechanics of the game to properly take advantage of them.
Its 75% on the trolls, but 25% Bohemia bc to the unknowledable troglodyte it’s battlefield w a bigger map n “shittier” graphics, and they get frustrated and do what console players do.
Tbf public servers have always been toxic in Arma. There's always been team killers, trolls and many other undesirables trying to ruin the match. Best bet is to find a good community server. My server that I'm in perma bans team killers
You never had console toxic….
That’s something I don’t think Bohemia calculated
Eh I've dealt with it before in games like R6, CoD and Halo
Prob great for stress testing 💀
Penalty trolls can inflict is extremely higher here though
There's always going to be toxic players no matter what. There is also a good amount of mature players on console as well. I'm actually coming into this game with experience from Operation Flashpoint. It didn't take long for me to get used to things but I'm still learning a lot of stuff like the UI and game master. As a console player, I welcome an Arma title since there's been an absence of anything like it for an entire generation
Maybe ppl like us have hope after all 🙂
This whole console thing bro we have hell let loose which had 10s of thousands of players on console
There is actually one tutorial in the game, but iirc it's mostly simple movement and shooting.
it actually teaches you how to place things and how to do logi
And unlimited sprint
Markers w distance
Unlimited radio range
Custom load outs
Just incomparable in gameplay
Its a good tutorial.
There’s so much more to Arma though that’s left to interpretation, where the point needs to be clearly taught. let me explain.
In Arma you’re weight you carry, affects your stamina, your stamina in turn affects your accuracy. So since your bullets actually travel from your barrel in this game, and not wherever your sight is, if you stop for 10 seconds and regain stamina, you could probably kill someone in 2-4 shots no spamming and screaming about Desync (which is a real issue)
Another example is that if you read your field manual, in conflict the envisioned play style for conflict is once a player spawns, they will pull security and defend the base they spawned at, and as more ppl spawn there and wait, someone driving to all the bases and on radios will come and pick everyone up, and hopefully they got organized and created a plan to assault the next point.
But since things like these took a quack like myself a year to figure out for myself, Xbox players who have information force feed to them and gameplay dumbed down to refurbished crash bandicoot stand 0 chance of ever truly understanding the game their playing.
If you want to stop the trolls from spawning Jeeps for one person and die in 2 mins, or the strew of Rambo’s running around, you have to meticulously explain all of these things to them.
In a very clear way aswell
The freedom is not the issue in the game, it’s the lack of communication to people who need to be told what is that “correct” thing to do.
Not even on sum “mil-sim” bullshit, like this has been a persistent issue and the only way to fix it, is to actually explain what is going on to these ppl who have 0-5% of an idea.
yeah but I have a feeling most of the trolls dont care at all about how the game is supposed to be played, trolls are just gonna troll any way they can.
I truly feel that 90% of that comes after minimum 30 minutes of getting frustrated at gameplay bc they think it’s supposed to work completely different, or don’t know how it works at all.
Well its their issue, when a4 comes then smart people come and then servers become pc only or whitelist or somekind of non xbox
Can we not for a second atleast entertain the idea of trying to help them become smarter. Instead of being 0 help and sitting there with your jaw on the floor when they don’t know what’s going on.
I tried. If the Xbox community burns it to the ground bc they don’t know what’s going on, oh well.
Battlefield players that don't know anything about actual strategy and tactics
Conflicts communications are so scuffed
Why talk at all when half your team is using the Platoon freq to make it everyone else's problem and the other half don't say a word the entire match but expect you to know their plans?
You cant help dense people
its impossible to help ignorant people and to be honest i cant be bothered
Still you’re acting as if “console players” are some sort of children even though you’re one low-key laughable
Siya i have seen how you play and you are one of the xbox sterotypes
hello you have a good server milsim free please ?
No you haven’t
I have lol
You got your head popped off at figari while I took cover bro 🤣
So if anything it’s you
bro got teamkilled and then starts turning into a brainless idiot and blaming me for team killing you lmao.
When was this?
Imagine caring more about dying at a random place instead of taking the point
yeah
No radio available so you had to stay alive
I never talked to you bro any time in game so idk what you talking about
I’ve seen you but I’ve never spoken to you bro
oh you have multiple times, you just cant remember them due to your memory-loss
Talking to you specifically?You must be stupid
sure
At least you’ve accepted it 😁
sarcasm mate
Ik it was and I replied with sarcasm😁
It’s childish what you’re doing really
I mean you do act like a man child in game plus in discord but I think I’ll stop
K
LOL nice read, thanks! 9/10
yeah enjoyed every second of it
Same
I feel as though most teamkillers are just the sorts of people who go on to online political communities to just start doing the dumbest stuff possible for attention. They're trolls.
Alot of xbox players do generally have less of a clue what they're doing than the average arma vet coming from a3 or other sim-type games. I feel like the tutorial could be expanded to touch on some things, like how to read a map and use a compass, how to manage weight, etc.
Being one myself and having seen many, xbox players can be competent and many indeed are
Pretty sure there was a map and compass section
I can't really remember, I only did the tutorial once to actually see what was in it, otherwise I did my typical thing of just brute force trial and error
The mhq one where you have to navigate to it?
Might have been. Don't remember the specifics. Tutorial should really be broken into different pieces
I played 10 minutes then gave up on the tutorial tbh too long
I just dislike that I can't pick and choose what to learn. Oh good, can I go through the shooting range again !?!
Obstacle course😖
there is a compass section, section on how to build roadblocks, logi, what each building does,
It ends on the MHQ.
or i mean after arriving at the mhq then you gotta walk to mil base levie and tutorial is done
This is what im talking about on xbox players, They dont bother to do anything inconvenient
This was last year in October I completed it 2 months later
And that’s not true for the first 2 months of my game time I dedicated 3/4 of my playtime to logi on pbs server
I gave up and I only do logi when needed because no one really thanks or cares really and one guy could destroy all your work
True.
Yeah i used to do a ton of suply running until i started getting into match after match of the enemy team deleting your built up bases after capturing them. They would delete the suply depo very last so there would be 500 suplies left, then they would use those 500 suplies to place hedgehogs.
Like come on, i spend hours of running suplies to all the forward points to move us forward and all along respecting the bases we capture from them and they do that..
Or telling team not to spawn at that base so you can get a radio in it and they spawn tehre
Well that is just them not knowing better. Deleting bases is pure evil
Or when one guy sneaks and takes the base alone while supplying elsewhere but the teams too busy on radio backpacks
At the very least use the suplies for something😂
biggest issue is when 30 people just cluster in 1km^2 area and cannot spread out and you lose due to not being able to have much bases
Yeah, Its a comunication issue
in all fairness i sucked at landnav myself when i first started reforger. I was too used to having a GPS from prior Arma titles and as such having my position shown on the map at all times
Yeah
For me it was normal due to having to play dcs and il 2 sturmovik.
i play DCS myself but all the aircraft i fly have either GPS with a Moving map indicator or at very least INS , which in turn is good enough that even with drift errors is generally accurate enough to get me back to an airfield without any fixes.
Mi-24 for life
Also IMO its easier to landnav when you are seeing stuff high up from the sky versus being on the ground.
That's not even imo that's just true
Hi I do have a question. What reason is there to lock packaged mods, besides to protect the modder's fragile ego? When reforger launched, you could edit any scenario freely. This gave more power and freedom to the community to create content, and it meant you could fix broken missions that an author had abandoned. Modders do not own the game nor the content they create for it. BI is very explicit about this. So what possible justification did the developers give for removing this feature from Reforger?
yes but imagine you make a mod that add the entire US marines as a faction, now imagine some other person takes that content and makes a duplicate of it, i think locking mods is essential for creators, if you want their assets or missions to modify or fix there is no harm in asking the creators 🙂
Everyone would know it's a duplicate. Also you can already copy a mod and add things to it freely using the editor. This is part of the Arma Public License that you must agree to when you publish a mod to the workshop. The agreement also states that you do not own any of the content you create for the mod. So again, I ask, what reason is there to lock the mod besides to protect the author's ego?
Also you said just ask the creator. What if you cannot reach the creator? What if the creator has abandoned the project? What if the creator is dead?
If you already have no ownership over the mod, and people can freely copy your mod as well as use any of the content in it according to the Arma Public License, what do you stand to lose by someone copying it? Given those facts, I simply cannot think of a reason for BI to lock the files besides protecting the author's ego.
Maybe they will lose the motivation to make mods? Because thief keep stealing their work.
I don't think so. You can already "steal" any other creator's mod and use it in your own content, because of the APL -- the Arma Public License -- which you must agree to when you publish a mod. So far that has not made anyone "lose motivation."
This is a discussion that comes up in every modding community for every game, and I feel that in every case the answer is the same. The only reason to lock mod files is to protect the ego of the author.
Every modding community would be stronger if egotistical creators did not feel the need to "protect" their work.
I thought that BI had seen the light when Reforger released with the ability to edit any scenario. But then they took that away.
You can't make money off of mods. The only thing you possibly stand to lose is the credit (however you must give credit according to the APL), which is entirely a matter of ego. It does not affect you in any material way.
So what is the point of your question? Other than to feed your ego that creators have big ego?
I asked already. What reason did the developers give for removing this feature from the game? When Reforger launched, you could edit any scenario freely.
Also I am a programmer and a mod creator. I feel this way about my own work. I do not care who "steals" it or what they use it for. They only stand to benefit from having access to the things that I have created, I would never want to take that from them.
If I was making money off of mods then I would feel differently, but again, you cannot profit from Arma mods according to the APL.
If someone takes something from my mod and uses it to make something new, I do not lose anything. Even if they don't give me credit, I do not lose anything.
Well. If you think it is to protect the creators ego, than its reason enough. If you want to create mods and distribute freely without locking it, you are free to do so too.
That's not true. There's no way to publish a mod without locking it. Also you really think protecting the author's feelings is a strong enough reason to take away freedom and creativity from the community? That's disturbing.
You can zip the source and put it for download. Then players can packaged it themselves
Very few people are going to do that voluntarily, even if they don't care about it being protected, it's extra work. Before it was changed in an update, you could edit any mission and you didn't need the author's source files.
It was a feature that has been removed from reforger
If they are modder, they will do the extra mile. If they are normal players, they can just download it at workshop normally
So far you have not made a logical argument for why this feature was removed from the game.
Also for the record, I didn't ask for an opinion. I asked what reason the developers gave for removing this feature.
while it is under arma public license its just a shitty thing to do, if you want an m4 mod for instance make your own, don't rip off the guy who already put in the effort, instead you could get into contact with the creator and ask for a hand, i guarantee they will give you some intel.
If your opinion is that the ego of modders is worth protecting, I am not interested in having that discussion.
The APL is there specifically so that if one person makes an M4 everybody can use it. That's the entire point of the license agreement.
yes it is my opinion take it or leave it but its all your getting, and i don't think they are going to change the lock thing any time soon, so enjoy! 🙂
The APL itself is completely contradictory to locking the mod files
Using it does not equal to modify it
You can modify it too. Go read the APL
The thing is, if they don't change it people are absolutely going to make tools that unlock it on their own. And that wouldn't be violating the APL either.
this is offtopic, and you most likely wont meet your expected outcome here, go to #enfusion_generic and ask creators there about the issue, i am sure they will give you their insight...
It's an extremely arbitrary decision which is why once again, my question was, what justification did the developers give in removing this feature that used to be in the game?
Copy that 👍
modders own everything that they publish, not sure where you got that from
you don’t necessary need to use APL for the mod you are making, you can use any license you want.
that would violate the TOS fro the tools - no reverse engineering allowed
maybe @signal spruce can develop on that (and the lackluster of said license you miss-interpreted)
Ctrl+c, ctrl+v
Arma Only - You may not convert or adapt this material to be used in other games than Arma.
a ToS isn't legally binding and it wouldn't be possible to show whether or not someone used an unlocker. Again, I'm really confused as to why the ability to edit scenarios was a feature when Reforger was released but then it was later removed. I don't understand who that is supposed to be helping.
it is not just scenarios that are locked, it is every sort of modification out there. I guess it was removed to get everything on the same page and under the same protection
the author’s IP
The APL says you need to give credit to the author if they ask you to give them credit, and even if you didn't follow the APL is that what we're really trying to protect here? Credit?
But the author's IP can only be used within Arma. For all intents and purposes they do not own it anymore.
You should look into the legality of mods. It's not just Bohemia Interactive. If you create a mod for a game, you don't own that content.
yes you do. You own the code used, the idea behind it etc. All of that can be used (because you own it) to any other game - example would be dayz or pubg etc
Also the APL says you can modify, rework or update any mod. So the APL is actually in contradiction with this file locking behavior.
Once again, the APL says Arma ONLY
So once DayZ was created for Arma, their only choice for publishing that game was BI
It would have been a violation of the APL otherwise.
yes you do own the content for that game, of course you do
Not in the United States.
DayZ is not a part of the Arma franchise though
Standalone*
The APL says any mods you create for Arma must be used for Arma only. If the DayZ developers had taken their Arma 2 mod and made it standalone without Bohemia Interactive, BI could have sued them.
not everything is under APL, even if it was, the author of said content does NOT transfer his IP rights to BI, or anyone else for that matter
false.
false also
this is still going
ok stealing bad, people not like, make own idea and populate workbench with your own content, people now happy 
If i take all the content i made (assets missions terrain etc) and make my own RHS stand alone game, BI can do f all about it, and is well within my own right to do just that
But RHS has been released on the workshop, and all workshop mods must agree to the APL, and the APL says that the content can only be used in Arma...
So...
By others downloading it presumably
RHS has its own license
why is that a luxury> You can have whichever license you might prefer
When you use the workbench tools to publish a mod for the workshop, you must agree to the APL. RHS having a special license is a unique situation.
no you don’t need to agree to APL, just like you don’t need to use APL for A3 games - unless you have been using content made by BI and released as data packs
I mean I was just reading it in the agreement but maybe there is something I'm not understanding there. It specifically says mods published to the workshop need to be under the APL.
How do you select a unit as a player character in game master? I forgot how to do that
you can right click on ai & take control,
or right click and create player
Thanks
when you do right click -> create player will people who join automatically take control of that unit?
i know the license file is written pretty badly and allows some interpretation but authors own 100% of their content, no matter what that content might be. It is also irrelevant the fact that monetization of mods is not allowed. Just because i create something for free doesn’t mean i forfeit my ownership or that the content created lacks market value
like I said before I don't know about the EU but in the US you don't own any mod content for any game, according to copyright law.
it's a situation that game developers have acted in extremely good faith on, because legally there are all kinds of fucked up things they could do with mod content
no it is a character for you, if you hold Y you will switch to him, new players will have to spawn at an actual spawn point
ah
I figured it out
I don't exactly understand how the scenario files being locked has something to do with content ownership. As for models it's not like they are difficult to extract from the mod package. So again I don't really understand what is being protected.
It probably just helps deter a good amount of people rather than taking everyone on good faith
Average dude dipping his toes probably just wants to drag the models across to his folder
Yes but I don't understand why there is this arbitrary limitation on editing scenarios. You can download a scenario, make a copy, and you can add as many entities as you want. But you cannot delete or edit the ones that are already there. It seems completely arbitrary and I really want to understand why the developers did it.
Do terminal ballistics (bullet tragectories, ricochets) work similar to A3? Not yet? Not ever?
All of that works, and if I understand it correctly as of this most recent medical update the terminal ballistics of Reforger are actually more accurate than A3.
Thank you 🙂
- being locked - you need to create your own - ip rights are protected
- reverse engineering of models is completely different that just being able to use/take these.
So yes, it is about content protection
Yes but I can copy the scenario and then I can add as much as I want to it. So how is that protected...?
it is derivative content, which dependent on license can be or not allowed
whether it's allowed by the license or not isn't really relevant to what I'm asking, because the editor lets you do it no matter what.
No matter what, I can copy a scenario and then create a new subscene
you do not edit the original, you edit a copy
What's your point
If you excuse my impoliteness for just a moment, it feels as if you are formulating your arguments based around your position on the subject and not the other way around. It doesn't seem like you actually understand why the editor working the way it currently does makes sense. Because letting you create a copy and then modify it however you want is definitely not on the side of IP protection.
i am failing to see yours…
as far as i understand there are 2 reasons
- technical one (compilation etc)
- ip protection (which is something you were debating- saying BI owns everything)
If it's for IP protection then why can I create copies and edit them?
because that is derivative, you never edit the original content = traceability
are you arguing that you shouldn’t make a copy to begin with?
I am saying that being able to make a copy like that is contradictory to your position
it isn’t…
What I mean is, based on how you feel about IP protection, don't you feel like users shouldn't be able to copy and edit a mission at all?
I think I've made it pretty clear that my position is the opposite. Which is why for me being able to copy the mission but only edit certain elements seems oddly halfway. For example though I couldn't remove the original entities, I could definitely cover them up and essentially transform the work in a way where parts of the original author's design were gone.
It's like it's protected and it isn't. So I don't understand why they wouldn't just pick a side. Either let me edit everything, or let me edit nothing. Who is this protecting where I can tear the mission apart as much as I like so long as I don't move the original entities?
if a user wants to have no derivative (and has a license that stipulates that) on his content, he then can dmca / protect their content that way. But their own files are never directly edited
Being able to look how others have done things directly into an editor is a plus in terms of learning
Okay, that's a fair argument, a solid argument. But that doesn't explain why we get to add things. That's an argument for being able to view missions, not an argument for being able to copy and modify them
Also what if I used a script to just copy everything from his mission into a separate scenario? I wouldn't have directly edited their files but I'd still have their work and now there would be no way to even trace it.
Do you at least see what I'm getting at? It's like a child proof lock. If anyone wants to get around it they can. Even without using a script I could painstakingly duplicate the mission just by looking at it in the editor.
It doesn't make sense!
there are always ways to trace things back to the original author
there is no full proof lock when it comes to the digital. But being a lock all together means trying to break that lock is deliberate (if i was to leave my car unlocked and with the keys inside, my insurance wouldn't cover it in case of it being stolen)
That's kind of neither here nor there though. I'm just asking what the logic is in the system working the way it does and after speaking to developers for a bit I think the answer is that there is none, it's just an arbitrary engine limitation.
the main reason you can't duplicate worlds is because layers are lost
not because of some ideological decision
should maybe keep everything in the same channel where reyhard answered you already - https://discord.com/channels/105462288051380224/976019427483074621 ?
actually I kind of think it was nice keeping the ideological side and the technical side separate. it was refreshing talking to reyhard because he spent no time trying to convince me of some reasoning behind the system working the way it does, he just gave me a technical description, and even suggested I put in a feature request for duplicating worlds.
and honestly, I knew it was a mistake bringing my opinion into the mix in the first place. I'm just not good at keeping my mouth shut. I've been modding games since I was 12 years old. I'm 32 now. I have never seen any value in mods being encrypted, locked, obfuscated, etc.
and every argument I have heard in favor of it came down to one thing -- the author's ego. They saw more value in something being "theirs" than the value of the whole community being able to improve it.
and it's an age old debate, which is why it was stupid of me to start it. It's the debate of open vs closed source
I'd rather an ego and a mod than no ego and no mod
Modders are never going to stop making mods
and if we're gonna go there, I would rather an egotistical selfish author to not enter the community in the first place. I have seen so much strife created solely because of authors not sharing their work when they had absolutely no material or ideological reason to do so besides "mine"
or forget not sharing their work, just authors doing INSANE things because they feel overly protective of their work
ruining entire communities just because they want to feel like they're in control
You are free to do whatever you want with your own mods. So are others.
Yeah no duh, doesn't mean I can't condemn them
So then why are we having this discussion to begin with? Besides the fact that you obviously miss-read the license
That's not a question for me to answer. I've stated my opinion
and I don't think I misread or misinterpreted the license but whatever.
If one author wants to keep their files locked, it is their own prerogative. If another doesn't want to do that, he is free to do just that as well.
Well in this specific case, the author does not have a choice. Worlds will always be read-only.
i am not suggesting you did, i am telling you that you did (i have had discussion with BI developers as well as mail exchanges with BI legal department on this subject)
But in a broader scale, yes. They can. And just like they are free to do that, I am free to condemn them for it. I am free to express why I condemn them for it, as I have just done.
you can surely provide the raw (local) files if that is something you want to do. You could also setup a public repository (git/svn) if that is what you desire
Sure.
it is 100% irrelevant what you think about what others choose to do with their own files made in their spare time for free
Is it? That's interesting, it seems pretty relevant to me.
You may as well call someone selfish for not contributing at all
If you want to have a debate and poke holes in the argument I've made that's fine. But telling me it's irrelevant because it's an opinion is not having a conversation or a debate.
Not releasing source code is absolutely a selfish act, yes.
having an opinion is your prerogative. The results of having that opinion on others is irrelevant
Is my choice to not make a mod for Arma selfish?
lol. uh? I don't think it is
I'm pretty sure society functions right now because we have opinions and we talk about them
It pretty much has always been that way. Worlds have always been read only. You can still ask the creator for source files
Yeah, I learned that it was only a bug when they were editable and it didn't actually let you save them
and I know they were read-only in all the other armas. but you could decompile them.
Allow me to interject Kieran. You are making assumptions about people's motivations. Every one is modding for their own reasons.
seems more people care about what others do rather than what they do by themselves
What assumptions am I making exactly?
No, of course not
That people are modding would choose not share something out of ego or just to spite people.
Which is franklyy ridiculous
Well what are some other reasons that they would choose not to share it?
Monetary is one, though most of the time there is not a legal pathway to getting paid for a mod.
being able to make mods and not making mods to begin with, is that also selfish? having an average of 0.01% modders out of the entire userbase is also something that should be condemned, is it not?
You couldn't actually use stuff from them... at least not easily. You can still open terrains in world tools and look at them without source files now. That's a step up from before
Yet someone sharing mods but only under a limited set of circumstances is selfish?
Modders spend a lot of time and money on the mods
No, I don't think that's selfish, and I don't think the number of modders should be condemned. Whether or not you make something when you're able to is not what art is about, and as far as the number of modders it is unfortunate but it's also nobody's fault and it is not borne out of any kind of flawed logic or reasoning
not sure how to point this out anymore - it is irrelevant what other people do with their own time, energy and files. Instead of focusing on what others do, maybe you should focus on what you should/could do instead
Absolutely
Source code in general, even for a free product, is valuable.
There's lots of products that are free yet keep their source code private (for valid reasons)
Yes, but what are they protecting by obfuscating or encrypting their mod?
The source
in my experience, most people doing that are protecting stolen code, not their own code (with exception)
Often I'm modding with no intention of releasing anything. i.e. I'm just "playing" with art and workbench. Didn't realize that might annoy anyone...
it shouldn't, you owe nothing to anyone
Mind-blowing how not releasing a mod is less selfish than releasing one in a limited way
It is valuable. And from a purely capitalist perspective nobody should be in favor of open-source. But as a lifelong programmer I don't look at coding that way. I feel quite the opposite. Society only stands to benefit from things being open-source. It will never hurt us as a collective for more things to be open source. Can you see why it is clearly a selfless act to open-source something?
Does it matter? It is their choice. If you are so altruistic you can make your own mod and share the source code. No one is stopping you. If others don't follow your altruistic motivation is selfish, then you are selfish also for putting your values on others.
Some people don't want to get their shit stolen and sold somewhere. Some people have their models for sale (pre BI tools) and don't want people stealing it and causing them to lose money.
Dude, what we have been talking about this entire time is a form of obfuscation. Compiled code is obfuscated. Compiled worlds are obfuscated.
It can be selfless to open-source but it wouldn't be selfish to not. I could draw the "selfless" line at the company/individual having to provide 24/7 on prem support to users
and you are free to release your own code under whatever license you want, that is your own prerogative. I am not gonna call you a socialist for doing that, nor will i ever think about you any differently. But that right you have is also available to everyone else
Hold on, I never said it was selfish to not release a mod... you must be misinterpreting what I'm saying
But obfuscation and encryption do not prevent theft!
Not the least bit true. For a modding example, look at Kelly's island. There are like 200 versions of that terrain all called the same thing because the sources were put out there. Trying to find the specific one you need is a pain. And it's unoptimized because anyone could take the files
And locks don't prevent robbers
Neither does putting my car keys in my house but it makes it a hell of a lot harder
Can we just drop this altogether... Modders decide to protect their stuffs. The end.
This is why we can't mod Everon 😕
Okay, I like where you're going with this. This is one of the first arguments I've heard so far that is actually compelling
it also allows tracebility for any legal action you might take
Fair. Completely fair
....to protect, or not. It doesn't forces anyone either way. You have the option, both being equally valid
open source, or closed source
I'm loving it. If you don't wanna talk about this stuff it's all good but I'm into hashing things out
Objection!
From a technical perspective, I don't think anyone has bothered trying to obfuscate Reforger scripts?
No I don't think so. But aren't they compiled anyways?
let's just agree to disagree. You have your own persoanl view on the matters, and that is fine, you are free to do as you please with your own mods, just like others can.
Well, there is a compile step in the workflow, but I think you can open and view and script file in any mod
Could you at least meet me halfway and concede that it is more selfish to keep something closed source and it is less selfish to make something open source?
It depends on the situation
objecting to me having a different opinion than yourself will not make your own opinion more valid in any way or form
nope
That's kind of interesting. Again it seems like not being able to duplicate worlds is really just an engine limitation, I don't think the developers are trying to artificially lock down what we can edit.
instead of condeming the people who want to protect their work condem the shitheads who use other peopels work or even steal stuff for their own selfish reasons and gains.
oh you said nope
It's at choice of the mod author. Any mod you can view but not edit the text-based formats used by workbench.
Agree with wolf that it's situational. Should be left up to the authors. I of course appreciate it more when people make their stuff open source or are open to sharing source files. Though sometimes that's a problem as I stated with that terrain earlier.
What kind of gains are we talking about here? What kinds of reasons would they do it that are selfish?
but we are talking about mods in general, and that includes files that have a monetary value outside of any game (3d files and textures to give you an example)
Someone can release a free product but want to commercialise it in another product later, which they reserve the right to do and hold their own source for
just because a mod is released for free it does NOT mean it has NO commercial market value. Quite the contrary in most cases
There is at least one mod team planning on doing exactly that with later A4 creator DLC proposal
for example from the past we have had huge impact on actual creators willingness to make stuff in Arma3 modding scene when people take their models, their maps, slap some crap on them, claim they are the makers and monetize them on their servers
From that angle I think the benefits massively outweigh the drawbacks. And as a real world example, a bunch of source code for Nintendo games got leaked a few years ago. Nintendo has fought really hard to protect their source code, it was the first time the source code for ANY nintendo games had been leaked. It was one of their greatest fears. But it didn't end up hurting the company a bit. How could it? All we saw was how they constructed the games. There wasn't anything secret in there. The idea that your code is "special" is very presumptuous.
Nintendo is worlds apart from a small studio modding
I see. That is one of the angles I hadn't thought about as much.
It's an example, relax
The point is that the source for a few games isn't as proportionate a loss as would be for a smaller studio
to conclude because i think this has run its course already - @acoustic shoal - feel free to have your own opinions, feel free to act based on said opinions with regards to your own original creations where you are the author for. If other people think differently that is also their prerogative, and they owe no one an explanation in regards to their reasoning.
Like I said if there is a monetary angle that's always understandable. It's just that 99% of mods are not monetizable for a myriad of reasons. RHS is one of the few examples where they actually have something that is worth protecting because it sits independently from arma itself in a way that most mods do not AND is 100% in house created, which most mods are not
a massive massive majority of mods rely on other community content, so you couldn't monetize them
you could if you asked all the involved parties
Isn't this just tied back to the whole "all mods must agree to the apl* thing
but reforger has not monetization at all
and whether or not you release the source code to say, your gamemode, has no effect on whether or not people copy it. people copied PUBG and they definitely did not need the source code.
I mean mods period. Not just for Arma
I'm not necessarily talking about monetising entire mods but subcomponents like entire 3d models are still valuable
also in that regard, some mods use bought assets that are not allowed to be shared
you buy a 3d model from a store most times using it requires it to be bundled up in a way it can not be edited further by other users
as only the mod maker has bought license for that
The thing is, those assets are very easily stolen and encryption / obfuscation can never do anything to stop that. So there's not really a discussion to be had there about whether or not they should be protected -- because you can't protect them
roblox is plagued with ripped content that is commercialized, garrymod - just the same, etc, and there have been trys for BI games as well (if you ask me DayZ modding is a cesspool of ripped stuff) but at least there is a form of control
If somebody steals RHS content the only recourse they have is legal. There is no software encryption or anything of the sort that will prevent you from ripping models out of a game or a mod.
again you have weird angle to approach this, why you dont condem the actual stealing here
and the people who do that
By that logic no company should bother releasing any closed source software -- legal "You can't do this" is exactly the first step you need to have legal footing
as those peopel are the reason your ideal world "everything is nice and shared" wont work
Because people's definition of stealing is not the same across the board
if these files wouldn't be locked somewhat, i wouldn't have a legal ground to C&D /DMCA and win that, which i had done and won each single time
Are you serious?
It demonstrates a proactive effort to actually try breaking a system put in place to protect mods which makes you questionable
yes, of course i am.
Rather than being able to feign ignorance with not knowing the license
I mean I know I just am really surprised to hear that it was a necessary component to winning
Yes, because I think as long as you aren't profiting from it using other people's content in your content is completely fine. It is definitely rude to not give the original author credit, and it would be wrong to claim their content was yours, but beyond that I do not see any ethical issue with it whatsoever.
it is an important one. Read any royalty free license (most are the same)
imo there is also ethical consideration on how the original author inteded their work be used
and if your derivate diminesh that
Can I pirate anything as long as it's for personal non commercial use?
and usually one does not need the original files to create a patch mod on top
I don't really care how they intended it to be used, and as an author myself I don't care how others use my content
Of course
but you should not expect others to feel the same way
it isn't just direct monetary profit. I have recently taken down roblox mods that have been using ripped RHS content. I don't care if these files were shared freely, i owned the files i can choose what i want to do with these (maybe i wanna sell them at some point)
You are free to do that. To expect others to the same is selfish
and as Gabe Newell said, piracy isn't an issue when you offer a better service
So now you're advocating for illegality in this server, sadly
Arma Public License that you must agree to when you publish a mod to the workshop
You don't
agreement also states that you do not own any of the content you create for the mod
Wrong.
Steam is more convenient than pirating games. So way more people pay for games than pirating them
The same goes for streaming services.
You seem to think that just talking to/asking the author is not a thing.. But it is.
If you want to use their work, go and ask them. That's not a big problem, you should talk to them anyway
It doesn't matter if a car company makes it difficult to pay for a car, I can't just steal it if it's easier
and you are free to do that. If others think differently they are also free to do that, which is the entire point of this cyclic discussion
As far as I know you can inherit it, and add your fixes on top.
discussion about any sort of piracy on this discord server is prohibited mind you. I suggest you read the #rules
No I completely recognize that it's a thing and of course I have collaborated with lots of people. It just wasn't really in the purview of the discussion, the question was why someone would choose to make something closed source or open source to begin with, not whether they would make exceptions on an individual basis etc.
That's an obvious question with many reasons for each though
Great, if you want to give people access, put it on github so they can get the files
GitHub exists
@brittle agate do not do a rewind on the entire conversation. Other people have already said everything you are saying.
@brittle agate read to the end and then respond. Please.
Yes.
And that statement is nonsense.
"By forbidding me to murder people, you are taking away my freedom and creativity!"
Yeah well.. Sad for you but there is a reason that rules/laws exist. Yes they do restrict your freedom, but for very good reason.
You not liking laws doesn't mean you can ignore them
I put it in wrong channel. For Project redline, when will the helo sounds be fixed
Well okay, I don't know if talking about how steam is better than piracy is discussion of the manner that the rule was written to address (namely, that we were not talking about HOW to pirate anything), but you hold the power here so I will not push the issue.
When BI release their helicopters, probably.
Alright thanks
For more precise answer check with the redline team
@brittle agate I am going to mute you if you keep doing this so just keep that in mind. If you read to the end of the conversation and then write your respones it would be a lot more productive and it wouldn't be spamming the channel
I assume engine bugs. It was probably locked because editing these files didn't work right. Or rather, that it was just the wrong way to do it, and locking it forces you to do it the right way.
I don't think it has anything to do with authors IP, because you can still view all the stuff. Its probably a technical reason
Yes, you are correct.
Nono, not the Authors IP.
The files the author released to others under the APL license.
But the Authors originals are still theirs
Alright sorry man I'm muting you.
good call muting people who correct your misconceptions..
No.. The DayZ creators content, is owned by the DayZ creators.
You're talking nosense there
We have already talked about all of this stuff @brittle agate
Don't do me like that. He is only saying things that have already been said.
You want to hear it from the Devs right? He's the devs
He is being rude to all of us by not reading to the end of the convo before responding. He is just repeating stuff that other people said long before him.
The convo is three miles long
EXACTLY
And you are being rude to us for continuing with these nonsense
You don't understand how licenses work.
If I tell someone "You can use my car, but only to go shop for groceries"
You say I now don't own my car anymore, because i gave it to someone else and told them they can only use it for groceries.
That's not how that works
and he is reading the whole thing, and responding to every message, instead of just reading to the end and seeing that almost all of the things he's saying have already been said by you guys
Where?
Where does it say that you must agree? As far as I know you can select any license in the upload dialog
I think you have too much time on your hands with A) suggesting nigh everything be open source and B) thinking it reasonable he read an entire discussion that started 5 hours ago
He is reading it dude
It specifically says mods published to the workshop need to be under the APL.
Where does it say that?
He is reading the whole thing and responding to each and every message.
Opposite, according to copyright law you own it and don't just give away your ownership
ahmmm...this discussion has run its course, you have your answers, and you seem to not wanna hear one of BI developers anyways.
Wanna talk about legal things more, please use #other_ip_topics
And yes, i am using - follow the moderator instructions prerogative here ( @brittle agate is the exception). I will start sharing infractions otherwise
Yeah like I said, I don't think any of this has to do with content ownership.
You threw that into the conversation
He's only at 9:57 and now it's 13:53 we got a ways yet
Well I guess strap in then
That is you assume it being arbitrary.
It probably isn't.
It probably was just broken/not working right, so they force you to do it the intended way that is not broken.
I also remember back then you could delete things from scenarios. But that could, of course break the scenario.
So it was changed that you cannot delete, but only add things ontop
So far he has yet to say something that was not answered by another developer (reyhard) or answered by one of you guys.
Hello I am looking for help finding a mod or a modder to help me with getting some marine uniforms. Can some please point me to the right channel to ask this question?
Just because you gave me grief for it I unmuted him and I am sitting through this experience like the rest of us.
Thank you 🙏🏼
Thank you, I appreciate this information. That's basically what reyhard told me too.
Yeah. I also hate it when these egoistical selfish people come in here, just take/steal other peoples property without asking and then publish it as if it were their own.
They create so much frustrations and unhappy modders. We want to keep the proper creators happy, because they are what keeps Arma afloat
Is that unhappiness not an issue of ego though? I'm not saying it's an unreasonable unhappiness, or that it only comes from an inflated ego, I'm just saying can we not agree that it is directly related to one's ego?
additionally, it seems like the issue of content theft is more of an issue of moderation than it is of digital rights management.
Thats the cool thing with Arma tools in general, old and new games.
Everything is open by default. So that everyone can learn from eachother.
You are talking about Open Source here because it would allow you to take the scenario files. But that isn't true. Open-Source means you can see the source, it doesn't mean you can also take it.
So making mods open source, wouldn't get you any closer to your ability to copy/edit that scenario...
Incorrect. open-source means you can edit it. open-source means having the same source-files as the creator.
Reading hundreds of messages, just to see if things were answered at the very bottom, and then going back on top and thinking the things I want to respond about.. would take too much time.
I don't see that.
Your original statements are still up there, and I haven't seen any replies to it (that you didn't just refuse to accept)
Yes. And i asked you a question to clarify (that noone else asked) and you are ignoring it instead of replying
That's wrong.
fair enough
What did you ask? I didn't mean to ignore it
You can call everything part of "ego" if you want to take it like that.
End of the line is, we want the proper modders to be happy, so that they continue creating new content for our games.
People stealing/regurgitating existing content, doesn't bring the game forward. So happiness of creators > happiness of modders.
You saying "ego" doesn't mean its invalid.
Wrong.
Just because you can see a painting on the wall in a museum, doesn't mean you can walk up and edit it.
What you can do with open-source content, is defined by its license. If there is no license, you can't do anything besides look at it.
If you want to hear it from someone else.
https://opensource.guide/legal/
If you want others to use, distribute, modify, or contribute back to your project, you need to include an open source license. For example, someone cannot legally use any part of your GitHub project in their code, even if it’s public, unless you explicitly give them the right to do so.
#reforger_questions message This question. I want to know where it says that, because it's wrong.
I get the ends justify the means and all that but right now the workshop does afford you the ability to "steal" content by incorporating it into your own mods. Trying to claim ownership over something is one thing, but in the past modders would not release source files necessary to do what you can do in Reforger out of the box simply because they didn't like the idea of someone else using their content to make something. I get that we're no longer living in that world but I know people with that attitude still exist in the community and I really do not appreciate them.
I must have misinterpreted what I was reading then. I was fairly certain it stipulated that all workshop mods fell under the APL, but I recognize that you obviously know much more about it than me.
This is the workbench upload dialog.
It even lets you select license, including custom
Also there are different kinds of APL licenses.
APL-ND doesn't allow you to edit/modify
This is a very good point. Of course, when a project is truly open source the license doesn't really mean anything until someone actually distributes a derivative, and even then its significance is miniscule until it involves some kind of monetization. So again, I am not incorrect here. Open source means having access to all the source files, regardless of what the license stipulates.
And in the case of what sent me down this rabbit hole in the first place -- a broken mission that the author abandoned -- all I wanted to do was fix the mission and play it with my friends. I'm pretty sure that isn't about to put the brakes on the Arma modding community lol.
But you said you can just copy the scenario in workbench, and then edit the copy
I can't change what's already there because it's part of the world
and world can't be duplicated
Ah can't delete things.
That was added more recently
Oh its actually locked down further than I remember.
I remember just not being able to delete, but I thought you can still edit.
It definitely was a response to a bug/issue. But will be hard to find what it was
Oh yes, reyhard explained that to me
All of those entities reference the original world, so the changes couldn't actually be saved back to that read-only file
and currently, worlds cannot be duplicated because there is information lost when a scenario is packaged, like layers
reyhard suggested submitting a feature request to investigate the possibility of adding a feature that lets you duplicate worlds so you can edit them
Ah yeah thats the good thing when people crosspost and talk about the same thing in multiple channels 
😅
fwiw I started here and was directed there for better answers
which I did get
That makes sense for deleting entities. Which is also what I thought it was.
But, just moving entities around? Changing their position. I don't understand why that wouldn't work.
Was probably also too much work to differentiate between things that are possible and that aren't
Well, I don't know precisely how subscenes work in terms of referencing the original entities, but from what I've gathered the original entities are only referenced in the original world file so the subscene at least currently can't save new information about them
that could be a way forward though, maybe the subscene could keep track of those changes and apply them when it loads. then you wouldn't have to touch the sticky subject of duplicating a world
I'll put that in the ticket
I've tried creating entities with the same names to override the originals but it doesn't work
Seems while you cannot copy world.
Up until recently you could open it, and copy it using the "Save As" option.
But that was disabled becuase it didn't work right.
Because normally scenarios have many layers. But when its packed, its all merged into one layer, and that would be confusing/bad to edit
Right
So unless you saved those layers into the scenario there wouldn't be a clean way to duplicate it. It would be more akin to decompilation, which is not what you'd want out of an official tool
That's why I'm thinking an extension to subscenes might be the way to do it
I think it would be a clean-ish copy.
It just will be very hard to work with
That worked up to last month still I think
It would be alright, I just understand why the devs wouldn't want the copy function to not actually create a true copy
I wish it still worked 😭
Ah found the explanation.
Yeah "Save World as" was very hard to work right.
It would copy the world just fine (besides that all layers are merged), but it wouldn't copy terrain files.
SO when you made copy of a world, you have to save it to exact same folder structure as the original. So that it finds the terrain files that the original has there.
So it was cumbersome and hard to use correctly. That's why it was disabled
No info if there are plans to fix/improve it further. But your ticket you talked about might start that work
After work today I'm making a private ticket to find out if an existing method to duplicate/edit bi scenarios is ok to use. So stay tuned! I would have done it this morning but reading this was way more entertaining!
Probably not.
its probably like the last one. It "worked" but only more by accident.
If it relies on you putting the world into same folder as original, its probably still the same
I think such an option should be left for power users, even if its very hard to get right. But power users can probably deal with that.
Nope own sub folder
Can i just dm you about it?
you can DM the link to the FT ticket.
But FT ticket will be needed anyway, I don't work on workbench
Ok later on then tonight
Anybody know the scenario id for Gohstrecon2001 made by nvm1
5E0E6298EE9FF558
Thanks.
No problem. Are you trying to host a multiplayer server?
Yeah I'm doing it off my phone on gtx.
Let me know if you have any luck. That mod seems to be broken in MP. I've already messaged the author on the forums
He's been working on it daily but I don't think he actually has been testing the MP functionality
What's the full ID you've been putting in?
GhostRecon2001_5E0E6298EE9FF558
uh
sorry I just checked the config file, I have it as this:
{
"name": "GhostRecon2001",
"modId": "5E0E6298EE9FF558"
},
"scenarioId": "{4334E8613D0CEDD1}Missions/IronDragon/IronDragon.conf",
my bad I got that mixed up
Try taking off /ironDragon.conf
The mod loaded succesfully on listen servers and the dedicated servers
The issue was when clients tried to spawn they would get kicked immediately for a virtual machine exception
What server platform are you using ?
I am just using the dedicated server provided by BI
But it happened on listen servers and dedicated servers the same way. Again, test it for yourself and tell me if you have any luck but I'm pretty sure the scenario is broken due to a misconfigured player controller object.
It works in singleplayer
I'll try it out on my GTX server I'll let you know PM me so I can let you know.
and if you host it as a listen server, the host can play the scenario normally, but the rest of the players still get kicked when they try to spawn
Me and three other people all tried hosting it on listen and dedicated servers and we all got the same result so I'm pretty sure it's an issue with the mod. Like I said, I messaged the creator on the forums with error logs. He seems pretty active on there so hopefully he'll figure it out soon.
just out of curiosity why was it that the grill like bumper was removed from the Humvee a few patches ago?
How do I disable battle eye so I can run Reshade?
@dire magnet
do you know?
do I just uninstall it?
you cant play in mp if you do that
but you can check reforger launch parameters in the wiki
How would you get AI to follow a player? As in a squad?
That's still waiting to be added
Fairs, alright.
Well that's pretty frustrating... they've read your ticket on how to duplicate missions, but not mine with the solution... 😭 ☠️
And apparently now it's the end of the day over there so it will be, at the very least, another 24 hrs...
There's a Field Manual screenshot about a commanding menu, but it's not actually in yet
Coolio, I got another question real quick. For a single-player, or scenario for conflict, how do I enter the game master mode?
escape
Well, yeah but Game Master is grayed out.
no idea
I believe you have to set an admin password for that to work. Not sure if you can in sp mode as there's no config file for that. You could learn to run a local server instance on your client machine and play sp mode that way. ...... Unless you're on Xbox.
I am on PC, but I think I remember seeing something about a SP config file or something
You can just host a local multiplayer session. Set an admin password then login and GM will work
Not possible in sp at all.
You can, if you go to hosting page in server browser, host new server, it can be local only (effectively sp), and you will become game master automatically.
Is the Modder "captain kirk 01" in here?
Any clues as to why this is happening to one of our servers players, he definitely did not get a ban from any admin
Session error
Internal error has occurred.
Kick cause code: group=3 BATTLEYE, reason=10 'ADMIN_BAN'
Check console log for more details.
Definitely not banned or kicked, nothing in our ban logs
It looks like he got banned through battle eye.
Is it planned to have the ability to roll down passenger door windows in the M1025 humvees?
Would stopping a server reset a map and it's placed objects from game master? I mainly ask this because I want to save any custom assets placed in game master.
Are there any Ukraine mods?
idk if there are any ukraine mods, but there are plenty of russian mods, i recommend RHS
Great news, my method has been officially approved to share by BI! the steps for an example are as follows: Open Eden.ent world. Create Sub Scene and save as. Open CTI_Campaign_Eden.ent Right click on default layer > "Select all entities" Edit menu > Copy. Open your saved eden sub scene. Edit menu > Paste on same position. This creates a new default layer and allows everything in the previously locked default layer to be edited and/or removed.
Holy shit heck! This is awesome! Thank you Gramps!!!
Yes snake island mod
Hello, anyone here know how you start making custom emblem patches?
So I'm following this guide on how to work with AI, but if I follow the exact steps, dragging in a group, it's invisible for me, how come?
are we still getting monthly updates? or are they just at random
random
copy, has any sort of intel been released on the next?
radio silence
All we know is, there has been new updates on experimental and internal versions, which usually happens before an update drops
It happens every day though
How do I play custom maps I downloaded?
Scenarios
Alright thank you
So I'm an absolute idiot
How do I fuel a car on Xbox?
You can’t refuel cars yet, unless in game master
Question: Why can't i install and run the PLXABLE or Deadzone Dayz mods onto my server?
go to their discords and ask, i know Rezx, the creator of deadzone made plenty of guides and such on how to set it up on a server since they shut it down. i dont know about plxable, maybe they want you to use them maybe they dont, just dm the owners and ask
anyone know if its possible to move the spotlight around on the UAZ and the soviet supply truck
Nope
damn
Anyone know what mods I can add to control the A.I Better?
if you mean ai commanding mod then the answer is none, we have to wait until devs add it in
There is only one AI mod. the CRX EAI by ATiM
Okay thanks.
Just wanted to check if there were other better ones.
Anyone know if any Mod has any Ghillies?
I've never played reforger, but I assume this question is a good one, that'll help with my understanding of arma 4. Does reforger perform better? For example, on Arma 3, even vanilla (even worse with mods that simulate even more), the performance is not really the best compared to today's modern games. Does reforger and it's new engine solve these issues? Obviously we can't know the performance of intensive mods until arma 4 comes out, but what's it lookin like?
It looks good
I think it runs better but it also doesn't have everything implemented that A3 has yet so there is still a chance it ends up not being as good down the road
It has its share of problems, but performance wise it is good. Never had a stutter in MP. It was smooth sailing... until it crash.
The crash itself is rare though, maybe in 1-2 hours? Depends on server. You mileage may vary
Was any update about Q&A video with reforger devs?
Jakerod has the right of it; so far Arma Reforger is better insofar as it's seemingly less CPU-bound (in the sense that altering graphics settings besides resolution makes a difference unlike Arma 3 :P)... but not only is it nowhere near complete, even were everything from last year's (obsoleted) roadmap implemented Arma Reforger's scope would be much narrower than that of Arma 3
But reforger wasn't really intended to be arma 4, right? It's like arma 3.5/engine paid tech demo
more like 4 -0.5 tech demo
I'd rather them work on 4 than 3.5 tbh
Yup... at the official reveal it was deemed a stepping stone to Arma 4, and the Web site FAQ says that they will be separate titles -- although the historical context, environment(s), and assets will return in Arma 4
Personally I think a bunch of it was a hedge so that the 'falling flat on their faces' would happen with a game that wasn't Arma 4...
Gotta keep a good outlook for arma 4
That's all that can be done besides giving up... I for one believe that the boats got burned years ago, so to speak, by which I mean that the decisions that led BI to both the direction of Arma 4 and the state of Arma Reforger were made years ago and someone's probably decided that it's better to eat the criticism/push through than try to change course or return to the drawing board
Like how Arma 3 began development-as-Arma 3 by BI reusing assets and the aesthetic of a 'post-apocalyptic alien invasion sci-fi RPG' that had already been under way, such as the Mediterranean setting having been picked for that game and reused for Arma 3 😛
BI not revealing stuff until it's too late for a backlash... a recurring BI trait in the past decade
Sorry to interupt. I have a question. How far does an infantry rendered? For me around 800ish m? Beyond that the infantry is invisible. Put a vehicle side by side with an infantry, only the vehicle is visible
Sounds about right, none of the weapons in the game are designed for shots that long so thats accurate
Okey roger that... that's too bad because I can't blast people away using BTR from thousand meters away 😅
Isnt the max range on the NSV like 1100 meters for ground and 2200 for air?
I don't know the specs. But if infantry are not rendered at that distance it would be useless anway right?
technically not
Could always shoot where someone tells you an enemy is
"Theres a sniper in the church tower at Monti!"
"Gotcha, leveling the church"
Yep that probably works. That's how it should be anyway.
besides the heavy weapons and the mortars, those are the only weapons that actually shoot that far. If youre trying to snipe people that far away with an SVD or a M21, youre objectively using the weapon wrong and should get back to your squad to be what that rifle is - the Designated Marksman, not the sniper who misses most of his shots
Heck, there are no 'true' sniper rifles on the roadmap
Age old excuse
Thats what an Early Access is... I thought that was common knowledge?
They have said they are moving to a4 when reforgers done, its a test bed
I am not BI, nor others that responded. I don't know if there will or will not have joystick support. I suspect when helicopters finally in, they will mention about joystick
Idk bro whats the release stream. it will answer your questions
Study before buying. be smart with your money
Reforger will still be supported after releasing. That I am sure
That guy has been purged for a reason.
Can't remember where the source is though
why?
Not because has negative opinion at least
has he done something wrong before to get banned
Yes
aah
Basically a ticket to insta-ban word has been issued
n word?
Not going to elaborate further
ok np.
i have a question, is it legal to purchase ARMA weapon models?
You need to be more specific in your question. Too vague to answer.
so could i go out and just purchase a arma model then upload it to the workshop and it would be completely fine or?
You can purchase 3D models, for example on Sketchfab or from a freelancer, and then upload them on workshop no problem. The only caveat is Workbench TOS states you can't use it commerciallly, so you must do the configuration in workbench yourself; you can't purchase that part.
copy, thank you for your time and help 🙂
Anyone able to help with getting Gogland working in my server?
so from what i am looking at is this exp update just a visual update to everon and everon assets
i like the sounds of waves and insects though
They added map markers those are pretty neat
wonderful, so are they visible on everyones map like previous arma games?
I believe so
its the LAB6 markers getting worked into the game, yes they're very nice, been using them for a while now
Has anyone dealt with a bug lately with applying medical aid with Mouse and Keyboard on console (maybe even perhaps PC as well)?
I cannot apply tourniquets, bandages, saline etc when I press f on the injured location. But soon as I press Y on my controller it works just fine. I have checked my binds and everything else as well.
As GM is it possible to move objects on the Y axis? If so, how?
Should be able to by holding alt and using q to raise the entity
Yeah its possible
I think I asked that wrong, what I'm asking is, a container for example, can I make it stand straight up or at any degree. Instead of always being on its belly.
Like if I'm building a bridge, and part of it need to be an incline or a decline. How would I go about doing that?
You cant tilt or pitch them, so no.
Has there been any talk of adding that?
If you place things in the air, do they fall?
No
Damn. Was hoping you could use that to your advantage
@paper herald FSR3 was just announced to be coming out soon at Gamescom, it will be very helpful in CPU limited situations like Arma where there are tons of AI on screen
Will Reforger or even Arma 3 plan on getting this feature? (frame generation specifically)
And also what about DLSS Frame Generation from Nvidia? It's currently supported in a few games and makes a massive difference
last time i checked FG was quite bad and generated content which ain't supposed to exist ...
FSR3 will matter the moment is on GPUopen with full source alongside, then if it's better than 2.2.2 it may be worthwhile to be looked into
The game already has an old fsr technology, so them adding the new tech is a mtter of time I think
take in mind FSR3 was in state of snake oil rumor for nearly 1 year, so until it physically exist and is working much better than existing solutions ...
might need to mature, it took a while till FSR 2 became usable, can't even compare vs FSR2.2.2, thus it's like trying to predict from crystal ball
but don't worry, there are lot of nice things AMD has at GPUopen not just FSR {IMHO}
FG in dlss 3 is pretty good at transforming 60 fps gameplay into a true high refresh rate experience. It really needs a solid base to work with. I don't think it's really intended to recreate a native 60fps experience.
i've yet to see good AI/NN FG results on complex scene with long range visibility (multiple km to tens of km) , lot of detail, moving objects, moving parts of objects even on DLSS 3.5 (or newer)
I havent really looked into DLSS 3.5 yet other than a surface look (looking forward to the DF breakdown of the tech), but DLSS 3.0 FG has greatly impressed me with CP2077 and FS2020. The former for making pathtracing a reality and the latter for its vast high fidelity viewdistance perfomance @ 4k (not that I am able to experience any of that lol)
does the in game feedback system actually reach the devs?
hey Dwarden, thank you for your reply, appreciate this! I've actually tested it out before on Skyrim and Fallout 4 using this plugin here, it's just a very rudamental plugin by a modder but even then it worked magically with FG. https://www.youtube.com/watch?v=7Y_5XpgOJxQ
I usually mod these games with increased spawns, so I was absolutely stunned when I'm able to spawn hundreds of NPCs in Skyrim to test out large scale battles. Literally turning Skyrim into Mount & Blade lol. The only issue I've seen is a little bit of ghosting here and there, but that's mostly because I was stress testing with 20 FPS native, which FG bumped it up to 40 FPS. But usually when I'm above 30 FPS there's not too much graphical anomalies
i think there is difference between scene where you don't look or need to see something and scene where you actively search something or must see
so e.g. flight sim with long distance and lot of moving bits
scenes where irregularity doesn't matter are completely different
so when FG can deal properly with dynamic irregular content, it may start to matter
but as long as solution produce / generate wrong shadow or leaf or shade of boulder or texture smudge, while trying to find enemy sniper ... it means quite problem for gameplay
yeah there was actually a good vid a few weeks ago, where it shows just the generated frames compared to real frames: https://www.youtube.com/watch?v=2bteALBH2ew Usually with FG, anomalies is noticeable when your base FPS is already low, like 20-30. But when the base FPS is high already, you're pretty much not gonna notice it unless you pause frames and actively search for it
Flightsim an odd example; mostly you stare at the panel which is static; mostly flightsim players happy at 30fps
lets make it new anticheat procedure, time to introduce discrepancies into visual output with FG, then nobody will knew if that leaf moving is because player/npc/animal or nothing 😁
DLSS 2.0 would be nice; most people have GPUs that can run it
evaporates into thin air because it's so hot that can't think anymore ... have nice weekend
Tbh haha, feel like alot of people miss the point of FG, it's main benefit is actually the massive performance benefit it brings in larger scale battles. It's beneficial for CPU limited games like Arma, Total War, Bannerlord.
With FG, we are finally able to have true Normandy scale battles in the engine, which have always been what alot of players dreamt of before, but now finally possible! A little graphical anomalies here and there really isn't that much issue, since for these type of games players usually mod the hell out of them anyway, which brings out tons of bugs and graphical errors already, but it's really not something players mind. 😛
As an example, alot of players use DXVK for games to better GPU utilisation and improve frames, it does cause quite a lot graphical anomalies in some (eg. Dawn of War). But players will happily use it since it finally removed the dreaded stutters when there are tons of units on screen. FG should really serve as similar purpose
DLSS 2.0 is actually just upscaling, so only useful in GPU limited situations which doesn't have too much uses on Arma, the default FSR1.0 already serve that purpose. FSR3.0 is the new frame generation tech that AMD just announced an hour ago, it will be similar to DLSS3.0 FG, able to essentially double your framerate when CPU limited, and it will work on both Nvidia and AMD hardware!
Sorry if I'm rambling a bit here, it's literally 3AM here and I've stayed up to watch this announcement 😄
I desperately want AMD to close the gap and especially make strides in ray tracing support, but right now Im viewing their FSR claims with some dose of scepticism. But hopefully they'll knock it out of the park.
There is a lot of stuttering in the game - in character animations, looking around with the camera.. to the game freezing when new objects are loaded and so on.. even at 60 FPS. FSR or DLSS won't fix it.
but FG will certainly improve upon it, it feels MUCH better to have FG enabled compared to disabled, when the game is stuttering like crazy or have low FPS
like i said it needs mature, just like FSR and DLSS etc.
You're probably playing experimental branch ?
the experimental version doesnt have the same mods as the normal version
Yes?
Switch to normal branch and you'll have all the mods available
👍🏼
Experimental branch is more for early peeks into and testing of new updates before they come into the proper version. A new experimental released yesterday for example
Can someone link to a tutorial on how to use server config to change which objectives are active and which are the v-points.
Anyone on xbox know how to startup a helicopter? I haven't ayed in a while and the control scheme has changed.
rb + y and left stick up
Okay, thank you
Is there any way to save a conflict session?
Is there an antistasi mod for reforger?
Fully agree with you on this one mate, no rush at all but it'll be awesome if Frame Gen can be included with the official Arma 4 release. This will mean even those with weaker CPUs or console players can enjoy A4 to its full potential, running Normandy scale battles while still maintaining good framerate. Making this dream a reality will assist significantly with the initial sale number. 🙂
The hard work is already done after all, motion vector data and even FSR1 are already in the engine. Upgrading to FSR3 will be a significantly simpler task to do. The same for DLSS FG, will be awesome to see this tech as well and it's easier to add one in when the other is already in place.
i mean i keep waiting for FSR3 myself (considering the evolution i seen in 1.x to 2.x and how 2.2 matured with some extra lil improvements and side features) while being platform agnostic (e.g. No Man's Sky recently introduced FSR2 on Switch (which uses Nvidia GPU)
i think one of reason we didn't see FSR3 release earlier is Intel's XESS where it was promised it will be opensource / platform agnostic but didn't happen, yet
another reason is that NVIDIA DLSS 3.5+ had leap in quality , so AMD needed to rewrote it
How much do these filters reduce the clarity of the scene if the figures in the distance are only a few pixels in size? Is it even usable in Arma?
Yeah seem like it will follow the same path again, Nvidia have dedicated hardware for Frame Generation on their new lovelace cards (via Optical Flow Accelerator), hence why DLSS FG only available on the RTX 40 series cards. AMD on the other hand goes the software route, and uses Async Compute to assist with FG (which are available on most GPUs from the past few years).
So similar situation will likely occur, where DLSS3 FG will look better with less anomalies, but FSR3 FG will be supported on many GPUs, even the ones from Nvidia, albeit not looking as good.
Hmmm now that you mentioned about it, what are the chances that Arma 3 can support FSR3 in the future? Since Steam Deck will be able to support it due to RDNA2 architecture. And believe it or not the game actually plays quite well on this device.
If A3 will be able to support FSR3, it will remove one of the biggest performance hurdle, and actually make it a super smooth experience on the Deck! It sounds exciting to even think about it haha 😛
None at all my friend, since we are talking purely about frame generation and not resolution upscaling. It's possible to just enable FG without any reduction in resolution and then upscale
that's not exactly what is bottlenecked in A3 renderer ... it's the wait for simulation thread, FSR3 will not solve it, it would need the same no-wait threaded approach which was applied in DX11 renderer DSA got in fall 2016-2018 ontop of RV engine
Ahh now I see, thank you! I understand most of the team's effort are now on Enfusion, Reforger and A4. But are there still possibilities for further updates with Arma 3, even if it's in the far future? Like with adding in motion vector data and all that.
WHY GAME ALWAYS CRASHING?
I paid money for a game that at least should just work
how much fucking time does it take to fix the departures. it's been almost a year, the game crashes every 30-40 minutes
It doesnt crash as much as when the game released.
can anybody say me plz
ohhh thx
the game does not work a little less than before
should I buy 10 more copies to support the developer and thank for it?
Using CAPS and swear words won't make the issues go away either, so try not to use that...
Reforger is still in Early Access and a work in progress, which you knew (or should have know) the moment you bought the game. And it will remain like this for some more time too, without any specific date/time on when "everything" is fixed.
And are you sure it's only the game which has issues? Or are you for example using mods which may or may not cause those issues, or play on a potato internet connection which disconnects you every time.
A bit hard to help you out with your problems without any constructive feedback.
I paid for a working game. I don't say a word about bugs, lags or content
if the game didn't launch at all, would you also say it's early access?
Big note on the Steam page:
Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development.
With more info here: https://store.steampowered.com/earlyaccessfaq/
Same applies to the Xbox version, which even offers a free trail to test it before buying it.
I see you are a fan of licking ass to shine
no, just stating the facts...
Ignorance is not an excuse 🤷♂️
I knew what I was buying, and it could have been a lot worse. Not to mention there is visible active development going on, and issues are being resolved.
So no need to make things shine when it will come out as a pearl anyway.
Okay this has been driving me crazy for over a year now. Is there anyway to fix ADS on controller?
Issue: Pressing LT or L2 triggers ADS, this is normal and fine. The bad part is, it also triggers eye zoom feature when entering AND leaving ADS.
Right click on mouse has basic, straight to ADS transition without temporary camera zoom.
Anyone on controller know how to fix this? It’s been this way since launch. I am playing on PC
Video: https://streamable.com/0p9p98?src=player-page-share
Are you playing on PC with a controller?
If that is the case maybe you can unbind the focus function from LT and bind it to another button
Most people that play on controller play on Xbox and they do not have the luxury of changing keybinds, but maybe you can on PC
Quickly press LT
Is it at all possible to change the playable radios to be usable?
Like if u could walk and change the station everyone around could hear what ppl are saying. And one could walk up and maybe use it to talk extremely long ranges.
When will you guys fix the radio distance and engine startup sounds?
are there any plans for a linux release?
Are there any forums or such that I can promote my servers on?
anyone?
#communities_arma3 and or #communities_xbox type /community in those channels and the Armabot will start up for advertising communities/servers
Appreciate it!
The modlist in your post is a requirement tho 😉 You can edit your post with the same /community command. This modlist can also be a list of most common used mods
Alright, I'll fix it later. I am not on my PC right now.
That's what I'm doing, and that's how it aims in. I'm not holding the trigger at all
Are there direct update channels for the game I can follow to add to my server for reforger and 3?
RIP so no game specific channels? Alrighty, that should be fine
Are there any Vietnam era mods?
Rs2 vietnam radio mod
But no vietnam war mod
You can search on the workshop, its a good skill to learn
It kinda sucks how it's only modern day mods. No one ever does Vietnam or 1990s era mods
Because why would they, games not finished.
Proper modders are gonna come to arma 4, or maybe reforger late stage.
Speak of the devil
https://reforger.armaplatform.com/workshop/5E38217943FC4BAF-VietnamTest
Just released today, might be worth watching
Only a WIP map mod
Hi, I am looking for some help about the SCR_ScenarioFrameworkSlotAI in SlotAI. The AI does not respawn despite having the respawn options (Enable Repeated Spawn, Repeated Spawn Number, Repeated Spawn Timer) set.
My hierarchy looks like this: the SlotAI is in a Layer which is in an Area activated by an On_Area_Trigger_Activation.
I tried it in all different ways, doing the respawn settings for only SlotAI, Layer, or Area, and also for all of them together, but nothing works.
I am not sure if i am writing to the right place, I have written to the enfusion_mission_makers too.
Thanks for your kind help in advance!
Try head to #enfusion_scripting or #enfusion_scenario . There are some smart people there
O.o Are you trying to say there's no proper modders working on reforger? 🤣 There are plenty of "proper" mods available for reforger.

Idk
I mean like larger mod makers.
I mean you're not wrong, since large mods are such a pain to download rn
Not to mention so many modders are on CDLC teams now and sticking with that while it still makes you money is the smarter move
might mention that even cdlc devs make mod stuff on their free time as a hobby
like any other hobbyist its "when there is time"
the big mods one might see for Arma3 are results of many years of development and I think there is little bit of misunderstanding in how much work mods are
they will take years to make for reforger and Arma4 too
I'm aware of that but I imagine free time is a bit lower when working on them given that I've seen a lot less from people since they've joined cdlc teams
for sure it is demanding
And I guess to a lesser degree some modders have gone to BI and may not mod as much in their free time as well. Then there are some who aren't happy with the direction of Reforger and have quit modding Arma. Others who don't want to move forward for the same reasons. Some trying to finish long term A3 projects. The nice thing is that the tools are more user friendly so we're more likely to get new people but now the old guard has to learn new tools and the new engine
all true points yeah
Thanks! I will end up writing everywhere! 😦
I would like to add a FIA wippions crate to a costom Conflict map i am making. Also is there a way to get the main HQ to start with a barracks and car depot?
can some one point me to a help fiel or somthing
Thank you
Sorry I mean, weapons depot
What type of Scenario is Dayz? My server host only supports Conflicts, Tutorial, or Game Master - Everon
Do enemy AI react to proximity chat?
interesting question, lemme real quickly yell a few potty words at one and see what happens, update - i was shot 😆
Hi! Are there any known plans regarding the AI's ability to garrison buildings and pick a firing point at a window or door, as well as holding trenches for Reforger and Arma 4 down the line?
None announced, though none denied... in part because we have yet to see 'true' trenches. As for the AI's ability to garrison buildings and pick a firing point at a window or door, I presume that you refer to the ability to have the AI stick to a specific direction/field of fire... that I have not heard of being implemented.
Pertinent to both examples, the World Editor apparently lets one adjust the size of the Defend waypoint area, as does the CRX - Enfusion AI mod for Game Master mode. A screenshot of the in-game Field Manual indicated that there will be a Defend command available to players, however I have not heard of players being able to adjust the size thereof (e.g. 'AI can only stand at this window and not move laterally except for cover').
Is there like a channel to buy custom mods or is that not a thing
you are not allowed to pay/buy modding/mods
Do y’all know what script mismatch means
Anyone know how to fix game mod content doesn't match server mod content?
Is anyone else having the glitch when you get out of build mode you and you see your bincoluar for the whole game
@spark axle dude I’m having the same issue
My mate reinstalled the entire game and its fixed but I'm about to try to clear saved data and reinstal my mods to see if that fixes it
Alright bet I’ll do that
Ah thank you for the information!
What I meant by garrisoning a building is that we as the squad/platoon leader can order the AI members of the squad to occupy a building, and the AI will automatically pick a window to look outside and will shift positions to engage the enemies if they need to.
(We currently can't lead a squad so obviously not a lot of info on that, but I just wanted to ask if there was any communications regarding the idea)
In Arma 3 the AI can't do interior fighting very well, they can't clear rooms and occupy positions to engage targets outside (unless my memory is iffy)
they can
a building just has to be built properly with AI pathing
once on the path AI shoots anything it sees inside or outside (through windows etc openings)
you may want to give A3 a whirl again
well it does not move tactically inside though if that is what you meant
that would be nice improvement
adaptation to surroundings
Aye absolutely!
Thank you for the information though! I'll give it a try again soon with AI and interior combat.
its not brilliant but it can find you inside a building if its pathing is working right
Aye, I guess what I was essentially asking for is an improvement on the current system so it could be smoother and more.....tactical
Do Reforger multiplayer servers force 1st person view? I was really turned off by people exploiting 3rd person in Arma 3 to look around corners and above walls and hills without exposing themselves.
Server admin can set it so it is only 1st person, but default is 3rd person.
How can I tell if a server is 1st person only? How common is it?
They say so in the name of the server.
There is none though, so don't bother looking.
I bought and tried out the game, but I don't have much time left to evaluate it, before I have to decide if I'm going to refund it. 3rd person wallhacking is a complete deal breaker for me.
Thanks, I had my suspicions that this wouldn't be addressed. Arma 3 never fixed it.
Then refund the game, because every gun fights is someone 3rd person peaking over a wall or a bush.
Is there a command or some other method for a Server Admin to teleport to a specific place on a map? I am creating a new server, and want to bounce around quickly to test mods
the only way to teleport yourself is via GM, you cant tp to a spot without looking at it with the GM and tp'ing manually afaik
Game Master. Its both a gamemode (scenario) and essentially "god mode" in game, if you are playing as a character and have game master privleges you can enter GM and spawn things in, delete entities/vehicles/etc and change global settings for the scenario. go to scenarios and play Game Master - Everon to test it out
Thank you again. I am trying to create a new DayZ server so just trying to figure out how I can get to loot areas to check it out. I am not hosting the server myself...its 3rd party hosted. not sure if that makes a difference or not
Hello, Im in search of some modders who do comissions for Reforger. Not sure if this is the place to search but feel free to message me if you know of anyone!
thank you so much!
Is there anyone out there that would be willing to take 30-60 minutes to help educate me on the use of the Server Admin Mod/Tools for ARMA Reforger? I am trying to figure out some basic things like how to change the inventory loadout of what a new/respawn spawns with. Or how to increase the Loot that is spawned in or the amount of vehicles. THANKS!!
**Wasn't sure this was the right place to ask. Thanks
Can you guys add back the lan servers I saw it was up for a little and was enjoying being able to be gm in certain scenarios with the ability to add extra enemies and allies please and thank you
Its a known issue that is reported fixed in todays experimental branch release
is the inventory bug a known thing ? IE the one that happens randomly where if you get out of your vehicle you cant select different weapons or items until you suicided and respawn?
Will this game ever have stable servers?
Are there major issues with the workshop rn? Multiple mods are not working and I think a few are not even on the workshop
If mod doesnt work, it has little to do with workshop, but rather with the mod creator.
If mod doesnt download, then it has to do with workshop.
If mod isnt on workshop, then it got removed, or is private.
Ok I'll try to get an exact description of what is going on but apparently, multiple mods have either been removed or won't download all simultaneously. But this is only what I've been told
Well I can confirm that the RHS mod is not able to be downloaded. If you read the last few messages in that thread, many people are saying that the issue is in the workshop
yes, workshop is totally broken for many people. A couple very popular mods are giving people major problems when those mods were not even updated or anything, just mysteriously disappeared from the workshop. It seems to be more of a problem for xbox clients, but also affecting server downloading as well.
Is leaning buggy? I sometime cant reset my lean and have to tap q or e multiple times before it works. Any way of fixing this? I dont see anything double bounded in keyboard settings.
Once the AI is commandable, will they add them into conflict? I figure the battles will turn out huge if so
Has anyone else noticed client frame drops in Figari?
Oh we can easily fix that when destruction and mortars are in, just gimme the order and the town will disappear, its a win win you get back your frames and i have fun time blowing shit up 🤣
I recall a while back, you could change the complement of your vest in Reforger, i.e mix 'n match holsters, ammo bags and the sort.
Has anything come of this feature or was it a side effect and was promptly removed?
i remember that, i dont really see the point of it coming back though, it might be cool in coordination with an escape/survival gamemode where supplies are very short
The more customisability my character has, the more I can play dollhouse :D
lol yep 20 minute the GI joe dressup 😆
Nah it's the workshop these days
Knowing is half the battle
Can you please list all the mods that are broken?
Workshop just cant play nicely...
Workshop more like Doesnt-work shop
Workshop'nt
Unemploydshop
We’re currently experiencing an issue regarding the #ArmaReforger Workshop database that is causing some mods to not be downloadable.
We are working to fix this quickly and will update you as soon as it is resolved.
Apologies for the inconvenience.```https://twitter.com/armaplatform/status/1697597542698016985
Another thing that will never work - the workshop 🙂
It's a shame that BI doesn't make banking systems, for example, that would be a lot of fun
hello 🤘 - quick question regarding soldier-environment interaction. are you guys planning to add some resistance when sprinting through vegetation? Also fingers crossed to see good vehicle collision damage.
While we are at it, why not also add resistance when moving through water also
... or up hills
Im pretty sure that's already a thing
It's way too fast still
Bro takes me like 10 minutes to get over a 15 degree increase in a hill with a fresh BTR, resistance is frickin painful.
Vehicles probably have it fine. Infantry seems like it has no problem running up steep slopes
Vehicles strike me as really funky, a humvee should not lose literally all speed and struggle to go uphill
That pretty cook. Ngl. And I'd certainly like to have e extra m16 mag pounches on a standard rifleman alice
Go in reverse in that btr works better 😆
BTRs have like weird bits where they're sonic and then there a frickin slug popping wheelies.
I don't know would it be cooler to have a tarkov style inventory system, or to keep the classic Arma system.
I've seen a mod for some of them. Same with a canteen but the canteen was literally a waste of time and effort.
Who would use a canteen in a COMBAT sim? Besides Ghost Recon Breakpoint?
Help - For some reason I cannot get the ShopSystem mod for Reforger (DayZ) to load or work. Keeps crashing server with the last line of the log saying Game destroyed. It worked just a few days ago, but now it won't. I see it running on other servers out there. Any help is appreciated
I'd say it's all Fubar.
To my knowledge thus far, Suppressor mod by bacon, rhs status quo by rhs, and i think the 1st TFG mod. There are probably more but these are some of the big ones that my server uses that are giving my xbox players issues
5E389BB9F58B79A6 5AB301290317994A 5E1D4114DED5715D 5E1C09D5BC217C31 595F2BF2F44836FB
they are not broken the same way tho
RHS is in the shadow realm, the others just fail to download for some dudes or dependencies can't be resolved for them
All: I am still having problems getting the ShopSystem (5D2D1436D1FA5A13) to work on my server. There is a line in its json file that reads: "scenarios": [
{
"name": "Shop System Demo",
"gameId": "{DCACE7BD363DBC20}Missions/ShopSystemDemo.conf"
}
Does this need to be in the servers config json file noted somewhere to make it work?
The workshop is what's running my experience on most custom servers lol. Can't delete or download mods properly using it lol
Is there a readme file or cheat sheet on how to use the Server Admin Tools mod?
Anyone willing to spend 30-60 minutes with me in a DM to learn and ask some questions about configuring and running a server (on a hosted platform). I need Admin help and how to configure things like loadouts for new spawns, loot spawn/tables, vehicle spawn/tables...things like that? Please direct message me if you are will to teach someone how to fish here. THANKS!
Ask there ig idk either
Most of that stuff is handled in the Reforger tools and will need to be uploaded in the form of mods.
Is vote to kick based on % of all players votes or just that particular teams votes? And what % is needed. I have never seen a successful vote to kick
how do i check the status for RHS?
check the showcase channel: https://discord.com/channels/105462288051380224/1050079312977596426
Does anyone have a workaround to fixing workshop downloads
whenever i download some mods it just gives me a instant error
wait till the workshop is unbroken again 🤷♂️
how tf do i join modded servers then?
join unmodded servers, or server which require mods you already have, instead
fantastic
Thanks Z. So, for example, to change what a new spawns load out is in their inventory will require creating a new mod? I would have thought it was much simpler, like changing a parameter or editing some config file. Yeesh. This is a whole lot harder than the original ARMA Dayz Mod
Any idae if the trucks driving through Pinewood lake is a feature or a bug?
Because, it seems you can't damage the truck when two thirds of the hull is submerg.
The air intake is above the water, so it is supposed to work like that I believe
But won't the engine get fucked
The engine is a sealed space, so the only way for water to get in is through the air intake. Don't think the exhaust is a problem, but I'm not a mechanic. 😅
The only problems you would get is rust/corrosion but that’s maintenance’s problem
snorkel allows them to be driven trough deeper water, also i drive enemy supply trucks into the center of the lake just for funzies, then i shoot the swimmers 😂
https://www.youtube.com/watch?v=LC5ld79joIA this is more of a failiure river crossing, but you get the point, the snorkel allows the engine to intake air and continue operating, this is why the 5t trucks can go deeper into water in comparison to the uaz and jeep
Its called "fording". Fun fact, tanks can do it too. Except that tank can be fully submerged few meters below water surface. A huge snorkel is installed on air intake for that reason.
What language exactly the Everonian speak? I assume it was Czech.
It's a czech island so that would make sense
Hi does anyone know why I would get this error for any mod I try: "RESOURCES (E): Wrong GUID/name for resource"
this is what I was trying: "mods":[
{
"modId":"59673B6FBB95459F",
"name":"BetterTracers",
"version":"1.0.5"
},
{
"modId": "59673B6FBB95459F",
"name": "BetterTracers",
"version": "1.0.5"
}
]
If I’m correct that’s due to outdated mods or it’s a glitch
let me see if they need an update, thank you very much
They are the same mods listed twice. Get rid of one of them
oh wow lol I also noticed when I joined another server with the other mods I have in the rest of the config file 5 of them would not download. Took those out, removed the duplicate entry and restarting now. Thanks for all the help.
out of curiousity, is there a mod somewhere that adds a Still Sitting C-130 or AC-130? say a picture somewhere that looked legit, but wasn't sure.
I think I have a bug I bought the game and I only have 2 mod pages is this normal ?
You might be on the experimental build.
how can I fix this?
Open the not experimental build.
Called Arma Reforger. Not Arma Reforger Experimental.
Im on Xbox 😭
lmao
anyone know whats going on with RHS Status quo
Hello I’m looking into renting a server which company is the best quality server company?
Personally, I use Logic Server
+1 on Logic Server
im trying to ger reforger to work with proton on ubuntu thru steam, not having any luck, anyone able to give me a little help?
I'm not sure how but don't give up I know it does run on linux, my friend had his steam deck running Reforger 
awesome, im supposed to be running a milsim unit for my sons community, and bringing some people from mine, different game, and i cant get it to run, any help would be much appreciated
dm me if u can, im open to teamviewer etc, im also on the qa team for another game community, looking to bring some here, and some there.
Will Arma 4 look different to Reforger in terms of graphics?
same engine is all the info available. also this is about reforger, but you can use #other_games_chat for A4 talk
"running a milsim unit for my son"
based and good dad pilled
🫶 lol
Funny though, neither of us knew the other was into gaming, ive run the same crew in my other game since 2007 and currently on the testing and quality asdurance team. Lol
amd im a veteran so, yeah military games all the way.
Does anyone know if your are able to refuel vehicles on conflict yet, the humvees keep running out of fuel and we just have to ditch them?
Not in official/vanilla
@ancient rapids Damn that sucks but that’s for letting me know appreciate it
Anyone know why I can't install the suppressors mod on arma reforger? It gives me a error saying "the following mods will be affected:
-Suppressors."
Try searching, everyone's talking about it in multiple channels
Hello!! Someone have an idea of the necessary bandwidth for hosting conflict server with approx. 60 players?
My provider start from 250Mbit/s to 1Gb
for example :
Processeur
Intel Core i7-7700K - 4c/8t - 4.2 GHz/4.5 GHz
Mémoire
32 Go DDR4 2133 MHz
Stockage
2× 450 Go SSD NVMe Soft RAID
Bande passante publique
250 Mbit/s non mesurée
get as high on this list as you can https://www.cpubenchmark.net/singleThread.html within your budget
I've ran servers on Ryzen 5800X for a while and they were not able to run 64 players, though that was Game Master and not Conflict.
OK thanks for the information and feedback
everything else in your list of components is fine btw
so 250Mbit for bandwidth it's ok?
yup
ok thanks!
Is there an ETA on the next update?
There never is, it just happens. But typically on Thursdays if there is one. My guess is either this Thursday, or another week or two, the current exp gets pushed to stable.
Is there an expected timeline for the fuel update?
negativo
Damn
Are the 500LB bombs for the A-10 in game? If so how do I access them?
you gotta go into the item spawn menu, find the tab called “rearming” and then there’s an ejector rack you have to attack and then the bomb
or attach them directly to the middle 3 pylons