#reforger_workbench

1 messages · Page 30 of 1

pulsar quartz
#

its only worked on a web browser...

dark estuary
#

why can i not creat a nmn file ?

rare sable
#

Arma 3 mods work on reforger?

quiet garnet
#

No

#

They must be re-built

dusky vortex
#

does anybody know where to change the scope reticle? It's super weird. I can put whatever I want into the Component and there is no change at all. I even tried the PSO files just to make sure it's not on my end..

dusk echo
#

the workbench terraini generator is broken right now

#

it crashes whenever you try to save a terrain

#

can anyone else confirm?

#

oh alright seemed strange to be the first for something so basic

tight dune
manic ledge
dusk echo
dusky vortex
thorn rose
#

Has anyone managed to separate the radio backpack respawn script from the campaing.mp.gamemode?

#

Trying to make my own gamemode and not having much luck with the radio backpack respawns

dusky vortex
#

where can I set my view distance? Rifle zeroing doesn't work I'm gonna do it per hand but when I look through the scope I can't see nearly as far as I can without it..

fresh solar
#

Is there a way to change what button quits out of the editor

neon zinc
#

is there a video tutorial on how to add a new car to reforger?

neon zinc
#

not even for the sample car?

reef ferry
#

thats in the samples

#

but no video

neon zinc
#

alright ty

native relic
#

i just reached 100hs on arma reforger tools!

#

damn

dusk echo
#

another broken thing

#

can anyone try to create and export a scenario?

#

it fails every single time creating the package

neon zinc
#

i have a problem, for some reason why entities in the hierarchy list are locked so i cant delete them or move them, how do i unlock them?

lament pulsar
lament pulsar
rare sable
#

is there no way to remove objects from the map itself?

vague hamlet
#

Also wondering that. Would love to edit the eden map by moving/replacing assets.

primal grotto
#

Any ARMA 3 assets mods out yet as in character models vehicles weapons ect?

plucky basalt
jagged hollow
#

Hey guys how can i add dependency in my existing project?.

quiet garnet
#

I cannot figure out why the game crashes every time my vessel gets shot, I have a low resolution FireGeo trimesh and a vehiclecomplex trimesh
The game crashes as soon as the bullet hits the ship.
I have tried to get rid of the FireGeo mesh and opt for 1 default mesh, I've disabled damage, and I have ensured that the colliders are the correct materials.
The fire geo mesh should be able to be a relatively high poly count as it needs to be detailed enough to catch all of the side railings on the ship
I am simply unsure what to do

tight dune
#

Have you tried to reduce size of firegeo?

#

like complexity. You could add railings etc to separate mesh and then attach it via slot component

quiet garnet
#

I can give that a try
It's just a large complex model so I have kept it as one object as much as I could

tight dune
#

I mean, railings could be separate thing so you could for instance add destruction to it at some point

#

it would be also worth to make interior as separate object

lyric ocean
#

All my world editor maps are all read only? is this new or an issue?

quiet garnet
#

I'll try seperating as much as I can

tight dune
#

you can create sub world

lyric ocean
#

Weird I was able to alter the vanilla ones for some time now not sure if it was just a weird one off thing but all the maps where unlocked and I was able to save them lol

tight dune
#

I'm pretty sure your changes were not saved

quiet garnet
#

For some reason I cannot use an action while my character is swimming
It prevents me from using get in actions for my compartments when the ship is not docked

dusky vortex
# lament pulsar PIP scopes have some issues with long view distance You can use 2ď for zeroing

ah that explains a lot. I noticed the same problems when using the original SVD and M21. Does that mean when I set up the zeroing correctly for the PiP scope it will not work correctly in 2D? And can I set anywhere what attachments are allowed on my gun? currently when I drag the other vanilla scopes on to my rifle it just adds them on top of each other. And when I drag my other attachments out of the gun like the suppressor and the bipod, I can't put them back..

mortal widget
#

Did you ever figure this out? Removing them from the gproj didn't help me, still listed as requiring them... Ughh.

daring quiver
#

Hello, I just updated on steam, and I have an error message when opening or creating a project...

I checked the files and uninstall then reinstall, but nothing

Do you have an idea ?

mortal widget
#

Figured out it was either removing the base Arma dependency (and workshop not accepting the modified files) or that the mod was currently installed and enabled for a different mod I was working on. Yeeted it to the shadow dimension and now the dependencies are gone.

daring quiver
mortal widget
#

Also make sure to force quit any processes that might be open with Arma

#

Restart computer

daring quiver
#

Yes I did a reboot

#

The message is: "Arma reforger project not found. Please locate the project manually".

#

But this is even to create a project of zero

tight dune
daring quiver
tight dune
#

you need to locate Arma Reforger data before creating new project

daring quiver
#

It asks me to select a gproj but not to create it
I have made a video it is being processed on youtube

#

Ok it's good for me!
There should be an example in the information message, because I admit that just Arma Reforger project can make think about the project we want to create

#

For my part it is this path: C:\Program Files (x86)\Steamsteamapps\common\Arma Reforger\addons\data\ArmaReforger.gproj

vague hamlet
# tight dune I'm pretty sure your changes were not saved

Before the last update, it was 100% definitely possible to change vanilla maps and save.
Only the last update, the read only flag was set and all changes reverted.
I know because I changed the map over a span of 3 days and only after the update my mod was broken.

#

I mean I should have expected that and follow the tutorials but it was just too much fun

tight dune
#

Where did you saved that then? Eden was always read only

mortal widget
#

Yeah I noticed that too

vague hamlet
#

The layer of eden was not read only. I could move/remove any asset from eden then just press save. Restart the workbench and everything was still there.
I never published a mod with a modified eden map tho so not sure if it worked only in the workbench.

mortal widget
#

That Eden is completely locked now whereas before it wasn't. Can't speak to the actual ability to edit.

mortal widget
#

Is it possible to easily enable gamemaster for a scenario mod?

lament pulsar
dusky vortex
fresh solar
lament pulsar
dusky vortex
dusky vortex
sonic abyss
#

So I made a world, previously made a subscene of eden, but when loading my world now eden is locked and all my previous edits are gone.
This occured after the update.
How would one go about unlocking eden again and getting my edits back?

dusk echo
#

I'm having some troubles with GetChildren. I'm adding some random entity to a character and I want to access it. I'm sure I'm getting the correct character, but everytime it has only a child which isn't what's actually present in the prefab

#

am I doing something wrong?

dusky vortex
lament pulsar
# dusky vortex I can now attach the things again but they all get put into the optics slot. So ...

I don't fully understand the issue.
You can have multiple attachments components on the weapon with different or same AttachmentType
Each component can have different pivot and offset, so custom positioning.
If you have technical problems with your config, you can send me a PM with prefab/code and I will check it later today.

Also, consider getting G36 mod, I think @weary fern is using the RIS rail attachments so configuration there can give you some hints

dusky vortex
#

and this is what happens when you take of the suppressor and reattach it

#

I checked out the G36Mod but he only has one optics attachment in there so he doesn't have the same problems

lament pulsar
#

send me your type class for it, maybe inheritance is wrong?

dusky vortex
lament pulsar
#

class AttachmentMuzzleClass {} AttachmentMuzzleClass AttachmentMuzzleSource; class AttachmentMuzzle : BaseAttachmentType { };

dusk echo
#

if a prefab is set to be a child to some other prefab, it should follow the transform of the parent, correct?

dusky vortex
lament pulsar
dusk echo
#

oh maybe I'm missing that

#

should it be placed to the parent?

lament pulsar
#

both

dusk echo
#

thanks man

#

🙂

#

is there a list of pivot ids for characters somewhere?

lament pulsar
dusk echo
#

aren't those ints?

#

or are Resource Names picked up as ints?

dusky vortex
lament pulsar
sonic abyss
dusk echo
#

oh nvm, there is one already, I'm dumb

dusky vortex
dusky vortex
# lament pulsar is planned

nice, then I will just leave it as is and make an update later down the line 🙂 thank you for your help it all works perfectly now

remote estuary
#

hmmmm it seems like the SCR_DestructionMultiPhaseComponent does not respond to small arms fire?

sonic abyss
#

One way to do it seems to be to duplicate everything one by one cause I cant select multiple locked entities nootlikethis

karmic arrow
#

Hey, anyone know why I get an error saying "Unable to create new entity. Active layer is read only!" when I try to place objects in MpTest.ent in world editor?

#

Alright, figured out where to make a sub-scene. From File->New World..->Create Sub-world. Weird that this wasn't happening before while I was using the same MpTest world

sly pecan
#

I need help with 2 things:

  1. Mouse acceleration, the scope moves sooo slow
  2. this dark area, how to adjust it :/
sonic abyss
karmic arrow
#

Open the MpTest, then create new world. You should get this option

#

You have to save it before you can test it

sonic abyss
#

Ah I forgot that step cause it used to crash, thanks!

karmic arrow
#

Hm, now that I'm editing eden.ent, it appears my controls in the world editor are all messed up. I was only able to move the camera with WASD for a brief moment, really slowly, until it didn't work at all anymore

#

Started working after moving into a sub-scene.

lament pulsar
hexed pine
#

how do i remove the active layer is read only issue?

wet shard
sharp turret
#

i have a problem where in the world editor where if i use generic terrain entity and then click on create new terrain the square thats supposed to be the terrain doesnt appear

#

any fix for that or am i doing something wrong

supple pollen
sharp turret
#

i did, i deleted the generic terrain thing, then i saw it appear, clicked on undo and it was still there

#

no idea what happened

#

probably fucked it up somehow

supple pollen
#

Theres some bug going around since the july 1st patch that broke creating new terrains, so you might have some difficulty with it at some point

#

People in #enfusion_terrain have been complaining of crashes when trying to start a new terrain

lament pulsar
remote estuary
supple pollen
#

Yes, but it is still a bug that exists

#

Which might be causing issues for a person trying to create a nrw terrain

south estuary
#

Did you figure this out?

neon zinc
#

is there a way i can go into something like armavision in the workbench?
to take screenshoots

wheat ruin
mortal widget
#

@neon zinc F5 (I think?) does full screen

neon zinc
mortal widget
#

Hit play and hold Y lol

neon zinc
#

omfg hahaha

#

ty

#

im dumb

mortal widget
#

I thought you were asking to avoid the play step lol, it's good.

primal grotto
#

Wonder if anyone is working on the ACE medical system mod?

mortal widget
#

Vehicles are spawning when I test my Scenario but will not when I play it live on the workshop. Vehicles had worked before and not sure what is going wrong here.

finite briar
#

i keep getting error when i try to start new project can someone help me?

#

i keep getting this " arma reforger project not found please locate the project manually" even when i click create new

ruby prism
#

Can I change the background color while editing a prefab in world editor? It seems to be too bright and the model preview gets dark. Using detail lighting mode helps, but I want to be able to see colors.

muted root
#

Very basically, what would be first step to add a turret to a vehicle on workbench?

vocal trench
#

why does my reforger tools crash every time i try to insert a prefab into world edit

short cedar
#

I wouldn't touch worldedit for now unless you got supreme patience. It's very broken, I can't even create a terrain without 100% crash rate on saving.

vocal trench
#

is there another way to test my custom prefabs?

short cedar
#

I can import prefabs fine. If it's custom, perhaps you broke something

vocal trench
#

its any prefabs

short cedar
#

Probably a bug for now. when it crashes, submit the report and hope for the best

vocal trench
#

unfortunate

supple pollen
reef ferry
#

most of the larger A3 mods are getting their feet wet with reforger, that doesn’t mean that all of these will have a corresponding version of their A3 mods in reforger. I am not talking about a mod in particular mind you

odd oracle
#

Is there a way to load a Workbench plugin, without it being a dependency of the current project? Using -addons results in Workbench loading it as the active project.

sly pecan
#

Anyone is had experience with PIP Scopes? i want to make independent maginifier for my EoTech, inspired by EFT I want to know if i can make PiP Scope that only maginifes it and add another scope in front of it and catually magnify it. Position PiP Render is depndednt on actual ZOOM, is there workaround? do you have any ideas? I've Included 3 Screenshots. 1 is from today showing progress, next one is From Tarkov to explain what i want to achieve. Last one shows my Leuplod that was rendering OKP-7 on front rail, that made me realize it might be possible.

onyx chasm
#

This engine have such a good platform that you can litteraly recreate any game you whant gta - the forest - pubg - csgo maybe not Dota and lol but all these other games can be recreated into enfusion with good skills it just amazes me

#

Only thing for me that is needed is landlocked terrains for now you can only create islands

odd oracle
# odd oracle Is there a way to load a Workbench plugin, without it being a dependency of the ...

I found a way that works and doesn't seem to add it as a dependency.

Right-click on the project in the Workbench launcher and click Open with addon(s).
Checkmark additional addons to open.
Click OK.

However, doing that results in:

Can't find '{AddonID}' addon! Check setup guidelines!
Workaround for the error is adding -addonsDir "$profile:../addons" to the Arma Reforger Tools launch options.

muted root
#

How do you export an arma object to blender?

lament pulsar
wicked crater
#

why has all my saved reforger files just disappeared ????

lament pulsar
wicked crater
#

documents\my games\armareforger\

modern vine
#

RENDER : (NOT OK) Adapter 'Intel(R) HD Graphics 4000' does not support feature level 12_0

Any plans on dummy render to be able to open at least script editor on coding laptop?

lament pulsar
lament pulsar
wicked crater
#

nope did nothing went out took dog for walk. meesed around with server

#

i feel i will need to reinstall

lament pulsar
wicked crater
#

no shes 24 and nearly married lol

#

the thing is i cannot start a new project either... i dont mind losing my work but losing the ability to start again was just weird

wicked crater
# lament pulsar do you have small kids? 🙂

right i decided to delete all the addon files from that folder location except for scenariometa and i have the workbench back. so will work through each addon and find out the culprit. thanks for the help. much appreciated

lament pulsar
#

I would suggest keeping your own addons in some other place. Workbench does not care

neon zinc
#

is there a way to add mod add mod dependencies after you have created the workbench mission?

lament pulsar
wicked crater
#

@lament pulsar how do I actually play the map i made?

glossy cove
#

You need to make a scenario

wicked crater
#

but i am using eden

modern vine
lament pulsar
modern vine
kind dock
#

how do I open more than one game instance to test my world? I configured the PeerTool with two Peer Windows, but when I click play stills opens a single game instance

lament pulsar
kind dock
lament pulsar
neon zinc
#

is there a way you can permanently hide vanilla entities?

sonic abyss
#

Not sure what I broke in my mod, but when I press save and exit sounds stop playing and it doesnt return to menu, it just does nothing. Anyone have any ideas?

native relic
wicked crater
# glossy cove You need to make a scenario

@lament pulsar I sussed it out how to get my map working by replacing the {59AD59368755F41A}Missions/21_GM_Eden.conf (Game Master - Everon) to my mission {5988785070BA019C}Missions/COOPMerrin.conf" And hey presto it blooming worked.

#

Thanks for the help though.

sonic abyss
lunar folio
#

Can someone please create these in arma reforger

elder hollow
#

What are those?

hybrid dragon
#

from my memory, in order of appearance
a delta force helmet(?), idk the model
looks like something italian
M16A2E2
G11
Prototype Steyr AUG i think

mortal widget
#

How can I locate my Scenario's ScenarioID?

mortal widget
#

And also including the same ID as an included mod

quiet garnet
#

A friend and I have realized that when we load both of our mods at the same time and try to spawn them in the Game editor on overwrites the other almost as if they are both overwriting the vehicle_base prefab
We have both ensured that they are not overwriting anything and they are inheriting properly, we just cannot figure out why they are incompatible with one another

quiet garnet
#

Mizubishi lancer and HMAS Vampire

#

We spend a couple of hours trying to fix it and though it might be the GUID in the files causing the issue, a new mod that he has been working on does the same thing

lament pulsar
quiet garnet
#

Thank you

lament pulsar
# quiet garnet Thank you

will need more digging but

  • both mods change: {59EF8ECAE1DCD417}Prefabs/Editor/Modes/EditorModeEdit.et - adding configs to it
  • ship mod is also changing Vehicle_base for not apparent reason for me
quiet garnet
#

On the Wiki it is said to change EditorModeEdit.et and override it to make your mod usable in editor

#

I'll have to look into why the ship is changing Vehicle_base

lament pulsar
#

I also seen issues with Mercedes and Mitsubishi at the same time. I have doubts as for this editor mode edit prefab merging multiple mods, but need to find proof first.
Generally, I suggest to go through your mods and remove all the files that are not necessary.

quiet garnet
#

I'm just rebuilding the prefab making sure I'm inheriting properly

quiet garnet
#

I just uploaded a potental fix, I ensured that the Vampire.et is a inherited prefab of Vehicle_Wheeled.et

#

Hmm not fixed

neon zinc
#

is there a way you can permanently hide vanilla entities?

wary wraith
#

My workbench is locked in trying to log into my bohemia account is there a way to fix this?

sonic abyss
#

How would I go about fixing a menu action?
In my mod the Save and return to main menu seems to no longer function. All it does is that it stops playing audio, but beside that the game carries on like normal. This in in Scenario while playing from the main game, and it freezes up my workbench to Not Responding when I try it in Play mode..

sonic abyss
#
23:18:18:713 SCRIPT       : OnMissionSet```

EDIT: SOLVED
SOLUTION: In your Workbench -> Options -> Game Project 
**DON'T CHANGE THIS** thinking you need to put your world here https://i.imgur.com/FIj4rCq.png Keep it to MainMenuWorld.et
quiet garnet
unkempt sorrel
#

Is there somewhere we can browse workbench mods without being in the game? Like has someone made a website or something yet that lets me look at them?

unkempt sorrel
#

A shame

wicked crater
#

anybody know what this error is ? IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (con=0x0)

sonic abyss
#

Is there any other errors like Replication: RplComponent on entity entitypath destroyed during loading ?

brazen plaza
ivory quail
#

anyone else getting logged out of the workbench every time it starts, despite it being set to remember my login?

nocturne depot
#

does anyone know how to add assets from the game files to the arsenal. Ive tried by editing the arsenal config in the enfusion workbench and published it but the added assets dont appear in game. What may I be doing wrong/is there a tutorial anywhere?

weary fern
# nocturne depot does anyone know how to add assets from the game files to the arsenal. Ive tried...

There are 3 arsenal config files for the 3 factions. You need to override the factions you want to add arsenal items too. From there, you just click the plus button on the top right, and scroll down and expand the menu and drag in the prefab you want added. Set the tags accordingly, and test it out in world editor by opening the tutorial world and hitting play, going to gamemaster with Y, then spawning in the arsenal.

nocturne depot
#

I think I did most of that correctly. Tried it in gamemaster with the arsenal and nothing was there lmao

#

oh I see. Ive right clicked it and overrided it

#

hopefully it works now when I publish it

#

still not working, damn

weary fern
#

Make sure your file structure matches the original, and also make sure once you did the override, you set up the prefabs again.

#

I could be wrong, but some tags I believe don't show up properly in Arsenal.

ivory quail
#

I don't even need to close the workbench to get logged out now smh

nocturne depot
#

yeah ngl Idk how to do any of that. I thought I had it figured out. Im just trying to add all the cosmetics disabled atm to the arsenal, like all the PASGT helmet variants and the rolled sleeve BDU etc @weary fern

#

couldnt get it to work

weary fern
#

Oh, well maybe it has to do with it being content from the base game? But that's how you'd normally add stuff to the Arsenal.

nocturne depot
#

could be

wicked crater
sonic abyss
# wicked crater Yes

Pure speculation, but it might be that these entities are still trying to be loaded by the client but since they're not there it errors them out?

#

Like it expects them to be there, but since they were destroyed as they had a replication error it creates confusion

brazen plaza
wicked crater
#

ok thanks

sonic abyss
rancid gazelle
#

I'm trying to publish my first project to the workshop, but I cannot get it to bundle. It's always saying
DEFAULT (E): The specified working dir cannot be used. Please choose a different one.
I'm using the standard path in win documents folder that was created. I also tried to make a new directory and put my stuff in a new folder and bundle it from there, but got same problem.

rancid gazelle
#

Was able to get rid of the above error by deleting the addon.gproj and the mission config. Then make a new blank project and copy my folders in the new project. Then save everything and make a new mission config with all the same data and try it again.

brazen jacinth
#

I'm getting an error when trying to add projects together through dependencies, and I'm getting errors that say

ENGINE (E): Addon 'NewEnfusionProject' dependency '591AF5BDA9F7CE8B' can't be added

#

Before this I manually tried to add dependency to one of my addons.

I have

Removed personal addons
Validated Game Files
Validated Tools Files
Restarted PC multiple times between steps

Any help would be appreciated

#

Adding dependencies literally screwed with my projects, I can't open any of them and I'm kind of freaking out here

#

It won't let me add projects on another drive

#

Actually I don't know what the fuck is going on

#

Guys NONE of my projects will open

#

How do I make a project on another drive?

#

https://youtu.be/2BM7stNyaNk?list=PLmeR9pn2eQzpqCBHKTPOftEnMEoqqsVzt following this guys tutorial and it's just not working

Today in the enfusion workbench powered by the enfusion engine we are making a base arma reforger mission for you to build up from. The mission in this video is geared more to singleplayer but in part 2 we can discuss co-op and multiplayer aspects including expanding the mission for a future series.

Win condition trigger script: https://pastebi...

▶ Play video
#

I tried to add the basicMP stuff in part 2 since I had already done it, and it just started to not load dependencies so

ocean sinew
#

That first error is giving you the GUID for capture and hold, not sure whats causing it. What error are you getting when you say 'none of my projects are loading'? Need more info to try and diagnose the cause

brazen jacinth
#

I have a random project named "New Enfusion Project" and another one called "Working" and another one called "Test" they're all the same as the one in the error, just with different GUIDs so I thought they weren't relevant lol

ocean sinew
#

To start out, try making a project without a dependency and see if you can load into it

brazen jacinth
#

I can and I dumped all my assets into that and waited for it to load. It's working, but I have to redo all of the logic stuff. I've followed the guide multiple times already but I still don't know everything by heart.

ocean sinew
#

It'll take some repetition to remember everything, I wouldn't worry if you dont remember it all right away

brazen jacinth
#

Yeah, would you recommend learning the workflow of just doing everything from scratch? Or doing it from the BasicMP method? That's the one I tried to follow and that's when I ran into all these problems lol

#

Also I should probably mention, every time I need to restart the editor, I need to verify the main game cache. Or it doesn't load the Reforger dependencies lol

ocean sinew
#

Well I walk through the steps of the things to add, the BaseLogicMP was meant to make things a little easier instead of adding the same things over and over. the problem is that now you can't edit the things within that dependency. If you're just learning it isn't a big deal to use it when messing around in the workbench but if you need/plan to edit the BaseGameMode or one of those other managers then I would add them from scratch like I show in that video.

brazen jacinth
#

Ahhh okay that makes so much sense, because I wasn't able to edit them, and then I tried importing the one I worked on in another project by adding dependencies and honestly that's where it all went downhill.

So great advice, starting from scratch each time is going to be the way to go lol

ocean sinew
#

Yup. when I made the video you could edit workshop dependencies so I understand the confusion, I may just try to cut that part out of the video since youtube removed annotations D:

brazen jacinth
#

Ooohh you can't edit workshop dependencies now?? That makes sense, but also what the heck lmao

But yeah a nice straight to the point under 10 minute video I can follow a hundred times every time

#

Oh yeah how do I upload a private workshop item for testing? Is this possible to do testing with friends?

ocean sinew
#

You can upload as 'test' where people would have to filter into test category. You may also be able to switch to unlisted afterwards so the server could still download it but I haven't really experimented with it as I do most things locally for the time being

brazen jacinth
#

Yeah hopefully I'll figure it out. I got so much on the go, but ultimately really excited for Reforger. Thanks for all your help today Sneak

ocean sinew
#

No problem bud, look forward to your creations! :D

quick karma
#

Is there any way i can delete the cache?

sonic abyss
#

I made sure the (dedicated box, not local) server is up to date, has the right version of my mod, i redownloaded my mod from workshop on the game, still crashes me with
NETWORK (E): RplConnection::ValidationError remote rdb checksum does not match!
Others can play just fine
Even if I delete my mod and download it by joining the server I get the same issue.
I also moved my workbench stuff to a seperate folder so there is no mismatch there.

#

I'm at a loss here

dusky vortex
#

Hi I'm getting an error when I want to login in WB to publish my mod. It says

#

||BACKEND (E): [RestApi] ID:[12] Error Code:404 - Not Found, apiCode="", message="" BACKEND (E): Identity authentication failed - Error Code=404 BACKEND (E): Error response: {"platform":"bi-account","token":"eyJhbGciOiJSUzI1NiIsInR5cCI6IkpXVCJ9.eyJ1aSI6ImViYTMyMzVjLTY5MDEtNDA0Yy1hYTFmLTE4YjJmMzk3MDIyZCIsImNpIjoiJDVkODFjYTliYmRkODBmODM3ZGZlNjM4MGY0MzYwMTMiLCJjcyI6MSwiaWF0IjoxNjU0NjAwODIxLCJleHAiOjE2NTQ2MDQ0MjF9.Gpi4fqZh-LL4xWfueFstjNtI_OPbkDkZHoEzKGRTBBdgXRgfx_QOlPkqovRsY5_FmEZs5LJL7EMgb8c6SrpmhHhCivOzoLuHhWN1qwP2MF8ubKKhd03fNvkPgS892NpUPVcVsckAc-f9GohRHjTMz8kcgMZX5INAUteSYrYz6db5v7i_YSGivFd34P_7V7INW4yqJ1pZsX2_Eo4rdrTeMYvC_LUZxn-cmutReF1wcbHmjTJWJRqWpIuwy0jg4v24_3jgPD-mLqXmIdXOk0f2qv_s8rJWYOfCQBkDlLorpkV5RpP4upuUCBuQ0NuilGBaAGgJI8wrNbuvPUj5-Dw9dFVXyfMiOleDcWrpN-E5MfPGyMApYlFAx2yZ_4ZQXIJhxRQI_PltyLoq6TwyworVKvMZ32tFwn_lzHENsORox5z84zKnucM9i8WkSEvZoNRKv_5NLGpQY1WsPZqBZAHHUem4tyD9VamzmvgNzhA_vP6GowwCqoOQHoppmRjxOcESygxigPtbMY1AFkUSZDWoUHQjUvc8v-6VqmP_p66Ka79aySapQTVjSvZ1YlVULVEkYuz8RujRkhBrhhVHP9OZ48y6KE3qa_Y0Nfe3q7X3CnpVkFKL4wQFWxOaw0NZJ7jMKm-bXuNWLK5N2G4ToohqshcQeTU2-ntm3VLSKT4ReMs"} BACKEND (E): Http Error apiCode="", message="accessToken: must not be blank" BACKEND (E): [RestApi] ID:[13] Error Code:400 - Bad Request, apiCode="", message="accessToken: must not be blank" BACKEND (E): Error Code:400 - Bad Request, apiCode="", message="accessToken: must not be blank"||

#

I can log in on the BI website without a problem

sonic abyss
#

Update pogparrot

dusky vortex
#

all right that was the problem then 😄. edit: nope it wasn't.. I am still unable to login to workbench

dusky vortex
#

Okay I solved the problem. I had to login via the game first. Then when started I was already logged into WB

brazen jacinth
#

How does one make a custom navmesh?

wicked crater
#

hi i have an error on screen where there are a bunch of rocks from the coast in the air

#

but i cannot show pic here hmm

little nimbus
#

Is there any tools in workbench to allow people working on the same thing?

reef ferry
#

not to my knowledge

little nimbus
#

I don't necessarily mean the same file, but, some sort of collaboration?

little nimbus
reef ferry
little nimbus
#

Ah, ok ☺️

#

Would you say the workbench is capable of having that functionality embedded?

reef ferry
dusky vortex
#

It definitely has that functionality since you can see greyed out "commit" and "pull" like buttons on right click on folders

pulsar summit
#

Does someone know ho to make a own weather cycle and make it rain ? Everytime I do my own cycle rain dosent work

humble arch
#

How do I set-up PIP for a scope?

plucky basalt
wicked crater
hasty folio
#

Any ideas on how to fix?

tight dune
hasty folio
#

yea moved it recently

#

reinstall?

tight dune
#

no, you will have to locate Arma Reforger .gproj in Enfusion launcher again

#

Open Enfusion Launcher, click on Add Existing project and try to find ArmaReforger.gproj in Arma Reforger instalation directory (in addons/data subdirectory)

hasty folio
#

Ah yep thank you!

wicked crater
#

I have a question about ammo crates. Can I adjust them so that one crate has every thing in it or do i need to stick to all the seperate boxes? If yes can somone explain briefly how? Thanks in advance.

wicked crater
#

no worries found it

wicked crater
#

hmmm all the ammo boxes are coming up like this pic, any ideas?

boreal moss
#

ENGINE (E): Addon 'CampPendleton' dependency '5972EE0689715627' can't be added

#

bruh

#

I pulled from my repo, opened the gproj and none of my files are there

#

they're in the file explorer, so I haven't lost them

#

they just aren't loading

graceful ore
graceful ore
wicked crater
mossy zephyr
#

any idea why i cant spawn any prefabs in world editor while i have MpTest world open? - this is what it shows when i try to spawn a prefab

wary wraith
hasty folio
#

Yea game is up to date I have fixed the problem with my main install of the tool but am still having problems with the older patch I downloaded for skipping the terrain creation bug

plucky basalt
sonic abyss
#

If I uncheck this in folder properties, does that mean it won't be available in the mod or that it wont be available when people try to open my mod's gproj in workbench?

#

Cause if the latter is the case that would be a great way to prevent people from copy pasting your custom stuff

sonic abyss
#

Also how do I preview flag animation while in world editor edit mode?
Currently it's in a frozen state until I go to game mode

neon zinc
#

can you use the workbench with a gtx 960?

brazen jacinth
#

Hey my prefabs are not saving for some reason :/

#

And when I add a component, I cannot make changes and click "apply to prefab" anymore

#

I still can't apply to prefab even when I make a new prefab???

#

Yeah apply to prefab option is grayed out

#

Even on a new object

reef ferry
ivory quail
#

so i've just bricked my workbench by renaming one of my prefabs

#

the moment it even loads the preview of the prefab in the browser, it instantly crashes with no error

#

ok manually deleting it out of my project folder worked, it's all good

chrome tusk
# brazen jacinth How does one make a custom navmesh?
  1. Window -> select Current tool
  2. Select Tool for navmesh generation in the toolbar at the top
  3. Click Navmesh Tool at the bottom right
  4. Select the navmesh "Soldiers" and then click "Connect". Select Local Navmesh servers: "Soldiers" and click OK
  5. Click "Generate". Default Recast params are fine, click OK.
  6. Generator area: select the area of operations to generate navmesh, using X and Z coordinates. Keep the area small unless you steal a supercomputer.
  7. When navmesh generation is finished, click Save As. DO NOT save it in your install files. Save it in the mission's addon files.
  8. Select your custom navmesh as NavmeshWorldComponent and save. Enjoy your custom map with a fully functional navmesh.
copper canyon
ivory quail
#

just renamed, no clue why it broke

mossy zephyr
# brazen jacinth And when I add a component, I cannot make changes and click "apply to prefab" an...

both "Apply to prefab" buttons (via RMB in Hierarchy and in Object Properties) are available when you make changes to "Entity instance" components (for eg. BaseLoadoutManagerComponent) but when you are viewing prefab context (in case of provided screenshot it would be "Character_AT.et" instead of "Entity Instance") changes that you make are being directly applied to that prefab and it is very important is to SAVE ([Ctrl]+[S] - cuz apply to prefabs only propagates changes to the prefab from entity instance and it doesnt save them to actual file - you will know if you have unsaved changes when theres is * next prefab name at the top of the world editor) - from experience: sometimes you wont be able to remove or add new prefabs to existing prefabs and in that case you will need to "Break Prefab Instance" via RMB and when you are done with the changes then just drag and drop it from "Hierarchy" to "Resource Browser" as that will create new prefab from what you were dragging

wicked crater
wicked crater
#

@slender iris @lament pulsar ah ha. I found a way to fix it albeit. It works for me so hopefully if some one can check my server and see if it works for them. Then it's fixed. I basically opened the map that I knew it worked on in the editor and opened the prefab, located it right clicked on it in the console and duplicated it for my mapname. I had to give it a new name so added _merrin after to it. This created a prefab folder with the duplicated prefab in it. Next I went in to windows explorer and copied that prefab folder, into the map that the crates are not working on. I opened that map world in the editor deleted all the ammocrates I had on there and opened the new prefab folder. I right clicked on the duplicated prefab and there was a option to 'reimport' i did this for just one crate. saved it, bundled it, cursed a bit, prayed a little, made a strong coffe and tested the map on my server and hey presto. IT WORKED. I have now duplicated them all onto that map and all worked. Just need someone to check who is not me to see if it works for all. Phew. 54.38.213.44 no p/w

vague pecan
#

anyones world editor get into this state as well? only reopening fixes it

sonic abyss
#

I'm trying to add a weapon crate into my mod so people can pick their gear at spawn, but after entering everything into the config it spawns empty.
I've added pretty much all weapons from both sides, nades, a few backpacks. Nothing shows up when I hit play

#

Might this be due to being a ArsenalComponent with ArsenalInventoryStorageManagerComponent and it needs to be non arsenal?

#

Should I be using EquipmentStorageComponent or UniversalInventoryStorageComponent?

sonic abyss
#

Nevermind, figured it out. Leaving both arsenal properties intact so it's unlimited pickup. Then add also them into SCR_UniversalInventoryStorageComponent

brazen jacinth
mossy zephyr
mossy zephyr
brazen jacinth
#

Yeah I think the devs need to fix that. Cause then prefabs are just a one off kind of thing. You build them and then they're done there's no changing or adding to them. In unity you can break prefab but then you can reconnect everything in the same instance. They even made it so where you don't have to go into the prefab instance anymore. You can just add what ever to it and save prefab.

mossy zephyr
#

like here

brazen jacinth
#

Yeah! Lets say you wanted to add a radio to that exact prefab

mossy zephyr
#

i would try to add another entry to the SCR_EditorLinkComponent and add it there but will that work? idk as i only tried changing existing part of prefab with my version... in the in most cases it comes down to experimenting in order to figure out how things work

brazen jacinth
#

Hmm

midnight swallow
#

Hi this might of been asked but is anyone making a jackle and coyote variet for the vehicles and also some kind of new sharpshooter ?? TIA

subtle flame
#

Any idea what is causing this constant crashes?

vernal crescent
fluid laurel
#

What's the solution for "ESC" going back to edit mode, when "ESC" is also a key in the game? can you change this behaviour somehow?

spark viper
#

Is there a way to get a copy of this locked .edds file so I can edit seperately?

tulip anvil
#

Same question... is it possible to unlock mod files ? I want add some Tracers to the AK-12 Magazine... its easy but it wont save because the magazine file is locked

mild scarab
vocal trench
#

@subtle flame had that issue. Resolved it by moving the gamemode to the same file as my workbench

lime cargo
#

My addon is considered to have 0 bytes, any reason it could be?

lament pulsar
subtle flame
tulip anvil
vivid urchin
#

@tulip anvil yea inherent them

#

override then inherent

blazing silo
#

Is it just me or the workbench crashes a lot when editing BTs?

#

Just lost 30 mins worth of editing. T_T

lament pulsar
brazen plaza
#

Is there any way to add additional dependencies after you have created the projected? I.E. a new mod is released, and you want to add it.

blazing silo
small tendon
#

I tried to copy the world, but I can't get the textures to work properly

#

Anyone figure out how to edit the base world properly?

naive pasture
#

Any concerns by Bohemia if my mod utilizes materials in _shareddata?

lament pulsar
naive pasture
#

Okay, cheers. The preview watermarks made me think there might be something wrong with using them.

lament pulsar
naive pasture
#

Okay. I'm not certain how I might use these with Substance Painter yet but I'll be experimenting in the next few months. Thanks for the help.

tulip anvil
vague pecan
boreal moss
#
 DEFAULT   (E): Cannot find addon with GUID: 5972EE0689715627
 ENGINE    (E): Addon 'CampPendleton' dependency '5972EE0689715627' can't be added

Pulled from Repo, got this error when opening the project

dark shale
#

Hi guys, I am trying to make my first map on the Enfusion workbench. I am following this tutorial: https://www.youtube.com/watch?v=_0WTo_Ob21o&t=88s

But I have not gotten very far. When he enters the editor at 0:40, I don't have the wire box around my working area like he does. I just have an endless void of gray.
Then the main problem, at 1:26 when he creates his Terrain I don't get the 2D square that he does.

Any ideas or feedback is appreciated!
Thanks

naive meadow
#

Why the hell is Eden suddenly perma locked? I used to be able to move objects around and copy things?

#

I can't update the navmesh now because the devs suddenly decided to lock it.

#

Can't copy the navmesh from Eden either, I literally have to make an entirely new one and wait 2 hours for it to generate.

wet shard
#

i cant sign in in workbench with bohemia. -> error code 400

stark wave
#

Any chance I can learn how someone managed to already mod a working naval vessel into the game?

sonic abyss
#

When I try to screenshare/share game on discord or stream/record on OBS my GPU usage just blasts to 100% and makes everything go choppy. GTX 1660 Super
Is there any setting to change on workbench to prevent the usage spike? It doesnt happen for anything else

#

Already put OBS to use mostly CPU, didnt change much

tulip anvil
eternal shard
dark shale
tight dune
tulip anvil
tight dune
#

Wait a moment, are you trying to modify read only mod?

#

If you want to change something in someone else mod then create new one and add that mod as dependancy

#

Once you have new mod, override would be way to go

tulip anvil
tight dune
#

Are you trying to do it on read only mods?

tulip anvil
tight dune
#

No there is no option to unlock files

#

You can override them in new mod though

dusk echo
#

not sure if it's intended behaviour, but I guess it isn't, you can't escape a " inside a string

#

for example

string test = "\"";
#

won't work

dark hamlet
#

@dusk echo try this:

""" 
"three quotes at first,
you can even do multi-line here
"
"""```
dusk echo
#

ohhhhh

#

i

#

i'll try, thanks

#

yeah no

#

doesn't change a thing

#

where did you find that syntax?

dark hamlet
#

it's a classic thing that works across multiple languages, guess it wasn't programmed here

dusk echo
#

yeah escaping stuff doesn't seem to work with most symbols

#

only \n or stuff like that is implemented

dark hamlet
#

alternative is using '"text with double quotes"'

dusk echo
#

but no escaping ascii characters seems in right now

#

nope to that too

#

only " "

#

tried that before

dark hamlet
#

lol

dusk echo
#

I'll try just to be sure right now

#

yup nope

#

broken expression baby

#

time for a ticket

raven horizon
#

do we reckon air vehicles are possible for reforger would love to see it

tropic zodiac
#

@stark waveMaybe experienced DayZ modder. DayZ SA use parts of Enfusion since years.

stark wave
fluid laurel
#

I get this when trying to bundle, anyone know the solution?

swift cosmos
#

is it possible to change the maximum grass draw distance to more than the max 150 meters?

#

as mod?

mental sedge
#

is there a solution for the error message below?
It appears when I'm starting AR Tools and then either try to open an existing project or create a new project.

After this the file browser opens and it wants me to locate the project. If I navigate to my project file exampleAddon.gproj then the 2nd message appears

#

First I tried deleting profile folder below Documents\My Games\Arma Reforger
Then I uninstalled AR, AR Server and AR Tools and reinstalled it... all of this led to no success

tight dune
#

the one located in the game data (addon/data/ArmaReforger.gproj)

#

I guess you have moved/reinstalled Arma Reforger, right?

mental sedge
#

No. I just closed workbench after editing a mission-addon and when I tried to open it again a minute later I got those message...

#

but when I reinstalled later I did use another partition. but the message was there before

mental sedge
tight dune
#

I would search for the clues over there in the first place

mental sedge
#

Ok, thx again.
I have Log Subwindow open there now (never needed it in main WB window)
Now I get this there but Im curios why this breaks to load my mission:

SCRIPT (E): @"scripts/Game/generated/UserAction/Modded/SaRo_BMHQMenuBaseClass.c,20": Unknown type 'ffffffffff'
SCRIPT (E): @"scripts/Game/generated/UserAction/Modded/SaRo_BMHQMenuBaseClass.c,20": Unknown type 'ffffffffff'
SCRIPT (E): @"scripts/Game/generated/UserAction/Modded/SaRo_BMHQMenuBaseClass.c,20": Error in parameters
SCRIPT (E): @"scripts/Game/generated/UserAction/Modded/SaRo_BMHQMenuBaseClass.c,20": Can't find variable 'vehicleID'
SCRIPT (E): @"scripts/Game/generated/UserAction/Modded/SaRo_BMHQMenuBaseClass.c,24": Can't find variable 'vehicleID'
SCRIPT (E): @"scripts/Game/generated/UserAction/Modded/SaRo_BMHQMenuBaseClass.c,24": Not enough parameters in function 'Insert'
SCRIPT (E): Can't compile "Game" script module!

scripts/Game/generated/UserAction/Modded/SaRo_BMHQMenuBaseClass.c(20): Unknown type 'ffffffffff'

#

Ok, after deleting those fff... thing which may be a motor misunderstanding between me and my keyboard now everything works fine again.
Thx a lot. @tight dune

naive meadow
#

I respect the hell out of whoever wrote this, that's bold as fuck, I also laughed pretty hard, but uhhh, wtf is a Grid Cell Size in terms of a TagManager?

noble lance
#

logout and login again?

brisk tulip
#

Anyone have a good solution for custom consumables? I am soo close. In practice I want to tweak the functionallity of the gadgets (flashlight, bandage, watch, compass). my issue is with making sure the hotkey shows up and with the right description text.

high agate
#

Is there a possibility to force a specific version of a dependecy in the mission/mod i can only add a depnedecy id :)

tight dune
#

you could ofc try to do some scripts which would detect dependencies versions but that would not be compatible with ingame workshop

high agate
magic temple
#

anyone else encountered this issue?

twilit rivet
magic temple
high agate
#

Does anyone else have the problem that the Script Editor did start lagging? it did start before the update xD

dark estuary
#

how can i know if a distance is 100m ??

toxic lotus
wicked crater
#

Question: With the prefabs and entities i make on one map/scenario, how can I then use the same prefabs etc on a new project?

#

is there a way to store them in workbench and then acquire them ?

tight dune
vague pecan
#

workbench and world editor seems to perform much better after yesterdays update 👍

cloud meadow
#

https://i.imgur.com/1aDjuiC.png
can anyone tell me why all of a sudden when i make a new project or even when working on anything for that matter my 'ArmaReforger' no longer has the > infront if it like '> ArmaReforger' so there for i cannot access the games files from my project and its causing stuff to not work

tight dune
cloud meadow
#

yes @tight dune i resolved this, thank you for response. not sure why but the first couple times verifying the files did not work, the 3rd time doing exact same thing seems to have resolved issue >.<

hollow notch
#

has anyone else noticed this?

reef ferry
hollow notch
#

damn this is confusing

brisk tulip
#

So I have edited my string table to include some of my custom additions. my problem is in workbench and in game, The id (#AR-FieldManual_Page_Intel_Title) shows up instead of the Target translation.

dark estuary
#

any one knows how to fix this ?

old coyote
#

I dont have this prefab in my terrain yet I am getting this error:
17:17:40:780 RESOURCES : GetResourceObject @"{6FC492B696FF2DFC}Prefabs/Structures/Industrial/Smokestacks/SmokestackMetal_E_01.et"
17:17:40:780 RESOURCES (E): Failed to open

#

I have a Ruin_01_Chimney in the world but its unrelated and I think this error is causing a crash.

quick karma
#

I cant open my project anymore, it says it is not a valid project file, but i was working with it minutes ago!

tight dune
quick karma
#

I fixed it by launching arma reforger

magic temple
#

Are emat's made in blender?

reef ferry
magic temple
reef ferry
#

you do in it workbench

queen garnet
#

Has anyone experienced an issue where your view is stuck in top view, I've tried messing with the persp option but no joy, I've started new projects and still the same issue, as soon as I try and rotate it snaps into top view and gets locked. Weirdly it was working fine this morning.

quick karma
#

Workbench crashes with access violation when I try to create an event inside an anm file

remote estuary
#

can someone tell me how to save prefabs that have children?

#

I add an entity to the prefab as a child, hit ctrl+s, open the prefab again and it's gone

tight dune
#

you didn't added entity to the prefab then 😉

remote estuary
#

after opening the prefab again

tight dune
#

yea, you didn't add it to the prefab

#

check the page

remote estuary
#

ah ok I wasn't holding ALT

#

thanks

modern vine
#

I can try to boot Windows an try in there as well.

slender moat
modern vine
#

It doesn't complain about missing WARP support.

modern vine
#

seems nothing I can do about for now, maybe next time ¯_(ツ)_/¯

#

🙏

#

Maybe once there will be script editor with no need for DX12 features 🙏.

turbid mountain
#

I think there are more important things to be worked on for quite a while.

modern vine
#

Sure np, I was just informed -EnableWARP is going to support this for me so I was waiting for that. That's the reason for my disappointment. That's all.

#

Originally I thought WARP is just some kind of dummy render.

#

but it seems it is clearly something different

tight dune
#

You didn't mentioned that you are using wine64. What is Warp is clearly explained on page linked Dahlgren. EnableWARP parameter only enables usage of warp driver - it doesn't necessarily creates it.

modern vine
#

Originally I have asked for dummy render support for Workbench to be able to use script editor on notebook. It seems to be already used at DS.

#

that's all

#

I thought WARP is actually crazy shortcut for dummy render. So TIL WARP is actual software render.

#

I'll check around if there is any way to make wine use WARP.

#

Also I can check same notebook on Windows to compare.

modern vine
#

Anyway I need to find out my way to accept the fact WARP is not dummy render 🙂

#

So let me ask again (and start this topic from scratch). Is there any plan to be able to use dummy render in Workbench or start script editor on its own?

quick karma
#

I was able to reproduce this 3 times now, unfortunately.
I imported my fbx as animation, animation works fine in the main editor.
I open the animation editor, double click the anm file, add an event and when I save the editor crashes and, worst of all, it corrupts the anm, txa and fbx file!!! wtf

tight dune
tight dune
quick karma
#

also im getting these visual glitches

tight dune
#

double click the anm file - that open animation editor without any animation workspace present

quick karma
#

double clicking an anm file doesnt open the animation editor

#

i have a workspace, i dont know why you are assuming i dont

wicked crater
#

I cannot seem to get the Script Wizard to work anymore. I amsure i have it right but any help?

tight dune
quick karma
#

half of the time working on moods its not actual work on mods, but dealing with workshop bs like this

tight dune
#

in any case, do you see any modification made by Workbench? I.e. different timestamp in windows file explored

quick karma
#

sorry for the salt

quick karma
#

i restarted my pc and it magically worked - i wonder what causes all these illegal memory accesses in the workbench

#

I have so many crashes, they are so frequent 😢

magic temple
#

Whats the string editor for?

naive meadow
#

I'm using the vanilla checkpoints and its demanding some Launcher material, doesn't seem to stop the game or anything but it is annoying anyone know what it's on about? I tried Validating files, didn't work.

 RESOURCES (E): Can't remap 'Assets/Props/Military/AmmoBox/EquipmentBoxWooden_01/EquipmentBoxWooden_Launcher_01.xob' material from 'EquipmentBoxWooden_Ammunition_01' to 'Assets/Props/Military/AmmoBox/EquipmentBoxWooden_01/Data/EquipmentBoxWooden_Ammunition_01_USSR.emat'. Source material do not exist
 RESOURCES (E): Can't remap 'Assets/Props/Military/AmmoBox/EquipmentBoxWooden_01/EquipmentBoxWooden_Launcher_01.xob' material from 'EquipmentBoxWooden_decal_US' to 'Assets/Props/Military```
weary fern
#

Having a strange issue where I only get 4 of my 6 glowsticks to show up in Arsenal. Not quite sure what the issue is here.

pulsar quartz
tight dune
blazing vapor
#

I've currently got 2 separate projects, a terrain and a surface material pack. Is there a way I can have my existing terrain add the texture pack as a dependency instead of just copy/pasting the materials into the terrain project? I don't see an option on any of the menus aside from the checkboxes when starting a new project.

dusk echo
#

hello, will there ever be something like VFX Graphs from Unity or even some basic support for custom HLSL shaders?

ivory quail
#

workbench try not to hang when reloading scripts challenge (literally impossible)

ivory quail
#

It's just crashing almost every time i reload scripts now

quick karma
#

the crash happened when i pressed ctrl+s

#

It happens consistently

neon ore
quick karma
#

the problem is that i worked around it once, but now i cant remember how

#

it was something to do with reimporting the animation

quick karma
#

I deleted the animation line, made a new line with the same name, assigned the animation txa instead of the anim, that made the resource be reimported.
One of these steps solved the issue

magic temple
#

What does the core dependancy have>

vague pecan
#

It's the very core of the engine but you don't need it as a dependancy because reforger already defines it as one afaik

magic temple
remote estuary
#

did something happen to the string editor? I don't see anything when I click open

kind sky
#

replace it with empty mod

#

probably the only way now

dusk echo
#

set it to private

#

and upload it

#

ez pz

neon ore
fresh solar
#

Anyone know why Workbench isn't showing my mod folder?

#

All standard stuff, not showing any of my custom stuff

#

None of this is shown in the edior

kind sky
fresh solar
#

It’s already an existing project though

#

I’ve been running my mission on my server for weeks

kind sky
#

does it have .gproj file in folder?

quick karma
quick karma
remote cobalt
#

Any ideas what could be the cause of this spamming my Workbench?

static cloak
#

are you moving the emitter? I had same message when I changed the emitter pos very rapidly

remote estuary
#

yup, doesn't seem to impact how the emitter works tho

stark prairie
#

Hey, quick question because Im not sure. Is there a place where I can find reference models to use when modelling stuff I can import into blender?

plucky basalt
reef ferry
stark prairie
reef ferry
#

ahhh, you mean importing reforger models then?

stark prairie
#

yeah, something like this

reef ferry
#

not possible

#

is there something specific that you need?

stark prairie
#

i want to make buildings, so roughly he height of characters

reef ferry
#

there is a pinned post about it in a3 editing sections

#

basically the dimensions are about 5-10cm more than real life counterparts

#

a door is generally 210 height by 90cm width, in arma these are about 220x100cm

stark prairie
blazing vapor
brazen plaza
#

Question:
I have created a inherited copy of the flashlight.
In the "Hierarchy" pane, created a "LightEntity" as part of a "GameEntity". The original item, flashlight, has a light entity already, in the prefab column it says "Flashlight_MX991". My new lightEntity shows "---" in the prefab column and is red in color, under hierarchy. How do I attach a newly created class item to the prefab?

https://i.ibb.co/JdWYds7/Screenshot-2022-06-20-152926.png

magic temple
#

How does creating custom clothing work? Do the clothes need to have bones to move with the character?

tight dune
magic temple
#

If I select Inherit Parent Skeleton will that do, that? @tight dune

tight dune
#

no. In any case, do you know how to skin object?

magic temple
#

Im following the faction creation tutorial and when using Register Placeable Entities I select the target config and press run, but all it does it open the config file, and when I check the SCR_EditableCharacterComponent none of the supposed fields have been filled. Has anyone else run into a similar problem?

wild berry
#

Can I somehow display entity colliders (or bounding boxes) and/or their velocity vectors when playing a world from the editor?

wild berry
#

Thanks

quick karma
#

When you make a light entity of type spot, the spot angle slider doesnt seem to do anything. It changes the preview but not the actual light angle

lunar folio
#

I’m really enjoying the conflict 2.0 just wish there were loadouts because your gonna die a lot but it takes a lot of time to have to rekit every time

tropic zodiac
plucky basalt
split helm
#

I don't know how the premade component works sadly, I only know how to code your own

lethal mirage
#

I'm currently trying to set up a custom wall generator.
Is there a way I can make the objects have random rotations with this generator type?

lethal mirage
#

Or some component I could add to the prefab that does this?

dire relic
#

is there a way to move existing project with dependencies to different folder?

tight dune
#

Just move it and then use "add existing project" button

winged thistle
#

Possible set the Game / Play Game / Server localhost default ticked?
When i run game in viewport and i forget tick server local host the WB freezing after 1 min.

dry cradle
#

hi,is it posibble to add capture and hold to your project after you create your project?

dire relic
# tight dune Just move it and then use "add existing project" button

Sample mod doesn't work that way if it's not in "...Documents\My Games\ArmaReforger\addons" folder. I mean "SampleMod_Main". Separatley "sapmlemod_moddedscript", "samplemod_moddedcar" ect work, but if project has dependencies it won't load if dependencies are moved somewhere else from where they were originally created.

vague pecan
#
BACKEND   (E): Http Error apiCode="ResourceNotFoundError", message="Resource asset not found"
BACKEND   (E): [RestApi] ID:[13] Error Code:400 - Bad Request, apiCode="ResourceNotFoundError", message="Resource asset not found"
BACKEND   (E): Error Code:400 - Bad Request, apiCode="ResourceNotFoundError", message="Resource asset not found"
DEFAULT   (E): Bundle does not meet format requirements
DEFAULT   (E): Validating bundle failed. Aborting publish.
RESOURCES (E): Publishing failed

Has anyone worked out what to do about this on publish? As far as I can tell everything Ive entered is fine

#

There is just zero information in this error

tight dune
topaz cloud
#

How are we meant to load custom workbench plugins into the workbench so we can use them to work on a different project?
So far I was able to pack it and load it with -addons
but then I have to load the project I want to work on through the cmdline, too - because the workbench launcher won't show up anymore while having -addons in the cmdline.

buoyant brook
#

Anybody else get a crash nearly every time you reload scripts? Happens on the second try. Restarting and trying again always works, it isn't my coding lol

vague pecan
#

and sometimes it will continually crash when loading world editor until I delete my profile

buoyant brook
#

Also slowing down to a crawl after running world editor?

vague pecan
#

yes

#

same as what happens when I alt-tab sometimes out of the main game

#

goes to 1fps

buoyant brook
#

It didn't start doing this until last update for me.

vague pecan
#

the crashes seemed to start on last update.. the crawl speed has been happening for me since launch

buoyant brook
#

Thought I messed with something baf

#

*baf

vague pecan
#

restarting everything is the only way to fix the crawl

buoyant brook
#

*bad

#

Lol

#

Ah well

#

I could use some more ram anyhow

vague pecan
#

dunno if its RAM related.. havent seen any spikes when it happens

#

I mean the crashes are definitely memory access errors but nothing to do with amount of available ram

buoyant brook
#

Right, it does feel like a memory leak though

vague pecan
#

the crawl maybe

#

watching debug stats the crawl doesnt blow out render, AI or sim ms

#

its just 50+ms being spent on... something

#

so yeh maybe ram

#

anyway BI are surely busy putting out a lot of fires atm

#

maybe sometime in the far future some real profiling tools would be nice

buoyant brook
#

I noticed too there's no cpu usage. Only "not responding"

vague pecan
#

weird

quick karma
#

In SCR_BaseInteractiveLightComponent when you set DYNAMIC in LightFlags and save, it unmarks all flags

cloud zenith
#

@quick karma It probably sets them in the constructor

#

so when the constructor gets called again it sets them back to default

quick karma
cloud zenith
#

@quick karma If you check dynamic and save it reverts to none being checked

#

You can select as many as you want as long as you dont select dynamic

#

I think thats a bug

cloud zenith
#

oof, completely missed that part

muted venture
#

Out of nowhere all my Arma Reforge projects give me this error and won't let me create any new ones. I have verified files and reinstalled workbench.

turbid mountain
#

Try launching the normal reforger game. Then close it and reopen workbench and try again

muted venture
#

Worked, thanks!

woven saffron
slender moat
#

game needs to have been launched once for workbench to find the install

tight dune
woven saffron
#

alright

remote estuary
#
13:17:30:570 NETWORK      : Starting multiplayer client using command line args.
13:17:30:870 NETWORK      : Starting RPL client, connecting to address 127.0.0.1:2001
13:17:30:871 RPL          : Starting client
13:17:30:970 RPL          : ClientImpl event: connected (identity=0x00010001)
13:17:31:271 RPL          : ClientImpl event: disconnected (identity=0x00010001)
13:17:31:271 RPL          : Pip::Terminate
13:17:31:271 RPL          : IReplication:: Terminating
13:17:31:371 RPL          : Pip::Destroy
13:17:31:771 NETWORK   (E): Unable to connect as client to ''

peertool isnt able to connect 😦

#

oh nvm I think I see whats up

cloud zenith
#

What was it? Because I get that all the time

remote estuary
# cloud zenith What was it? Because I get that all the time

this once it happened because I didn't update the exe for peertool and it was using the older version, but previously it was because the mod changes somehow not propagated to the client, so I saved the mod and loaded it again and then it worked

remote estuary
#

how do I override literally all materials without clicking them one by one?

#

can do through a workbench plugin?

peak falcon
#

hey i have been trying find out what wrong with my model but i can't find anything on what is wrong with it
parts of lod0 are really dark making it look black all the other lods are fine its just lod0

remote estuary
#

color is from material

dark chasm
#

when configuring weapons, is weight referencing kg or pounds?

#

Its Kg

remote estuary
#

assume all measurement units in the game are metric

dark chasm
#

just configured my first gun, 79 errors, game crashed when trying to launch hahaa2 modding is fun

#

a lot less errors now, seems like a lambert1.gamemat is importing through on the UTM (collisions) but in Maya I have a material called "Weapon" so I'm not sure how a Lambert is even attached to the model

remote estuary
#

that's the surface material definition for the collider, you set that in import settings

dark chasm
#

hmm I have gone through the entire process on the wiki, have no errors in the log (thanks to the help of the community)
the mod is showing as 0 Bytes, its like there is no data but I have imported models and textures so it has to have something in it. Does anyone know what I have missed?

remote estuary
#

it might be loading the mod from your addons dir, which is not packaged

#

move the project folder some place else

#

and publish it if you want it on the workshop

dark chasm
#

okay Il try that

#

So just to clarify, I move the folder out of the ArmaReforger>Addons folder. Then I have to bundle again to the addons folder?

#

Right now I just want to trial it myself and make sure everything is working

#

I think I figured it out, so it publishes to ArmaReforger>publish, but the game reads the mods from ArmaReforger>addons

#

Yeah still when I use that method it is showing as 0 Bytes, even though the folder containts 20mb of data.

remote estuary
#

you can trial it yourself by launching it in workbench

#

if you want to trial it through workshop you can publish it with private access level

dark chasm
#

So much to learn! I'm going to get some rest and try again tomorrow. I appreciate your help 😁

peak falcon
neon zinc
#

why arent colours accurate when i apply the texture on a vehicle in the workbench?

plucky basalt
# neon zinc why arent colours accurate when i apply the texture on a vehicle in the workbenc...

Did you tweak the materials and use full PBR texture mapping? BCR Base Colour/Albedo with Roughness as Alpha - NMO Normal on Red and Green, Metallic on Blue and Ambient Occlusion as your Alpha channel.

Then tweak the individual materials to get the colours and shadows etc correct for your model.

If you did all of that already then post a screenshot of it and a shot of how it should look so we can try to assist.

vernal cosmos
#

How do I select nothing in the world editor?

plucky basalt
austere bane
#

Hello there, I am trying to get a new gun into the game. i downloaded a free model from sketchfab, got it into workbench and made everything like in the sample weapon mod. My problem is, that the size of the weapon is way to big when spawning, i can't pick it up or do anything with it and even if added to arsenal it does not spawn in there. i was trying to understand what is wrong and saw that the model has no bones so there are no links for where to grab the gun, where to reload and so on and at that point i am thinking that this is why it does not work. can anyone tell me what to do now? tried to download other similar models from sketchfab but when importing to workbench none of it has bones, so i cannot check wether it is actually the problem or not.

neon zinc
plucky basalt
#

Open up the texture that is in the workbench and see if the colours match

#

Because it appears no details are coming across etc.

neon zinc
plucky basalt
#

Which still leads me to believe you are missing key layers on the texture itself. Are you importing BCR and NMO or is that literally just a single, coloured image?

neon zinc
#

just a BCR

plucky basalt
#

Can you do me a favour and send me the BCR?

neon zinc
plucky basalt
#

I'd like to see if you have your layers set up

neon zinc
#

like the photoshop file?

plucky basalt
#

Yes please

neon zinc
#

alright

plucky basalt
#

@neon zinc As stated in the pm responses mate, just add _BCR to your image file prior to importing, so the engine knows what type of image channels it is importing.

#

It will come in like that instead

neon zinc
#

Legend!!!!

#

Ty alot

plucky basalt
#

Glad to help, I must be learning something with all these 270 hours on the workbench since release lmao

modern vine
#

Is that typo?

15:21:24:886   RENDER    (E): Failed to crete root signature
noble lance
noble lance
#

But you're right, it looks like a typo (a minor one, but still).
Not sure where to report Workbench issues though 🤔

modern vine
#

uhh wait

#

using this as a command

VKD3D_FEATURE_LEVEL=12_0 %command% -EnableWARP

it finally works 💪

onyx chasm
#

Someone said they did this with new tools can someone tell me what those tools are, are they for workbench or something else?

noble lance
#

Workbench is required to put it in-game, the model is made with 3D modeling software (like Blender) and textures with Blender and probably Photoshop (or similar)

vernal cosmos
#

World editor in Object properties shows only field names but no field values. Any idea how to fix?

deft reef
#

apparantley the devs are working on a tank? is this true?

vernal cosmos
dark chasm
#

Finally got the gun to show up in game! I can't see it first person, cannot reload, cannot shoot. But god damn the gun is in game YEEHAWW (also it looks way too big)

neon zinc
#

is it possible to raise and lower cars in the workbench somehow?

vernal cosmos
austere bane
#

Hey there, anyone got any idea why adding modded weapon to the arsenalconfig in workbech does not work for me? already tried to switch between default/weapon/ammunition

vernal cosmos
#

How do I prevent workbench from throwing me from the game mode by ESC? I hit esc to close arsenal and it throws me back to editor🤦‍♂️

vague pecan
#

Use shift + esc

vernal cosmos
#

The problem is that I use ESC mechanically. The habit worked out for several thousands hours in the game is not easy to change.

topaz cloud
#

then change the "Exit Play Mode" shortcut of the world editor in the workbench to e.g. shift + esc

vernal cosmos
topaz cloud
#

in the workbench main window "Workbench" -> "Options"
and there the last tab "Shortcuts"

vernal cosmos
#

Oh, found it.. Many thanks!

austere bane
#

hey there, does anyone here know sth about recoil settings?

winged thistle
#

Guys, if i want fill up UAZ469 inventory, which prefab need in SCR_UniversalInventoryStorageComponent / initial storage slots for use SCR_VehicleInventoryStorageManagerComponent / target store?
when i add uaz469.et for strorage too its working but i see trunk inside trunk in inventory

noble lance
#

You need to work with SCR_VehicleInventoryStorageManagerComponent within the UAZ469.et prefab

winged thistle
#

i do that but i see this in vicinity: Trunk inside Trunk and only then RPG7

#

need select twice uaz icon

austere bane
#

noone knows how to change the weapon recoil in RecoilWeaponAimModifier? 😦

lament pulsar
austere bane
queen garnet
#

Just tried updating and publishing my terrain/mission and only adjusted the time and date, but I got error failed to publish reason "" in red but didn't actually give a reason. Any ideas?

slender moat
#

API status checks have been failing for the last minutes

vernal cosmos
#

How can I reset the world editor? At some point it started crashing after any action I do. Uninstall/install does not help.

cloud zenith
#

@vernal cosmos using the same mod every time?

vernal cosmos
#

Yeah. The scenario was:

  1. Load mission
  2. Try to add/remove any object or lock/unlock a layer
  3. Get a crash

Finally fixed by finding an action that wasn't crashing (added a new layer to the world), and saving with new selected object.

#

Somehow it was related to the selected object. Once I managed to change the object, selected on start, it began to work. Lots of automatic reports got sent to BIS.

#

(Or to the particular expanded layer).

remote estuary
#

why can I move perspective camera in workbench via script but not the top one?

#

😦

#

alternatively, how do I move the top one

#

setcamera only works on persp view

proud igloo
#

I would imagine because the top view is an orthographic camera so it doesn't move in the same way a perspective camera does.

remote estuary
#

it has coords in the camera dropdown

#

x and z should work

queen garnet
#

Right, when I download say a building asset from the workshop, how do I open it in the workbench? I've been to the add-ons folder but there's no option to put the asset in my world.

remote estuary
queen garnet
#

@remote estuary ok, will give it a try.

austere bane
#

Hi there, does anyone know when i upload or update my mods i got my uploaded workshop picture in there and after some hours they all turn to just white?

magic temple
#

Are there any specific components apart from SCR_RespawnHandlerComponent and SCR_RespawnSystemComponent needed for SCR_RespawnMenuHandlerComponent to work? I currently have these (https://imgur.com/a/1HKkYrm) components in the game mode entity, but when I enter play mode, I get no menu and just the default camera location at 0,0,0. Any ideas?

vernal cosmos
rain cosmos
#

Does anyone know what the SignalsManagerComponent does?
It comes attached to both the broadcast radio prefabs and the personal radio prefabs

#

The Eden map also has them on the transmitter towers, which don't seem to have any other radio components at all

native snow
vernal token
#

How do I create vehicle spawn point on a street that works like the repair depot in conflict objectives? I tried using the same components but nothing spawns.

vernal cosmos
#

Why a Task on the map complains:

 GUI       (E): ImageWidget::LoadImageFromSet can't load ImageSet 'UI/Imagesets/Tasks/Task_Icons.imageset'

I checked the resource UI/Imagesets/Tasks/Task_Icons.imageset - it exists and looks fine.

austere bane
#

hey there

i made an .acp soundfile for my gun. Everything works actually fine with the gun, except one big issue. If i shoot the gun with its first Magazine, everything works as it should. When i change to the next magazine, the weapon does not make a sound when shooting for other players. I can still hear it shooting, but players around me don't after magazine change. anyone got an idea how to fix the issue?

scarlet wagon
#

Hey all I'm having a sudden problem. I was editing prefabs (colors,texture) and went off for a few, came back to this error when I didn't even touch anything xD This project isnt tied to a game mode or map and I didn't have the world editor open. BUT I restarted my pc (and verified files) and when I boot back up I see my projects but I can't open any of them. When I click on one it says file not found and asks me to manually find it. When I do that it says it's not a reforger file even if I try to make a new project. So now it's way worse and I need help please! Do I reinstall Arma and it's tools?

scarlet wagon
#

I just tried reinstalling the tools and it didn't fix anything. I'm locked out of the workbench right now. Can't access existing projects or make new ones. When making a new project it says file not found please locate it manually. I don't script, haven't uploaded/imported any external files other than mods off the workshop. I wasn't using any mods as add-ons, so this was a clean project only manipulating the colors and the occasional texture and xob. All in game assets. Then I went off for 5 min and the workbench completely corrupted itself

#

Ok so the issue went away!? Just tried rebooting the workbench after arma reforger (Seeing if that still worked) and suddenly I can make a new project and open old ones again. The debug issue is gone too.... I'll just keep doing my thing for now. Thanks void and random ghosts in my computer. If anyone has any idea what that was about I'd love to know

scarlet wagon
#

So for documentation sake if anyone else has this issue it happens when I open the training prefab folder under prefab>props>military>training. Opening that instantly triggers the debug issue above. Still not sure what made the workbench eat itself. This time though I hit ignore on the debug, selected another prefab folder, then quit out. It booted back up fine. I'll just stay away from that folder for now. that would explain why the debug mentions the shooting range component.

brazen plaza
#

Hey guys meowheart Iam kinda new to arma / the enfusion engine and i love it!... Is it possible to load the conflict mode in the workbench for a better understanding of things like vehicledepot etc?

remote estuary
#

yes

#

its somewhere in worlds

buoyant brook
#

@scarlet wagon it happens to me every time the thumbnail for the firing range tries to load.

muted venture
#

I get crash all the time with the same error

#

[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff6fba1a8b3
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff6fba1b044
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff6fbd2f4dc
[zlibVersion]: ??? addr:0x7ff6fc70b18c
[zlibVersion]: ??? addr:0x7ff6fc759de6
[zlibVersion]: ??? addr:0x7ff6fca0aa29
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff6fb5beade
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff6fb46e780
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff6fb46fdcc
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff6fb4624d6
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff6fb46230b
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff6fb584a7b
[QMimeData::urls]: ??? addr:0x7ffd49e29c67
[QTimer::timerEvent]: ??? addr:0x7ffd49e38d9d
[QObject::event]: ??? addr:0x7ffd49e3117b
[QApplicationPrivate::notify_helper]: ??? addr:0x7ffd4a98757d
[QApplication::notify]: ??? addr:0x7ffd4a98551f
[QCoreApplication::notifyInternal2]: ??? addr:0x7ffd49e09b19
[QEventDispatcherWin32Private::sendTimerEvent]: ??? addr:0x7ffd49e58862
[QEventDispatcherWin32::event]: ??? addr:0x7ffd49e56a69
[QApplicationPrivate::notify_helper]: ??? addr:0x7ffd4a98757d
[QApplication::notify]: ??? addr:0x7ffd4a98551f
[QCoreApplication::notifyInternal2]: ??? addr:0x7ffd49e09b19
[QCoreApplicationPrivate::sendPostedEvents]: ??? addr:0x7ffd49e0c0a9
[qt_plugin_query_metadata]: ??? addr:0x7ffd9e8e306f
[QEventDispatcherWin32::processEvents]: ??? addr:0x7ffd49e56fb7
[qt_plugin_query_metadata]: ??? addr:0x7ffd9e8e3049
[QEventLoop::exec]: ??? addr:0x7ffd49e059c1
[QCoreApplication::exec]: ??? addr:0x7ffd49e0880b
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff6fb3ee09a
[zlibVersion]: ??? addr:0x7ff6fd49ddb7
[zlibVersion]: ??? addr:0x7ff6fd498d2e
[BaseThreadInitThunk]: ??? addr:0x7ffde4b77034
[RtlUserThreadStart]: ??? addr:0x7ffde62a2651
[RtlUserThreadStart]: ??? addr:0x7ffde62a2651```
dusk echo
muted venture
#

nope, only happen with a object im importing with 4 materials

dusk echo
#

still, it's something about materials, pretty sure about it

lilac holly
#

Does anyone know what the cause of this is? Whenever i open an object, it crashes with this error

#
Mode: Workbench
Command line: "D:\SteamLibrary\steamapps\common\Arma Reforger Tools\Workbench\ArmaReforgerWorkbench.exe"
Exception: Access violation. Illegal read by 0x7ff7818dcdc2 at 0x0

SymGetSymFromAddr:126, addr:0x7ff7818dcdc2
SymGetSymFromAddr:126, addr:0x7214
SymGetSymFromAddr:126, addr:0x14628802458
SymGetSymFromAddr:126, addr:0x100
SymGetSymFromAddr:126, addr:0x38c9bff540
SymGetSymFromAddr:126, addr:0x38c9bff530
SymGetSymFromAddr:126, addr:0x10
SymGetSymFromAddr:126, addr:0xffff00000000
SymGetSymFromAddr:126, addr:0x14628805b98
SymGetSymFromAddr:126, addr:0x14628805b98
remote estuary
#

post console log too

merry thorn
#

Hey guys, since the update today I can't use the Workbench properly. When I try to open a world.ent the following error shows up: ```c

SCRIPT (E): Can't compile "Game" script module!

Scripts/Game/UI/Menu/ContentBrowser/MainMenu/SCR_ContentBrowser_AddonsSubMenu.c(278): Too many parameters for 'SetPageItems' method

storm harness
merry thorn
storm harness
#

2,3mo update to workbench right now 😉

slender moat
#

You need to update both yeah

storm harness
#

And all is fine now. Thanks BI for that update ! 😍

remote estuary
#

hmm trying to run peer tool but it seems addonsDir is being ignored

#

so I get addon not found

tight dune
#

what Params do you have in PeerConfig?

remote estuary
#

just addonsDir

#

with the path to the directory one level above the mod's directory

#
-addonsDir "C:\Users\x\Documents\My Games\ArmaReforger\projects"
tight dune
#

can you share perhaps console.log with missing addon error?

#

I have suspicion that Params field might not like quotation marks

remote estuary
#

right, the commandline does not retain it

14:41:44:976 ENGINE       : CLI Params: -gproj C:/Program Files (x86)/Steam/steamapps/common/Arma Reforger/addons/data/ArmaReforger.gproj -addons RubberDuckie -window -forceupdate -nofocus -client -rpl-reconnect -rpl-timeout-disable -profile PeerPlugin1 -addonsDir C:\Users\x\Documents\My Games\ArmaReforger\projects
#

this is new, though

#

tested a ton of mods this way before

remote estuary
#
10:19:34:708 ENGINE       : CLI Params: -gproj C:/Program Files (x86)/Steam/steamapps/common/Arma Reforger/addons/data/ArmaReforger.gproj -addons RubberDuckie -window -forceupdate -nofocus -client -rpl-reconnect -rpl-timeout-disable -profile PeerPlugin1 -addonsDir C:\Users\x\Documents\ArmaReforgerProjects 
10:19:34:712 ENGINE    (E): Addon 'RubberDuckie' not found
#

changed it to one without spaces now but same thing, so maybe its not the space

tight dune
#

ok, I tried current public tools with addonsDir and it is working. Can you share perhaps full logs for both workbench and peer tool?

limpid igloo
#

Anyone else have this issue when trying to load old projects or even create new one it says this

#

when i try to locate them for old projects just says its not a real project
and same error with create a new one

noble lance
#

Did you already ran Reforger itself?

limpid igloo
#

yep

#

have reinstalled
removed all projects and tried to reload still no work

noble lance
#

And manually adding the .gproj from Reforger? (With 'add existing ')

limpid igloo
#

yep doesnt read it as a project

#

have tried all projects i was working on
none work

limpid igloo
#

praise_the_sun Thank you Reyhard 👍

grave elm
#

Sometimes i'm lose ability to move camera with ASDW in the World Editor. How to fix it?

#

And get back ability.

#

How to switch to map mode in WorldEditor?

fluid laurel
#

Is workbench crashing all the fucking time for you guys? sometimes as soon as you open it?

#

[zlibVersion]: ??? addr:0x7ff67e332bbe
[zlibVersion]: ??? addr:0x7ff67e333eee
[zlibVersion]: ??? addr:0x7ff67e335c3f
[zlibVersion]: ??? addr:0x7ff67e333a42
[zlibVersion]: ??? addr:0x7ff67e014146
[zlibVersion]: ??? addr:0x7ff67dd0c0df
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff67c716f7c
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff67c8cba1f
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff67ca013ec
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff67c8cb277
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff67c8cbba7
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff67c8cbc40
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff67c8ca5a5
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff67c82e2b9
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff67c7623fb
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff67c884b6b
[QMimeData::urls]: ??? addr:0x7ffdbb239c67
[QTimer::timerEvent]: ??? addr:0x7ffdbb248d9d
[QObject::event]: ??? addr:0x7ffdbb24117b
[QApplicationPrivate::notify_helper]: ??? addr:0x7ffe3577757d
[QApplication::notify]: ??? addr:0x7ffe3577551f
[QCoreApplication::notifyInternal2]: ??? addr:0x7ffdbb219b19
[QEventDispatcherWin32Private::sendTimerEvent]: ??? addr:0x7ffdbb268862
[QEventDispatcherWin32::event]: ??? addr:0x7ffdbb266a69
[QApplicationPrivate::notify_helper]: ??? addr:0x7ffe3577757d
[QApplication::notify]: ??? addr:0x7ffe3577551f
[QCoreApplication::notifyInternal2]: ??? addr:0x7ffdbb219b19
[QCoreApplicationPrivate::sendPostedEvents]: ??? addr:0x7ffdbb21c0a9
[qt_plugin_query_metadata]: ??? addr:0x7ffe6a61306f
[QEventDispatcherWin32::processEvents]: ??? addr:0x7ffdbb266fb7
[qt_plugin_query_metadata]: ??? addr:0x7ffe6a613049
[QEventLoop::exec]: ??? addr:0x7ffdbb2159c1
[QCoreApplication::exec]: ??? addr:0x7ffdbb21880b
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff67c6ee18a
[zlibVersion]: ??? addr:0x7ff67e7a1b17
[zlibVersion]: ??? addr:0x7ff67e79ca8e
[BaseThreadInitThunk]: ??? addr:0x7ffea7727034
[RtlUserThreadStart]: ??? addr:0x7ffea8ec2651
[RtlUserThreadStart]: ??? addr:0x7ffea8ec2651

noble lance
#

I don't have any issues, unless something I made is breaking it

#

Try to open only the Reforger project, instead of your own project and see if it also happens there

tight dune
#

sometimes, some broken asset might be present in Resource Manager tab and since tabs are restored on startup, you get another crash when you relaunch it.
you can try
-clearsettings CLI param to restart all workbench settings

amber dawn
#

I am using QGIS for importing heightmaps. I was watching a tutorial but can't figure out how to get the location for my map I wanted to import. I'm guessing there would be some users here using QGIS ?. The tutorial shows how to capture your height map etc but it doesn't show how to move the to the said location you want to use. Thanks.

tight dune
amber dawn
#

thanks

vernal cosmos
#

How do I test my mod on a dedicated server without publishing the mod?

lilac holly
#

is there any good youtube tutorials out yet?

torn kayak
small swan
#

I created a DM scenario based on the chicken deathmatch by @graceful ore which is quite a funny version. Thx for that! Now I realised that the faces of all soldiers are gone / invisible. Is that a setting or a bug? When I do a preview in the editor everything is fine but in real gaming faces are gone - quite spooky.

graceful ore
small swan
small swan
old fox
#

Does the hmas vampire mod work for anyone whenever I try to start game master with it it doesn't work

#

On Xbox

buoyant brook
#

Anyone know how to start workbench's dedicated server?

buoyant brook
#

Seems like it isn't looking for my addon via ID but by name, in a different folder, with the spaces removed. When I added a copy and matched the folder name it still didn't load...

tight dune
tight dune
torn kayak
tight dune
torn kayak
#

Ohhh. I tried that Param but with fully qualified resource name. That explains why that did not work ... Thank you

buoyant brook
#

Weird that I can get it to work from command line and connect with a client.

old fox
#

How do I load the 60mm Mortar mod none of the explosives I use work

tight dune
old fox
#

Ok thank you

vernal token
#

Any tips on how to create a vehicle spawn point like a car parked on a street? I want it to spawn vehicles like the vehicle depot built at Conflict objectives.