#reforger_workbench
1 messages · Page 30 of 1
why can i not creat a nmn file ?
Arma 3 mods work on reforger?
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..
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
change HDR material - over there there is reticle texture
can confirm
thanks man
That worked! thank you! Now there is only the problem left, that I can't zero the scope :/
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
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..
Is there a way to change what button quits out of the editor
is there a video tutorial on how to add a new car to reforger?
not even for the sample car?
alright ty
another broken thing
can anyone try to create and export a scenario?
it fails every single time creating the package
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?
I think yes, check options in Workbench
PIP scopes have some issues with long view distance
You can use 2ď for zeroing
is there no way to remove objects from the map itself?
Also wondering that. Would love to edit the eden map by moving/replacing assets.
Any ARMA 3 assets mods out yet as in character models vehicles weapons ect?
I believe only if you do a custom layer? Don't quote me but I recall that being said
Hey guys how can i add dependency in my existing project?.
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
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
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
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
All my world editor maps are all read only? is this new or an issue?
I'll try seperating as much as I can
are they yours maps or vanilla ones? Vanilla ones were always read only and couldn't be modified (state couldn't be saved)
you can create sub world
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
I'm pretty sure your changes were not saved
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
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..
Did you ever figure this out? Removing them from the gproj didn't help me, still listed as requiring them... Ughh.
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 ?
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.
You updated the base game?
yes
Also make sure to force quit any processes that might be open with Arma
Restart computer
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
did you located Arma Reforger gproj?
How is it ? not understood
you need to locate Arma Reforger data before creating new project
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
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
Where did you saved that then? Eden was always read only
Yeah I noticed that too
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.
That Eden is completely locked now whereas before it wasn't. Can't speak to the actual ability to edit.
Is it possible to easily enable gamemaster for a scenario mod?
- zeroing is only one setup - should work the same in PIP and 2D
- attachmentType - check my addon AttachmentCompatibility - basically you need to use something more specific than AttachmentScope, then it will limit what can be mounted
So basically I copy the BaseAttachment config and rewrite it to say Suppressor for example and then I set it in my rifles attachmentslots and in my attachment itself? or what do you mean with your addon?
Hi mate. Go on main workbench then FILES > OPTIONS > Dependencies. Then add the Asset ID and restart the workbench. It will add the files into a separate folder
Here is an example from AttachmentCompatibility addon
`class AttachmentOpticsRISClass {}
AttachmentOpticsRISClass AttachmentOpticsRISSource;
class AttachmentOpticsRIS : AttachmentOptics
{
};`
But where do I set that? I made a script that has your code in it. But where do I put that on the gun?
check this
#enf_showroom message
Ahhhh, I got confused by what you meant with addon ^^ Thank you 🙂
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?
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?
I can now attach the things again but they all get put into the optics slot. So now I have to set every origin of the attachments in blender to the same one the optics have? why can't they just choose the Memory point they had before?
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
this is how the weapon spawns
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
so you have class AttachmentSuppressor or something
then you should have AttachmentSlotComponent pivoted on muzzle
then you should have suppressor entity.
In suppressor entity and in muzzle attachment component - attachmentType needs to be the same - but it has to be different than AttachmentOptics
send me your type class for it, maybe inheritance is wrong?
Ah I need to write a new class for that? So AttachmentSuppressorRIS and then choose that for both rifle and suppressor prefab? Do I just put that into your addon or how do I make it appear in the attachment list?
add script/game/attachments.c script
inside have AttachmentSuppressor class, let me quickly mash one for you
class AttachmentMuzzleClass {} AttachmentMuzzleClass AttachmentMuzzleSource; class AttachmentMuzzle : BaseAttachmentType { };
if a prefab is set to be a child to some other prefab, it should follow the transform of the parent, correct?
thank you 🙂 It still is not in the list of attachment classes though. And all my PiP scopes turned green 😄
if there is hierarchy component yes
both
those are bone names, so just open character xob and check bones list
A restart of tools solved all of the above problems 😄
you should not be putting numbers yourself. Use editor and reference the name
I cant seem to find a way to make a usable sub scene to make an editable eden at the moment, anyone know any magic tricks?
A counter on the xob would be a welcome addition then, thanks for the tips though
oh nvm, there is one already, I'm dumb
would you be interested in making a suppressor component that actually replaces a sound file by parent audio list index? Right now the SuppressorComponent is just a renamed AttachmentComponent
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
hmmmm it seems like the SCR_DestructionMultiPhaseComponent does not respond to small arms fire?
Making a subscene just makes an empty layer
One way to do it seems to be to duplicate everything one by one cause I cant select multiple locked entities 
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
I need help with 2 things:
- Mouse acceleration, the scope moves sooo slow
- this dark area, how to adjust it :/
Wait how did that work for you? For me it just creates a new world+layer with nothing in it
Open the MpTest, then create new world. You should get this option
You have to save it before you can test it
Ah I forgot that step cause it used to crash, thanks!
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.
Aiming speed not mouse acceleration - and it's driven by fov in your scope.
Black thing is vignette, you have some properties to configure it on pip sights component.
can i change my own prefab? I cant change the hierarchy (copy, paste, delete). is my own model. https://prnt.sc/JUaoyi2UGjPi
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
Did you set the generic terrain entitys location to 0,0,0?
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
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
You opened prefab for editing it seems. May have problems because of that method.
I suggest world editor and drop prefab in. In properties of prefab select you asset instead of "instance".
Save the world to save your changes to prefab
it's already reported and being worked on
Yes, but it is still a bug that exists
Which might be causing issues for a person trying to create a nrw terrain
Did you figure this out?
is there a way i can go into something like armavision in the workbench?
to take screenshoots
i did not
@neon zinc F5 (I think?) does full screen
yes, but i was more looking for someway to go in camera view without all the text bars and red/blue borders on the screen
Hit play and hold Y lol
I thought you were asking to avoid the play step lol, it's good.
Wonder if anyone is working on the ACE medical system mod?
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.
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
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.
Very basically, what would be first step to add a turret to a vehicle on workbench?
why does my reforger tools crash every time i try to insert a prefab into world edit
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.
is there another way to test my custom prefabs?
I can import prefabs fine. If it's custom, perhaps you broke something
its any prefabs
Probably a bug for now. when it crashes, submit the report and hope for the best
unfortunate
I'd imagine the ace team is working on ace4
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
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.
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.
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
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.
How do you export an arma object to blender?
you don't (I think)
why has all my saved reforger files just disappeared ????
where were those files saved?
documents\my games\armareforger\
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?
yes, should be in one of next builds
will work using -EnableWARP
did you reinstall the game or something? Game does not delete stuff just because
nope did nothing went out took dog for walk. meesed around with server
i feel i will need to reinstall
do you have small kids? 🙂
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
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
I would suggest keeping your own addons in some other place. Workbench does not care
is there a way to add mod add mod dependencies after you have created the workbench mission?
yes. Workbench -> options -> dependencies
@lament pulsar how do I actually play the map i made?
You need to make a scenario
but i am using eden
Any plans on making binaries more CLI friendly? For example support -help parameter for quick overview of possible options? Could be useful for Workshop and DS as well.
no, not yet.
We have way too many CLI commands which we don't want you to know about 🙂
There is no need to list all of them, just the ones you want users to use.
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
1 peer should be enough, WB would be host, peer would be client.
I didn't get how it will open more than one game instance at once
what you mean? just set them as windows, with limit fps to some 30 and you should be able to have multiple instances at once
is there a way you can permanently hide vanilla entities?
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?
Let me guess, when making the workbench you guys did put the entire enfusion code, so it's possible to binarize a mod as a game? 🤣
@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.
And when I do this while in play mode it freezes up the workbench to "not responding" and I have to force end in taskmanager
Can someone please create these in arma reforger
What are those?
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
How can I locate my Scenario's ScenarioID?
NVM I figured out how to configure my server with custom scenario via
And also including the same ID as an included mod
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
which mods are those?
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
thanks, I will try to check today
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
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
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.
I'm just rebuilding the prefab making sure I'm inheriting properly
I just uploaded a potental fix, I ensured that the Vampire.et is a inherited prefab of Vehicle_Wheeled.et
Hmm not fixed
is there a way you can permanently hide vanilla entities?
My workbench is locked in trying to log into my bohemia account is there a way to fix this?
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..
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
Ralian was able to fix the issue by reimporting his configuration file
https://feedback.bistudio.com/T165625
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?
not really
A shame
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)
Is there any other errors like Replication: RplComponent on entity entitypath destroyed during loading ?
It means that client processed less data then server sent.
Check that your "JIP methods" aka "Save and Load" methods are writing/reading exact same amount of data.
anyone else getting logged out of the workbench every time it starts, despite it being set to remember my login?
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?
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.
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
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.
I don't even need to close the workbench to get logged out now smh
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
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.
could be
Yes
Soory im noobing a bit here. But how would I check that exactly? In repect to my own scenario custom map?
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
I guess printing everything you are sending and receiving and compare the data is what will work best
ok thanks
Solved, added solution in original message in case some poor soul in the future runs into the same problem
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.
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.
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...
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
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
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
To start out, try making a project without a dependency and see if you can load into it
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.
It'll take some repetition to remember everything, I wouldn't worry if you dont remember it all right away
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
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.
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
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:
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?
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
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
No problem bud, look forward to your creations! :D
Is there any way i can delete the cache?
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
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
Update 
all right that was the problem then 😄. edit: nope it wasn't.. I am still unable to login to workbench
Okay I solved the problem. I had to login via the game first. Then when started I was already logged into WB
How does one make a custom navmesh?
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
Is there any tools in workbench to allow people working on the same thing?
not to my knowledge
I don't necessarily mean the same file, but, some sort of collaboration?
Thanks 👍 didn't see your message, on mobile.
you can set up a svn/git and some build machine if you are the savy type
Ah, ok ☺️
Would you say the workbench is capable of having that functionality embedded?
no idea, and if, not for stuff that is locally hosted. What part of it would you have it collaboratively?
It definitely has that functionality since you can see greyed out "commit" and "pull" like buttons on right click on folders
Does someone know ho to make a own weather cycle and make it rain ? Everytime I do my own cycle rain dosent work
How do I set-up PIP for a scope?
I personally duplicated the existing ARTII scope prefab and changed the info inside, reticle etc.
After rebuilding map no errors, but have done another map andchanged something and updater server version. Same error came up. SO this time i used FileZilla ftp and there I could see what you said. File size difference. So updated server with client side files and all good. Thanks fr pointing me that way.
did you moved or removed Arma Reforger (base game) recently?
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)
Ah yep thank you!
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.
no worries found it
hmmm all the ammo boxes are coming up like this pic, any ideas?
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
There is a manager that holds the list of items available per faction, then on the arsenal you can specify what should be in, one sec
On your arsenal check:
SCR_ArsenalComponent, SCR_FactionControlComponent
Then in your FactionManager's Faction check the Arsenal Config field 🙂
will do thanks. One other thing in the gamemode. for Deathmatch there are 3 options BASE, SELECTION & AUTO which one am I selecting for a DM scenario?
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
Make sure your actual game is up to date
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
Go to new world, new layer. The base stuff is all read only now and won't let you place stuff (used to be able, just was not save-able. Now they have made it so you can't place stuff in the first place).
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
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
can you use the workbench with a gtx 960?
Hey my prefabs are not saving for some reason :/
https://i.imgur.com/OfPvF7V.png when I click apply changes to prefab, the red doesn't turn blue
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
you can definitely try it out
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
- Window -> select Current tool
- Select Tool for navmesh generation in the toolbar at the top
- Click Navmesh Tool at the bottom right
- Select the navmesh "Soldiers" and then click "Connect". Select Local Navmesh servers: "Soldiers" and click OK
- Click "Generate". Default Recast params are fine, click OK.
- Generator area: select the area of operations to generate navmesh, using X and Z coordinates. Keep the area small unless you steal a supercomputer.
- When navmesh generation is finished, click Save As. DO NOT save it in your install files. Save it in the mission's addon files.
- Select your custom navmesh as NavmeshWorldComponent and save. Enjoy your custom map with a fully functional navmesh.
Did you by chance rename it and then create a new one, or was it just renaming it that could have caused it?
just renamed, no clue why it broke
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
Hi I have checked everything. One map I have works and the ammo crates all work. all subsequent maps I am making they do not. I tried reinstalling from steam as well and nothing. I am lost as to what could be causing it.
@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
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?
Nevermind, figured it out. Leaving both arsenal properties intact so it's unlimited pickup. Then add also them into SCR_UniversalInventoryStorageComponent
Okay so will it overwrite the old prefab if I drag and drop it from hiearchy to resource browser? Like lets say I have a ton of books on a shelf, and it turns out having that many books throughout 20 prefabs is too many, so I need to delete some books. But I need that change to apply to each prefab. And vice versa (If I need to add the books back for what ever reasons) Just an example
not sure about that as iirc assets/prefabs that are part of checkpoints are both in Hierarchy and in one of checkpoint components and when i changed that one in hierarchy then when i spawned such composition as GM then it would spawn but game would also spawn assets from that component and additionally components that were added in Hierarchy would not despawn when composition was deleted
Okay so will it overwrite the old prefab if I drag and drop - iirc no cuz it will try to create new prefab and it will show a window which will allow you to name that prefab
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.
like here
Yeah! Lets say you wanted to add a radio to that exact prefab
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
Hmm
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
Any idea what is causing this constant crashes?
hello I tried to put the old update but I have errors which appear would you know where it could come from please?http://image.noelshack.com/fichiers/2022/23/4/1654796285-error1.png http://image.noelshack.com/fichiers/2022/23/4/1654796325-error2.png
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?
Is there a way to get a copy of this locked .edds file so I can edit seperately?
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
Reforger .edds files are read only. The best you can do is screenshot the file
Shift + Esc
@subtle flame had that issue. Resolved it by moving the gamemode to the same file as my workbench
My addon is considered to have 0 bytes, any reason it could be?
F10 in play mode should be opening the pause menu
I'm getting this error when I'm trying to import a heightmap, so really early on in terrain creation, a reinstall didn't fix the issue
Is it possible to unlock .et files ?
Is it just me or the workbench crashes a lot when editing BTs?
Just lost 30 mins worth of editing. T_T
Save often it that happens.
Also depends on what you are doing, if you find out consistent repro for the crash please tag me or at least make feedback ticket. Thank you
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.
Navigate to Workbench>Options>Game Project>Dependencies. You can edit, add or remove addons from there.
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?
Defo best advice SAVE OFTEN
Any concerns by Bohemia if my mod utilizes materials in _shareddata?
No, that's why they are there. Saves memory
Okay, cheers. The preview watermarks made me think there might be something wrong with using them.
You cannot extract it out of the engine/game and use it somewhere else. You can reference it in your mod, which is a content in same game.
From technical point of view - its beneficial to all of us, if you do use them.
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.
How will this work... i cant find any option for that
Right click it and inherit
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
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
Step by step guide on how to get your map started.
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.
i cant sign in in workbench with bohemia. -> error code 400
Any chance I can learn how someone managed to already mod a working naval vessel into the game?
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
There is no option to inherit...
The wirebox is a view option I think, the terrain creation not appearing is a known issue - there sounds like there are a couple of solutions - the one I used was as in the Hierarchy window on the left, click and drag my Terrain Entity on top of World so it becomes a child of World.
These both worked! Thank you very much!
This option is only available in resource browser attached to world editor
I found it ... but i wont work... the option is dark grey... i only want to add tracers to this magazine...
You have inherit prefab in addon available in your screen. I assume you want to do it in addon
https://community.bistudio.com/wiki/Arma_Reforger:Data_Modding_Basics take a look at this page for instance
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
I tried this but than the workbench will be crashed
Are you trying to do it on read only mods?
Oh i see... the workbench says read only... than it wont work... or is there a option to unlock the file...
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
@dusk echo try this:
"""
"three quotes at first,
you can even do multi-line here
"
"""```
ohhhhh
i
i'll try, thanks
yeah no
doesn't change a thing
where did you find that syntax?
it's a classic thing that works across multiple languages, guess it wasn't programmed here
yeah escaping stuff doesn't seem to work with most symbols
only \n or stuff like that is implemented
alternative is using '"text with double quotes"'
but no escaping ascii characters seems in right now
nope to that too
only " "
tried that before
lol
I'll try just to be sure right now
yup nope
broken expression baby
time for a ticket
do we reckon air vehicles are possible for reforger would love to see it
@stark waveMaybe experienced DayZ modder. DayZ SA use parts of Enfusion since years.
Eventually I would say yes if they can make sure they won’t clip into the ground or anything
I get this when trying to bundle, anyone know the solution?
is it possible to change the maximum grass draw distance to more than the max 150 meters?
as mod?
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
you need to locate Arma Reforger (base game) gproj
the one located in the game data (addon/data/ArmaReforger.gproj)
I guess you have moved/reinstalled Arma Reforger, right?
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
okay, thx a lot. this worked and I am one step further.
Now when I try to open my project then this happens
where do you have console log? It seems you have close that window
I would search for the clues over there in the first place
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
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?
logout and login again?
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.
Is there a possibility to force a specific version of a dependecy in the mission/mod i can only add a depnedecy id :)
in the mod itself? No, only dedicated server has option to specify mod version
you could ofc try to do some scripts which would detect dependencies versions but that would not be compatible with ingame workshop
But if specifyd right ob the server to user will either downgrade or upgrade there version. So if i could make like a prefab that would shutdown the server if the wrong version is there that would make it some what ok i think xD
thanks great input :)
Make sure both the game and tools are up-to-date
Thank you
Does anyone else have the problem that the Script Editor did start lagging? it did start before the update xD
how can i know if a distance is 100m ??
Yeah, blame me 😅 It was originaly not intended to be exposed outside. It's just the resolution of spatial lookup grid. Both too low/high values could have negative impact on the performance. I'll address this by the actual documentation or by hiding this in the future update.
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 ?
You can make those prefabs in some common addon and then add it as dependancy
Brilliant thanks
workbench and world editor seems to perform much better after yesterdays update 👍
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
Have you tried verifying Arma Reforger game files?
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 >.<
has anyone else noticed this?
i thought this was talked about in #reforger_samples
damn this is confusing
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.
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.
I cant open my project anymore, it says it is not a valid project file, but i was working with it minutes ago!
can you perhaps post some screenshot or maybe share .gproj itself?
I fixed it by launching arma reforger
Are emat's made in blender?
don’t think so…
How would I go about making one?
you do in it workbench
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.
Workbench crashes with access violation when I try to create an event inside an anm file
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
you didn't added entity to the prefab then 😉
after opening the prefab again
yea, you didn't add it to the prefab
check the page
https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Composition_Configuration_Tutorial#Prefab_Editing you can expand "how to tell them apart" section to see that you are not adding entity to the prefab. It's clearly visible on your screenshot 🙂
Anyone any idea on -EnableWARP?
I'm using wine and it still can't start.
https://gist.github.com/simi/952370f380bc0607c599ee9dc6996cf8
I just want to open Script Editor on notebook with Linux. 🙏
I can try to boot Windows an try in there as well.
you need os support for it, https://docs.microsoft.com/en-us/windows/win32/direct3darticles/directx-warp
It doesn't complain about missing WARP support.
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 🙏.
I think there are more important things to be worked on for quite a while.
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
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.
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.
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?
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
I don't think something like that would be fully supported. There are some plans to make packing and publishing addons work without any renderer (just like dedicated server) but in this scenario it Workbench might just work UI less.
wait, so are you trying to add event to animation editor without animation workspace created?
who said that?
also im getting these visual glitches
double click the anm file - that open animation editor without any animation workspace present
double clicking an anm file doesnt open the animation editor
i have a workspace, i dont know why you are assuming i dont
I cannot seem to get the Script Wizard to work anymore. I amsure i have it right but any help?
ah, it was changed then fortunately. It was doing something like that before and that lead people to crash the animation editor
half of the time working on moods its not actual work on mods, but dealing with workshop bs like this
in any case, do you see any modification made by Workbench? I.e. different timestamp in windows file explored
sorry for the salt
ill take a look
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 😢
Whats the string editor for?
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```
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.
The box is fully bugged try with other Item type
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation#Regular_storage_crates see note about 0.9.5.51 version of game
that bug is still there it seems
that might be vanilla bug. You can try filling a ticket on https://feedback.bistudio.com/
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.
That Fixed it. Thanks!
hello, will there ever be something like VFX Graphs from Unity or even some basic support for custom HLSL shaders?
workbench try not to hang when reloading scripts challenge (literally impossible)
It's just crashing almost every time i reload scripts now
im using git and yes, the owrkbench modifies the fbx file, it shows on git status
the crash happened when i pressed ctrl+s
It happens consistently
just checked myself and I am having the same issue on custom animations and the samples's
the problem is that i worked around it once, but now i cant remember how
it was something to do with reimporting the animation
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
What does the core dependancy have>
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
To remove a factions ability to use a radio, would I just remove the RadioProtocol files from the SCR_CommunicationSoundComponent?
https://imgur.com/a/OHB5Qqg
did something happen to the string editor? I don't see anything when I click open
up
set it to private
and upload it
ez pz
Have you reported this in feedback tracker?
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
you need to press this button before
It’s already an existing project though
I’ve been running my mission on my server for weeks
does it have .gproj file in folder?
Try loading into arma reforger main screen. This solved a different problem i had with projects before, its worth a try
I donjt know how to do that
Any ideas what could be the cause of this spamming my Workbench?
are you moving the emitter? I had same message when I changed the emitter pos very rapidly
yup, doesn't seem to impact how the emitter works tho
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?
Did anyone tell you that you can do what you need to, I can't see a reply, but you can, by adding it under your options, dependencies and pasting in the guid for your texture pack.
usually models are made using 2d references
im looking more into heigh and diameters of stuff already in
ahhh, you mean importing reforger models then?
yeah, something like this
i want to make buildings, so roughly he height of characters
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
ASlright. Thanks a lot for your help!
Thanks dude!! I kinda thought that's what it might be after looking through the menus but wasn't quite sure.
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?
How does creating custom clothing work? Do the clothes need to have bones to move with the character?
yes, character gear must use exactly same skeleton as base character. You can use character template from samples to get it. Without bones you cannot have skinning working
If I select Inherit Parent Skeleton will that do, that? @tight dune
no. In any case, do you know how to skin object?
I have a bit of a better understanding now, someone taught me the basics in #enfusion_model
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?
Can I somehow display entity colliders (or bounding boxes) and/or their velocity vectors when playing a world from the editor?
Thanks
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
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
If you are using any kind of visual Diagnostic it may has something to do with that.
@split helm you might be able to help given your work on the flashlights etc.
I don't know how the premade component works sadly, I only know how to code your own
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?
Or some component I could add to the prefab that does this?
is there a way to move existing project with dependencies to different folder?
Just move it and then use "add existing project" button
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.
hi,is it posibble to add capture and hold to your project after you create your project?
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.
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
You can use addonsdir param to point to location of those addons
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.
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
yes
and sometimes it will continually crash when loading world editor until I delete my profile
Also slowing down to a crawl after running world editor?
yes
same as what happens when I alt-tab sometimes out of the main game
goes to 1fps
It didn't start doing this until last update for me.
the crashes seemed to start on last update.. the crawl speed has been happening for me since launch
restarting everything is the only way to fix the crawl
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
Right, it does feel like a memory leak though
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
I have faith they will sort everything out (unlike some of the people in #reforger_discussion)
maybe sometime in the far future some real profiling tools would be nice
I noticed too there's no cpu usage. Only "not responding"
weird
In SCR_BaseInteractiveLightComponent when you set DYNAMIC in LightFlags and save, it unmarks all flags
@quick karma It probably sets them in the constructor
so when the constructor gets called again it sets them back to default
no, default value of the flags is 1 (Only cheap checked)
@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
thats what i said
oof, completely missed that part
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.
Try launching the normal reforger game. Then close it and reopen workbench and try again
Worked, thanks!
why? what is the magic behind?
game needs to have been launched once for workbench to find the install
When game is launched a new Windows Register entry, which points to Arma Reforger game data, is created which is used by the Workbench. You can still locate Arma Reforger data without launching game by following this guide https://community.bistudio.com/wiki/Arma_Reforger:Mod_Project_Setup#Troubleshooting
alright
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
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
how do I override literally all materials without clicking them one by one?
can do through a workbench plugin?
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
color is from material
assume all measurement units in the game are metric
just configured my first gun, 79 errors, game crashed when trying to launch
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
that's the surface material definition for the collider, you set that in import settings
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?
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
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.
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
So much to learn! I'm going to get some rest and try again tomorrow. I appreciate your help 😁
its not the material all the other lods are fine its just lod0 thats black. lod1-3 is fine
why arent colours accurate when i apply the texture on a vehicle in the workbench?
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.
How do I select nothing in the world editor?
Its supposed to be red
Is that a texture or vertex shading?
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.
a texture
Judging from that, it definitely looks like you're missing channels/layers.
Open up the texture that is in the workbench and see if the colours match
Because it appears no details are coming across etc.
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?
Can you do me a favour and send me the BCR?
^^
I'd like to see if you have your layers set up
like the photoshop file?
Yes please
alright
@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
Glad to help, I must be learning something with all these 270 hours on the workbench since release lmao
Is that typo?
15:21:24:886 RENDER (E): Failed to crete root signature
I have finally found out way to bypass missing 12_0 feature on my linux NTB. But I'm facing different problem now. https://gist.github.com/simi/267d6d07d2aa15f423848b7251fc0c66 Maybe I'm missing some font 😮 It is running via Steam/Proton.
no, I think it's a reference Arma 3. Crete is an island in Greece 🤣
ahh, my bad
But you're right, it looks like a typo (a minor one, but still).
Not sure where to report Workbench issues though 🤔
uhh wait
using this as a command
VKD3D_FEATURE_LEVEL=12_0 %command% -EnableWARP
it finally works 💪
Someone said they did this with new tools can someone tell me what those tools are, are they for workbench or something else?
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)
World editor in Object properties shows only field names but no field values. Any idea how to fix?
drag the edge of the panel
apparantley the devs are working on a tank? is this true?
Either I'm dragging the wrong edge or it does not help.
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)
is it possible to raise and lower cars in the workbench somehow?
Fixed. Had to undock the window and then could resize properly.
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
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🤦♂️
Use shift + esc
The problem is that I use ESC mechanically. The habit worked out for several thousands hours in the game is not easy to change.
then change the "Exit Play Mode" shortcut of the world editor in the workbench to e.g. shift + esc
How? I don't find Settings or whatever.
in the workbench main window "Workbench" -> "Options"
and there the last tab "Shortcuts"
Oh, found it.. Many thanks!
hey there, does anyone here know sth about recoil settings?
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
You need to work with SCR_VehicleInventoryStorageManagerComponent within the UAZ469.et prefab
i do that but i see this in vicinity: Trunk inside Trunk and only then RPG7
need select twice uaz icon
noone knows how to change the weapon recoil in RecoilWeaponAimModifier? 😦
Curves are scaled 0-1, defines transition and rotation in time.
Then max angles and magnitude defines how much of those moments from curves are really there.
Just click the modifier object and play with properties?
Just hit TAB.
i played with every single object there buth nothing really changed or let's say not what i was expecting. the recoil makes the weapon shaking to the right so getting the sight constantly to the right side. nothing what i tried changed that
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?
API status checks have been failing for the last minutes
How can I reset the world editor? At some point it started crashing after any action I do. Uninstall/install does not help.
@vernal cosmos using the same mod every time?
Yeah. The scenario was:
- Load mission
- Try to add/remove any object or lock/unlock a layer
- 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).
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
I would imagine because the top view is an orthographic camera so it doesn't move in the same way a perspective camera does.
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.
Add it as dependency in project settings
@remote estuary ok, will give it a try.
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?
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?
if you have a breakpoint inside an entity OnInit and reload scripts Shift+F7, you get the breakpoint hit during the reload and the workbench stucks:
https://i.postimg.cc/6QQqMq7P/Untitled.png
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
Signal files provide inputs based off prefabs outputs. The m998 exhaust signal file takes outputs from the m998, EngineON and EngineRPM and uses them to send "signals" for activating other components.
https://i.gyazo.com/d420fe3337d75230f14d3f66e3e4e376.png
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.
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.
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?
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?
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
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.
Hey guys
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?
@scarlet wagon it happens to me every time the thumbnail for the firing range tries to load.
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```
mh I'm getting a similiar crash... does your mod have a lot of materials\textures?
nope, only happen with a object im importing with 4 materials
can I talk with you in DMs? It's the same error, one to one, and I'm pulling my hairs to understand where it's coming from
still, it's something about materials, pretty sure about it
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
post console log too
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
same for me. maybe because they have not update workbench like the game ?
Quick update: I've checked the Workbench files for errors through steam. It did a quick update and now its working again
2,3mo update to workbench right now 😉
You need to update both yeah
And all is fine now. Thanks BI for that update ! 😍
hmm trying to run peer tool but it seems addonsDir is being ignored
so I get addon not found

what Params do you have in PeerConfig?
just addonsDir
with the path to the directory one level above the mod's directory
-addonsDir "C:\Users\x\Documents\My Games\ArmaReforger\projects"
can you share perhaps console.log with missing addon error?
I have suspicion that Params field might not like quotation marks
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
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
ok, I tried current public tools with addonsDir and it is working. Can you share perhaps full logs for both workbench and peer tool?
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
Did you already ran Reforger itself?
And manually adding the .gproj from Reforger? (With 'add existing ')
yep doesnt read it as a project
have tried all projects i was working on
none work
Thank you Reyhard 👍
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?
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
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
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
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.
I guess you can get help more quickly in #enfusion_terrain
thanks
How do I test my mod on a dedicated server without publishing the mod?
is there any good youtube tutorials out yet?
on what? How to use the workbench in general or are you looking for a specific discipline like scripting or making audio etc?
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.
I think its a problem with the loadout manager, it lacks identities for loadouts..
I haven't gotten to fixing it yet, sadly, but feel free to request a pull if you do :)
Ah - that might explain another problem: I placed some arsenals and they are empty. Are these problems related or would give you an idea? I doubt that I am able to solve this ... :-(. Is there any other tutorial or template that can be used for setting up a deathmatch?
I created an issue at your github 😬
Does the hmas vampire mod work for anyone whenever I try to start game master with it it doesn't work
On Xbox
Anyone know how to start workbench's dedicated server?
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...
Arsenals (items configs) are part of faction manager configuration and then arsenal crates (objects) are tied to factions. If faction doesn't exist in current faction manager entity, then arsenal remains empty. A dirty workaround is adding non playable factions to Faction Manager
are you trying to run local mods via config.json? That is not supported
you have to use -addons CLI https://community.bistudio.com/wiki/Arma_Reforger:Startup_Parameters#addons if you want to run DS with addons
If you use that option how do you tell the server which mission to load? Is there a yet undocumented parameter? Testing mods locally without publish would be nice
-world WORLD_FILE
Path to the world file to be loaded on startup, it is relative to created filesystems (eg. worlds/myworld.ent). Workbench ignores this param.
Ohhh. I tried that Param but with fully qualified resource name. That explains why that did not work ... Thank you
Ahh alright thanks
Weird that I can get it to work from command line and connect with a client.
How do I load the 60mm Mortar mod none of the explosives I use work
#enf_mods_feedback I guess you can get help over there
Ok thank you
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.