#reforger_workbench
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I retyped all the dependecies of my original one and some random mod opens up when I open the project
edit the .gproj file and remove the dependencies that don't exist in your addons folder
appreciate your help man๐ I wanted to add addons method from the start but I wasnt sure if addons will stay or do I have to add them everytime then
not really sure what you mean, but this is what my addons folder looks like. Z is my mod, and the rest are my dependencies. they must exist in the same folder for the Z mod to load properly. you can just copy the folders from your base game addons folder
yeah they are in the same one, now even if I press add addons it wont load them, opens vanilla stuff... I did fixed gproj and it worked but idk
Wanted to add this mod to my loot pool but this happens https://i.imgur.com/zwkXc5A.png @storm sedge and also only vanilla stuff opens not any of mine
add the mod it's complaining about
Also do I have to add them manually everytime? sure looks like it... Adding them to the dependecie list crashes almost everytime
every time? I only add them to my dependency list and restart workbench
if they're visible in the launcher they work
dependency list doesnt work for me, I can do that tho https://i.imgur.com/f9YY5rc.png and so I have to add them everytime
if they aren't in your list of dependencies then they won't load in for people when you publish your mod
but if I add more then like 4 dependencies nothing opens, I added all the addons and its dependencies
don't know about that, it works fine for me
https://i.imgur.com/7gcdFaa.png Guid + dependencies and it wont open
did you also add all dependencies those dependencies are using?
yeah
could you copy paste your list of dependencies? the list from your mod
sure
Dependencies {
"5AD76B0B57104B62" "58D0FB3206B6F859" "59636E668EA37AD7" "5AD28E8983D0710F" "597D72161FD1ED1D" "5AB301290317994A" "5AB890B71D748750"
}
this is from my gproj
at least 5ABD0CB57F7E9EB1 is missing
so some dependencies are missing in your list
workbench should warn you in the log when a dependency is missing / can't be loaded
5ABD0CB57F7E9EB1 where did u get this one from?
it's a dependency for one of the mods in your list
so I have to check all the dependencies of dependencies...
etc
epic
dependencies of dependencies of dependencies ๐
yes, any mod can have dependencies
yeah if you add a simple mod its not a big deal but damn if you try to add something else its pain... You should just add the main ones and dependencies should auto add or something idk
I would like to see workbench manage those itself like the game does
yes exactly
what's recommended server memory? using 4GB but that reaches circa 85% on initial load
it largely depends on what you run on it, mine has no problem eating 32 gb
quite a lot of AI, lots of static entities
what kind of gamemode are you running?
game master
hey how does one reset their workbench? anytime i create a project it wont load the project settings, when i go to change the dependencies it shows the other mods im using and my projects dont show up
If you set another mod as a dependency you also have to add that mod's dependencies
No like i cant edit my own projects dependencies i go Workbench - Options - and on the top right i should see my project somewhere in that dropdown so i can edit its dependencies but its not there
so I just want to completely reset my workbench but I'm still way to new at this to where uninstalling and reinstalling doesn't work the way I was hoping lol
you might have to manually edit the gproj file
of what? cause I've tried creating new projects and it doesnt work on any of them
If I want to test the terrain directly in the game, do I have to publish the project in the workbench? Or how should I do it?
The main game should recognize your mod without posting it
The game doesn't recognize it and I'm not sure how it works. Is there tutorial for this? Can't find anything.
Simply there must be some config or script for game master mode or something like that
If you want test terrain it shouldn't be a style, create an entire game from scratch ๐ I tried replicate GM_Arland but I got bunch of errors since there are no associated components in my world then pfff.. whatever
step 1. open base arland world
step 2. create a subscene of the world (file -> new)
step 3. drag game master game mode prefab into the world
thats it
I have my own terrain, I don't want to edit Arland. I was just looking at how the game master mode at Arland was done.
Btw. there is option in "World Editor/Plugins/Run game with current world", but the game won't start
so assuming your terrain is setup the way it needs to be (like arland) for the game mode you can just drag the game mode prefab into the world
when you open GM_Arland you can see which prefabs it uses for the game mode as it has its own layer
- I have only world setup based on - https://community.bistudio.com/wiki/Arma_Reforger:World_Editor:_Terrain_Preparation_Tutorial
- "GameMode_Editor_Full.et" and another entites from GM_Arland aren't enough I guess, there must be full setup for player, factions etc. which is really a bit too complicated. Same for config files.
- I figured out that project must be placed in "..\Documents\My Games\ArmaReforger\addons" otherwise the game doesn't see it. Projects in "..\Documents\My Games\ArmaReforgerWorkbench\addons" aren't used by default (it can be forced by command prompt). That's not optimal when game and tools don't talk to each other but ok. The bad part is that my project cannot be enabled in the workbench in the game for some reason ๐
so first thing keep the workbench project outside of armareforger - armareforger/addons is where workshop downloaded addons go and they will not be editable
your armareforger (game) project can be played ingame once it's downloaded from the workshop (or the -addons parameter can be used but it's a bit more complicated) which means it may need to get published first - if you want to test your project from within the main menu you can actually exit to the main menu in Workbench by blocking the ESC key with something like shift, so the sidebar menu opens ingame (I don't test things this way so I may not know of some drawbacks)
so, GameMode_Editor_Full is actually the correct prefab for the game master game mode logic, but there might be other entities that are required for the world to function, and since Arland's world file does not have a separate layer with easy to see core prefabs, the list I can give you off the top of my head is as follows:
- post processing (search "worldpp" in resource browser)
- lighting (search "lighting_default" in resource browser)
- time and weather manager (search "timeandweather" in resource manager)
- camera manager (search "cameramanager" in resource browser)
the above 4 prefabs should make the world playable, once you get this going there will be other prefabs to put in your world for other things such as the AIWorld, RadioManager and a few others but you can get to those later
it will get easier over time once you get over the basics
there's also this which is more recent than the cursed wiki article https://reforger.armaplatform.com/news/terrain-tutorial
also, you may want to toggle "start from camera position" or similar under the play button
theres a little arrow thingy that opens a menu
Probably you don't need publish it online and then download it. You can do "Enfusion Workbench/Publish project/Bundle" which will create pak and another files for local use then copy it to Reforger addons folder. No idea whether game need packed or raw files are sufficient.
In my case project still can't be enabled, it still show "0 bytes" in the overview. Hard to say why.
which is why I prefer downloading it from the workshop to test it in the client
it removes most of this type of issues
it's quite rare for you to actually need to test a project in the game client, though
Downloading is not good for workflow, moreover download speed is like 10kb/s
the better question is why do you think you need to test it in the game?
because in play mode or how it's called it works bit differently, you dont need all those entities for game setup and so on
so, have you tried going to main menu in play mode and launching your scenario from there?
I think all those entities are relevant if you don't have "play from camera position" selected
then you are handing over spawning of your player to the game mode
Yes I tried, but I don't see my scenario when I go to the main menu
you may need to create the scenario, the templates you can follow are in the Missions folder
ok, thank you
I'm bit confused what is Refoger default settings and what is my project settings when you can have own fork of everything. And then there is the world editor settings. If your run Everon in editor, you have different view than in the game - for example everything is hidden in the fog.
So I think it's better to test it in the game sometimes to see exactly how it looks.
or you can setup your settings to match your game settings
ah it has different settings
Is there anyway to have a 2d map view in workbench and place entities in it similar to Eden in arma3?
map view no, but you can press this button to get a top down view real quick
then you can hold middle mouse button to drag view
zoom in/out with scroll wheel
Thanks @remote estuary, I can do that but need an overall maps view without the clouds, I am trying to see the overall map without clouds.
clouds? you can set your weather to clear
if you need to change the camera far plane it's under the camera dropdown top left of the viewport
Thankyou that helped
I am a complete brainlet at modding is it possible to make a gas mask model then label it as a backpack so that you could style it wit any helmet
yes
has anyone figured out how to override stamina / movement speed dynamically in a script yet? seems like all the tools around this are hidden in the game code and we can only change the values in the component attributes, but not at runtime
Thx
Anyone here make uniform mods
So to make text holograms i remember bacon saying to use render targets with UI components but as a newb i have a vague idea of what these are but no idea what to start with in the editor
Iโm looking to maybe pay a group of people or just one person that loves halo to create some halo mods for arma reforger
I suggest you use #creators_recruiting to find people ๐
Just keep in mind that using other IP's (like Halo) is most likely not allowed
Huh???
"Workbench is not running or Net API feature is not enabled in Workbench options!!!"
This is while I have the workbench open.
what about second part of the message? ๐
Lemme check.
Yeah got it now... weeeeird I don't remember this being a thing.
Sorry bout that. ๐
Workbench bridge was introduced in 0.9.7 version of the plugin
There should be some blog post explaining this feature and few other things
Ah okay, thanks.
somebody know how hide the items from the inventory? for example those under the car inventory
So eveytime I export my cinematic the all the audio becomes mashed up into one 5 second audio file. How do I fix this? Note - the fps in my export settings is the same as my scene
The items in the inventory automatically hide when you play the mission
there is a way to export audio when doing cinematic?
Is there a way to get recoil to create a force? Such as when a cannon shoots it should roll back or rock
apply impulse would work if your cannon is a physics object
No way to do it through weapon aim modifiers?
im not pretty sure...
no
you should check your dependencies in options
and never replace the first dependencie
didnt add nor change anything
send a pic of your options project with the dependencies part
Working on trying to create a new uniform set for the US, but I am relatively new to modding. I've worked with Bethesda's Creation Kit for years, but this is still a little confusing, transferring creation tools. Could anyone point me in the right direction? I'd like to implement a UCPD camo texture I have but I'm not sure how.
Alright I figured it out. Does anyone know how to edit the Camouflage textures or even import one of your own?
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Modding you can read about it over here
it's for the weapon but principle is quite similar to character
once you went through that tutorial, you can see some character specific actions on this page https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation#Character_configuration
tysm
hey o/, im trying to rebuild a tile in the navmesh but tutorial is kinda weirdly explained, after clicking rebuild tile what do i need to do ? i tried doing 'save whole navmesh', saving the file in my addon and then adding this file as an override into NavmeshWorldComponent of SCR_AIWorld but AI is still gettin stuck on compositions/barricade i placed ๐ค
When placing characters in cars how do I make them actually appear in the vehicle in-game?
its a hack but there is a waypoint called "Get in nearest" you can spawn the AI with. There is probably a better way to do it tho.
18:31:46:390 NETWORK (E): Unable to connect as client to ''
18:31:46:490 ENGINE (E): Cannot initialize game!
18:31:46:492 ENGINE (E): Unable to initialize the game
does anyone know how to fix this peertool error?
Is it possible to make a vehicle with no driver seat that cant move I wanna make a chair
Check bench slot on trucks
Hi all, does anyone know how to put weapons in their crate? When I enter the game and open the chest, it is empty. I'm just starting out, thanks for the help.
Hey guys, im having an issue with the tools and blender plugin, it wont let me update materials for my 3d model, gives me this error. any ideas how to fix this? i tried on blender 3.3 too but im back to the latest version
You need to have workbench launched with addon which contains that model
hmm, its odd cause i did have it
i'll try again to be sure
still doesnt work sadly ๐ข
Are you sure all textures are available in this addon?
yeah, im viewing the emat in the editor
i got the bcr, nmo and emat in data, then the xob in the previous folder
No wait I think I already know this
reforger work is made in workbench
Sorry bacon just making sure I knew what I doing
if you want to make a model for reforger, you make the model first and then import it in workbench
absolutely not, it depends on thing
and is it working when you try to import that FBX?
in any case, this would be more appropriate for #enfusion_blender_tools channel
Oh sorry, i forgot that channel existed, but yes it does work
Once again sorry bacon
wat no worries
My workbench is hanging when importing a weapon model at 'Script Authorization Required'
Any idea why this would be happening?
Seems to happen around the .txo being rebuilt
Looks like it hangs around the xob.meta being made actually
disable material import plugin
Are we going to get any improved error/crash reporting in workbench in the future? There are currently many instances in which Workbench will crash with no information outside of the "Hey I broke" popup. It makes tracking down and fixing issues very frustrating and time consuming.
My laptop broke before I could make the chair mod
Where do I send Feedback for Redline Mods?
Thank you sir.
Is there a way to scale entities that are on slots?
all my adventures with scale ended up with objects resetting at some point
https://raw.githubusercontent.com/HTomJMW/up/master/leaking.jpg
this is WB error or my mission related?
How do you insert an existing object on the editor into game master entities? (for example the gates or nets that are not selectable in the game master)
Does anyone know if you can use the mobile hq deploy mechanism from conflict on a basic vehicle you take with you? I would like to add it to a starter vehicle you take with you in a mission to use as a mobile spawn point. And if the vehicle getโs destroyed you also lose your spawnpoint.
Another mechanism Iโm thinking about is adding it to an object you can take with you and put on the ground like the radio mechanism but without having to keep it on your back.
Co-publish Addon?
Have anyome solved how (if possible) to co-publish an addon? Sharing project files and log in to the same Bohemia account is not allowed and stopped by Reforger tools.
We share the responsibility to publish updates on a weekly schedule and would like to avoid the hassle of one individual being forced to do the actual publishing.
Thanks!
Setup a CI workflow to do it for you, then you can do updates either automatically on changes, on a schedule or with the push of a button. The CI runner would need to be logged in with the addon owner account.
I'm sure you could get something like that working, are you able to open conflict in the editor? That's where I'd start if its available
Yes I also opened CTI in the editor, but I cannot find how they do that. You can only spawn the mobile hq from a vehicle depot ingameso Itโs probaly hidden somewhere in a script or component.
I looked at the mobile hq in the tutorial mission, not sure if it has same capabilities because I can't get past the radio part of tutorial. but in the editor it doesn't show anything that looks like a spawn so it must be in engine. You'd have to try writing a custom script to get that functionality.
I saw someone use it in a mission. I think Iโm going to see if I can find him.
@swift fulcrum I have done one in https://reforger.armaplatform.com/workshop/5976BBAF7FAD6A59-AdvanceCaptureAndHold
@hallow oak Nice! Can you tell or show me how you did it? Or is there an easy way to take that part and put it in my mission? I have a mission called Fob Operations from Herbiie, the only problem is I cannot use that as it uses the Night Ops framework as dependacy. And they donโt work anymore with the latest version of reforger.
Yes can help. @swift fulcrum At the moment is dependant of Capture and hold but may make it independent of that mod. You could probably reuse some of my scripts/component/prefabs. PM me I am UK time, but a little busy today.
Thanx @hallow oak ! Will pm you. Iโm not in any hurry ๐ Would be nice if itโs not dependent of C and H. I like to keep it as much reliable on vanilla reforger only.
@remote estuary I don't even know if that's how it should look since I tried to moving things around to fix it
-
when you right click your project thumbnail on the right and then go to show in explorer, it opens up the same folder you have on the left?
-
does the same thing still happen when you move the project folder outside onedrive?
- what is that pak and manifest file doing there? those are from workshop downloaded addon, perhaps try moving them away from the folder
- backup your stuff
I'll try moving outside onedrive
3a) no idea, that after I bundle the project and the workbench crashed when I went check my fold I found this
ok, get rid of the pak and manifest file
ok
you fixed it
I put on my desktop
as a noob workbench is a funny little nightmare for me lol and I believe you saved me with stuff I had no clue at least 5 times hahah
thank you so much

hey guys I had some issues last night, now that my project is working just fine I'm trying to bundle it and I keep getting this error no matter what folder I put my project in, any ideas?
I'm not positive if the project got corrupted but you could try creating a new project and then copying your files into that one and see if it works.
ok i'll try that
Did you make a new project with a new config too? I would only copy over your worlds folder/etc
I would try with just an empty project and see if that even works
hey guys I just finished publishing my 1st mission since, I was following some tutorial and stuff and after I published it I noticed on ServerData that my mission didn't create a scenario name and gameid. Any idea where I got it wrong?
would the problem be on config file, the file is a SCR_MissionHeader
I'm making a gas mask mod am I able to class it as binoculars so it would work wit any helmet
Anyone else getting repeated API failures on publish?
I for some reason just can't enable a mod in-game.
I click the toggle and it just immediately turns itself off.
is it a local mod?
If you have the same local mod and workshop downloaded mod, you may need to temproarily move one of the mods from the mods folder or rename to re-order
It's not working in 0.9.7
Does anyone else have the problem that the workbench randomly locks your project files to read-only?
Make sure that your project is not in arma Refoger profile but in arma Refoger workbench
Also, when publishing, don't use as working dir as your source folder
Yeah it's local. I see.
possible set some peertool start delay? if i not join game fast in WB, the peertool freezes on loading screen
or maybe just WB server not ready when peertool try join
if i join with other client all good
So if I understand correctly, the problem can be the directory the project is located in?
I'm using the default project directory's location, %userProfile%\Documents\My Games\ArmaReforgerWorkbench\addons
Thanks for your help โค๏ธ
And where are you bundling your project? (working dir)
Hmm I usually dont bundle the project. I'll have to look that up. Where would you have it?
In publish project window
is there some way to connect xbox to workbench on PC to get console log output?
looking for ways to see why my mod crashes only on xbox
Hey guys, i am currently working on a custom mod for arma reforger. I am having trouble with my custom menu/action listener. I made a custom Keybind to open a custom menu. The menu and keybind ist working perfectly if i am in the map editor and play the map there. But if i publish my mod to my test server the ActionListener does not seem to work. For the Action Listener i created a component and OnPostInit i register my action listener for the keybind. This is the code for my component:
class RL_TablettManagerComponentClass: ScriptComponentClass
{
};
class RL_TablettManagerComponent : ScriptComponent {
InputManager m_InputManager;
override void OnPostInit(IEntity owner) {
m_InputManager = GetGame().GetInputManager();
if (!m_InputManager)
return;
m_InputManager.AddActionListener("RL_OpenTablett", EActionTrigger.DOWN, OpenTablett);
}
void OpenTablett() {
GetGame().GetMenuManager().OpenMenu(ChimeraMenuPreset.RL_Tablett);
}
};```
Hmm... There is something rly strage going on with WB...
Well i have CPU & GPU ( usage % & temps ยฐ ) monitoring on my taskbar.
I never spend too much attention to them cuz whenever i can see the taskbar it means they will be pretty decent.
However...! I've noticed when i start WB resource browser and then i open world editor and load a world as soon as i switch from world editor to resource browser window my GPU usage gets up to 99%.
I never have 99% GPU usage not even in-game.
When i switch back from resource browser to world editor my GPU usage get's back to like 35 - 40% usage???
I use latest Nvidia GPU drivers maybe driver bug?
Edit: Same with Script Editor...
As soon as i swich from world editor with loaded world to script editor GPU usage = 99%...
Got it: Turnd out i had the "Workbench > Options > Workbench > FPS Limit" disabled... ๐คช
Never change a running system i guess.
Does anyone know if it is possible to use D3D12 proxy on reforger workbench/terrain editor? It works fine on the reforger game, but I can't figure out how to get it to work on the workbench :/
https://github.com/tuffee88/d3d12ProxyEdrDx11_0/releases/tag/v0.1
https://www.youtube.com/watch?v=2UrT8JHELok
First state that actually got Elden Ring ingame on Nvidia Kepler (sources+binaries). Highly experimental !
Want to play ARMA Reforger on a computer that doesn't support DirectX 12? This video covers a workaround to play the game on DirectX 11 GPUs, though it could be buggy. Do avoid servers with BattlEye, and play single-player. This is just for you to experience the game before upgrading your GPU.
D3D12Proxy: https://github.com/tuffee88/d3d12ProxyE...
enableWARP is not enough for you?
My god... Why is this not the first which comes up on google xD
Thanks a lot man!
morning everyone, does anyone have the folder of the US uniform for retexture?
taking the vanilla assets out of the game is not allowed I believe
how ppl does retexture then?
they don't
I think we're talking about different things and I just don't know the proper name to what I need lol
maybe, because taking models out of the game is not allowed
something like that, where I can work on a making my own camo
you can make textures all you want but you can't extract the uniform model from the game
yeah, I have no intensions of removing any model from the game lmao
This wiki page might help you out. it has directions for retexturing uniform stuff:
https://community.bistudio.com/wiki?title=Arma_Reforger:Faction_Creation
I'll take a look ty
so how are you going to paint the model, preview the texture? without the model
idk, there's a bunch of retextures in the game, that's what I'm asking
got an example?
Alphas Uniform Pack
but is it legal?
screenshot yeah
I believe right now people are just screenshotting it as jomie said. You should be fine to do it.
like the US desert camo for vehicles
but I imagine working off of a screenshot like that does not produce quality results
that's a reskin too right?
changing color you can do in the material without texturing anything tbh
but yea if you manage to make a good looking uniform by working on a screenshot I think it's very impressive
Maybe BI can make a texture sample available
like I can't imagine not having the mesh in the preview window to paint over in Painter or whatever software I'm using
yeah but, you gotta make do
would be better to buy a 3d model and put in the game?
anyway you go there would be work
like for a model for clothing you'd have to edit it to fit the reforger body
sounds like a nightmare to do
its not overly "hard" if the base model resembles the arma one
like with bent arms and such
but if they are straight armed it'd be a pain yeah
Would be interesting to have a mod that saves progress on game master after a server crash
Also not sure what mods making radios fade out and have to be locked
before the existance of quixel ps plugin, mari and substance that is how people were doing it - directly in 3d
different skillset, but it can be done
oh I'm sure it can, just saying having the mesh in viewport makes it an order of magnitude faster
sure, but i think you can sort of link it directly with workbench and make that some sort of preview of sorts for the 3d part
feel free to do such a mod if you find that interesting
or just wait for a patch that enables this feature, that's already in the game
Hey, i placed some prefab on my map but workbench crash when i reload map
On crash log i have this :
Reason: Access violation. Illegal read by 0x7ff7a34b2b85 at 0x0
And on console.log :
15:48:55:814 WORLD : Entities load '$Zimnitrita:GM_Zimnitrita.ent' 15:48:58:533 PROFILING : Entities load took: 2718.730800 ms 15:48:58:550 WORLD : CreateEntities 15:48:58:553 WORLD : NotifyBeforeEntitiesCreated 15:48:58:553 PROFILING : NotifyBeforeEntitiesCreated took: 0.003300 ms 15:48:59:452 ENGINE (E): Application crashed! Generated memory dump: C:\Users\lehir\OneDrive\Documents\My Games\ArmaReforgerWorkbench\profile\ArmaReforgerWorkbenchSteam_2023-02-16_15-48-59.mdmp 15:48:59:475 CRASH REPORT : Crash Reporter Started! 15:49:14:232 CRASH REPORT : Preparing Report 15:49:14:235 CRASH REPORT : Memory dump Size: 308 kb 15:49:14:235 CRASH REPORT : Logs Size: 208 kb 15:49:14:235 CRASH REPORT : Sending Report! 15:49:14:769 CRASH REPORT : Report Successful (Crash GUID: 45c330c6-10b7-4af4-a484-e893bec6e04b) 15:49:14:770 CRASH REPORT : Memory dump removed 15:49:14:770 CRASH REPORT : Crash Reporter Finished!
no idea?
this error doesnt say much, try remove the prefab from the world
yep i remove this but its strange.... maybe to prefab?
no idea, the error doesn't say much
I just tested with 21 prefab in sandbox and I didn't have any crashes it's weird
I just tested with 3-4 copy and paste of prefab in another layer (not the default) and it works, maybe you should not overload the default?
i cant find the way to attach the bone to the model...
in blenders appear like ok, like the LOD0 of the newcharacter project from bohemia repository
but when i export that doesnt work and in the bohemia character yes
- make sure export skinning is selected on import settings of the xob file
- make sure the object is parented to the armature in blender
both, i just forget the weight painting, SOLVED, i gonna make a tutorial when i learn how to solve it:
this is in my Enfusion
and that in my blender
why im forgotting something between?
Apply transforms?
mmm like Object>Apply>All transforms?
Yes
im thinking the problem could be in this buttom spot, u know how i could move it?
That's the origin point for your mesh and I can't see why it would be causing issues
idk...but im closer to discover what happen xD if u think in one idea could help me
Was it doing the same thing when before you did the weight painting
yes
Unparent the mesh from your skeleton with alt+p, keep transforms
done
Did that fix it?
now doesnt move
Xd
is in the position but static
no no
IS GOOD
sorry
my fault
wrong bone
WAOO
then dont need be parented
?
It's based off of the vertex group
Only colliders need to be parented
youre the best
thank u so much!!
i gonna training something more and make a tutorial after to help others
Make sure to check out the wiki
yeah, the only problem is english isnt my first language, then maybe sometime im get lost, im doing all with tutorials copying what the people make... i gonna try keep more attention next time
@quiet garnet where can i find info about solve this in the FPV?
Hi! I want change to Experimental game version in WB but, if i load the experimental gproj and try use my mission, its keep crashing on faction selection. Need change something else? I not used the peer tool and peer tool settings.
Crash log:
Function: 'GetCustomDescription'
Stack trace:
Scripts/Game/Entities/SCR_AIGroup.c:225 Function GetCustomDescription
Scripts/Game/Groups/SCR_GroupTileButton.c:261 Function RefreshPlayers
Scripts/Game/game.c:625 Function OnUpdate
Do anyone know the script, that makes this line in "config.json"
SCRIPT : US MOB set up in StartingPos04
Translation
US MOB = US Main Operating Base
StartingPos04 = South of Levie city.
I would like to override the Config jso, to make the US/USSR start in fix positions.
Is it possible?
the config files are all located in the config folder
below is a link to the faction creation article that talks about integrating a new faction into conflict gamemode. it not directly related to your question but maybe it can help you find what you are looking for.
Thanks mate, but not really as it seems that US MOB is a term for setting down HQ with 3.000 supplies, I would just like to make a script, so I can determain where the starting pos of USSR and US MOB HQ are located.... Like "Set USMOB startingPos2" .... But cant find a scriptline that allows we to...
It might be worth waiting a week or two. bases in conflict on experimental branch are quite a bit different than in the current patch. Not sure if the new base system effects random vs static base start locations since we don't have an everon server up for the exp branch yet.
If nobody else helped you, you need to add the transparency texture in your opacity texture slot on the materials. Search for parametric in the discord, there are checkboxes you need to check for the transparent texture to hide the mesh for you in first person.
Parametric component in prefab and texture in your material
What is the difference between the blue and purple prefabs?
blue are regular prefabs, purple are from prefabs library - those should be only used when populating terrain/world
orange are prefabsEditable - special prefabs exposed to editor
Hey is there any way to really add collaborators in the workbench, or is there a certain way to get multiple people to work on the same project?
No, collaboration isn't available yet.
ouch
If you just want to have multiple people work on a project, you can utilize a repo such as git. Just avoid working on the same files.
im still a beginner in all of this so using tools like that is still very new to me
Might be worthwhile to watch some videos on using github. Workbench appears to have SVN support, but I've never used it and it doesn't have as much user friendly help as github does.
Had anyone managed to generate a custom export profile yet? When I try it just says it failed, is there somewhere I can check to see why?
How would i update my workbench conflict that i am working on because i am guessing a lot of the base game changed and i would like to update the gamemode i am working on but not sure how to do that
It's currently not working although there is fix to it available internally. Not sure when it will exactly land in public build though
Thanks for the reply, I looked into making one manually too in motionBuilder, so Iโll see if that works
If you could give a rough estimate for when it might be released, what would you say?
dunno, from 2 weeks to 2 months
I made an anim export profile for my bipod in a text editor
and it worked
but I just copied the m249 bipod export profile and added/modified joint names, so I guess I haven't technically "made" one
of course, you can make it in text editor. It can be bit tedious for more complex things like vehicles or creatures
Here you can find some details about export profiles
https://community.bistudio.com/wiki/Arma_Reforger:Animation_Export_Profiles
yep my bipod use case was like, super trivial
Ah okay, Iโll have to do some reverse engineering then, thanks for the help
Will the export profile be the reason that when I try to export it says there is nothing to export
Probably not, this rather means that you don't have any action ( https://docs.blender.org/manual/en/latest/animation/actions.html?highlight=action ) in scene
Ah okay, Iโll look into that when Iโm home
I assume this is something new to reforger that wasnโt in arma 3
does anyone know how to put a soldier inside the vehicle to be visible in cinematic , i followed the youtube instructions on how to make cinemtics from devs but it becomes invisible when i run preview
Can be 5 min, can be 20.
Anyone know where the new building menu is stored for the campaign gamemode i know in the old update you can change the buildings on the slots by editing the faction manager but im not sure where to find the new builds, i would like to add some building materials and change some of them
Hi, is there a video where explain to create a prefabs for the game master? (sorry for my english).
Thanks but i search a video tutorial
oh I don't know of any, sorry
It's complicated without a video, however thanks
I believe in you 
I am not sure if this is the right spot to ask this. Is there a way edit add damage risistance properties of clothing and is there a tutorial that goes over this? I didnt see anything on it in the faction tutorial.
not yet, those things will come with update which brings ballistic protection
Explains why I couldn't find it lol. Thank you so much.
how would i add actions then
this is an action right?
btw there is a fix for this i just did, if you make the folders 'anims' and 'export_profiles' in the right places, it works
yes
i have actions in the file then
since its Blender TXA exporter thing, we can continue in #enfusion_blender_tools if you want
yes
can workbench rename world files correctly?
there are a ton of files involved like the layers and terrain tiles and so on
So, I know there are no tracks atm but I thought to replace the first and last track wheel with a tire and animate the tracks. Anybody else building a snow map? ๐
actually there kinda is tracks, though not officially supported Spacestrider kinda has it working for his BMP.
Feel free to open the bmp3 and look how it was made
thanks @quiet garnet
has anyone figured out how to make snow yet? I would like it to fling snow rather than dirt for vfx
You can change the particle effect that gets thrown in the air if you look a the ground material
Hello people, so I'm having some issues when changing the UV Transformation to make an image fit inside a board, it works super fine but once I save it and restart the engine or upload the missions, all changes are saved but the UV Transformation is reset, then I get a broken image inside the board. Any ideas how to make the UV save the customs values for each image?
that's how it looks every time I restart my workbench, it saves all progress but UV values
Did you saved your changes to prefab? I assume you have assigned custom material to it
How can I change the view change key, which is NUM Enter. Because I don't have numpad, I can't look from 3rd person in workbench. I changed it in-game but it didn't change for workbench.
Press F10 while in game mode and change settings over there
Workbench and Game are no longer sharing settings
Thanks ๐
Why i can't scroll down to end on some files in WB? SCR_SerializationContextBin.c shows only 44 lines not 61.
i need use ctrl + a and ctrl + c for copy and see all in other editor.
SCR_SerializationContextJson.C same problem.
(read-only) -> (read-only half) ๐
You need to extend the window of the script editor the one in the middle drag it bit downwards and the scroll bar should appear at the right side.
Happened to me sometimes as well.
ah yes script window changes give scroll bar ty
So I see someone has figured tracks out?
hmm in Workbench play mode I don't see actions UI and weapon indicators
how did I turn those off?
nvm for those wondering I had two player controllers in the scene
yes rubber something
๐ฎ a refroger dev with a emote from frogger natation :3
How can i combine 2 prefabs into 1 prefab?
Uhhh, that needs an explanation ^^
Trying to select which navmesh file I want to use and I cant access any file other than the locked ones. I saved my navmesh on my pc because that was the only option the navmesh tool gave me.
@winged ether In the prefab editor when you have your main prefab open put your other prefab you wanna add into the hierarchy and then hold ALT and drag it into the main prefab better explained here - https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Editable_Entities_Configuration
Sorry here is better https://community.bistudio.com/wiki/Arma_Reforger:Prefabs_Basics
Is there a way to recover my files from a mod I published? I had a corrupt hard drive which resulted in me losing my original files? I do have a version of the mod, but its about a month out of date and a lot of work went in after then ๐ฆ
Obviously not mod are binarized when you download them. You can just recover script by copy paste them manually
Anyone know a fix?
need to weight the clothing to armature and import with skinning enabled under import options of the mesh
And turn the skeleton
Check here : #enfusion_model message
Itโs was for helmet but itโs the same thing for cloth
Thanks, Iโll try it out now
Does the bone count need to be 163 for say a shirt or a vest as well?
Check a cloth in game .xob
You need to have the exact same amount of bones like the base jacket present in game
That Worked, thank you
Perfect
this happens a lot during any random work
is there a way to set scaling for workbench apps?
does anyone know how to actually make my .xob structures interactive? when i go into game mode i walk through everything. I'm pretty new and have no idea what im doing lmao
You need to have a collider and a rigid body component
Depending on what you are trying to make try to take a look at some of the tutorials on the bohemia wiki
What would cause my mods TXO files to take up a large amount of space?
have you opened in TXT editor to see which segment is large?
Hmm seems like my colliders
I didn't even know you could look into a TXO, thought it would be binary like an fbx
https://community.bistudio.com/wiki/Arma_Reforger:File_Types TXO - Text base source file, XOB - Binary file
as a side note, FBX can be also saved in text format although you wont be able to import such file with standard Blender FBX importer
Interesting note
A turret will not reload if the Turret Reload Position is out of the possible rotation value of that turret
yes, because code is waiting till turret reached the designated angle
but it cannot, since its outside of limits
Ive been modeling the Falkland islands (Islas Malvinas) and whenever I try to paint a texture enfusion shits the bed. Any ideas on how to fix this?
someone know why my new hat is visible in First person
Your settings are wrong, take a look at one of the helmets materials
Just duplicate one to your mod and add an opacity map.
Yeah Zelik is right, same thing happened to me. You add the map and then there are two checkboxes you need to include. Can't remember what they are called but you can look at a base game helmet to find it.
what's the best way to create a duplicate of a mod with a different name?
Per tool is not working for me.
Goodmorning ๐ช
I am adding some buildings etc on a subworld of Everon.
Now i am trying to create a map so the buildings are visible on the map.
But the problem i have is that the forest areas are not green.
I tried so many "ways" to get it right, but the best i can make the map look is as in the ss.
Anyone know what i am doing wrong ?
These are the guidelines i followed (and my 2 screenshots):
https://community.bistudio.com/wiki/Arma_Reforger:2D_Map_Creation
This is the .tga (when converted .tga to png it's the same, no green)
Validate your installation of game and workbench
Would parachutes be possible in the current state of the game
Or would it be a waste of time perusing them at this moment
I'm 95% sure it's possible
it might not be very clean, it might be jank, but it should be possible
Looking for a commission I got a guy willing to throw the money
no because it wouldn't be legal
Nvm
@quiet garnet is it the textures that are changing with the bmp3 around the solid track? You used a spline? I tried to animate in 3dmax then exported as fbx and when loaded into enfusion or blender the centers are changed. Do you know a fix?
The tracks use a texture on a simple mesh
the wheels broke out of the track when imported
this is just rotating each individual piece on a path spline
how did you get it to move? I can't open doors of it, but can warp in right and drive it in 3rd person?
there's no spline path thingamabob in enfusion, the tracks on the bmp are just a mesh the shape of tracks and the texture on the mesh scrolls
you can open the bmp addon in workbench and see for yourself
oh awesome thanks, and is it possible to warp in pressing f and drive it in 3rd person?
i need to add the engine component and all that right?
like how do i make it drivable
by warp in you mean just teleport instead of animating entrance? sure I think so but not sure how to do it for cars, I did it for my static gun zu-23 but I actually forgot how I did it
yes
I think I just pressed random buttons until it worked
for drivable yes you'll need quite a few components, there is also a sample car project that can help you get started
the github one?
yessir
ty sir ๐
Would it be possible to save/keep the last used/edited behavior trees of the behavior tree editor?
Like the way how it's done with the script editor files so you don't alway's have to re-open all the .bt files you need after workbench crashed/restart.
peertool launch params cant handle spaces still?
if a mod has space in name it won't launch
"Hey everyone, I'm experiencing an issue with [describe the error here]. Does anyone have a fix for this problem or know how to troubleshoot it?"
21:34:05:274 RENDER (W): Incorrect call of AGS library (amd_ags_x64.dll) functions for ATI vendor, system info not valid
21:34:07:759 RENDER (E): Invalid copy queue fence value (complete = -1, expected 11), GPU crash is likely
21:34:07:759 RENDER (E): Render error (-2005270522 = 0x887A0006): The application's device failed due to badly formed commands sent by the application
21:34:07:759 RENDER (E): func: m_pD3DDevice->GetDeviceRemovedReason()
21:34:07:759 RENDER (E): C:\jenkins\cpu\workspace\continuous_branches_stable_0.9.7\Enfusion\Enfusion\src\render\enf_rendmainimpl.cpp(791): enf::RendererImpl::EndFrame
21:34:07:759 RENDER (E): Device removed, reason: DXGI_ERROR_DEVICE_HUNG
21:34:08:592 ENGINE (E): Application crashed! Generated memory dump: C:\Users\user\Documents\My Games\ArmaReforgerWorkbench\profile\ArmaReforgerWorkbenchSteam_2023-03-21_21-34-08.mdmp```
nvm found it. for the next person:
If you're having trouble with the crash above, you can try the following fix:
- Press the Windows key + R on your keyboard to open the Run dialog box.
2.Type "regedit" (without quotes) in the box and click OK to open the Registry Editor.
3.Navigate to Computer\HKEY_CURRENT_USER\Software\Bohemia Interactive\Arma Reforger Workbench in the left-hand pane.
4.Look for a key called "lastSessionFilePath" within the "Resource Manager" folder. Right-click on the key and select "Delete" to remove it from the registry.
5.Close the Registry Editor and restart Arma Reforger Workbench.
This should resolve the issue. However, be cautious when making changes to the registry, as incorrect modifications can cause system errors. Always make sure to back up your registry before making any changes.
how do I disable fps limit in workbench?
I tried to go into the ingame video settings inside workbench play mode but it didn't uncap
today I've experienced a crash when: closing world editor, saving a particle effect, saving a config file
hopefully in the future the tools are a bit more stable
Can I run conflict of nations with gm
Workbench > Options > Workbench > FPS Limit
or
"C:\Users\User\Documents\My Games\ArmaReforgerWorkbench\profile\ .save\ReforgerEngineSettings.conf > MaxFps OFF"
The 1. option will make Workbench run in max. FPS even if not in-game.
lol I get uncapped FPS when the viewport is not visible
Yes that's the 1. option i gave you.
It will kind of make Workbench always run with full FPS.
I only got notice of it by checking my CPU/GPU task bar monitoring stuff by chance.
did you see the video? it consumes my entire gpu and removes fps limit when viewport is not visible
doesnt matter what settings i have
This is the 1. option right?
yes fps limit is off
The Workbench PFS thing.
Yeah.
Did you test with just MAXFPS OFF only?
"MaxFps OFF"
Guess the one you just showed is bcuz of the Workbench > FPS Limit
I did clear settings and now it no longer consumes my gpu when not visible but it still caps on 60 when looking at it
max fps is off
its a bug I guess, I'll try again in 2 months
Oh okay i got what you mean.
You try to change viewport max. FPS while not playing.
Hmm... Mine is locked to 60 as well.
Will change to 75 as soon as i hit play.
somebody have experience with refueling car system? i didnt find info about how config that part*
hey, is there anyone working on a fastrope system?
Not until we get anims for parachutes done more than likely. But i've done a little bit of testing, nothing major. Shouldn't be hard to implement
How do I install the tools if they are unlisted on steam
do you have Arma Reforger on Steam?
I figured it out
Yea I had to enable mine up toward the top to be able to see them
Would it be possible to have "Skip Time/Time Acceleration" assigned to hot-keys like in previouse games?
Messing with the Diag Menu for this all the time is pretty time consuming and somewhat annoying.
So i am trying to modify the ammo depot prefab like I have done many times now but when I go to Create/Update selected editable prefabs i get this error all of sudden
SCRIPT (W): BaseContaier.GetSourceAddons: invalid filesystem index (4294967295) for resource 'Prefabs/Compositions/Slotted/SlotFlatSmall/AmmoStorage_S_US_01_Campaign_RedsArlandV1.et'
SCRIPT (E): Unable to create directory '$ArmaReforger:PrefabsEditable'!
Not sure what I am doing wrong as I have done this many time and already have the file structure set up with many other editable prefabs already in there
try to restart Workbench
i dont know why i didn't do that first....thank you
Hi, is there a way to make grounded equipment not disappear on Game Master?
as in items and stuff? you may need to create a mission that has the garbage manager disabled
Ok thanks
One more thing, is there a way to make the crates reversible? Meaning you can put the taken items back in their chests?
can we like get a fix for this????
i work on terrain for 2 hours, click save. tools crash with this error
been happening for months
has not even been addressed
@bohemia.net
then have to go back and redo all the terrain i edited..........................
@earnest prawn
i know im not the only one that doesnt have a D:/jenkins
still crashes
and does not save terrain
has there ever been an official response to this error @drifting ledge that youre aware of?
gotta say its the most annoying thing
i hit ignore, still crashes. heightmap edit doesnt save
im not sure where to look, but has this error been addressed by bohemia yet?
I get this in the game at least once per session
I press it 2-3 times after adding a ; at the end of a line.
this is why development takes time
I don't know why I press ctrl s multiple times when one is enough 
can you revert back to a previously published version of your own mod?
trying to figure out why after i made changes it bundles fine then publish progression bar never moves and i have to hit abort (no error message except aborted)
keep in mind that in current build, Workbench will get stuck at 1% if change notes are over 100 (or 1000, I don't remember it exactly) characters
how to clear change notes:
?*
I show none when the screen pops up to bundle/publish
i actually can't publish anything i tried something else and it got stuck at 1% which is 1% further than i got with the mod i want to publish
and did you rebundle thing when trying to publish?
yes and was bundling fine now in fact it gives a failed to save error
If i completely delete workshop and my mods of the PC when i reinstall workshop will i be able to download my projects again?
Hi, is there a way to make the crates reversible? Meaning you can put the taken items back in their chests?
what error do you have?
they will be read only so you won't be able to modify them
Very frustrating lol now I have to start from scratch and hope I can publish wow
what errors do you have?
in any case, please avoid posting same message in multiple channels
he was saying the publish progress bar didnt progress without any error messages
#reforger_workbench message he said something different later
ah I see, sorry
I did experience the stuck publish progress bar when for example a dependency was added to addon.gproj twice
This is why you should make a git repo
I was looking for an instalation guide / dev set up for workbench / but couldn`t find one , https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Guidelines/Official_Tools
anyone know of a good one ? IE pertaining ti the create new project and whether the file structure is significant in terms of workshop release and files structure / namespace etc ? CHeers in advance
Is there a way to download image edds file from other mod?
no, extracting assets from other mods isnt allowed
Is the HP Max for vehicles still not available in workbench? I am going through the BI Car Modding Tutorial, but some of the settings for Vehicle Damage Behavior component don't show like the guide describes?
I was making a video to help my unit get familiar with workbench. The part I am talking about is at timestamp 00:08:15
Part 2 of my stream of me going through BI Studios Arma Reforger Tools Car Modding Tutorial! This part covers the Components Overview and changing the damage behavior for the vehicle. Please like/follow/subscribe if this helps you and leave a comment if you have any questions! Keep an eye out for following videos and sections. I will re-record s...
If someone could tell me if I am doing something wrong, I would greatly appreciate it.
I am not sure if I understand what you are asking for exactly, but as far as the asset tutorials go, each one goes over the file structure at the beginning. It is pretty straight forward and you can usually organize your new files/duplicates/imports in the same order as the base game files (under the ArmaReforger branch). I think the guides available are enough to answer your question?
well i thankyou for the response , what i was reffering to was ,when you for example dl the samples and import them to your workbench they have a pre defined path . however if youy edit that sample and re import , the fil;e path seems to alter to the new path ok , but the tool no longer recognises it in terms of the overall addon . IE the rpm sound ofr the engine .acp no longer works or is recognised in dbo /arma samples once reimported even though the meta file reads correctly
Ok, so you use the import/add button. Then you are reimporting for some reason, and then it changes the file structure/location? Is it crashing? Are you getting a consol error that the file is not found?
one sec ill get the report
Where do you put the file from the sample download? I remember having trouble with the asset display world from the samples when doing the weapon modding tutorial. I think I fixed it by changing file location. I don't remember where or exactly what I did atm.
file goes to dbo /dbo_samplecar i delete the meta and reimport for the sound files but it says cannot find ... .the file name omits dbo/
butif i do C:\Users\pcname\Documents\My Games\ArmaReforgerWorkbench\addons\dbo_appocar its ok
if i do C:\Users\pcname\Documents\My Games\ArmaReforgerWorkbench\addons\dbo\dbo_appocar
its not
Dbo_appocar is your project name, right?
im editing dbo_appocar obviously
its the folder name of the object yes an ecact vopy of samplecar_01
sorry about obviouslyt i typed before your question
No worries
Just to confirm, you have created a new project and are trying to import this sample car? Sorry I haven't messed with that yet, I don't know the answer, but happy to try to troubleshoot with you.
What is your new project name?
well my aim is to establish my DBO prefix in my addons and create a namespace so all my vehicle /world /character addons can be associated as per arma world methods . however when i create aq project DBO and then with in this put samplecar etc and then reimport the metas , they seem to have bad paths
thyanks BTW i appreciate your help
I've seen that there is a sample car in the git hub, but haven't looked closely at it. So are you importing all the parts separately to your project? Importing the .xob file, .emat files, ect and putting it all together? Or are you trying to just import this collection of files as it was when you downloaded from github.
i am trying to edit that sample car to dbo prefix , however it seems somewhere there is a set of rules that tell it a predefine d folder structure almost formatted , when i change it to dbo /sampole_car01 it breaks , so im wondering what the pre requisite to a create new project is
So you have the sample car working and you can use it in workbench before changing this prefix stuff you are talking about?
yeah sample car works from the files however when i want to cvreat a DBO/myowncar based on sample car the thing breaks , i r e impor the meats and files to repath and the sound goes
so im asking what is to set up workbench with a prefix of DBO/
currently it add armareforger and reforgerworkbench
when starting the tools
send a screen shot of your file explorer with this setup you are talking about. I think I am starting to understand what you are getting at.
So you want this inside your "prefix" file?
I may get what you mean now and if I understand right, I might be able to explain what you should do instead.
MY god ive sorted it thanks , it was the old projecvt file reffering to an old file path , i deleted the whole of the tools and re downoladed
PRj file or somethign was related to an older file structure
lol alright
J.Soren
cheers mate
https://www.youtube.com/watch?v=eRDkj4-rOS0
DBO usernamespace test
cheers
J.Soren
Open the sample car project, goto workbench options and change the name and ID to whatever you want.
Then use Utilities Generate GUID and change the guid to a new one
that is what I was going to get to. I was still trying to figure out what he was doing
we need to update that wiki page :
Well, you're not really supposed to be using someone elses entire mod as your own. That's what dependencies are for.
well you are supposed to be using the samples as a basis and changing the models and moviong the bones and retagging
you want people to remake rpm and mph bones for anew jeep everytime ?
copy pasta make sense sometimes
thats what tutorials are for
same thing they made them and you use as a dependency thats the whole point ?
only i was retagging to mt namespace
you're not using it as a dependency though, you're using it as your own mod.
there's a difference
yes as my own template in my namespace rather than samples
no difference
armar reforger samples begats dbo
No need to argue, it is a sample so you can use them in your projects. It is good to give credit to the creators and it is in bad taste to say it is all your own. You can do this in the mod description.
yeah everyting was fine i dont see how suddenly its an issue
Not saying you were doing that
idgaf what you do, just letting you know that using an entire mod as your own probably wasn't the intended use of the samples.
but just take note. Some people don't know the etiquette or knowingly claim samples/ripped stuff as their own. Zelik is just giving a warning.
"idgaf" well i think at this point we leave it
not sure how that relates to our discussion ? i am trying to repath so i can edit the sample in my namesapce
foe example sounds https://www.youtube.com/watch?v=eRDkj4-rOS0
DBO usernamespace test
cheers
J.Soren
McNuggets Away !!!
testing the grey matter in a new environment
Hey, is there a mod with different pop up targets? All I really need is an unarmed target
Just keep in mind that main thing which matters are guids.
Is there some good references ?
Guids are stored in meta files. Guid is global unique ID and is generated based on filepath and name and then stored in meta file
Once it is stored in meta file you can rename it and move it anywhere in project and it will keep it guid
Samples are for reference - not as template - so you can verify and sometimes reverse engineer things which you don't understand from tutorial
on that note I think it'd be helpful if we could have a move functionality that also changes the GUID, sometimes I duplicate files in directories that may not be as safe as some that I would make
or basically a regenerate guid button that would update all references also
the best way for me to avoid conflicts with other mods is to create directories with some more unique names like Prefabs/Weapons/BaconM4
unless there are plans to take the mod name or something into the GUID generation
There are since 2 years... No idea when it will finally happen
I guess at that point you'd have to track overrides elsewhere or make it so overrides ignore the mod name like now
but... there's a lot of conflicts happening because of this
idea was rather simple - it was supposed to generated GUID based on file system + file path + file name
instead of current file path + file name
Hey how do i change the weather when i am editing a prefab, its always raining in mine and i just want clear weather
Maybe you missing "Prefabs/World/Game/TimeAndWeatherManager.et"?
Well thatโs a start . In terms of sample I think on order to create a vehicle temp itโs sensible to have that sample in my namespace so when referencing on for example DBO_car itโs in the same project and visible this is essentially why I wished to move it and have it working for reference but it seems unless I GUID as I now know it wouldnโt accept change . Iโll try all this and let ya know cheers
I didn't understood last part - could you perhaps rephrase it?
You can load sample mod along your own addon via context menu option in enfusion workbench launcher. Just click on your Addon with rmb and use option to load additional Addon
No i mean when i go to edit an entity it takes me into a flat grassland world but it is raining on default i just want to set it to clear weather
Also, when you have separate Addon loaded along your own, you can use duplicate to functionality which is quite powerful https://community.bistudio.com/wiki/Arma_Reforger:Data_Modding_Basics#Using_.22Duplicate_to....22_function
What Iโm trying to say is , letโs say we have the DBO car in the project and the sample In itโs project . So in theory we have 1 perfect sample we know works and w e have DBO that will hopefully work . When I for example change a sound on the perfect sample and reimport it. The sound no longer works. Even tho I matched the mono 16 bit wave But if i just open the sample on its own and no addons any changes I make are accepted
So my preference is no addons just DBO environment
GUID seems the way
Letโs see
I don't rly understand what you are doing.
Whenever i edit a entity i just get a empty world.
However in world editor top tool bar in the middle of it is the "Sun & Cloud" icon maybe try edit something there?
It is all blank there and whenever try to change anything nothing happens
That's weird, did you deleted meta files? Do you have any errors?
Is the map your own or a vanilla map?
Are you trying to edit map placed entity's or by duplicate/override them?
Not editing any map of any kinda I am creating a prefab
It isnt impeding on my work its just slightly annoying
After import it is saying the file not found in the new path given by the new meta file after reimport . I tried with engine.acp and a new piece of glass for the ear window and it happened each time let me spend some time with GUID knowledge and as addon again and see if I make progress
Yes i understand i'm just wondering why you end up in a ( grass ) world instead of a empty world to edit/create a entity/pefab.
If you are in a world with grass and rain this means there must be some managers on the left side and all the "PPEffect" stuff right?
Also there should be a so called "TimeAndWeatherManager"?
It is a slotted entity so it gives me a small slot outline to build in and no there is no weather manager in the world and if there is one it is locked but I think it is that tab in the top I just donโt know how to configure it
You can try to click the + and use "{145430BBF1620448}Terrains/Common/WeatherPresets/StateMachine/WeatherStates.conf" as config.
Yeah you should not delete meta files and change things in text editor as a beginner
Well I just reimported the file and the tool created the meta so I was hoping the tool would apply the path :). However it seems it doesnโt
Im a learner tho so letโs see In 2024 ๐
Where can I commission a mod?
Thx
keep in mind arma mod tools cannot be used for commercial purposes, so if a modder charges you for a mod they are not doing it legally
Bumping this question I asked a couple days ago and got buried. Does anyone know if the HP Max for vehicles is not available still? I was following the vehicle mod tutorial and what I saw in workbench didn't match up with the BI Studio tutorial.
Am I doing something wrong?
Hi, is there a way to add dependencies after i created my project?
I started making a map pretty long ago and now want to use custom objects, but since im planning on releasing both separately I cant just load the objects into the map project.
yes, in File -> Options in Workbench once you launch your project
in the workbench, or world editor? Because in workbench (the overview thing where you can open all the editors) i dont have the file option. In WE I do have it but it doesnt have the Options option?
found it, thanks
ok. now how do I find my object? When searching the name in the resource browser in WE it doesnt show up
Restart workbench?
aha! Now im feeling dumb again ๐ thanks
Hello, has anyone managed to solve the nametag problem? After installing the "Pastas Nametags" mod, I can't get them to reappear anymore. I already tried deleting all mods but to no avail.
have you spoken to the mod creator?
No
what was the key to activate cursor to use diag menu during play mode?
is improving tools stability a priority? Workbench crashed like 8 times in the past hour trying to make a mod
There is a cursor? I just navigate it using the arrow keys, enter and return
how do you move the windows with the keyboard?
right now I just activate the pause menu to get cursor to click and stuff
I did not know there are windows ๐ Most of the debug stuff i used was just toggle options on the top left of the screen
ah, I mean for this stuff
Damn that is sick, the more you know
Yeah the "Diag Menu" is a game on it's own.
it is quite frustrating to do work in workbench when it does things like crashing when I close the procedural animation editor (sometimes)
Where i can find a list of #AR command?
In script editor
Indeed -.-
Close a xob, crash
Wait too long to save, click save, crash
Maybe this fit's it better: https://discord.com/channels/105462288051380224/292271129303842817
Thank you!
I tried to add a dependency to my project, closed and reopened Reforger tools, opened my project again and lost it all however the actual file is fine and has all my stuff still. I published it to test and now I can't remove it or change it. Any help?
Probably you broke dependencies in gproj and Refoger launches in safe mode, meaning without your mod
You can search here how to fix it
How to put environment probe with probe volume in building Prefab? If the probe has any parent it doesn't work.
building volumes come from the model I believe?
Per wiki, one volume per model, additional volumes and their probes should be added in workbench
someone know why my enigne is crashing when i open a asset ore switch to an other tab
Is there an easy way to allow the player to use their own weapon while in a vehicle?
I'm gonna say yes because it might be possible to make an animation graph handle this with aiming but my knowledge about animation in reforger is very low so someone more experienced will probably correct me
But you'd need a custom animation graph thingy, right?
I think so
I know nothing about animation, any idea how much work this is?
for me it would probably be weeks - for someone that already knows how to do this probably days
I'll probably hope for an official implementation then.
I can create projects but as soon as I go into world editor, particle editor, sound editor, animation editor it will crash...
what's your graphics card?
Rtx 3060
if a driver update doesn't fix it I would try resetting workbench settings by deleting Documents\My Games\ArmaReforgerWorkbench\ profile
ok
Thankfully i only need World / Script and Behavior Tree Editor and somehow those work fine for me.
However Audio / Particle and Animation Editio for whatever reason never worked for me.
Sometimes i can open them for 5 - 10 sec. but than they will crash.
For me it is like this since day 1.
When i'm messing with layouts it always crashes as well...
No clue. 
Do workbench projects have to have no spaces in them?
no, they can have spaces
Anyone here know where I can find a arma skeleton for modding. I have clothing items and a plate carrier I want to add and so far I can only add the helmet and nothing else will sit on the character properly
ENTITY : SpawnEntityPrefab @"{3001595FE0D14B45}Prefabs/Structures/BuildingParts/Doors/DoorSet_Village_E_01_R_INT_COV_B.et"
WORLD : InitEntities 'world'
ENTITY : Init entity @"ENTITY:2305843009213700763" ('GenericEntity','Assets/Structures/BuildingsParts/Doors/Door_Village_E/Door_Village_E_A_RIGHT_INT_COV_B.xob') at <14789.978516 66.441002 9529.118164>
RESOURCES (E): Trying to register more doors per portal! Max supported doors per portal are 2.
getting that error for vanilla building, ive not made any changes to it
I'm currently experimenting with things related to the SCR_BaseCompartmentManagerComponent and got it to work correctly in Singleplayer.
However, as soon as I try to get into the compartment as a client, the camera and player will freeze and can't move. When the client is killed and respawns, it works fine.
Does anyone have a possible explanation for this behavior?
The only explanation I can think of would be that it's related to the animation loading?
But the VehicleAnimationComponent is configured exactly the same as otherwise, I'm just not using the vehicle the animation belongs to.
In script editor, i don't find
Also, if the server sits down first, it will also work for the client on its first time.
Another find, pressing Q/E when you're stuck will fix it and maybe it work. Still no idea what's the actual cause.
Hello - sorry in advance im still new to this. If i wanted to import prefabs/objects from a mstrcut json scipt what would be the best way to go about that in world editor? on GameStart script on the GameMode prefab? i see there are json handlers but im having some trouble calling the SCR JsonStructHandler that looks like the main script to use - essentially if i already have a collection of solo GM jsons whats best way to import that into scenarios?
There's the Import Objects tool, but it works with CSV files. If you can easily convert your data from JSON, using it instead would probably be the least work.
Or do you want to specifically spawn them at runtime?
nope does not need to be spawn at runtime
Then, as I said, I'd suggest looking into converting your files to the CSV format used by the Import Objects tool.
If you'd rather write a new plugin that works with your a custom JSON structure, you would use the World Editor API for that.
I think I figured out the reason: I was using SCR_DestructibleEntity, as soon as I switched to GenericEntity the issue disappeared.
Still, I'm wondering if there might be another fix for this, as I specifially want to use SCR_DestructibleEntity, and it doesn't seem to be a huge problem given that you can unfreeze yourself by just pressing Q/E.
How do I find what adds a particular script into the game? For example there is class SCR_MapDrawingUI: SCR_MapUIBaseComponent. I assume something has this script as a component. How do I find - what is that something?
Whenever i need some more in-depht data from something i use the Script Editor debug esp. breakpoint feature.
It will spit out a lot of useful additional stuff to work with.
Not rly an direct answer to your question but something you may could use to get closer to it.
https://community.bistudio.com/wiki/Arma_Reforger:Script_Editor#Debugging
How do I add a prefab as a child to an overridden prefab? It doesn't want to save the child 
https://community.bistudio.com/wiki/Arma_Reforger:Prefabs_Basics#Adding_entities_to_prefab alt key is the key thing!
Why is that not the default behavior?
Like when would you ever not want to use the alt key?
When you just want to drag objects from one collection to another?
But dont you want to add it as a child there?
if you want it to be part of the prefab you add to prefab, if you want it to just happen to be a child in your world then just add it as a child
I guess if I want to add some more furniture to a particular house I don't need to make it a prefab
Ohh you mean in the normal world. I was thinking about the prefab edit world
yea, I think it's still just a world
just a minimal one to edit prefabs
but you can also edit prefabs in your actual world
its the same thing
I though you need to go in the prefab edit mode but yeah its just an empty world and you can do it in the normal one
Makes things a lot easier ๐
same alt key works in a "regular" world, for general changes I like doing this to make sure I am editing the prefab and not the instance in world and I don't have to press apply to prefab later
Yeah I do it the same way ^^
although I would warn that this may not be the greatest of ideas because if you have unsaved changes in the world and you click something in the prefab that makes the engine instantly crash you'll lose your unsaved changes in the world
happens to me more often than I would like
I spam ctrl s after everything ๐
This is the way
This is the way
I noticed that vehicle inventory items are apparently all visible below the vehicle, for some reason, like the backpack in this case.
Is there any easy way to change this? I think it looks a little weird.
when the game starts they get hidden
This did not happen for me, is there something I need to configure?
Or some conditions that might prevent it?
hmm no they disappear for me
I remember flashlights at some point didnt disappear but now they do
I guess I'll recheck then, but when I played yesterday, they were definitely still there
Was in an uploaded mod as well, not even in the editor
On the topic of, do you know how to turn this feature on? When properly configured it will be pretty immersive to actually see the ammo boxes etc in the vehicle.
I dont think you can control the location of the items. Ive always seen them show up at the origin
Those items are inside a storage component so not sure there is a way. But you can have an ammo crate that is a child entity and it should remain visible
Hi all, I noticed that if I try to put predefined objects inside a backpack (initial storage), it works perfectly on the scenario, while on the server the objects are seen at the player's feet. Is there a way to test if everything works as a server without having to publish?
@neon ore I did it
you could try with Peertool, you'll need to configure it #1052567632148181002 message
Is an app?
plugin in world editor
Help
I've done my 1k I can now quit
Ah ok, thanks
I wish I could pull the number of hours I've spent in OFP out of xfire or something I'm sure it'd be a number that would make me feel worried
lolol. I have only 521 hours in workbench, but 730 in Reforger itself. Hotly anticipating the release of career mode/matchmaking, such that the whole world can see I am the King of Conflict, if not the the King of Workbench.
the KOC
Am I misunderstanding what the Register Placeable Entities plugin does? I am trying to use it to generate placeholder images like the faction creation tutorial describes. It doesn't seem to be working, has anyone had success using this to generate placeholder images?
Here is the link to the BI Tutorial: https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation
I really really don't want to have to go through and do placeholder images and change the description of every placeable entity in my mod...
Is there any chance this doesn't work if a prefab is duplicated/inherited?
I know this is crazy old, but did you ever find an answer to this?
Sorry man, I think I did but I donโt exactly remember what I did.
I have the GitHub repo but I donโt think that would be much help unfortunately
@cloud zenith@remote estuary@quiet garnet
Now this make's me feel a lot better about my time spending with Workbench. ๐ ๐
You should check "Experimental Tools" as well at least i have an additional 570 on it as well?
I don't delve into experimental as normally it's just a pain
Me neither. Lol
Yeah guess only reason why i have them is bcuz of the beta build i was testing which was part of the experimental branch.
yeah, I don't think it would. I will have to mess around with it some more. It is comforting to hear that it did work as intended at least. Did it populate the place holder images for you?
Hey @remote estuary I apologize for the ping but may I pm you?
do you have any errors in Log Console?
so what's the difference 
Anyone knows how to see the list of all localized strings in the game?
Anyone can tell me how can modify the prefabs ( vehicles ecc.) Of installed mods in workbench? It's possible with the original things but not with the installed mods ( ex vehicles, weapons ecc.). Or it's possible to unpack the installed mods? I wanna use the installed mods just a point of start.Thanks
You can't see base game string tables
You can modify prefabs but not models as any source file is removed upon packing
First when you launch the tools in the bottom left you would add existing to add the mod to the tools. Point that to the gproj of the mod you want to alter.
Then you would make your own mod and make the mod you want to alter a dependancy.
From there you can either override, inherit, or duplicate prefabs to your mod and alter them there
Thank you! I'm not sure to understand how to add mods to the tools but I'll try!
So no possibility to have the models from the mods to use as starting point?
No, you can't get access to the models people use, you have access to the xob file, just not the fbx.
Clear thanx
funny thing about the string tables is they are evaluated in places like player names so you can use the footer/legal disclaimer as your nickname
takes up the whole screen when you use a mic (well, in width)
Does the Exit Effect Prefab of a explosion effect on a projectile even work?
yes, not reliable though
Hmm I had to put my prefab on both the effect and exit effect for it to work.
I'm assuming it has the same issue as all projectiles in the game where it is highly unpredictable
No, no errors. The config file shows up, but nothing changes with the prefabs. I triple checked they have the correct faction assignment in the faction component for each prefab
Do you have any errors related to preview images?
what does Log Console print when you run plugin?
No errors, nothing on the log console. It just processes for about 1 second and then the configuration file that I selected opens
maybe, but it was quite a while ago and I dont work on it anymore so im not sure
I'll take a video of what I have set up and the process tonight. Maybe someone can recognize what I am doing wrong.
https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Editable_Entities_Configuration so you did it according to those instructions, right?
Yeah, but I will go home and redo these steps again tonight. Maybe I didn't do the right thing with the place holder image. Not sure if duplicating instead of overwriting would cause an issue.
Ok so I went through it again, and I fixed a couple things that I did wrong the first time. Now I am running it and it is actually giving me a loading bar, and the image placeholders for the character prefabs are updating... but they are all updating to the image that I put in the placeholder in EditablePrefabsConfig.conf. None of the icon's are automatically updating for each character either.
I am also getting a ton of errors. These are the most common:
SCRIPT (E): Unable to create directory '$ArmaReforger:PrefabsEditable'!
RESOURCES (E): Resource GUID does not exist in @"scripts/WorkbenchGame/Editor/EditablePrefabsConfig.c,960" for property m_Target resource name @"Prefabs/Weapons/Tripods"
RESOURCES (E): Wrong&patched resource GUID in @"scripts/WorkbenchGame/Editor/EditablePrefabsConfig.c,960" for property m_Target resource name @"PrefabsEditable/Auto/Compositions/Eden"
GetResourceObject @"{1C2B9F26B24C43D5}PrefabsEditable/Auto/Compositions/Slotted/SlotFlatMedium/E_FiringRange_M_US_01.et"
WORLD : Entity prefab load @"{1C2B9F26B24C43D5}PrefabsEditable/Auto/Compositions/Slotted/SlotFlatMedium/E_FiringRange_M_US_01.et"
RESOURCES : GetResourceObject @"{C7F5CEBF0D271697}Prefabs/Compositions/Slotted/SlotFlatMedium/FiringRange_M_US_01.et"
WORLD : Entity prefab load @"{C7F5CEBF0D271697}Prefabs/Compositions/Slotted/SlotFlatMedium/FiringRange_M_US_01.et"
RESOURCES : GetResourceObject @"{20C4EE7EC255E5D8}Prefabs/Compositions/Misc/FiringRange_US_02.et"
RESOURCES (E): Failed to open
most of these errors are repeated over and over
RESOURCES (E): Resource GUID does not exist in @"scripts/WorkbenchGame/Editor/EditablePrefabsComponent/EditablePrefabsComponent_EditableEntity.c,640" for property m_ImagesDirectory resource name @"UI/Textures/EditorPreviews"
images are generated in another step
ooohh ok, I thought this was generating the images. I misunderstood. So in EditablePrefabsConfig.conf, do I replace all of the placeholder images with one that I have a registered .png source present? And it doesn't really matter what that is, it just needs to have a .png source? Am I reading that correctly?
I have just been using a icon I made for my faction, I can drop this into all of the placeholders spots and then run this?
No, it's generating place holders so 2nd plugin can generate images
I did not find a channel for troubleshooting on the reforger tool, I ca there (ping me if it is not in the right place I will change).
I have a problem with some custom prefabs that I have created.
I have created a custom prefab with several buildings in it, when I export the geometry data for the 2d map, my buildings do not appear.
- How to make them appear knowing that they are children of the prefab ?
I put an angle to this prefab once placed on the map, I wanted to select the child entities and copy and paste at the same place except that the copy and paste changes completely the angle of the buildings - How to remove the children of a prefab without the copy and paste doing anything?
The main goal is to have the buildings visible on the 2d map
waiting for your answers ๐
it's work fine for road generator (juste change emat and road main) but for building ....
So I rechecked and it appears that they are only visible for clients, just not for server.
Any idea what might be the issue?
Another issue I'm having is that clients apparently can't move the gun on the M998. Shooting works, for the server it works both, for the M15A2 it works, but you can't move the one on the armed 998.
Guys, one question.. Is there a "#AR" command that shows the player's name?
Nobody had solution?
Anyone able to help me with the darn editor buildmode.et? I just want to have different vehicle maintenance bays and I also wanted to add an AA gun prefab I made to the truck build menu but still canโt get my world to recognize the et I edited so my prefabs show up
Any help would be appreciated been stuck on this giving up then returning to it for a few weeks now lol
Are you overriding the buildmode prefab?
Going into the reforger folder editor and instead of duplicating to project you mean overridden in project yes Iโve hit that
If theres another way to override then no
That's all I can think of for it not working
What's the difference between your prefab and the ones currently available?
Made a cool bunker emplacement that looks better and has more function than the simple one they let you place. Also want to modify vehicle maintenance bays to spawn Vicโs outside normal area
And honesty i want to make my very own ammo depot and remove the stock one etc to many ideas lol
I guess you could just override the existing prefabs
deleting prefabs in override mode is rather tricky process
Nobody know?
it's a string table, not commands, it's just a database of premade text
Ok, but i don't find it
I'm entered on the editor string but i don't know what search.
Fixed it.
Well, not really - but I still like my solution. :)
How does one add items to am arsenal box?
Question: would it be possible to have NVGโs in the watch slot?
Instead of having them super glued to our helmets?
it be possible create a new slot?
Yes
This is thanks to a mod Zelik mad I forgot the mode name but it has something to do with extra slots and Aussie is using it as a dependency on his current project. Even earpro is interchangeable
mod name?
Zeliks add on slots I think idk and I canโt confirm rn but Iโm sure itโs something like that
It doesnโt add anything just is like a framework of sorts for those who are getting their modders to make gloves and stuff their own things
what do you mean by it doesnโt add anything?
It doesnโt add anything physical it gives extra slots like in the photo I showed.
Thatโs all
also, please read the description of #channels before using these
so it adds changes the inventory system. Thatโs not nothing (the extra slots to the inv. system - but these needs to be taken into account by the other mods setting these up and using said mod as a dependency)
I know I was just referring to the mod itself and even the mod maker (Zelik) Said it doesnโt come with anything other than the inventory system. I didnโt mean it as a The mod doesnโt have anything in it. Itโs just kinda a framework mod that other modders can use when making their own mods for extra customization for the people using the mod is all thatโs what I meant.
have you checked it in the workbench (the topic of this #channel) to see how it works?
Yes it adds extra slots
I have it installed too
workbench = bi toolset for enfusion/ reforger btw (pc exclusive)
Oh no Iโm only a console player
It's a mod for modders only. Adds slots that you can use to equip different items. Just change the equip area of the item but it has to be done from the Workbench.
Instead I can't understand why I don't see the players' GameTags anymore. They disappeared on any unofficial server I open.. Boh..
In official server Game Master there are..
Is there any mod that makes different controllers compatible, like joysticks throttles etc? I donโt know if itโs possible I just would like to use my joystick on reforger.
are there any plans to help modders debug issues for xbox?
I guess the goal is for the environment to behave the same way on both platforms, but until then some way to at least fetch logs for modders? could some script debugger/profiler be attached to the game through a http port or something?
could the game save logs on some kind of external storage connected to the console?
so many questions
Could you tell me why such an error could occur? I drag the FBX format model and it gives me this error.
have you tried to put it that model into your project and then use register and import on FBX inside workbench?
Also, I think currently there are some issues in retail with mods which are located in one drive folders - best would be create your addon outside of one drive synced folder
The problem is that I am trying to import an FBX format model into Workbench and I encounter this error
It does cause some hang up if it's on active sync folders. Turning the sync off has helped me in several other applications.
?
not that I know of
you'd have to do some hacky stuff like make it simulate an xbox controller
Yeah thatโs what I thought
CAN IT BE DONE?
anyone know why the mod configuration framework would be crashing and failing to load?
AR update broke something and hasn't been fixed yet, incompatible with other mods, could be anything without any additional information about the crash
trying to make my own faction and would like to use other mods as dependencies, but not sure how to go about doing that, any help?
Hi, what do you mean by faction ? I assume you'll need to start a new mod in the workbench with dependencies ticked
yes but say i wanted to use clothing from someones mod for my faction? how do you do that
little question how can i give a prefab a bigger hitbox (not destructible) lets say i want to make a flash light into an item to hold but its bigger and not supposed to get shot through .
another question i just uploaded a test item now i have downloaded the mod of the workshop but i cant find it anywhere any ideas?
can't find what? on your PC, the contents? etc
i have added it to the spawn menu but asoon as i go in gamemaster i cant find it anywhere , not in menu not in arsenals
is there any dependency to another addon?
negative
have you checked the logs?
its a prefab made into something else and renamed , then added to the spawn menu under its own name
i followed what the wiki sayd
can i ask you one more question pufu ?
how can i force an item to use a collision of another item , i have modeld an item in the slot of the flashlight but it just has no real structure to it , i have even giving it as a test a building for geo but it still lets everything through
no idea from the top of my head...
i don't understand the question
so i have added a 100mm armor palte material to it
plate *
so my model should have that as its (armor)
but now i want to add that to a prefab
so basicly the question is how can i change my prefabs collision box
i donโt think it is possible to change the collision model that way
you are using an existing model but you want a different collision model? is that it?
yes
as it a hand held item i have used the flashlight prefab for it
any idea how i otherwise could do it ?
ideally making your own
is there a guide how to make a model into a useable ingame item that you can hold ?
trying to make my own faction and would like to use other mods as dependencies, but not sure how to go about doing that, any help? Its so I can give the faction clothing from a mod
you can basically inherit the base class and just change the model - in your case i gather it is the flashlight
youโve been aswered this before i think
- start a new project, tick the addons you want to be dependent on (these needs to be already downloaded via the ingame mod browser) - create your own required prefabs
where could i do that pufu ? i have tryd it with the prefab and then change the meshobject , i dont know how to do the part you sayd
@unkempt knoll You're wanting armor that can be held in hand?
correct
Then it's as pufu said, just replace the model with your own in an inherited prefab
Then your model doesn't have the correct layer presets
i have it working now
Is anyone working on a USMC mod pack?
hello. wrong channel -> this is about discussing the existing bi toolset (named workbench)
where do i go, then?
#reforger_questions i guess, depends on why youโre asking the question
publishing failed?
DEFAULT : Publishing bundle to Workshop...
DEFAULT : Validating bundle...
DEFAULT : Validating bundle successful
BACKEND (E): Http Error apiCode="remoteRequestFailed", message="Remote request failed"
BACKEND (E): [RestApi] ID:[11] Error Code:504 - Gateway Timeout, apiCode="remoteRequestFailed", message="Remote request failed"
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
BACKEND (E): Http Error apiCode="", message="ErrID: b412e1fe-1867-4fac-9f43-e4f1a8b86b39: Authorization failed, check your token."
BACKEND (E): [RestApi] ID:[12] Error Code:401 - Unauthorized, apiCode="", message="ErrID: b412e1fe-1867-4fac-9f43-e4f1a8b86b39: Authorization failed, check your token."
BACKEND (E): Identity authentication failed - Error Code=401
BACKEND (E): Error response: {"url":"/game-identity/api/v1.1/identities/reforger/auth","message":"ErrID: b412e1fe-1867-4fac-9f43-e4f1a8b86b39: Authorization failed, check your token."}
BACKEND (E): Error Code:401 - Unauthorized, apiCode="", message="ErrID: b412e1fe-1867-4fac-9f43-e4f1a8b86b39: Authorization failed, check your token."
It's been a while since I've used the workbench, and now everytime I press alt it switches between show bodies modes when it never used to, any way to disable it?
Same here with my latest patch build, 2 attempts failed.
Yeah every time it fail with the same error
alright first time opening experimental tools, creating a new project
oh it tries to load non-experimental arma reforger data
how do I wipe the list of mods in the launcher?
first time getting this error. just saved and closed and get this on re opening?
nvm the dependecy for ArmaReforger got removed somehow, was able to just add it back in the GPROJ file and works now
Publish broken? Error 504
Restart steam
You mean the workbench startup wizard?
It's probably in registry hklm/software/bohemia...
yep Computer\HKEY_CURRENT_USER\SOFTWARE\Bohemia Interactive\Arma Reforger Workbench\Game Project Manager\RecentFiles
Same error
BACKEND (E): Http Error apiCode="remoteRequestFailed", message="Remote request failed"
BACKEND (E): [RestApi] ID:[11] Error Code:504 - Gateway Timeout, apiCode="remoteRequestFailed", message="Remote request failed"
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
Nobody add this issue?
is there a way to edit config files without having to click 500 buttons?
can't even copy paste properties in them still ๐ฆ
I think copy paste is WIP ๐ค So hopefully soon
Still this error this morning, I logged out of the workbench and logged back in, any ideas?
Do you have still error?
Did you already try a full workbench reset by using CLI: -clearsettings with your workbench?
Also try deleting your "C:\Users\User\Documents\My Games\ArmaReforgerWorkbench\profile" folder.
Maybe make a backup somewhere bevor doing so.
Your error seems like somewhat network related but you could try anyways.
Did you change anything with your system? Firewall or something?
Where is cli windows on workbench?
Make a shortcut and put it at the very end of the target field or use the startup parameters of your steam workbench.
okay
You need to remove it again after you started/resetted your workbench once!
Else it will keep resetting your workbench all the time.
yep, i clearing workench, i relaunch, I'll keep you informed
Works find ! thanks @tropic zodiac
Nice!
You welcome. ๐
Yea, and now when I load it in editor my terrain is missing

are you move your terrain.ent on an other folder?

i dont know i just press Ignore and thats it