#reforger_workbench

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winged crater
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But I cant even open my original one anymore tho

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I retyped all the dependecies of my original one and some random mod opens up when I open the project

storm sedge
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edit the .gproj file and remove the dependencies that don't exist in your addons folder

winged crater
storm sedge
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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

winged crater
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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

remote estuary
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add the mod it's complaining about

winged crater
remote estuary
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every time? I only add them to my dependency list and restart workbench

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if they're visible in the launcher they work

winged crater
remote estuary
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if they aren't in your list of dependencies then they won't load in for people when you publish your mod

winged crater
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but if I add more then like 4 dependencies nothing opens, I added all the addons and its dependencies

remote estuary
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don't know about that, it works fine for me

winged crater
remote estuary
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this isn't your mod

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did you add all of those to yours?

winged crater
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ik its not mine, I want to add this one to my loot pool

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yeah I did

remote estuary
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did you also add all dependencies those dependencies are using?

winged crater
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yeah

remote estuary
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could you copy paste your list of dependencies? the list from your mod

winged crater
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sure

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Dependencies {
"5AD76B0B57104B62" "58D0FB3206B6F859" "59636E668EA37AD7" "5AD28E8983D0710F" "597D72161FD1ED1D" "5AB301290317994A" "5AB890B71D748750"
}

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this is from my gproj

remote estuary
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at least 5ABD0CB57F7E9EB1 is missing

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so some dependencies are missing in your list

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workbench should warn you in the log when a dependency is missing / can't be loaded

winged crater
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5ABD0CB57F7E9EB1 where did u get this one from?

remote estuary
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it's a dependency for one of the mods in your list

winged crater
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so I have to check all the dependencies of dependencies...

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etc

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epic

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dependencies of dependencies of dependencies ๐Ÿ˜‚

remote estuary
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yes, any mod can have dependencies

winged crater
remote estuary
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I would like to see workbench manage those itself like the game does

storm sedge
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what's recommended server memory? using 4GB but that reaches circa 85% on initial load

remote estuary
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it largely depends on what you run on it, mine has no problem eating 32 gb

storm sedge
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quite a lot of AI, lots of static entities

storm sedge
remote estuary
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game master

sturdy ether
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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

quiet garnet
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If you set another mod as a dependency you also have to add that mod's dependencies

sturdy ether
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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

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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

quiet garnet
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you might have to manually edit the gproj file

sturdy ether
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of what? cause I've tried creating new projects and it doesnt work on any of them

brazen plaza
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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?

quiet garnet
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The main game should recognize your mod without posting it

brazen plaza
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The game doesn't recognize it and I'm not sure how it works. Is there tutorial for this? Can't find anything.

brazen plaza
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Simply there must be some config or script for game master mode or something like that

brazen plaza
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If you want test terrain it shouldn't be a style, create an entire game from scratch ๐Ÿ™‚ I tried replicate GM_Arland but I got bunch of errors since there are no associated components in my world then pfff.. whatever

remote estuary
brazen plaza
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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.

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Btw. there is option in "World Editor/Plugins/Run game with current world", but the game won't start

remote estuary
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when you open GM_Arland you can see which prefabs it uses for the game mode as it has its own layer

brazen plaza
# remote estuary when you open GM_Arland you can see which prefabs it uses for the game mode as i...
  1. I have only world setup based on - https://community.bistudio.com/wiki/Arma_Reforger:World_Editor:_Terrain_Preparation_Tutorial
  2. "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.
  3. 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 ๐Ÿ™‚
remote estuary
# brazen plaza 1) I have only world setup based on - https://community.bistudio.com/wiki/Arma_R...

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
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it will get easier over time once you get over the basics

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also, you may want to toggle "start from camera position" or similar under the play button

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theres a little arrow thingy that opens a menu

brazen plaza
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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.

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In my case project still can't be enabled, it still show "0 bytes" in the overview. Hard to say why.

remote estuary
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which is why I prefer downloading it from the workshop to test it in the client

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it removes most of this type of issues

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it's quite rare for you to actually need to test a project in the game client, though

brazen plaza
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Downloading is not good for workflow, moreover download speed is like 10kb/s

remote estuary
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the better question is why do you think you need to test it in the game?

brazen plaza
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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

remote estuary
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so, have you tried going to main menu in play mode and launching your scenario from there?

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I think all those entities are relevant if you don't have "play from camera position" selected

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then you are handing over spawning of your player to the game mode

brazen plaza
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Yes I tried, but I don't see my scenario when I go to the main menu

remote estuary
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you may need to create the scenario, the templates you can follow are in the Missions folder

brazen plaza
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ok, thank you

remote estuary
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I personally don't test things this way so my knowledge here is very limited

brazen plaza
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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.

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So I think it's better to test it in the game sometimes to see exactly how it looks.

remote estuary
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or you can setup your settings to match your game settings

brazen plaza
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ah it has different settings

hallow oak
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Is there anyway to have a 2d map view in workbench and place entities in it similar to Eden in arma3?

remote estuary
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then you can hold middle mouse button to drag view

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zoom in/out with scroll wheel

hallow oak
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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.

remote estuary
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if you need to change the camera far plane it's under the camera dropdown top left of the viewport

hallow oak
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Thankyou that helped

old fox
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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

storm sedge
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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

old fox
fierce ridge
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Anyone here make uniform mods

sturdy ether
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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

lunar folio
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Iโ€™m looking to maybe pay a group of people or just one person that loves halo to create some halo mods for arma reforger

noble lance
brave bramble
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Huh???

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"Workbench is not running or Net API feature is not enabled in Workbench options!!!"

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This is while I have the workbench open.

tight dune
brave bramble
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Lemme check.

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Yeah got it now... weeeeird I don't remember this being a thing.

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Sorry bout that. ๐Ÿ˜…

tight dune
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Workbench bridge was introduced in 0.9.7 version of the plugin

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There should be some blog post explaining this feature and few other things

brave bramble
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Ah okay, thanks.

silver nymph
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somebody know how hide the items from the inventory? for example those under the car inventory

brazen shoal
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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

quiet garnet
kind sky
quiet garnet
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Is there a way to get recoil to create a force? Such as when a cannon shoots it should roll back or rock

remote estuary
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apply impulse would work if your cannon is a physics object

quiet garnet
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No way to do it through weapon aim modifiers?

winged crater
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When I try to publish my mod, can I ignor this?

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@remote estuary ?

silver nymph
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and never replace the first dependencie

winged crater
silver nymph
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send a pic of your options project with the dependencies part

brazen plaza
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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.

brazen plaza
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Alright I figured it out. Does anyone know how to edit the Camouflage textures or even import one of your own?

tight dune
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it's for the weapon but principle is quite similar to character

brazen plaza
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tysm

crisp anvil
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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 ๐Ÿค”

brazen shoal
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When placing characters in cars how do I make them actually appear in the vehicle in-game?

sinful bone
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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.

cloud zenith
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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
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does anyone know how to fix this peertool error?

old fox
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Is it possible to make a vehicle with no driver seat that cant move I wanna make a chair

quiet garnet
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That is possible

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You could just make a prop with a compartment

cursive marsh
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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.

median bone
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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

tight dune
median bone
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hmm, its odd cause i did have it

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i'll try again to be sure

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still doesnt work sadly ๐Ÿ˜ข

tight dune
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Are you sure all textures are available in this addon?

median bone
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yeah, im viewing the emat in the editor

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i got the bcr, nmo and emat in data, then the xob in the previous folder

remote estuary
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it also doesn't make a whole lot of sense

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what work

turbid tide
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No wait I think I already know this

remote estuary
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reforger work is made in workbench

turbid tide
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Sorry bacon just making sure I knew what I doing

remote estuary
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if you want to make a model for reforger, you make the model first and then import it in workbench

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absolutely not, it depends on thing

tight dune
median bone
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Oh sorry, i forgot that channel existed, but yes it does work

turbid tide
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Once again sorry bacon

remote estuary
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wat no worries

serene goblet
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My workbench is hanging when importing a weapon model at 'Script Authorization Required'

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Any idea why this would be happening?

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Seems to happen around the .txo being rebuilt

serene goblet
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Looks like it hangs around the xob.meta being made actually

native snow
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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.

old fox
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My laptop broke before I could make the chair mod

half flume
native snow
half flume
quiet garnet
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Is there a way to scale entities that are on slots?

remote estuary
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all my adventures with scale ended up with objects resetting at some point

low depot
tropic zodiac
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It's from WB.

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Just ignor it i get it like 100x a day...

cursive marsh
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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)

swift fulcrum
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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 getโ€™s destroyed you also lose your spawnpoint.

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Another mechanism Iโ€™m 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.

karmic tiger
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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!

slender moat
ocean sinew
swift fulcrum
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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 Itโ€™s probaly hidden somewhere in a script or component.

ocean sinew
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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.

swift fulcrum
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I saw someone use it in a mission. I think Iโ€™m going to see if I can find him.

hallow oak
swift fulcrum
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@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 donโ€™t work anymore with the latest version of reforger.

hallow oak
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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.

swift fulcrum
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Thanx @hallow oak ! Will pm you. Iโ€™m not in any hurry ๐Ÿ™‚ Would be nice if itโ€™s not dependent of C and H. I like to keep it as much reliable on vanilla reforger only.

plush horizon
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@remote estuary I don't even know if that's how it should look since I tried to moving things around to fix it

remote estuary
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  1. 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
plush horizon
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I'll try moving outside onedrive

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3a) no idea, that after I bundle the project and the workbench crashed when I went check my fold I found this

remote estuary
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ok, get rid of the pak and manifest file

plush horizon
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ok

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you fixed it

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I put on my desktop

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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

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thank you so much

remote estuary
plush horizon
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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?

ocean sinew
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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.

plush horizon
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ok i'll try that

plush horizon
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didn't work

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the folders are in there but they won't show in the workbench

ocean sinew
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Did you make a new project with a new config too? I would only copy over your worlds folder/etc

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I would try with just an empty project and see if that even works

plush horizon
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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

old fox
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I'm making a gas mask mod am I able to class it as binoculars so it would work wit any helmet

granite kernel
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Anyone else getting repeated API failures on publish?

brave bramble
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I for some reason just can't enable a mod in-game.

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I click the toggle and it just immediately turns itself off.

broken robin
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is it a local mod?

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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

tight dune
spring trench
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Does anyone else have the problem that the workbench randomly locks your project files to read-only?

tight dune
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Also, when publishing, don't use as working dir as your source folder

brave bramble
low depot
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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

spring trench
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Thanks for your help โค๏ธ

tight dune
spring trench
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Hmm I usually dont bundle the project. I'll have to look that up. Where would you have it?

tight dune
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In publish project window

remote estuary
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is there some way to connect xbox to workbench on PC to get console log output?

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looking for ways to see why my mod crashes only on xbox

frigid timber
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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);
    }

};```
tropic zodiac
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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???

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I use latest Nvidia GPU drivers maybe driver bug?

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Edit: Same with Script Editor...
As soon as i swich from world editor with loaded world to script editor GPU usage = 99%...

tropic zodiac
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Got it: Turnd out i had the "Workbench > Options > Workbench > FPS Limit" disabled... ๐Ÿคช
Never change a running system i guess.

prime trench
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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

GitHub

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...

โ–ถ Play video
tight dune
prime trench
plush horizon
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morning everyone, does anyone have the folder of the US uniform for retexture?

remote estuary
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taking the vanilla assets out of the game is not allowed I believe

plush horizon
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how ppl does retexture then?

remote estuary
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they don't

plush horizon
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I think we're talking about different things and I just don't know the proper name to what I need lol

remote estuary
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maybe, because taking models out of the game is not allowed

plush horizon
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something like that, where I can work on a making my own camo

remote estuary
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you can make textures all you want but you can't extract the uniform model from the game

plush horizon
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yeah, I have no intensions of removing any model from the game lmao

tepid thicket
plush horizon
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I'll take a look ty

remote estuary
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so how are you going to paint the model, preview the texture? without the model

plush horizon
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idk, there's a bunch of retextures in the game, that's what I'm asking

remote estuary
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got an example?

plush horizon
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Alphas Uniform Pack

median bone
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you have to screenshot the texture

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and work from there

plush horizon
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but is it legal?

remote estuary
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screenshot yeah

ocean sinew
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I believe right now people are just screenshotting it as jomie said. You should be fine to do it.

plush horizon
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like the US desert camo for vehicles

remote estuary
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but I imagine working off of a screenshot like that does not produce quality results

plush horizon
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that's a reskin too right?

remote estuary
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changing color you can do in the material without texturing anything tbh

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but yea if you manage to make a good looking uniform by working on a screenshot I think it's very impressive

ocean sinew
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Maybe BI can make a texture sample available

remote estuary
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like I can't imagine not having the mesh in the preview window to paint over in Painter or whatever software I'm using

plush horizon
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would be better to buy a 3d model and put in the game?

median bone
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anyway you go there would be work

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like for a model for clothing you'd have to edit it to fit the reforger body

plush horizon
median bone
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its not overly "hard" if the base model resembles the arma one

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like with bent arms and such

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but if they are straight armed it'd be a pain yeah

viscid reef
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Would be interesting to have a mod that saves progress on game master after a server crash

viscid reef
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Also not sure what mods making radios fade out and have to be locked

reef ferry
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different skillset, but it can be done

remote estuary
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oh I'm sure it can, just saying having the mesh in viewport makes it an order of magnitude faster

reef ferry
reef ferry
remote estuary
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or just wait for a patch that enables this feature, that's already in the game

empty jay
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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!

empty jay
#

no idea?

remote estuary
#

this error doesnt say much, try remove the prefab from the world

empty jay
remote estuary
#

no idea, the error doesn't say much

empty jay
#

I just tested with 21 prefab in sandbox and I didn't have any crashes it's weird

empty jay
#

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?

silver nymph
#

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

spiral totem
silver nymph
#

this is in my Enfusion

#

and that in my blender

#

why im forgotting something between?

quiet garnet
#

Apply transforms?

silver nymph
quiet garnet
#

Yes

silver nymph
#

i click on it and nothing happen..

#

still the same in enfusion

quiet garnet
#

Did you re-import?

#

hmm damn

silver nymph
#

if u wanna i give u the project

#

if u see something wrong

silver nymph
quiet garnet
#

That's the origin point for your mesh and I can't see why it would be causing issues

silver nymph
quiet garnet
#

Was it doing the same thing when before you did the weight painting

silver nymph
#

yes

quiet garnet
#

Unparent the mesh from your skeleton with alt+p, keep transforms

silver nymph
#

done

quiet garnet
#

Did that fix it?

silver nymph
#

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

#

?

quiet garnet
#

It's based off of the vertex group
Only colliders need to be parented

silver nymph
#

youre the best

#

thank u so much!!

#

i gonna training something more and make a tutorial after to help others

quiet garnet
#

Make sure to check out the wiki

silver nymph
# quiet garnet 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

silver nymph
#

@quiet garnet where can i find info about solve this in the FPV?

low depot
#

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

rancid schooner
#

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?

tepid thicket
rancid schooner
tepid thicket
#

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.

plucky basalt
pulsar quartz
exotic bobcat
#

What is the difference between the blue and purple prefabs?

tight dune
#

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

sturdy ether
#

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?

native snow
#

No, collaboration isn't available yet.

sturdy ether
#

ouch

native snow
sturdy ether
#

im still a beginner in all of this so using tools like that is still very new to me

native snow
#

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.

fading hazel
#

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?

sturdy ether
#

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

tight dune
fading hazel
fading hazel
tight dune
#

dunno, from 2 weeks to 2 months

remote estuary
#

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

tight dune
remote estuary
#

yep my bipod use case was like, super trivial

fading hazel
#

Ah okay, Iโ€™ll have to do some reverse engineering then, thanks for the help

fading hazel
fading hazel
#

Ah okay, Iโ€™ll look into that when Iโ€™m home

#

I assume this is something new to reforger that wasnโ€™t in arma 3

supple dirge
#

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

solemn tiger
#

does publishing a mod usually take forever?

#

its only 360mb

native snow
#

Can be 5 min, can be 20.

sturdy ether
#

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

cursive marsh
#

Hi, is there a video where explain to create a prefabs for the game master? (sorry for my english).

cursive marsh
remote estuary
#

oh I don't know of any, sorry

cursive marsh
remote estuary
#

I believe in you duckheart

limber nest
#

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.

tight dune
#

not yet, those things will come with update which brings ballistic protection

limber nest
fading hazel
#

this is an action right?

fading hazel
tight dune
fading hazel
#

i have actions in the file then

tight dune
fading hazel
#

yes

remote estuary
#

can workbench rename world files correctly?

#

there are a ton of files involved like the layers and terrain tiles and so on

hollow heart
#

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? ๐Ÿ˜„

thorny raven
quiet garnet
#

Feel free to open the bmp3 and look how it was made

hollow heart
#

has anyone figured out how to make snow yet? I would like it to fling snow rather than dirt for vfx

quiet garnet
#

You can change the particle effect that gets thrown in the air if you look a the ground material

plush horizon
#

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

tight dune
#

Did you saved your changes to prefab? I assume you have assigned custom material to it

winged ether
#

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.

tight dune
#

Press F10 while in game mode and change settings over there

#

Workbench and Game are no longer sharing settings

winged ether
low depot
#

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) ๐Ÿ˜‰

tropic zodiac
#

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.

low depot
#

ah yes script window changes give scroll bar ty

lunar folio
#

So I see someone has figured tracks out?

spiral shell
remote estuary
#

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

remote estuary
#

yes rubber something

brazen plaza
#

๐Ÿ˜ฎ a refroger dev with a emote from frogger natation :3

winged ether
#

How can i combine 2 prefabs into 1 prefab?

cloud zenith
#

Uhhh, that needs an explanation ^^

narrow cloud
#

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.

sturdy ether
mild jasper
#

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 ๐Ÿ˜ฆ

pulsar quartz
covert roost
#

Anyone know a fix?

remote estuary
#

need to weight the clothing to armature and import with skinning enabled under import options of the mesh

pulsar quartz
#

And turn the skeleton

covert roost
#

Thanks, Iโ€™ll try it out now

covert roost
pulsar quartz
#

Check a cloth in game .xob

#

You need to have the exact same amount of bones like the base jacket present in game

pulsar quartz
remote estuary
#

this happens a lot during any random work

vast dome
#

is there a way to set scaling for workbench apps?

brazen plaza
#

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

quiet garnet
#

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

brazen plaza
#

colliders right

#

thank you

#

trying to put a military control tower down lmao

quiet garnet
#

What would cause my mods TXO files to take up a large amount of space?

tight dune
#

have you opened in TXT editor to see which segment is large?

quiet garnet
#

Hmm seems like my colliders

#

I didn't even know you could look into a TXO, thought it would be binary like an fbx

tight dune
#

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

quiet garnet
#

Interesting note
A turret will not reload if the Turret Reload Position is out of the possible rotation value of that turret

tight dune
#

yes, because code is waiting till turret reached the designated angle

#

but it cannot, since its outside of limits

grizzled haven
#

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?

delicate quarry
#

someone know why my new hat is visible in First person

cloud zenith
#

Your settings are wrong, take a look at one of the helmets materials

#

Just duplicate one to your mod and add an opacity map.

limber nest
remote estuary
#

what's the best way to create a duplicate of a mod with a different name?

tender ocean
#

Per tool is not working for me.

stable burrow
#

Goodmorning ๐Ÿช–

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)

torn kayak
grand moss
#

Would parachutes be possible in the current state of the game

#

Or would it be a waste of time perusing them at this moment

remote estuary
#

I'm 95% sure it's possible

#

it might not be very clean, it might be jank, but it should be possible

grand moss
#

Looking for a commission I got a guy willing to throw the money

remote estuary
#

no because it wouldn't be legal

grand moss
#

Nvm

hollow heart
#

@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?

quiet garnet
#

The tracks use a texture on a simple mesh

hollow heart
#

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?

remote estuary
#

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

hollow heart
#

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

remote estuary
#

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

hollow heart
#

yes

remote estuary
#

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

hollow heart
#

the github one?

remote estuary
#

yessir

hollow heart
#

ty sir ๐Ÿ˜„

tropic zodiac
#

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.

remote estuary
#

peertool launch params cant handle spaces still?

#

if a mod has space in name it won't launch

drifting ledge
#

"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```
drifting ledge
#

nvm found it. for the next person:
If you're having trouble with the crash above, you can try the following fix:

  1. 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.

remote estuary
#

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

remote estuary
#

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

old fox
#

Can I run conflict of nations with gm

tropic zodiac
# remote estuary how do I disable fps limit in workbench?

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.

remote estuary
#

the interface keeps breaking

tropic zodiac
#

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.

remote estuary
#

did you see the video? it consumes my entire gpu and removes fps limit when viewport is not visible

tropic zodiac
#

Guess it's a bad option.

#

Yes it's a strange behavior....

remote estuary
#

doesnt matter what settings i have

tropic zodiac
#

This is the 1. option right?

remote estuary
#

yes fps limit is off

tropic zodiac
#

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

remote estuary
#

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

tropic zodiac
#

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.

silver nymph
#

somebody have experience with refueling car system? i didnt find info about how config that part*

cedar crown
#

hey, is there anyone working on a fastrope system?

cloud zenith
#

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

old fox
#

How do I install the tools if they are unlisted on steam

tight dune
old fox
#

I figured it out

glacial spear
#

Yea I had to enable mine up toward the top to be able to see them

tropic zodiac
#

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.

sturdy ether
#

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

tight dune
#

try to restart Workbench

sturdy ether
#

i dont know why i didn't do that first....thank you

cursive marsh
#

Hi, is there a way to make grounded equipment not disappear on Game Master?

remote estuary
#

as in items and stuff? you may need to create a mission that has the garbage manager disabled

cursive marsh
#

Ok thanks

cursive marsh
#

One more thing, is there a way to make the crates reversible? Meaning you can put the taken items back in their chests?

solemn tiger
#

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

drifting ledge
solemn tiger
#

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

drifting ledge
#

shrug i dont know i just press Ignore and thats it

#

and maybe save more often

solemn tiger
#

i hit ignore, still crashes. heightmap edit doesnt save

earnest prawn
#

@solemn tiger โ† that's you

solemn tiger
earnest prawn
#

no idea

#

anyway, Ctrl+S frequently, not once every 2h

remote estuary
#

I get this in the game at least once per session

torn kayak
earnest prawn
#

this is why development takes time

remote estuary
#

I don't know why I press ctrl s multiple times when one is enough notlikemeow

nimble forge
#

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)

tight dune
nimble forge
#

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

tight dune
#

and did you rebundle thing when trying to publish?

nimble forge
#

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?

cursive marsh
#

Hi, is there a way to make the crates reversible? Meaning you can put the taken items back in their chests?

tight dune
tight dune
nimble forge
#

Very frustrating lol now I have to start from scratch and hope I can publish wow

tight dune
#

what errors do you have?

#

in any case, please avoid posting same message in multiple channels

remote estuary
#

he was saying the publish progress bar didnt progress without any error messages

remote estuary
#

ah I see, sorry

I did experience the stuck publish progress bar when for example a dependency was added to addon.gproj twice

limber nest
woeful nimbus
cursive marsh
#

Is there a way to download image edds file from other mod?

remote estuary
#

no, extracting assets from other mods isnt allowed

limber nest
#

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

https://youtu.be/q6YNmrZeH8k

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...

โ–ถ Play video
#

If someone could tell me if I am doing something wrong, I would greatly appreciate it.

limber nest
woeful nimbus
#

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

limber nest
woeful nimbus
#

one sec ill get the report

limber nest
woeful nimbus
#

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

limber nest
woeful nimbus
#

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

limber nest
#

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?

woeful nimbus
#

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

limber nest
woeful nimbus
#

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

limber nest
woeful nimbus
#

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

limber nest
#

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.

woeful nimbus
#

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

limber nest
#

lol alright

woeful nimbus
cloud zenith
#

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

limber nest
#

that is what I was going to get to. I was still trying to figure out what he was doing

cloud zenith
woeful nimbus
#

we need to update that wiki page :

cloud zenith
#

Well, you're not really supposed to be using someone elses entire mod as your own. That's what dependencies are for.

woeful nimbus
#

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

cloud zenith
#

You make them once, then use your own mod as a dependency

#

derp

woeful nimbus
#

same thing they made them and you use as a dependency thats the whole point ?

#

only i was retagging to mt namespace

cloud zenith
#

you're not using it as a dependency though, you're using it as your own mod.

#

there's a difference

woeful nimbus
#

yes as my own template in my namespace rather than samples

#

no difference

#

armar reforger samples begats dbo

limber nest
woeful nimbus
#

yeah everyting was fine i dont see how suddenly its an issue

limber nest
#

Not saying you were doing that

cloud zenith
#

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.

limber nest
#

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.

woeful nimbus
#

"idgaf" well i think at this point we leave it

woeful nimbus
cedar crown
#

Hey, is there a mod with different pop up targets? All I really need is an unarmed target

tight dune
#

Just keep in mind that main thing which matters are guids.

woeful nimbus
tight dune
#

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

remote estuary
#

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

tight dune
remote estuary
#

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

tight dune
#

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

sturdy ether
#

Hey how do i change the weather when i am editing a prefab, its always raining in mine and i just want clear weather

tropic zodiac
#

Maybe you missing "Prefabs/World/Game/TimeAndWeatherManager.et"?

woeful nimbus
# tight dune Samples are for reference - not as template - so you can verify and sometimes re...

Well thatโ€™s a start . In terms of sample I think on order to create a vehicle temp itโ€™s sensible to have that sample in my namespace so when referencing on for example DBO_car itโ€™s 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 wouldnโ€™t accept change . Iโ€™ll try all this and let ya know cheers

tight dune
#

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

sturdy ether
tight dune
woeful nimbus
# tight dune You can load sample mod along your own addon via context menu option in enfusion...

What Iโ€™m trying to say is , letโ€™s say we have the DBO car in the project and the sample In itโ€™s 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

#

Letโ€™s see

tropic zodiac
sturdy ether
tight dune
tropic zodiac
sturdy ether
#

It isnt impeding on my work its just slightly annoying

woeful nimbus
tropic zodiac
#

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"?

sturdy ether
tropic zodiac
#

You can try to click the + and use "{145430BBF1620448}Terrains/Common/WeatherPresets/StateMachine/WeatherStates.conf" as config.

tight dune
woeful nimbus
#

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 doesnโ€™t

#

Im a learner tho so letโ€™s see In 2024 ๐Ÿ™‚

cedar crown
#

Where can I commission a mod?

quiet garnet
cedar crown
#

Thx

remote estuary
limber nest
#

Am I doing something wrong?

shell gorge
#

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.

remote estuary
#

yes, in File -> Options in Workbench once you launch your project

shell gorge
#

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?

tight dune
#

Resource Manager

#

and it is located in Workbench -> Options

shell gorge
#

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

tight dune
#

Restart workbench?

shell gorge
#

aha! Now im feeling dumb again ๐Ÿ˜„ thanks

cursive marsh
#

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.

remote estuary
#

have you spoken to the mod creator?

cursive marsh
remote estuary
#

what was the key to activate cursor to use diag menu during play mode?

remote estuary
#

is improving tools stability a priority? Workbench crashed like 8 times in the past hour trying to make a mod

torn kayak
remote estuary
#

how do you move the windows with the keyboard?

#

right now I just activate the pause menu to get cursor to click and stuff

torn kayak
#

I did not know there are windows ๐Ÿ™‚ Most of the debug stuff i used was just toggle options on the top left of the screen

torn kayak
#

Damn that is sick, the more you know

tropic zodiac
#

Yeah the "Diag Menu" is a game on it's own.

remote estuary
#

it is quite frustrating to do work in workbench when it does things like crashing when I close the procedural animation editor (sometimes)

cursive marsh
#

Where i can find a list of #AR command?

tight dune
#

In script editor

sick ruin
#

Close a xob, crash

#

Wait too long to save, click save, crash

tropic zodiac
earnest valley
#

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?

tight dune
#

Probably you broke dependencies in gproj and Refoger launches in safe mode, meaning without your mod

#

You can search here how to fix it

fluid laurel
#

How to put environment probe with probe volume in building Prefab? If the probe has any parent it doesn't work.

remote estuary
#

building volumes come from the model I believe?

fluid laurel
delicate quarry
#

someone know why my enigne is crashing when i open a asset ore switch to an other tab

lethal mirage
#

Is there an easy way to allow the player to use their own weapon while in a vehicle?

remote estuary
#

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

lethal mirage
remote estuary
#

I think so

lethal mirage
#

I know nothing about animation, any idea how much work this is?

remote estuary
#

for me it would probably be weeks - for someone that already knows how to do this probably days

lethal mirage
#

I'll probably hope for an official implementation then.

delicate quarry
delicate quarry
#

Rtx 3060

remote estuary
#

if a driver update doesn't fix it I would try resetting workbench settings by deleting Documents\My Games\ArmaReforgerWorkbench\ profile

delicate quarry
#

ok

tropic zodiac
#

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. blobdoggoshruggoogly

jade cargo
#

Do workbench projects have to have no spaces in them?

remote estuary
#

no, they can have spaces

late nexus
#

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

solemn tiger
#

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

cloud zenith
lethal mirage
#

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?

lethal mirage
#

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.

cursive marsh
lethal mirage
lethal mirage
#

Another find, pressing Q/E when you're stuck will fix it and maybe it work. Still no idea what's the actual cause.

south citrus
#

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?

lethal mirage
#

Or do you want to specifically spawn them at runtime?

south citrus
#

nope does not need to be spawn at runtime

lethal mirage
#

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.

lethal mirage
vernal cosmos
#

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?

tropic zodiac
graceful moon
#

How do I add a prefab as a child to an overridden prefab? It doesn't want to save the child thonk

graceful moon
#

Why is that not the default behavior?

#

Like when would you ever not want to use the alt key?

quiet garnet
#

When you just want to drag objects from one collection to another?

graceful moon
#

But dont you want to add it as a child there?

remote estuary
#

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

graceful moon
#

Ohh you mean in the normal world. I was thinking about the prefab edit world

remote estuary
#

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

graceful moon
#

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 ๐Ÿ˜„

remote estuary
#

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

graceful moon
#

Yeah I do it the same way ^^

remote estuary
#

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

graceful moon
#

I spam ctrl s after everything ๐Ÿ˜„

iron idol
cloud zenith
#

This is the way

limber nest
#

This is the way

#

then back it up with a git service

lethal mirage
#

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.

remote estuary
lethal mirage
#

Or some conditions that might prevent it?

remote estuary
#

hmm no they disappear for me

#

I remember flashlights at some point didnt disappear but now they do

lethal mirage
#

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

fluid laurel
spiral totem
remote estuary
cursive marsh
#

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?

remote estuary
#

@neon ore I did it

remote estuary
remote estuary
#

plugin in world editor

quiet garnet
remote estuary
#

I've done my 1k I can now quit

cursive marsh
cloud zenith
#

@quiet garnet Don't feel bad

remote estuary
#

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

fluid laurel
#

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.

brazen plaza
#

the KOC

limber nest
#

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...

limber nest
#

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?

magic temple
#

I have the GitHub repo but I donโ€™t think that would be much help unfortunately

tropic zodiac
#

@cloud zenith@remote estuary@quiet garnet
Now this make's me feel a lot better about my time spending with Workbench. ๐Ÿ˜„ ๐Ÿ‘
You should check "Experimental Tools" as well at least i have an additional 570 on it as well?

quiet garnet
#

I don't delve into experimental as normally it's just a pain

cloud zenith
#

Me neither. Lol

tropic zodiac
#

Yeah guess only reason why i have them is bcuz of the beta build i was testing which was part of the experimental branch.

limber nest
swift marten
#

Hey @remote estuary I apologize for the ping but may I pm you?

tight dune
remote estuary
vernal cosmos
#

Anyone knows how to see the list of all localized strings in the game?

latent tiger
#

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

quiet garnet
quiet garnet
# latent tiger Anyone can tell me how can modify the prefabs ( vehicles ecc.) Of installed mods...

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

latent tiger
quiet garnet
remote estuary
#

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)

quiet garnet
#

Does the Exit Effect Prefab of a explosion effect on a projectile even work?

tight dune
#

yes, not reliable though

quiet garnet
#

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

limber nest
tight dune
#

Do you have any errors related to preview images?

#

what does Log Console print when you run plugin?

limber nest
magic temple
limber nest
limber nest
limber nest
# tight dune https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Editable_Entities...

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"

limber nest
#

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?

limber nest
tight dune
empty jay
#

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.

  1. 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
  2. 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 ๐Ÿ™‚
empty jay
lethal mirage
#

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.

cursive marsh
#

Guys, one question.. Is there a "#AR" command that shows the player's name?

nimble forge
#

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 canโ€™t 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

quiet garnet
nimble forge
#

Going into the reforger folder editor and instead of duplicating to project you mean overridden in project yes Iโ€™ve hit that

#

If theres another way to override then no

quiet garnet
#

That's all I can think of for it not working
What's the difference between your prefab and the ones currently available?

nimble forge
#

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 Vicโ€™s outside normal area

#

And honesty i want to make my very own ammo depot and remove the stock one etc to many ideas lol

quiet garnet
#

I guess you could just override the existing prefabs

tight dune
#

deleting prefabs in override mode is rather tricky process

remote estuary
#

it's a string table, not commands, it's just a database of premade text

cursive marsh
#

I'm entered on the editor string but i don't know what search.

lethal mirage
swift marten
#

How does one add items to am arsenal box?

cedar crown
#

Question: would it be possible to have NVGโ€™s in the watch slot?

#

Instead of having them super glued to our helmets?

cursive marsh
#

it be possible create a new slot?

iron otter
#

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

cursive marsh
iron otter
# cursive marsh mod name?

Zeliks add on slots I think idk and I canโ€™t confirm rn but Iโ€™m sure itโ€™s something like that

iron otter
# cursive marsh mod name?

It doesnโ€™t add anything just is like a framework of sorts for those who are getting their modders to make gloves and stuff their own things

reef ferry
iron otter
#

Thatโ€™s all

reef ferry
#

also, please read the description of #channels before using these

reef ferry
iron otter
# reef ferry so it adds changes the inventory system. Thatโ€™s not nothing (the extra slots to ...

I know I was just referring to the mod itself and even the mod maker (Zelik) Said it doesnโ€™t come with anything other than the inventory system. I didnโ€™t mean it as a The mod doesnโ€™t have anything in it. Itโ€™s 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 thatโ€™s what I meant.

reef ferry
iron otter
#

I have it installed too

reef ferry
#

workbench = bi toolset for enfusion/ reforger btw (pc exclusive)

iron otter
cursive marsh
#

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..

brazen plaza
#

Is there any mod that makes different controllers compatible, like joysticks throttles etc? I donโ€™t know if itโ€™s possible I just would like to use my joystick on reforger.

remote estuary
#

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

candid orchid
#

Could you tell me why such an error could occur? I drag the FBX format model and it gives me this error.

tight dune
#

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

candid orchid
#

The problem is that I am trying to import an FBX format model into Workbench and I encounter this error

lofty pier
remote estuary
#

you'd have to do some hacky stuff like make it simulate an xbox controller

brazen plaza
#

Yeah thatโ€™s what I thought

cedar crown
#

CAN IT BE DONE?

uncut marsh
#

anyone know why the mod configuration framework would be crashing and failing to load?

noble lance
#

AR update broke something and hasn't been fixed yet, incompatible with other mods, could be anything without any additional information about the crash

static flax
#

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?

dusk locust
#

Hi, what do you mean by faction ? I assume you'll need to start a new mod in the workbench with dependencies ticked

static flax
#

yes but say i wanted to use clothing from someones mod for my faction? how do you do that

unkempt knoll
#

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 .

unkempt knoll
#

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?

reef ferry
unkempt knoll
#

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

reef ferry
#

is there any dependency to another addon?

unkempt knoll
#

negative

reef ferry
#

have you checked the logs?

unkempt knoll
#

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

unkempt knoll
#

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

reef ferry
unkempt knoll
#

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

reef ferry
#

i donโ€™t 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?

unkempt knoll
#

yes

#

as it a hand held item i have used the flashlight prefab for it

#

any idea how i otherwise could do it ?

reef ferry
#

ideally making your own

unkempt knoll
#

is there a guide how to make a model into a useable ingame item that you can hold ?

static flax
#

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

reef ferry
reef ferry
unkempt knoll
#

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

cloud zenith
#

@unkempt knoll You're wanting armor that can be held in hand?

unkempt knoll
#

correct

cloud zenith
#

Then it's as pufu said, just replace the model with your own in an inherited prefab

unkempt knoll
#

i have done that

#

but the prefab is not bullet proof nether any collision

cloud zenith
#

Then your model doesn't have the correct layer presets

unkempt knoll
#

i have it working now

cedar crown
#

Is anyone working on a USMC mod pack?

reef ferry
cedar crown
#

where do i go, then?

reef ferry
gritty karma
#

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."

wheat forge
#

Have you tried it more than once?

#

Sometimes it just fails and glitches out

ivory quail
#

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?

plucky basalt
gritty karma
#

Yeah every time it fail with the same error

remote estuary
#

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?

gritty karma
#

first time getting this error. just saved and closed and get this on re opening?

gritty karma
#

nvm the dependecy for ArmaReforger got removed somehow, was able to just add it back in the GPROJ file and works now

empty jay
#

Publish broken? Error 504

sick ruin
turbid mountain
empty jay
# sick ruin Restart steam

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

empty jay
#

Nobody add this issue?

remote estuary
#

is there a way to edit config files without having to click 500 buttons?

#

can't even copy paste properties in them still ๐Ÿ˜ฆ

turbid mountain
#

I think copy paste is WIP ๐Ÿคž So hopefully soon

empty jay
empty jay
tropic zodiac
#

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?

empty jay
tropic zodiac
#

Make a shortcut and put it at the very end of the target field or use the startup parameters of your steam workbench.

tropic zodiac
#

You need to remove it again after you started/resetted your workbench once!
Else it will keep resetting your workbench all the time.

empty jay
#

Works find ! thanks @tropic zodiac

tropic zodiac
gritty karma
empty jay
gritty karma
#

No. It failed publishing last nite. Open up this morning and everything is there trees, roads ect but thereโ€™s no land.

#

I literally changed nothing.

#

Idk Iโ€™m gonna take a break from this for awhile. Mildly aggravating