#reforger_workbench

1 messages · Page 3 of 1

ionic sequoia
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Hello everyone,
I've been getting the warnings since today

Checking world file @"$EscapefromEden:World/EscapefromEden.ent"
DEFAULT (W): Sound map is missing
DEFAULT (W): Topology map is missing
DEFAULT (W): Navmesh is missing

without making any changes. The Senario also only has a size of 0.5 MB when uploading. Does somebody has any idea?

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Start again and activate the individual levels. The eye on the left in the tab

empty jay
sweet verge
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I am learning how to make simple missions in the workbench. So far I have been placing units on ground and gave them defend waypoints. Is there any scripts that automates this process of spawning AI and gave them defense waypoints to defend an area?

sinful bone
sweet verge
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is there a way to obtain the return value of a method called with CallLater()?

lone mantle
sweet verge
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so, in the method that I call in the CallLater I should update that field?

sweet verge
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yep i could do

sweet verge
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I placed an entity and then I am doing entity.GetOrigin(), but somehow it always returns <0,0,0>. I am calling it in the onInit method. I suppose that at this time, the entity is not moved to its final location (?)

sweet verge
sweet verge
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which event handler could I use then?

torn kayak
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Do you mean EOnInit? But yeah that is a good question, I am not 100% sure if you can know the position from inside entity init or if it is placed once fully initialized. A workaround would be to use CallQueue.Call so on your next frame you do something with the origin, but that can have unwanted side effects as anything could have happend within the frame

sweet verge
torn kayak
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no need to wait a few sections, just Call so it is on the very next frame

sweet verge
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yeah also.. i hoped there was an event handler for that

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like after initialization

torn kayak
sweet verge
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damn, still no updates

torn kayak
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October 22 and still not done yeah ... not really sure why not. I was expecting it to be a very simple expose to script, because this event should exist. it does in dayz which used an earlier version of the same engine. and i would doubt they got rid of this event internally.

sweet verge
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yeah it should not be a difficult fix

torn kayak
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Time will tell. Anyway if somebody knows a better way to get position info earlier let us know, i have several hacked components i would like to clean up to something less prone to fail (because e.g. it is the last frame before engine shutdown, so no additional call queue tick will come)

lone mantle
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That's odd. I have a map marker creater component that get's the owner's transform just fine in EOnInit...

sweet verge
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is thera a way to edit the already made missions?

torn kayak
remote estuary
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at least not in the sense it did in arma 3

torn kayak
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That is true ... i guess the concept of in-game created missions will be something for A4 and seperate from modded base scenarios. maybe base game or mod provides terrain with stuff on it and then on top a user can make a mission that takes place on that. and another mission can maybe tweak and existing one to e.g. add tasks, remove placed objects etc

lone mantle
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To be fair, missions in Arma 3 are also sort of mods. They come as PBOs too and have their own configs as well. You are just far more limited in what you can do and downloading and loading was handled automatically for you.

remote estuary
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depending on how powerful game master gets I can definitely see it being enough to create a variety of basic missions with an ingame menu to save/load

broken robin
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Does it not have save/load yet in editor?
Should be easy to implement

normal surge
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hi there, i have a simple question - what is the point of creating a sub scene of lets say 'Combat Ops' when I cannot 'change' anything, only add new content?
the layer is locked, so I can't tweak settings - only added new tasks/areas etc
am I missing something?
when i say 'tweak settings', i mean edit existing instances properties

normal surge
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ok I was unaware of 'Save World As' this allows me to make a copy

unkempt knoll
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does anyone know to what the handgaurd of the m16 is bound to ? removing the whole texture of the gun still leaves the handgaurd

pulsar cliff
unkempt knoll
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do you know under what component it is ? i cant seem to find it

pulsar cliff
unkempt knoll
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ah

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thanks

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thats why i couldnt find it XD

normal surge
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anyone know why this is happening when publishing?

BACKEND   (E): [RestApi] ID:[10] Error Code:504 - Gateway Timeout, apiCode="", message=""
DEFAULT   (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
empty jay
normal surge
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thanks

plucky basalt
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Has anyone yet explained the reason for upload failing due to token expiry? I've tried logging out of the workbench, logging back in, restarting the workbench, restarting steam.

I'm thinking it a time related issue for upload length, if that is the case, is anything on my end change-able? It's not using my full bandwidth for uploading (I've got 45Mbit up but it's only using 2Mbit when I watch my resource monitor) which results in a 700MB mod taking well over an hour to upload, with nothing else happening to use any bandwidth?

Error:
BACKEND (E): Http Error apiCode="", message="ErrID: 03cb06a5-1f43-4bc9-9ad7-46746c76d8eb: Authorization failed, check your token."
BACKEND (E): [RestApi] ID:[19] Error Code:401 - Unauthorized, apiCode="", message="ErrID: 03cb06a5-1f43-4bc9-9ad7-46746c76d8eb: 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: 03cb06a5-1f43-4bc9-9ad7-46746c76d8eb: Authorization failed, check your token."}
BACKEND (E): Error Code:401 - Unauthorized, apiCode="", message="ErrID: 03cb06a5-1f43-4bc9-9ad7-46746c76d8eb: Authorization failed, check your token."
BACKEND (E): Http Error apiCode="TokenExpired", message="Token expired"
BACKEND (E): [RestApi] ID:[20] Error Code:401 - Unauthorized, apiCode="TokenExpired", message="Token expired"
BACKEND (E): Error Code:401 - Unauthorized, apiCode="TokenExpired", message="Token expired"
DEFAULT (E): Addon processing failed
RESOURCES (E): Publishing failed

As said, have logged out, back in, verified files for game and tools, restarted steam, restarted computer, restarted workbench

4th attempt failed on workbench, but is showing as most recent build so.. win.. while not win..

noble lance
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As far as I know tokens are only valid for 1 hour, so if an upload takes longer it makes sense that a (follow up) package is invalidated due to this.

My guess is that Workbench is not re-issuing tokens after each request, but also doesn't retrieve a new token during an upload when it invalidates.

remote estuary
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it makes sense that the upload speed would be slow if you are indeed located in Australia (distance matters)

plucky basalt
plucky basalt
remote estuary
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there are some alternatives but none that are simple/straightforward, so I guess just wait for some kind of patch

plucky basalt
remote estuary
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there is, either through the startup parameters for pack and publish, or through just using a server with Windows through Remote Desktop

plucky basalt
remote estuary
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well if you have access to a server running Windows you can just use it as if it was a PC (sort of) and just publish it using the server

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assuming that Workbench will start on it of course

plucky basalt
remote estuary
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it doesn't need to run it well, so even a modern integrated graphics card should be enough to get it to start

plucky basalt
sick ruin
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Workbench used ~75gb of ram to make a topo file

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Took over an hour

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I can’t wrap my head around why it’s using so much resources to make a simple 2d map

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This is a 17x17km map with 40% water

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I legit bought more ram to complete the task… would keep crashing on 32gb, so i installed another 32 and made my page files 60+gb, I’m only about 50% done with this map as well so I’m guessing when it’s finished it will take 100+gb of working memory just to produce a 2d topo file -.-

remote estuary
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or you could increase your pagefile size so it uses disk when it runs out of ram

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itll take longer, but is free

remote estuary
remote estuary
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@tight dune sorry to tag you but perhaps you have experienced the above issue?

tight dune
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hm, I didn't have such issue before

brazen shoal
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My mission decided to load all of its dependencies but not the actual main files. How do I fix this?

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Now it wont even open the mod.

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I have tried fixing it via the dependencies in the addon.gproj but nothing is working.

stoic wigeon
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Any recommended videos/guides to watch/read to learn how to use the workbench?

stoic wigeon
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Thanks, will take a look.

latent tiger
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Hi guys, can someone help me with a custom lodout arsenal? I customed, starting from a system US arsenal the .xob simply doing a substitution of box with a cabinet...the issue is that when I open in game the cabinet to use the equipment and weapon arsenal, its appear empty...I have to add some SCR function or something like this? thanks in advance

latent tiger
lone mantle
# latent tiger

Do you want it to have a full arsenal or limited amount of items stored?

latent tiger
lone mantle
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I only worked with limited items so far. You can do that with UniversalInventoryStorageComponent and then add items to the Multi Slot attribute and I disabled the SCR_ArsenalComponent.

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So I guess SCR_ArsenalComponent is what you need to modify

latent tiger
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@lone mantle as you can see the SCR_ArsenalComponent is already active

lone mantle
latent tiger
lone mantle
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I actually just noticed, if the faction you set there doesn't exist in the FactionManager, the arsenal will be empty

woeful ocean
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hi guys i want to retexture a jacket whit vegecam pattern can someone help me?

remote estuary
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then again everything seems to work

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browsers, etc

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does workbench need some kind of port open for this?

plucky basalt
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Any update on how the token system works?

remote estuary
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ok I don't think it's network, I setup a VPN to route all traffic through some remote place and it still does it - something must be wonky on the machine running Workbench

tight dune
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well, wild idea for experiment - you could try to copy paste arma reforger online bin from pc where it works to that VM

remote estuary
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when I logout it loops as well

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just between 0 and 1, not 1 and 2

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any chance this something to do with me logging in from a different place or something?

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I am also happy to provide access to the VM via windows remote desktop if you'd like to look at it

ebon hare
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anyone know how to set up EnviromentProbeEnity's for buildings?

brazen shoal
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How do I revert back a prefab I overwrote back to its original unaltered state?

quiet garnet
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Delete the override?

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Or restart workbench

brazen shoal
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Nevermind we good now.

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Workbench was bugging out hard.

latent tiger
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Some know why all the settings under "GameModeFull ditor" are they deleted suddenly and without any error log? attached was/becomes pictures

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become

sweet verge
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i have a ScriptedCustomAction attached to an Entity. Is it normal that I need to restart the Enfusion Workbench everytime I edit the script so that I can see the effect in the world editor?

lone mantle
cloud zenith
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ctrl-s (save) shift-f7 (recompile)

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from script editor

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shift-r to recompile from world editor

lone mantle
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Oh way to go. I should have read properly what he did 🙈

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You can also rebind it such that it's consistent for both editors

plucky basalt
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Help (missed this channel lol)

chrome yew
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When I launch experimental workbench, the World Editor doesnt work. Says its unavailable.

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How do I fix it?

chrome yew
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Did so. But when I loaded my weapon mod to test it and fix it, the World Editor wasnt available

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or am I forced to make a new one?

tight dune
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Can you write in two sentences what you did?

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"Once you've done this, launch Workbench and add the Arma Reforger Experimental data following the instructions on the Mod Project Setup wiki page." don't forget this step (from modding report)

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Once you added it, you might need to launch Workbench once with Arma Reforger Experimental project (the one that was added)

chrome yew
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I added the data for arma reofrger experimental. Opened it once. Then closed it and then opened my project again and still nothing

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It works for cars and such. Just not for any weapon-like projects. Mine or others.

tight dune
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ah, that means you have some outdated things

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check Log Console for details

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you can also launch Script Editor and see where are errors

reef ferry
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@silk cave don’t. also off-topic (please read description of this channel)

silk cave
reef ferry
noble lance
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Even Arma 3 mods need an update once in while after an update, and that game is 10 years old.
Reforger is still under development, so it's normal that mods break on game/engine updates.

silk cave
reef ferry
broken robin
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Would love a workbench feature that would automagically alert workbench players about changes to things the player has modified, inherited from in the workbench.
You know how script editor gives us warnings and errors and stuff.

sleek flare
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Does anyone know a way how to disable the "show bodies" keypress when you press left alt in the world editor? I think it has just been added since today, but when playing with peertool it is quite annoying to have to press through all the layer when you alt+tab, although I do really appreciate the feature 🙂

cursive marsh
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Mod zelik don't run on workbench after update

wanton junco
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Hi, the bundle button is not displaying for me, only the Publish one. Is that a normal thing?

lofty granite
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yea it makes the bundle when you press publish

wanton junco
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Yes that i've seen. But not updated on wiky picture thonk

remote estuary
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I'm saving changes to the world file in Workbench, reload the world and changes reversed

solemn tiger
unkempt knoll
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i noticed the arsenal tab has been removed how do i add my items to the arsenal now ?

solemn tiger
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when i save my world, it wont add the prefix to the .layer file

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it just starts with a underscore

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i thought nothing was saving at first so i looked in the files for my addon and there the layers were without the world name prefix

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@remote estuary same problem

solemn tiger
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this isnt isolated, everyone i know that uses workbench is having this problem

solemn tiger
nimble forge
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Anyone able to work on their conflict? I'm just trying to create a new one and can't even do that. Every time I save world it just.....doesn't lol

nimble forge
neat thunder
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You guys have fixed my biggest headache with the weird window resizing everytime i select the terrain menu. ❤️ Lots of love, keep up the good work.

oak glade
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i need help, what am i doing wrong?

oak glade
tight dune
oak glade
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i followed it perfectly, still happening

tight dune
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so what did you did exactly?

oak glade
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i went to the bun folder in treforger tools, and installed the addon in blender as it showed in the installation section, i did it 3 times now

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im on blender 3.5.1

tight dune
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there are more steps than that

oak glade
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i see, nvm i misread one of them, ive been up for hours, making two faction mods for reforger which includes guns too

oak glade
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imported and this happened

tight dune
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are you trying to import debinarized p3d?

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if its not your model and you don't have permissions then its not allowed. Doing so would result both in Discord and Workshop ban

oak glade
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its a free use model, i got it off of sketch fab i just messed it up and this happened when i tried to fix it

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this is my first time doing any arma mods and i have no clue what im doing

tight dune
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can you provide link for it?

oak glade
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yeah

tight dune
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as a side note, I don't think sketchfab models have arma 3 related things in mesh...

oak glade
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i used a converter online

tight dune
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ah, so it's ripped model then?

oak glade
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i have been non stop trying to figure everything out

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no? i dont think it is, i just used a converter, i didnt think converting file formats wasnt allowed

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if so ill stop

tight dune
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which converter?

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and why do you need converter if file from sketchfab is in FBX format?

oak glade
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it was either panda3d sdk or one of the other sites i found , it told me in the forums it needed to be a p3d file for arma

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so i looked up how to convert and converted, then when i tried to import it gave me an error so i looked it up, and then tried to convert it back and then after i imported again that happened

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why is modding this confusing

tight dune
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Arma Reforger works with FBX

oak glade
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im going to have a mental breakdown

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im saying that somewhat jokingly

tight dune
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FBX can be directly imported into Workbench

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if you want to work with model, you can import fbx in blender, work on it and export it as fbx to convert it

oak glade
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thers a section for that?

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ive been going at this blind because i couldnt find any videos

tight dune
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adding new weapon is sort of complex task - especially for someone without experience

unkempt knoll
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anyone can help me out why my items are not shown anymore in the arsenal ?

tight dune
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can you post full screenshot?

unkempt knoll
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that notm uch to see its the US_inventoryItems.conf

tight dune
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is it overriden config?

unkempt knoll
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i have taken it over in my folder yes as an override

tight dune
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can you post pic - just to make sure

unkempt knoll
tight dune
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I see you have unsaved changes (*) there - have you tried saving that file with ctrl+s?

unkempt knoll
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yes it because i selected sometihing a sec ago 😛 i have tested it with saved before the change

tight dune
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you can always try restarting workbench

unkempt knoll
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have done that many times as it crashes everytime i load my model -_-

tight dune
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so you workbench is crashing when your prefab is loaded?

unkempt knoll
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tht happening since yesterday update just the model tho i can do all but not open model iut just freezes and is stuck in infinity loading

tight dune
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I guess that might be the reason why its not loading in arsenal

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Log Console could have some hints

unkempt knoll
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and its not my model that has issues it been working the whole time

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no logs

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thats the thing

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it just freezes and nothing shows

tight dune
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and by model do you mean xob or et?

unkempt knoll
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xob

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i can do everytyhing with the model and et in world editor

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but if i opn it normal in workbench it crashes it

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is since the update

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have reinstalled it

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tryd other models

tight dune
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what is "open it normal in workbench"?

unkempt knoll
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it does the same for every file over 100kb

tight dune
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Like opening just xob in Resource Manger tab?

unkempt knoll
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yes

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like my mags and suppressor loads no issues

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but asoon as i take a bigger file

tight dune
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I guess there could be still some info in console.log

unkempt knoll
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its dead

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no there is no info

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its empty

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thats hissue

tight dune
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and how large is your gun? Is it a proper low poly model?

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completely empty?

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I guess you are looking at wrong place - in 0.9.8 location of logs was changed

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it is now in Documents\My Games\ArmaReforger\logs

unkempt knoll
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its not big at all they are under 500kb of size and they ahve worked before

tight dune
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(or ArmaReforgerWorkbench for Workbench)

unkempt knoll
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my mp5 is really simpel made

tight dune
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have you tried reducing size of that model and then trying to reimport it?

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deleting some parts one by one and checking which part is causing that issue?

unkempt knoll
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managed to get my mp5 to show again , after deleting all my config files and readd them

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i dont get it why it would crash for a simpel part the gun only excist out of 10 parts where from 1 main body 1 stock 1 barel 1 grip and couple switches / trigger

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and now i have the same with mag and sup.... added the same way not showing up amazing

unkempt knoll
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legit amazing update half the stuff i broken ...

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cant even open my attachment slots on the prefab as it all crashes

tight dune
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Have you found logs in new location?

unkempt knoll
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again the issue is there is no logs for the model crash

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its empty

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nothing

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not even a folder is made

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i see my normal crashes

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but the one for loading model had nothing

tight dune
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Impossible, there should be at least some init stuff from workbench

unkempt knoll
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the thing is it get stuck in infinity loading

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and not crash

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its just frozen

tight dune
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Yes, but logs are appended continuesly

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They are not created on crash

unkempt knoll
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i just made it do the freeze 17:43

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no logs

tight dune
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And when you launched it?

unkempt knoll
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i luanched it an made it insta freeze for test

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its not there

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wil try another one for ya

tight dune
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And what is last line in ingame log console?

unkempt knoll
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nothing

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like i sayd

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empty

tight dune
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So it is happening on startup?

unkempt knoll
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no

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on loading model

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but there is nothing in console to check

tight dune
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So before that it is also empty?

unkempt knoll
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yes

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its a new file

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i upload the model

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and it freezes

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instantly

tight dune
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Can you post screenshot of empty log console?

unkempt knoll
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that all there is that it shows

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it loads it

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and then bam gone

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just frozen

tight dune
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Well, it's not nothing...

unkempt knoll
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no but its no crash or wrong load ether

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idk why it does it

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it loads it in it

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but if i press on it it freezes again

tight dune
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Is it also happening if you put those assets in subfolder?

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Also if you want you can dm me that Addon and I can try to check what is going on

unkempt knoll
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i can load it in to worl editor and do everything with it

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i just cant acces the import to change the offsets that i need

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and the thing is its not even that big of a file this is my blend

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same setup as i used for my mp5

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but yea world editor no issue

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but i cant change the import offset and suchin there :/

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so yea im stuck with this as its not reacting on me moving it in blender

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but like you can see everything works its just the opening it in resource

tight dune
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my offer stands

spiral totem
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If I publish my already existing mod that is set to "public" as "unlisted", will it unlist the old version as well or only the new version?

rustic prawn
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Fellow content creators, how do I add my Better Radios to the arsenal crate with the new update?

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Do I have to scrap and restart them?

glad jacinth
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Am I the only one who hates that mouse wheel switches tabs in Script Editor and not just scrolls them? I guess there is no way to change that?

torn kayak
glad jacinth
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I want my current selected file to stay selected until I click on another

torn kayak
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Like in a popup or something? I have never seen/actively noticed this kind of tab scroll behavior before. But in general since they wanted to reinvent the wheel and make a fully custom script editor instead of starting with some base editor sdk all those conveniences are missing. I guess all you can do is make a ticket and slaughter a goat to increase the chances of it not ending up in limbo.

glad jacinth
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But yeah, already figured that its not configurable, guess could be ticket feature request

torn kayak
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We can not even collapse code blocks/classes etc 🙂 So yeah I did not even come so far in terms of "what could be improved". Tabs are dead last for me there 😉

glad jacinth
torn kayak
# glad jacinth Do you script in something else for Reforger?

For DayZ I used IntelliJ but there the integration with the debugger etc was not as good as it was in AR now. So for AR I have accepted my faith and use only the workbench. It is getting more and more useful though. @earnest prawn is improving the auto formatter - that was one of my gripes, now all I need is code collapse and and I will be happy. Searching in specific addons instead of everything or current file I think was already done and just awaits merge into the game. So there is hope for it to become a better text / code editor where it does not make me want to open notepad++ or intellij

vague pecan
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GitHub copilot in workbench when

ripe prairie
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Hello, do you know how to add vehicles to spawn ? Vehicle_US.conf with vehicleassets no longer works ?

earnest prawn
oak glade
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need a little help, im importing my helmet model but its only giving one material for it, theres supposed to be 5 materials, its imported as an fbx

late nexus
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have they moved the config file for the arsenal box as we cant find it

pulsar cliff
late nexus
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thank you

orchid kelp
earnest prawn
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while not impossible, I think this will have to be a community project - given BI builds the Script Editor, nobody in-house will be officially tasked for it

oak glade
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i just need help with the materials

vernal cosmos
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Why prefabs in the workbench marked by orange/green/blue?

tight dune
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Green are editable prefabs - Prefabs in folder prefabs editable

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Blue are regular Prefabs

old cosmos
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does anybody know where the mods you download are getting saved at? because my mods are broken af, and i cant unsubscribe from them

tight dune
stable burrow
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Everon Xtra (Sub-world mod)

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WORLD (E): Unknown keyword/data 'HouseNumber' at offset 65942108(0x3ee325c)
WORLD (E): Unknown keyword/data 'HouseNumber' at offset 65942169(0x3ee3299)
WORLD (E): Unknown keyword/data 'HouseNumber' at offset 65942230(0x3ee32d6)

I don't understand these errors (after update)

I've tested the mod (server localhost +peerTool) and it looks to be working.

I was also wondering if i need to rebuild my navmesh after this update ? There looks to be an error message about that also ?

tacit kettle
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Question on spawning with factions:

Brand new eden sub world. I placed the following default prefabs:

  • US Spawn
  • Plain GameMode
  • USxUSSR faction manager (disabled player spawns for RU)
  • USxUSSR loadout manager

When I play in editor, it spawns me as the US troop but does not bring up the faction selection screen. It also seems like it loads into a game master session. What am I missing?

tight dune
# tacit kettle Question on spawning with factions: Brand new eden sub world. I placed the foll...

It also seems like it loads into a game master session - in Workbench, GM is always enabled
not bring up the faction selection screen Plain GameMode has automatic respawn enabled (SCR_AutomaticRespawnHandlerComponent), if you want to have loadout selection, check what respawn components are available to https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Modes/Deathmatch/GameMode_Deathmatch_Selection.et

tacit kettle
#

Thanks! Will look into that

tacit kettle
# tight dune `It also seems like it loads into a game master session` - in Workbench, GM is a...

Hmm this seems like it should be the simplest thing. I have the following, all default settings save for the GameMode_Plain1 has disabled the SCR_AutomaticRespawnHandlerComponent.

With that automatic respawn handler disabled, I see the ocean with no player.

With it enabled, it simply spawns me in, skipping the loadout screen.

I have tried both boolean true and false for Debug Skip Selection on the GameMode_Plain1

What could I be missing here?

cloud zenith
#

@tacit kettle You're missing the SCR_RespawnBriefingComponent

tacit kettle
lethal mirage
#

When I inherit a material and edit it, it looses its inheritance and just becomes a generic material. Is this a known issue?

TerrainMaterial : "{070D2A8F3D79109A}Terrains/Common/Surfaces/Cobblestone_01_Wave.emat" {
}

e. g. becomes

TerrainMaterial {
 SatMapBlend 0
}
#

This only happens when the inherited material has the same name as the original.

#

If this is "expected" by the developers, inherited materials should definitely not be allowed to have the same name. But I suspect it's a bug.

#

It also won't be immediately obvious since the Workbench only truly reloads the materials from disk after a restart.

torn kayak
#

If it has the same name as the original I think it is an override instead? Maybe that is why?

lethal mirage
sick ruin
#

Anyone got a Nvidia ansel plugin for workbench?? 😄

#

Would probably speed up creating topo files…..

late nexus
#

hi, does anyone know how to add items to the arsenal box after the update, it seems to have changed a lot

median bone
#

Does enfusions publisher automatically remove source material from your mods when pushing to the workshop? or do i need to manually delete the FBX files from my folders

median bone
#

Ahh okay cool, thanks

humble roost
#

Hey I'm encountering this very annoying crashes that happens every time when I try to open certain prefab folders on Workbench and World Editor.

So the crushes are happening in following folders as far as I know:

ArmaReforger\Prefabs\Characters\Campaign
ArmaReforger\Prefabs\Characters\Factions\BLUDOR\US_Army
ArmaReforger\Prefabs\Vehicles\Wheeled\all of the vehicle prefab folders here
ArmaReforger\Prefabs\Items\Core

The crashes does NOT happen in some prefab folders and non-prefab folders like:
Note that the vehicles in \Assets\ are fine while \Prefabs\ are not good

ArmaReforger\Prefabs\Characters\Basebody
ArmaReforger\Prefabs\Items\Equipment\all folders in here
ArmaReforger\Assets\Vehicles\Wheeled\all folders in here
ArmaReforger\Assets\Props\all folders in here

I'm not sure but I presume there's something going on with the preview for a large prefabs.
Is there a work around to this or should I submit this to feedback tracker?

Also here is the spec of my shitty gaming laptop just in case.
The log files are from the time when Workbench crashed to ArmaReforger\Prefabs\Vehicles\Wheeled\M151A2

vague pecan
#

I'm definitely getting a lot more crashes in workbench since 0.9.8. Happens when reloading scripts in world editor the most, and randomly a few times when playing worlds

#

Doesn't seem to happen if I close world editor before recompile

hallow oak
#

Does anyone know the password for server admin when using peertool and workbench?

turbid mountain
torn kayak
quiet garnet
#

Just open workbench multiple times blobdoggoshruggoogly

remote estuary
#

more crashes than usual for me now in Workbench, crashes when closing audio and animation editors are quite frequent

#

also crashes when publishing addon sometimes

lone mantle
#

How can you monitor stats like FPS in workbench?

plush horizon
#

hey guys trying to confg the FAL and I have some issues with the bullet trajectory, it's hitting just below the rear sight top portion of the circle, any idea?

#

I believe somehow the gun is getting angled when I aim it, it's the only logical explanation I can think about rn, could that be due animation issues?

plush horizon
#

none, I'm making it still

sleek roost
#

Ah, nice can’t wait

quiet garnet
vague pecan
#

the workbench is crashing so much since the last 2 updates. its making progress difficult

plucky basalt
pure raptor
#

I’m very new to enfusion and I’m trying to do something very simple. Publish a test scenario. The issue is: ERROR: cannot load file (for thumbnails etc). I have ensured the images are in the root directory of the mod, and tried shadowing the /UI/Textures/MissionLoadingScreens folders too. Nothing works. Any other tips?

EDIT: I get one error as I launch the publishing dialogue window, and one when I try to publish.

pure raptor
high rivet
#

Im not sure it will help your case, but seeing u are new, try making the image png

#

@pure raptor

pure raptor
high rivet
#

try to compress it, i did both those things

#

also try to use a different name just to refresh it

nocturne sail
#

Okay guys i posted this question to model makers, but I quess its just a wrong place to ask

#

so here I come here, since my problem is showing and happening in workbench

#

Thing is, I make my models in Maya, export them to blender to do weight painting and armature apply . After that export for Workbench. Import in workbench, all good, model looks fine until I reimport it for thoes bones and armature changes to apply

#

at that moment my model gets deformed in some positions

#

here are pictures on recently simple made model for test

#

This is model without any armature reimported (settings on right side)

#

This is what happens when armature and everything needed is applied

#

you can clearly see in some parts (mostly front) some of vertex's get displaced higher than rest of helmet , producing pyramids

#

and glitch looking like

#

Has anyone experience this before, and does anyone knows any fix and whats the problem? I played with settings no changes at all, what i found only is that "Export Skinning" when its disabled and reimport again my model goes to normal. That leads me to armature and weight painting, i tried everything around, and again no changes it just keeps doing the same

plush horizon
#

Hey guys, the FAL is fully functional now, as our friend mentioned earlier, the eye position was the main cause of it. Now I'm having a different issue this time with our server. When I run a private server on my or any other machine running a steam dedicated server the mod opens just fine but when we try to run the same mod on our VPS it just crashes the server, any idea if it could be something on the mod or a server issue? Thnaks

pure raptor
plush horizon
#

most likely our custom faction manager l

sinful bone
pure raptor
#

Is there a way I can add dependencies while already in a project. I know I can add them when making a project. And I can list them at the gproj file. I want to add a dependency while already in a project and see it in the resource browser

edgy sinew
#

Anyone have any custom brushes for painting textures on their maps? Would they be willing to share them at all?

nocturne sail
#

now its fixed

torn kayak
#

Does anybody here develop a mod that has some base dependencies on other mods? I would like to know your experiences if using dependencies had any downsides for you in terms of development setup? What is even required if you have some dependency? Subscribe to it in the game? Or also add the dependency .gproj of the mod manually to the project list of workbench launch screen? How does this process work "ideally"? Anything dislike-able about it?

remote estuary
#

You may or may not have to add it to the Launcher before you can open the mod with it in Workbench.

pure raptor
opaque shuttle
#

I have a question about the prefabs. What is the diffrence between a prefab in the Prefab Libary PrefabsEditable and Prefabs folder some exist in all thre wich should I use when?

sleek flare
#

Does anyone know if it is possible to upload a mod to the workshop if you are not the owner of that mod? I am currently working with a friend on the same project, and it would be good if I could update the mod to test on the dedicated server, without having to ask him to update the mod for me.

cloud zenith
#

Uploads are tied to steam account if im not mistaken

torn kayak
cloud zenith
#

Exactly

pure raptor
#

I have an issue with workbench. I added dependencies to my project and reloaded the workbench. I opened my project and it thinks I’m trying to edit one of the dependencies I added. And my original folders are not there. Now I need to start a new project

cedar crown
#

hey, guys, is there a tutorial on YouTube or something that can show me how to make weapon mods?

#

cause i can't find anything

reef ferry
cedar crown
#

i don't even know how to start. completely new and i want to get into it

reef ferry
#

start in this context can have a lot of meanings, hence the questions i ask

cedar crown
#

ok, all i know is that i can get models on CG trader. idk how to get them into the game, or set them up so theyre held correctly. idk how to animate them and where i can get weapon sounds

#

@reef ferry

reef ferry
#

not sure if there is any youtube vid yet for that sort of thing. Importing should be straight forwards (software agnostic, even more so used the provided blender plugin). For character animation, people have used the templates (anim + rig) provided (blender exclusive). I would use for question each individual channel at a time when you get to that point in your process

#

weapon sounds - there are certain datasets that can be used as base, mostly paid

cedar crown
#

so where do i begin the process?

reef ferry
#

the existing bohemia wiki would be the place to look

#

i would say you begin by knowing what you wanna achieve

cedar crown
#

i need to make a Mk18 with no dependencies. im 90% sure that attachment compatibility is broken rn, and my milsim unit needs Mk18's

reef ferry
cedar crown
#

then how do i load weapon mods without atatchment compat?

reef ferry
# cedar crown then how do i load weapon mods without atatchment compat?

this particular mod is legacy post 0.9.8 update
https://reforger.armaplatform.com/workshop/597D72161FD1ED1D-AttachmentsCompatibility
some mods have been updated to take this into account

Arma Reforger

Now compatible with 0.9.8 version of the game.
Will be deprecated as soon as all the mods switch to using vanilla classes.

Does NOT contain playable content.
Allows weapons to share attachments.

remote estuary
remote estuary
#

9mm muzzle attachment

reef ferry
#

ahhh, yeah it is rifle only atm irc

remote estuary
#

well, you said it was moved directly into the game code

#

I was hoping it was finally completely integrated

#

if the intention is to deprecate the mod then I don't understand why some parts of it were omitted

#

am I supposed to switch my 9mm SMG to use 5.56 muzzle attachments now or how does this work?

reef ferry
reef ferry
remote estuary
#

9mm may actually be the only thing that wasn't added I think

latent tiger
#

Failed to load metafile of mission config image Cannot copy image. I think the mod publishing is broken: all the 3 pictures of the mission config are uploaded with the correct dimensions, restarted PC and other stuff but still can't publish the mod...it's very frustrating to see a lot of these bugs after the last update. Someone solved?

latent tiger
tight dune
#

Can you share logs and pic of mission config file?

#

Do you have sources of your images in the addon too? (PNG)

latent tiger
#

pics are 200K , have 575x575 and 1022x575

tight dune
#

Can you share pic of mission config file?

#

Pics should have dimensions which are power of 2

#

So 512x512, 1024x512 etc

latent tiger
#

tried with these dimensions but the issue persists

#

can't share the pics now

#

will post it

#

the strange thing is that they are the same images used even before the last update

opal hinge
#

Does have the Spline limits ?? I try to create a Spline with Dirt Road and he makes a Spline, but the Road is invisble... (since Update today) or is it a weird bug?

lament pulsar
hexed crest
#

Anyone figure out a way to delete buildings on a sub scene for a scenario?

quiet garnet
#

There is a delete entity you should be able to drop into the world

vague pecan
#

This just started happening whenever I click play in world editor

#

restarting workbench does nothing

#

neither does deleting profile

#

ive done something just dont know what, was overriding a few prefabs and just adding a component when it happened

#

getting github to revert some changes to see if that helps

vague pecan
#

had to completely uninstall and reinstall reforger + tools but its good now

#

lol made it happen again

#

should be able to narrow it down and submit a ticket

remote estuary
#

exciting

#

I wonder what it is

vague pecan
#

seems to be when I override a specific prefab, just gonna find out which one

high rivet
#

How do i remove a dependency from a project?

quiet garnet
#

open you project's gproj file

remote estuary
#

does workbench still allow editing dependencies of ArmaReforger gproj?

cursive marsh
#

Can someone help me? I created a weapon but I'm having trouble aiming. When I aim without a scope, it's perfect but when I insert a scope, the aim is offset towards the bottom. Anyone know how to fix?

hexed crest
gusty matrix
#

I'm preparing a mission but the AI ​​stopped following the waypoints

elder spade
pure raptor
#

I'm trying to make a sign asset to be placed by GM. I modelled a sign in blender and imported to Workbench. I copied an existing sign and overwrote the MeshObject to my .xob.

I then edited the SCR_EditableEntityComponent and the SCR_PreviewEntityComponent to my settings.

Two things are not working as expected - 1) My custom prefab isn't available to place via the GM resource browser. 2) Despite there being a UCX_mesh on the model, bullets don't affect it, yet I cannot walk through the mesh.

the most important thing for me to know is how can I solve the issue of not being able to find it in the resource browser in GM

brazen plaza
#

I am trying to start working on a map but it's just not saving, I've worked on other maps when I was learning some time ago and had no issues. Is this a common issue when working on maps or just me?

tight dune
plush horizon
#

Hello folks, we recently released a WIP of the Brazilian Army mod, for now we just have the FAL included and we have plans to add the IMBEL IA2, FN MAG and few other weapons.
We're having some issues with the mod tho, once we have over 10-15 ppl in the server for around 10 minutes, we start to see occasional server kicks due connection time out and then it gets more and more frequent by the 30 minutes mark till the server kicks most or all of us non stop and sometimes the server also crashes, making it completely unplayable. Right now I have 0 idea what could be causing it, all I have is the server logs so if any of you guys know what is causing this issues with server stability, please let me know.

cursive marsh
#

Hi all, I have some problem with a weapon I'm creating:

  1. I mounted a scope on it but the aim is offset vertically downwards.
  2. I mounted the suppressor but it has two problems: the first is that it doesn't change the sound of the shot, while the second is that I can remove it through weapon inspection but I can't put it back. Anyone know how to fix?
tight dune
cursive marsh
#

Yes, I'm using a pivot.. Which one should I look at and change the rotation? On sight components?
I put the suppressor dependency and added "BaconSuppressors_WeaponSuppressionComponent" on the weapon, should I put something else?

cursive marsh
#

the direction is correct

cursive marsh
#

the aim fix, but i've then problem of the suppressor

brazen plaza
#

How do I actually play a map that I made, I see it in the in game workshop and I can download it but there's no way to play it, do I need to make it a scenario like other maps? If so how?

lone mantle
brazen plaza
#

ok

brazen plaza
#

RESOURCES (E): Failed to load metafile of mission config image:
DEFAULT (E): Cannot copy image:
RESOURCES (E): Creating bundle failed

#

I dont understand

#

actually

brazen plaza
latent tiger
brazen plaza
#

So we just have to wait for the next update and hope they fix this?

tight dune
#

Read the message that I've posted

#

You need to fix your mission config file so it links to pictures you have sources to

brazen plaza
#

"When you are making your own MissionHeader, the 3 images in the config need to be in your addon, you cannot reference image files from other addons (and you also cannot leave the defaults)"
This is the answer from the wiki but I'm still pretty lost

limber matrix
#

How the hell do I get the locks off the files inside the workbench

remote estuary
#

you can try to duplicate or override, but cannot edit someone else's stuff

limber matrix
#

Ok trying to make my own gear for the first time and dam is this a pain to learn

remote estuary
#

make sure you give the duplicate some unique name

limber matrix
#

Alright another question do I need to port in a corpse to blender to put my gear on to weight it to befor putting into enfusion

limber matrix
#

Character model

reef ferry
#

it is available in the sample files

brazen plaza
#

https://community.bistudio.com/wiki/Arma_Reforger:Known_Issues
Modding
"Failed to load metafile of mission config image"
RESOURCES : Packaging project successful
RESOURCES (E): Failed to load metafile of mission config image:
DEFAULT (E): Cannot copy image:
RESOURCES (E): Creating bundle failed
When you are making your own MissionHeader, the 3 images in the config need to be in your addon, you cannot reference image files from other addons (and you also cannot leave the defaults)

#

Am I just dumb?

old fox
#

Can private mods be used in servers

#

And if so how?

limber matrix
#

Can a 3d modeler message me I got questions

reef ferry
old fox
#

Is there multiple kinds?

reef ferry
old fox
#

Can they be put on a server? Not talking ripped stuff

reef ferry
old fox
reef ferry
sturdy ether
#

Unlisted mods work I have a unlisted mod on my server, if it has a scenario ID you will need to make it public (or test) so you can download it get the serverdata.json and find the scenario ID from there then you can “update” your mod to change it to unlisted again

limber nest
#

Is there a new guide for adding items to the arsenal after the update? My mod crashes every time I try to grab an item out of the arsenal box. Idk why, it worked when I tested it in workbench. But in local games and on my server it is crashing. I am assuming I didn't configure it correctly?

tight dune
brazen plaza
tight dune
brazen plaza
#

@latent tiger

delicate quarry
#

some one know here i can make the arms show when i got example a t shirt

low scaffold
#

My project fails to publish a new version now for some reason! I've triple checked all my dependency GUID codes & searched the project for bad assets, but nothing seems to work

#

The error logs doesn't seem to give any clues either. Anyone know what I should look into? 🤔

remote estuary
#

are all dependencies for your mod visible on the workshop?

low scaffold
hexed crest
#

Any links on colliders so i can make my walls and floors actually physical so you dont walk through them?

cursive marsh
#

I've created a scenario with Gogland but when i join on the server crash.

#

The message is " RPL (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (con=0x0)"

#

Anybody can help me?

torn kayak
# cursive marsh The message is " RPL (E): IReplication::JIPError: Inconsistent item table ...

You are creating entities via script or have some placed on the map that spawn stuff which miss-matches on replication on mp. Basically the client has more or less objects than the server expects it to have. The way to go about this is to think about which objects could maybe cause this. Make a copy of your current mod setup and then start deleting stuff until the error goes away and you can narrow it down to what exactly the issue might be. I think there is also a way for this error message to be more useful and tell what object/component exactly he miss-matched but if that is not in your logs right now then i am not sure how to make it show up. Maybe you should test this in workbench with the peer tool instead? I think there it will tell you more

cursive marsh
torn kayak
#

for the peer tool you need to add the -addonsDir "MOD\SOURCE\PATHT,PATH\TO\ADDONS" where the peer tool can find them. if you subscribed them all from workshop then you need to have your current source folder there (where the gproj lives) and the path to your C:\Users\<USER>\Documents\My Games\ArmaReforger\addons. Paths are separated by ","

#

Maybe you do not need to add it for peer tools for downloaded mods, maybe those are added by default, i am not 100% sure. for all my setups i have custom local versions so i need to give all paths for everything

#

needless to say i don't know why the peer tools don't automatically start with the path setup because the current workbench session knows what mod you got open.

#

I nearly broke my mouse in anger last week while trying to setup a peer tool for debugging a user report where he had issues with his mod based on mine. so don't worry if you can't get it to work, its a very user unfriendly system that could be automated a lot more for the 90% default use cases. post your error message here if you can't figure it out

cursive marsh
#

can you see me a screenshot of the parameters?

torn kayak
strong rapids
#

Hello, I have a problem.

When I created and I configure my world on World Editor, I cannot play it, even having put a camera.

Also, when I close my project and want to reopen it, nothing works and I don't have my resources anymore.

Has anyone already had this error before ?

#

I have this error :

RESOURCES (E): Wrong&patched resource GUID in @"script" for property m_SourceWorldPath resource name @"worlds/Editor/Test/EditableEntityImages.ent"

cursive marsh
torn kayak
#

ok that is a problem with your respawn system then maybe. at least you passed the dependency error stage 🙂 Anything in your logs client or server?

limber matrix
#

So I got my clothes to match up to @twin knot weight model but when I copy and paste on the arma reforger sample character model it doesn’t fit and doesn’t paste onto the model right anyone know what’s goin on?

coral sparrow
#

I have this question but didnt post it in the right channel

#

anyone able to help me?

cursive marsh
# torn kayak ok that is a problem with your respawn system then maybe. at least you passed t...

Hi, this is then message after run PeerTool (don't start)
NETWORK (E): Trying to register connection of possibly unauthorized client.
rpl::Pip::ProcessNetToGame
NETWORK (E): RplConnection::ValidationError remote script source code checksum does not match! local=0x26bafa9f remote=0x87e3017e
NETWORK (E): Trying to register connection of possibly unauthorized client.
rpl::Pip::ProcessNetToGame
NETWORK (E): RplConnection::ValidationError remote script source code checksum does not match! local=0x26bafa9f remote=0xc23d3b27

torn kayak
lethal mirage
#

I need some help with exposing characters to Game Master.
I generally followed what was shown on the faction creation wiki page, but for some reason my characters just don't show up in the browser, the faction itself does.
There are timeout errors during thumbnail generation, but I just used a vanilla thumbnail for testing and the labels look just fine, so I really don't know why the characters are not showing up.
Does anyone have an idea what might be the issue?

latent tiger
proper bobcat
#

Seems to be an issue out there regarding saving of work (whether terrain, vehicle or other prefabs)
https://discordapp.com/channels/105462288051380224/976019427483074621/1114602129391362189
https://discordapp.com/channels/105462288051380224/976159873517629500/1106388446198632538
https://feedback.bistudio.com/T172337
https://forums.bohemia.net/forums/topic/241862-log-consol-error-wrongpatched-resource-guid-in-script-for-property-m_sourceworldpath-resource-name-worldseditortesteditableentityimagesent/

For me, I am trying to edit/make a checkpoint prefab. I can copy a prefab, but if I edit either the original or the copy, save or force save the changes and close the world editor, it will not save the changes and give the error message.

RESOURCES (E): Wrong&patched resource GUID in @"script" for property m_SourceWorldPath resource name @"worlds/Editor/Test/EditableEntityImages.ent"

Any idea how to solve this, or what causes it?

tight dune
#

Are you editing those Prefabs In prefab edit mode?

stable burrow
#

Good Afternoon,

In the workbench, is there a way to DIM or Brighten the Runway lights ? (i was thinking about placing those lights on the walls, as interial lights, inside a fortress i'm making)

chilly widget
solemn tiger
limber matrix
#

Is their a reason my arsenals only has one folder in it and when I try to add a item it won’t let me upload it to the arsenal

cursive marsh
#

Sorry, there is a way to export an xob files from other mod or from original game?

cursive marsh
#

ah ok, sorry

shadow hinge
#

Just a random question, I'm new to Enfusion but trying to learn the ropes of terrain design. I've gotten pretty far but I get an error message in my log when I load up the terrain that I probably missed when I started yesterday, can anyone tell me what this means in terms of my roads? I actually did search online but didn't find anything and also had GPT4 try to figure it out, I'm really just looking for clarity and how to fix any issues or be aware of issues the error might indicate to more experienced devs:

TERRAIN (E): There are 42 invalid segments on the road of @"ENTITY:2819"
TERRAIN (E): There are 44 invalid segments on the road of @"ENTITY:2828"

limber matrix
#

Anyone use gimp

unkempt knoll
#

is there a way to make a gun shoot out multiple bullets in 1 shot ?

cloud zenith
#

@unkempt knoll like shotgun pellets?

unkempt knoll
#

yup

cerulean shale
#

i keep getting an error when trying to publish a mod
RESOURCES (E): Failed to load metafile of mission config image:
DEFAULT (E): Cannot copy image:
RESOURCES (E): Creating bundle failed
any ideas?

cerulean shale
tight dune
#

do you have sources for that image?

cerulean shale
#

its wasteland gloom rp "mod"
mission "folder"
png thats converted to edd "picture im trying to use"

#

imagine theres drop down brackets

tight dune
#

can you show screenshot with mission config file and folder where your image is?

cerulean shale
#

yea

tight dune
#

and mission config file?

cerulean shale
#

two files under

#

its the same folder

tight dune
#

I mean opened

#

I would probably suggest changing picture name to something shorter

cerulean shale
#

second pic is the bottom part

tight dune
#

yea, try changing picture name

cerulean shale
#

ok

#

same issue i renamed it test.edd

tight dune
#

is your png 8 bit?

#

and did you renamed both png, meta and edds?

cerulean shale
#

i did some digging i the mission makers tab and someone fixed the issue by using the images they were trying to change in the mod but im not trying to change the images

cerulean shale
tight dune
#

open it in file explorer

#

perhaps it will be easier to delete edds + meta and reimport texture again

#

and then assign that new texture in mission config file

cerulean shale
#

i deleted the meta and edds and the reimport was grayed out so i registered and imported it

#

same issue

tight dune
#

can you put that picture in UI folder?

#

and what format is that texture? 8 bit png?

#

jpg? tiff?

cerulean shale
#

imma send you a vid

#

its 1min 30sec long of the p[rocess

tight dune
#

you can also send me this mission config file if you want - probably will be faster than 1min and 30 sec 😄

cerulean shale
#

ok

#

discord wont let me send the vid its over 500mb

#

idc if anyone uses this template im hoping rp sourcesw will boom

tight dune
#

where is your addon located?

#

Is it some one drive synced folder?

#

I just tried it and it worked just fine

cerulean shale
#

yea its on a one drive synced folder

#

nvm its not

#

the mod i sent is on the pc im using only

#

teh working directory when i publish is showing its using a one drive folder

#

would that be the problem?

tight dune
#

And could you perhaps use something different for preview image?

cerulean shale
#

i can try

#

ive tried 4 different pictures from 4 different areas in my pc and all have the same issue

#

i feel it may be something with the program im running since you were able to get it to work

plucky burrow
#

Could it be the spaces in the file path?

tight dune
#

You tried different preview image in publish window only?

cerulean shale
tight dune
#

The one in mission folder should be the same

cerulean shale
plucky burrow
cerulean shale
#

the project name?

#

im not sure but ill try

plucky burrow
#

I mean to remove the spaces, not sure if its causing an issue or not, but some things can be funky with spaces in paths.

cerulean shale
#

welp ran into another problem now\

plucky burrow
#

spaces in paths is a horrible MS Windows trait 😏

cerulean shale
#

iit was uploading then said upload failed and this is what popped up

#

i downloaded the files straight from the github the creaters of everon life posted them

tight dune
#

Hm, might be my fault in this case, try to change one digit in your gproj guid field

#

And then reopen it

cerulean shale
#

that got it thanks

#

now to see how much of a nightmare rp coding is gonna be

#

and the second time i did it i put spaces so i think it was the guid thing idk

remote estuary
#

Generally if a filesystem path is involved, spaces should always be fine

abstract python
#

Do you know how to increase ram memory on enfusion?

fluid laurel
unkempt knoll
#

So is there a way to make 1 shot shoot out multiple rounds as in shotgun pellets ?

unkempt knoll
#

How would i set that up ?

#

its the only thing my shotgun misses atm

tight dune
#

take a look at rpg warhead

#

in principle, try to to create projectile with 0.001 trigger time which creates pellets

unkempt knoll
#

ah i tryd fragmentation before but i will give it a shot

abstract python
unkempt knoll
#

@tight dune what is the component name ? as id i use the one of the rpg it just only wants to use explosives

remote estuary
unkempt knoll
#

thansk will give it a view

remote estuary
#

unfortunately the HE shells not dealing damage in multiplayer bug is still there, no idea why my HE warheads dont deal damage in multiplayer but do in singleplayer

worthy rune
#

Warhammer mods?

onyx kernel
hexed crest
#

Alright have a question what am I doing wrong here, blender it looks great and then get into tools after dragging it into it and we got this

quiet garnet
#

You don't need the _LOD0 for a collider

broken robin
#

Any tricks or trips to disable the screenshotting when pressing F7?

lethal mirage
#

I'm trying to generate asset images using the Eden_AssetImages world.
The resolution is 400x300 in the viewport, but when I press play, it alwys goes to this:

Cannot generate images! Current resolution is 500x375, expected 400x300!

tight dune
#

Are you playing in full screen?

#

If yes, then uncheck that option in switch to play thing

lethal mirage
#

I did.

tight dune
#

then disable fullscreen

midnight reef
#

I tried to fiddle around with the World Editor but looks like it doesn't properly save my progress. Once I close and try to re-open my project everything I did in the World Editor seem to be gone. Any hints? What am I doing wrong?

tight frost
#

Im still very new to this

I have Arma Reforger and Arma Reforger Tools, along with mods installed on Arma Reforger.

Yet those mods do not appear as dependency add-on options when i go to create a new project.

I dont know what is wrong

sinful bone
tight dune
torn kayak
tight dune
#

well, it is planned to have workshop support in the workbench itself but no ETA on that

torn kayak
#

That would be lovely, but maybe in the mean time if that is e.g. a year away a little fallback could help the avg joe to start their projects easier. I see lots of people struggling with dependencies because they think they can just create a new project based on mods they had downloaded already. I get at least 2 dms a week with missing GUID error messages from people attempting to use my frameworks.

tight dune
#

beside that, there is also alternative to it, by using addonsDir - in this case you have to be very careful since you might end up in situation when workbench would try to use workshop mod even though you want to use local, work copy

torn kayak
tight dune
#

those hidden things are really causing a lot of confusion so I would avoid it

#

i.e. still a lot of people fail to locate Arma Reforger gproj if its not automagically detected

#

what could be perhaps done in short term is explaining the procedure on wiki

#

because dependencies handling is really briefly explained there

torn kayak
#

Forcing the users to do explicit choices and thus having to think about what they actually want to do can be a good approach in a professional environment, but I think we will agree that the goal is to make modding as accessible as possible. For the "90%" that go the default route it should be made a 0 effort process and those who are advanced enough to think about more get proper documentation of "ok so you want to load different versions, here is what to keep in mind" on the BIKI. Forcing EVERYBODY to do the same steps as somebody who has maybe hundreds of hours of experience in project setups will just gate keep people. This was my experience on launch week, and what I observe still happening today with people coming in to check out mod making for AR. Take this feedback or ignore it, I just want to make sure I at least make somebody aware of this. Anything past this is not my responsibility 🙂 I just give ideas and hope for the best.

tight dune
#

on launch it was working differently mind you 😉

torn kayak
#

I understand however that in AR not everything is ready yet any maybe its not the goal to add WIP things here and rather wait for "proper" solutions together with A4 launch.

tight dune
#

Workbench was using same addons as game (since it was using same profile) so you didn't have to specify anything. It caused a lot of confusion and people were complaining that their addons are suddenly read only

#

For the "90%" that go the default route it should be made a 0 effort process indeed, and for instance with default AR project, I suggested once to simply show that auto detected project. If its not there, you know auto detection didn't work, if its there, you are good to go and you establish habit of managing projects in a good way. Of course, there are still quite a lot of things missing in Enfusion Workbench Launcher like i.e. being able to specify load order (if for instance you are using experimental tools and want to use data for experimental Arma Reforger game) but there are some plans for that

hallow oak
#

@torn kayak There is nothing average about Joe's

torn kayak
midnight reef
torn kayak
tight dune
midnight reef
#

Thanks guys, I'll give it a try. I fairly new to all this and trying to learn how stuff works

midnight reef
unkempt knoll
#

question my colliders seem not to work when i transfer it over to the workbench any idea ?

tight dune
#

what do you mean by not working?

unkempt knoll
#

they dont show up nether does it have collision

tight dune
#

they don't show up in Resource Manager model viewer?

#

do you have any errors when importing this model?

unkempt knoll
tight dune
#

what about errors?

unkempt knoll
#

none

torn kayak
#

some of them have illegal names or not? Or is bottom1 allowed, i thought they all need prefixes

tight dune
#

bottom1 is allowed

#

any model without prefix/suffix is considered _LOD0

#

can you share that model maybe? Do you have all logs enabled?

unkempt knoll
#

yea i have those on

#

if you want i can send you the file

tight dune
#

ok

tight dune
#

RESOURCES (W): Trimesh collider exceeded maximal number of vertices/faces

#

so I guess you have something wrong with Log Console settings or you are not paying attention to it

#

@unkempt knoll

unkempt knoll
#

so only thing i can do is select less as collision ?

tight dune
unkempt knoll
#

already ahve it in

tight dune
#

So it's working?

unkempt knoll
#

yes

cursive marsh
#

Hi, exist a method to save the entity placed in game master after close the server?

peak cedar
#

my workbench has been crashing a lot today. Im wondering if it may have corrupted my mod. It likes to crash when saving...

cursive marsh
#

I add the component "editableEntityComponent" on a building but when i placed on game master, if move the object the furniture don't move. Can i fix?

tight dune
#

does each piece of furniture has hierarchy component?

#

In any case, this should be done via plugin, not by hand

#

at least if you don't want to spend a lot of time configuring little things by hand

static siren
#

I have seen that there now is "Vehicle Complex" in the Raycast settings for Vehicles. Is this Multiraycast collision or collider based Collision and also how does one set this up ?

tight dune
#

Vehicle Complex is just name of Layer Preset

#

VehicleComplex layer preset should be used for character to vehicle collisions and relative movement.

static siren
tight frost
#

Dont know which channel to ask but how do i go about basing a modded vehicle over a vanilla vehicle

Ex. Strider’s Cougar based over the Vanilla Trucks

cloud zenith
#

@tight frost Can you rephrase that?

tight frost
#

Which part specifically

cloud zenith
#

I just don't understand what you mean exactly

sharp juniper
#

Inheritance - I would suggest following the basic mod tutorials to understand the essentials and this will be fairly obvious

nimble jewel
#

Workbench is broken for our complex mod, Arma life which seems to be the red headed step child of the community

#

Which makes 0 sense as our servers see thousands of people weekly

#

How long till we can update our mod

peak cedar
#

why is it broken? o.O

#

Ive been having a lot of crashes on save, no option to send report...

lone mantle
#

You should really consider using version control like git or svn. You'll thank me later.
There are cases where faulty code can crash the workbench immediately when you try to load the mod.

#

Stepping back to before I made that change, solved it for me.

#

Or you edit the files with an external text editor before starting the workbench.

torn kayak
#

Yeah I recommend using a version control and stash changes locally often so you can rollback when crashes start to happen. The WB need some more failsafes so it does not crash to death that easily imo, but given how deep the scripts interact with the engine I am not sure if there can be some kind of recovery that might provide more detailed info to the user on what happendd without the crash reporter and a dev looking at the dump.
Some of the crashes are user fault, some are "avoidable" by the engine even if user fault, some are edge cases in the engine code that needs fixing 🙂 AR is a beta for me in terms of enfusion so I am careful when interacting with it

peak cedar
#

I would really love something that told me what specifically is having a replication issue when i do have one. But yea I probably should learn that stuff too! Im usually pretty good at keeping backups, but ya know 💩 happens!

peak cedar
#

So should i consider it a failure/corrupted if workbench crashes while saving?

#

theres nothing to tell me if it finished saving then crashed or wth happened

#

looks like i did NOT get anything in the logs about a save completing, so i guess i should consider this project corrupted when that happens.

cold terrace
#

AAVP mod when?

turbid mountain
# torn kayak Yeah I recommend using a version control and stash changes locally often so you ...

Long lasting issue with Enfusion engine..
I tried updating my DayZ server, only for it to crash every start and i couldn't figure out why. Until I realized I didn't update the pbo's.
So simply because it had old scripts, it was crashing every startup with no infoa bout why. Very fun

I implemented a thing in script/engine that throws a error popup if exe build is too old for data.
But not the other way around, so loading old data still sometimes crashes... Needs actual research and effort to be put into "not crashing on invalid data" as a big feature. But that will take alot of work

reef ferry
cold terrace
#

Mb gang

primal cairn
#

Does anyone know how to make the custom world you created in the Enfusion Workbench work for the Xbox Series??? I can only load and play the world on PC but as soon as I want to smash my series. I spawn in the water and can't do anything.

tight dune
primal cairn
#

yes on pc its working when i played the world normal in arma.

tight dune
#

Like in game? Not in Workbench

lethal mirage
#

How can you add non-specific addonDirs to the Workbench, like your general Reforger mods folder?

torn kayak
#

I believe you can just point it there e.g. mygames/ar/addons. it will look for direct folder and subfolders of at least one level down to find the addons you want to load.

lethal mirage
#

Well yeah, but how do I point it there?

torn kayak
#

with the addons dir parameter and the path to your addons folder

limber matrix
#

Anyone know how to fix this

cloud zenith
#

That's from improper weight painting.

limber matrix
#

Ok so gonna have to tweak the hell out of it

#

I used vergys guide so gonna tweak around with that I guess

slim nova
#

does anybody know what I can get addons visible in the workbench?
for somre reason I can't get any mods visible here (only default ArmaReforger is there). I have a few mods enabled in game but those I just don't see. tried -clearsettings option to see if that maybe resets things but didn't seem to help.

In game I can play fine using mods without any issues but in workbench I can't see any?

slim nova
torn kayak
slim nova
#

ok, will try that now

slim nova
#

it does pick the parameter up but doesn't see any addons?

torn kayak
#

where are you looking for them? you would probably only see loaded mods when creating a new project and in the file explorer

#

the project list won't show them if that is what you mean

slim nova
#

I was expecting them here:

#

as I need add dependencies here for my new project if I understood correctly

#

e.g. like Capture and Hold

torn kayak
#

Yes there you should see them

#

Reyhard or another dev will know, lets wait for them to point out what we got wrong here 🙂

slim nova
#

reinstalled workbench again and also tried running it as Administrator but nothing seems to work for me. version is current as I reinstalled (0.9.8.73)

slim nova
tight dune
#

can you post screenshot of ArmaReforgerMods folder content?

peak cedar
#

Maybe it's in the options at the top, there's a box for data path I think. Default I believe is in documents, my games, Arma reforger workbench, addons. I copy mods there from game folder.

tight dune
#

Other than that, you can add projects to the list via "Add existing project" and then locate gproj of your potential dependency

slim nova
#

I see what you mean. it contains an addons folder. after changing the startup addonsDir parameter to contain also the /addons it does work . strangly it works without in Reforger game.

#

so for Tools/Workbench you need to add the "/addons" but for normal game it doesn't need it it seems.

slim nova
tight dune
#

Both game and Workbench expects upper folder which contains all addons

#

I guess you mean behavior of AddonsDownloadDir

slim nova
#

for game I have these (and all works fine):
-addonsDir D:\ArmaReforgerMods -addonDownloadDir D:\ArmaReforgerMods

for workbench I had to add addons and use this:
-addonsDir D:/ArmaReforgerMods/addons

#

when downloading mids in game it added the "addons" folder and can handle it for some reason

tight dune
#

in your example, addonsDir in game exe doesn't find any addons

#

fortunately for you though addonDownloadDir, acts as addonsDir, and automatically adds all addons

#

you can run game with just -addonDownloadDir D:\ArmaReforgerMods

#

without -addonDownloadDir, you would still have to use -addonsDir D:/ArmaReforgerMods/addons in game exe

slim nova
#

OK, I assumed that this would work together:

#

so was trying to configure both like in wiki but I understand what you mean now

tight dune
#

I will add note that you don't need to use addonsDir with addonDownloadDir

lethal mirage
#

I want to create a context action that teleports the player to another location.
Is there any existing component I could use for this, or will I have to create my own one?

primal cairn
#

anyone have a arrest and search mod for arma reforger ?

clever swift
limber ridge
#

Good morning, I need so advice. In the workbench my atmosphere looks fine but the moment I play test my sun looks like a little spotlight in a dark sky. Any idea where I am going wrong? Atmosphere has been selected.

shadow hinge
#

ObiTo that sounds like a technical question

#

Question about water, I've used the rivers and lakes but is there by chance an Ocean Blocker that can be used with the polysplines?

#

something to literally cut ocean out of inland maps so I can have more dynamic control over landscape and make bodies of water manually besides the ocean layer taking hold a a certain mesh depth?

remote estuary
#

No

shadow hinge
#

damn we could use one tho. Would be really cool tool I think.

#

Classic sunken landscape under the ocean would be neat

shadow hinge
#

Does anyone have any input on nav mesh's in the workflow of a new piece of terrain?

balmy cradle
#

Running into an error when trying to boot my mod on WB after attempting to remove a dependency:

20:20:11.683  ENGINE    (E): Addon 'BetterInventory' dependency '' can't be added

So now it doesn't load, just loads base game project. How do fix?

balmy cradle
vague pecan
#

Is it at all possible to "load" mods in the workbench without setting them as dependancies so I can test things like EntityCatalog detection etc.. or do I just need to set it as a dependancy temporarily then remove it

tight dune
vague pecan
#

oh amazing, thanks

plush jasper
#

Hello, unsure where to ask (as the channel is read only for me ) I’d like to contact/ be put in the direction of the person who created chernarus reforged

Thanks -

reef ferry
peak cedar
#

what do you do when script authorization is required, however the pop up window is completely white with no buttons, and you cant even close the pop up, you have to force close workbench...?

peak cedar
#

oh very cool! Thanks!

austere dawn
#

Wanting to double check here: you cannot use mods on official servers, right?

austere dawn
#

Thank you!

bronze jolt
#

In factions prefab, is it possible to remove some characters? How?

tight dune
#

you cannot remove from inherited/overridden config

bronze jolt
#

Understood, thanks. Makes sense. Is there an easy way to force one specific loadout on respawning players? E.g. I'd like to use the same one Character_US_Unarmed.et uses.

sinful bone
bronze jolt
#

Custom game mode.

#

Doesn't look like I can remove or disable items in LoadoutManager. I would guess making a custom one would be the way to go here?

peak cedar
#

yes thats quite simple, especially if you only want to allow one loadout

shadow hinge
#

Terrain editor question: Does something specific or particular need to be done with vehicles to have them work on terrain properly? Having an issue where test uaz keeps hitting seemingly invisible patches in the terrain that cause it to act like its impacting a wall or flip. Can't seem to find anything in the tuts I've been reading about it. So far only tested it on roads, however my roads also give warnings.

shadow hinge
#

Ah yes I think I missed this step, thank you very much!

remote estuary
#

you cannot edit scripts that are outside your mod project folder, or in other projects I mean

knotty oar
#

is it possible to add dependencies to an existing project?

balmy cradle
shadow hinge
#

Figured it out, its important to set your GenericTerrain entity preset to terrain lol.

#

Next question, how do I lamp? are lamps just based on the thing Ive read earlier about day/night times? Also I forget where I read that earlier if someone could remind me where to find that.

solemn tiger
#

make light entity handling like sound and animation .acp's

#

so you can create your own light classes and set blink speeds\triggers etc

#

@ bohemia

tight dune
brazen plaza
#

Anyone encounter this issue before? I'm trying to generate preview images for my props, and it seems to be giving two different dimensions when I run it

tight dune
brazen plaza
#

In viewport

tight dune
#

I mean full screen viewport

brazen plaza
#

I just hit the play button from this view

tight dune
brazen plaza
#

Same issue unfortunately, I'm using a 4K monitor if that has an impact

tight dune
#

ah, so you are using window scaling?

#

Try to set it to 100% then

brazen plaza
#

What am I setting to 100? Sorry for all the questions, this is my first mod

tight dune
brazen plaza
#

Success! Thank you kind sir, appreciate it

tight dune
#

No problem! I left note on the wiki about this issue

shadow hinge
# tight dune Ah, that would happen automatically if you would use prefab mentioned in step 1

well I actually followed someone elses tutorial on youtube, this one https://www.youtube.com/watch?v=ZjIuwCDix-w&t=560s&pp=ygUQcmVmb3JnZXIgdGVycmFpbg%3D%3D and I actually had put the prefab in at one point, but the field had been left empty. Don't think I ever changed it, doesn't matter now it's figured out but just wondering if it actually sets itself to terrain by default. But yes a very crucial first step.

A guide on creating maps within the Arma Reforger Tools covering terrain sculpting, Sat Maps, Height Maps and Roads.

Let me know what you think in the comments below!!

Griefdrums Pin Badge from the Koyo Store - https://koyo.site/griefdrums​

Support the channel and spread the word with Merch - teespring.com/en-GB/stores/griefdrums​

Terrain p...

▶ Play video
pine mirage
#

It doesn't seem like workbench plugins support changing keybinds through the plugin settings/config menu.

Lets say I have made a plugin that gives me some QoL shortcuts for script-editor and its only used by shortcut. Then I can set a shortcut I am happy with, but in the case someone else is loading my plugins through startup-parameter, then they have to change the source-file to change the shortcut as its hardcoded string?

[WorkbenchPluginAttribute(name: "Code Comment Plugin", description: "Comments or uncomments code in script editor", shortcut: "ctrl+/", wbModules: { "ScriptEditor" }, awesomeFontCode: 0xF121)]

I tried to give it a string variable that would be set in the plugin, so it could be changed in settings, but it did not like that, most likely because it would be a class member varible, and the annotation is set outside the class.

The ability to change plugin shortcuts, is that something that is planned to be implemented, or am I missing something and its already possible?

tight dune
pine mirage
#

fair enough. 🙂

What about getting lines selected? I don't seem to see any way of returning what lines are currently selected. (I want to apply a function to all lines of code selected not just the one with the cursor on it.)

jaunty tartan
#

Any good guides on UI/HUD? Specifically on beta.layout?

silent nacelle
#

Hey guys, not sure if this is the right place to post, but wanting to know how to add traders to my private server. I tried adding through game master, but my client crashed everytime I interacted with the npc. Been told that I have to add traders via workbench?

tired valve
#

Any Ideas?
Got no more info unfortunatly

peak cedar
#

No console log?

tired valve
opal rune
#

Is there an updated tutorial somewhere for creating a GM-placeable composition prefab? Such as, making my own version of a sandbag bunker, or a custom spawnpoint placeable in GM?

unkempt knoll
reef ferry
unkempt knoll
#

Ah ffs :/

reef ferry
#

one thing to try is to log out and log in again, i remember this sort if thing happening when it shows you logged but in fact you are not. Might worth a try

unkempt knoll
#

We been trying to get it to work the last 2 days but whatever we do it wont upload . Even older versions wont . We got on that did upload and we have changed nothing on it and now it wont upload even :/

tropic zodiac
#

Did you already try a full workbench reset by using CLI: -clearsettings with your workbench?
Simply put "-clearsettings" without the "" in your Workbench startup parameters and start workbench once.
Once it's done remove the "-clearsettings" startup parameter from your Workbench.

unkempt knoll
#

the thing is othjer stuff does upload so do parts of it but once its one big pack it wont upload

#

so for me so for ben

#

we tryd multiple versions of the files , the oen that has been running the last week on the server without issues wont upload anymore ether

remote estuary
#

does it start the upload process and then fail when it reaches 100%?

tropic zodiac
#

Another thing is too much text in the mod description.
Like in the description field of the publish window.
In general all the text stuff of the publish window should be pretty short don't know what exactly the limit is but i had problems by using too much text in the past.

unkempt knoll
#

it goes 100% then start loading all the stuff in

#

and then it erros

#

its not the disc or anything like it , we have put it on only test and that does the same

#

and there is just nothing in the console :/

#

there is nothing more then just this

remote estuary
#

how long is it uploading before it fails?

unkempt knoll
#

goes to 100% then stay around 1 min or so on uploading

#

and then it does that

remote estuary
#

yea but how long does it need to go to 100%

unkempt knoll
#

thats dependign on who upload its

#

me with 1gb fiber a couple min

#

for ben it takes like 10-15 min

remote estuary
#

k

#

its not what I thought it is then

unkempt knoll
#

its a bit over 1gb

remote estuary
#

you could try to delete the mod from workshop and upload it again

unkempt knoll
#

already have tryd

#

also on other acc

#

new guid

remote estuary
#

I would start workbench with log level set to spam to see if there's anything relevant in the logs

unkempt knoll
#

thats the thing all it shows is those to errors

#

there is nothing else

remote estuary
#

what is your log level?

unkempt knoll
#

spam

remote estuary
#

then you need help from the green dudes

unkempt knoll
#

are we allouwed to tag them ?

#

as we cant do anything to the server atm :/

true loom
#

can you send me console.log after it hangs there and which addon are you trying to upload, GUID should be probably enough

unkempt knoll
#

it a whole server file ,. there is multiple addons in it

true loom
#

how is server related to issue with uploading addon to workshop from workbench?

unkempt knoll
#

5D494BD58C185108 that the current one that we managed to upload from an older file

true loom
#

Well I wanted to know GUID of addon which was failing so that we can possibly look on our side for some related errors to this addon.

unkempt knoll
#

and this is all that is put in console log

#

RESOURCES : Creating bundle successful
DEFAULT : Validating bundle...
DEFAULT : Validating bundle successful
DEFAULT : Publishing bundle to Workshop...
DEFAULT : Validating bundle...
DEFAULT : Validating bundle successful
DEFAULT : Uploading finished
DEFAULT : Project uploaded successfully
DEFAULT : Checking addon processing status...
DEFAULT (E): Addon processing failed
RESOURCES (E): Publishing failed

true loom
#

alright if I remember correctly then addon processing failed is that something failed when processing addon on our side.
Is this GUID 5D494BD58C185108 same as for that addon which failed to process? Or is that addon under different GUID?

unkempt knoll
#

we have tryd the orginal guid and also 2 new once

#

for testing

#

on diffrent accoutn to make sure its not our workbench

#

i can give you the one i tryd a couple min ago

#

5DD2E216CAFEBAEF

#

that just the test version on my side

#

as ben has the original one

#

the one i sended before

#

it started 2 days ago when we tryd to patch an update

#

and we know it works without as we had it tested to just upload the extra added tuff and even by removing it it wont upload

true loom
#

so it seems to be some technical issues on our machine which is processing addons and it have issues with big addons (~1GB+)
I will let you know when it is resolved

unkempt knoll
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ah thanks

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we thought it was our mod that broke

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good to know

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thanks ❤️

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thats why the older file did upload as it was 980mb

finite briar
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experimental tools broken? says connot creat game when i try to launch

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cannot compile gamelib

peak cedar
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for exp branch

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open that project until it compiles

slim hawk
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Is someone willing to explain me how to make a new vehicle with my model? I dont know anything and everyone I ask has not much time

drifting ledge
slim hawk
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I knowwww, I don’t understand it. I have a marder and it has a gun. Truth is I need someone to hang out and talk so it is easier.

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Im sorry

drifting ledge
slim hawk
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Im fine with it just having the turret without a working gun

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I wanted to look up tutorials but the best thing was someone rigging a truck

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I can speak german as well

true loom
# unkempt knoll ah thanks

should be resolved now. Give it a try and let me know if there are still some issues with processing addon

balmy cradle
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Anybody had an issue of components in a prefab getting deleted? For some reason, in two of my prefabs, the SignalsManagerComponent, HierarchyComponent, and RigidBody components were deleted out of nowhere and is causing WB to crash repeatedly till I add them back

balmy cradle
torn kayak
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No I was assuming that maybe there was some bug going on with that. double check your .et prefab file via text editor to see whats really inside them when you encounter it

shadow hinge
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Having some basic problems trying to prievew threw the editor while changing the weather. I have my manager set up properly, I can change all the day/night cycle, do the rain and wind etc. But when I preview it just reverts it to clear. Any ideas what I'm missing?

tight dune
earnest geode
earnest geode
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ahh so i didnt set it to o but once i did it still doesnt work ill have to reread that thanks tho

tight dune
brazen plaza
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I randomly started getting this error when detonating my VBIED, the issue was fixed by restarting the workbench. Just wondering if this is something to be concerned about? Or if it will continue giving me issues

torn kayak
brazen plaza
torn kayak
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Let me know if it still happens after the next exp update (maybe tomorrow) and if so we can make a ticket so this potential edge case can be fixed. Might be that something in the explosion simulation is missing info

shadow hinge
brazen plaza
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If anyone knows of a video that shows the process of making prefabs in GM I would greatly appreciate it. I must've gone through that wiki page 100+ times and I just can't get the damn thing to work 🥲

shadow hinge
# tight dune Are you sure your weather manager is the only in the world?

Found the issue, I didn't have my weatherstate machine set up properly, following this persons comments from november posted in the terrain channel. #enfusion_terrain message Basically without clearing the 'clear' out of the dependent weather state file's starting state, it will always start clear, and since its a read only file you obviously need to duplicate the config to your terrain, clearly a step I missed.

peak cedar
unreal lily
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Is there a way to make FIA playable for conflict or capture and hold?

peak cedar
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yes, but it would probably need a lot of customizations. Replacing a team instead of adding a 3rd playable team sounds easiest to me the way it set up by default. The EXP branch of conflict is way easier to customize.

brazen plaza
tight dune
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What have you done so far? Can you post some pics with current structure? Can you show some prefabs in World Editor Prefab Edit Mode which are not working too?

remote estuary
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where are launcher projects kept? I want to add everything with some script instead of adding 50 addons one by one

tight dune
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