#reforger_workbench
1 messages · Page 4 of 1
will it load dependencies if I provide it with addonsDir launch parameter or something?
yes, but it won't be visible in the list
@unkempt knoll Could I perhaps message you privately about your Arma 2 M14?
sure
How do I edit capture points for conflict. For example Arland has 2 points that count toward the score, how would I add more points
copy/paste a point but change name/variables, but i would do this in exp branch as a lot of stuff is changing in conflict very soon
I appreciate the help
You copy paste in map editor?
yes select entity, copy, paste on cursor
Can you alter the radio signal links of capture points & signal hill? For example instead of signal hill linking to all the points just make it link to certain points to capture?
you can adjust the radius of the relay to reach a smaller area
that might be in game mode, dont rememebr
What the heck happened to the prefab library in the world editor?
I see a new combo box for selecting the project, but bunch of folders are missing like Prefabs...
Oh nvm, I confused it with the resource browser tab that was unchecked for some reason 😅
I am new to the workbench and I found that I can not use the default images for a missionheader file, but I can't find out how to create these .edds images.
When you import an image you get the edds
So drag the image you want into the addon files then right click and import
You might want to open the edds after it imports and select import settings in the bottom right, from there you want to change linear to rgb so your image does not end up looking washed out
Thanks for the help and tip! I have been stuck on that for a while because all I found was info about generating preview images for prefabs
That's why my images are washed out! Thank you, that was driving me crazy 😅
pro tip - use suffixes - this will ensure proper import settings. For ui stuff _UI suffix is sufficient
Oh cool, I do that for textures but I didn't realise it was the same for thumbnails. Thanks
PLZ can we get "Time Skip Factor +/-" hotkeys like it was in RV?
Fiddling in "Diag Menu" with it all the time is pretty annoying...
Does anybody know what to do when workbench starts with this error? Can't initialize the game
World Editor and some other aame depended features will not be available.
Likely a compile or major asset error, try to find more info in the console output or in your documents folder in the logs
If you're trying to launch experimental tools, you'll need to 'add existing' and point to the experimental gproj file in your experimental client game folder. It will error/crash but just open it a second time and it will compile vanilla scripts.
Thanks but it’s without using own scripts - it’s just when clicking on create. No additional dependencies loaded. A fresh install of the tool also did not help.
are you trying to launch stable branch tools or experimental tools?
Stable - game and tool
have you tried "load existing" and load the vanilla game's gproj file located in the clients game folder twice? When I switch back and forth between stable and exp it always crashes the first time then opens right up on the second time.
Thanks - we solved the problem ja deleting all existing projects … I am confused why this would matter when creating a new one …
so I was making a prefab out of the marder and I can not go to 3rd person being the driver
here is my crash log
it does not happen while being the commander
steeringAngle = simulation.GetSteering();
``` is at line 131
why do I have to locate the game every time I start workbench in experimental?
It works the opposite for me, I can't open stable while I have experimental installed
you can bypass it by just adding it to Enfusion Workbench Launcher via Add Existing Button. If you were launching stable, then most likely there was some register entries mismatch
even happens after clear settings
launcher is always empty
add existing -> double click -> please locate game
add existing -> add arma reforger project that doesn't work?
I can add my mod project, and then locate the game, and my project starts fine
then I start workbench again and launcher is empty
anyway I uninstalled I don't have time for this
since it's on stable now I can just use stable which seems to work
I mean adding Arma Reforger project to the list first
not locating game project. Once you located it, you can still add it to the list
it was in the list, when I restarted workbench it was gone
would be nice if workbench didnt crash when I try to publish a mod
Note before I say this that I have no idea how modding actually works with updates at all
So servers have to update to the new versions
Do mods have to do the same?
ok, that is weird. Let me know if its still happening in stable 0.9.9
Thank god stable is out, I really hope they removed the annoying script compile+reload crash
That was in my experimental 😭
does anyone else lag out super hard when using full screen view port?
nm i think it was just because i had peer tool going
Anyone figured out how to add the armor to our gear?
InventoryItemComponent->SCR_ArmoredClothItemData ? I'd have a look at the vanilla vests for this
Well it’s the helmets
Possibly a collider for FireGeometry which you can see inside the mesh colliders. But I didnt mess around with it so far, just a guess
Would of been nice if they added the guide to the notes they released
My map is floating above the water not sure what's happened. Never did this last year when I tried out the tools to just mess around. Now that I know how to use them I waited for the 9.9 update and it seems that the map area is above the water by 1km. Is this a new bug or something I must of clicked by mistake ?
tutorial is being prepared although it takes time. In any case, for helmet, yes, it is a collider
I'm getting this error when I try to open my project, and none of the new assets will load. They work fine in a newly created project, do I have to create a new one form scratch?
Check the console in the background for what the errors are so you can fix them.
Fixed it, I was testing a mod dependency that must've been deleted by the creator. I removed the dependency, reloaded and everything works
i keep getting these errors
This is what happens when I import my heightmap
the world editor still takes like 1 second to select an object I click in the viewport
my world editor, since the update, takes longer than usual to spawn my character. And sometimes I just end up looking at the ocean for 30 seconds, then spawn in lol.
Using the SF-Tutorial-Empty world, for reference
In the "Game Mode" prefab there is the "Respawn Component".
There are 2 fields one for the side US or USSR and second for the Character to spawn with like for example US Sniper.
Character is taken from the Loadout prefab.
So the 2 fields should look like:
US
US Sniper
to spawn you instantly as a US Sniper.
so the satellite map dissapear when i move closer to the terrain, is there a way to make it NOT dissapear?
shieet
saving materials deletes refs
inheriting materials does not inherit refs
the thing where I have to wait 1 second after each entity creation, selection and movement in world editor is quite annoying
Behavior Tree editor has become somewhat unresponsive.
Zooming in/out very often don't work can be solved by left mouse single click but it never was like this before.
Also selecting multiple or highlighting single nodes/leaves very often don't work as well/need several attempts.
Can't tell if it already was in 0.9.8.x but current 0.9.9.x it's definitely noticable.
Somehow it feels like the Behavior Tree Editor window is losing focuse all the time even if it's open and in use.
do yall have any recommendations for US Faction replacement ?
So this is… a little dumb but I can’t figure out how to add arma reforger workbench to enfusion engine, I’m newish to windows and new to molding and I’m on windows 11 thanks.
Dude just create a new project. You don't have to add the base game to the tools...
Sorry lmao wasn’t working earlier just said error, thanks you
You have to at least boot the game once for it to work correctly
Oh lol, didn’t know that been playing on Xbox since day one 🤣
Thanks agian
No worries
I couldnt even read that, was so out of focus, what kind of laser robot eyes have you got Zelik? o.O
I’m having a addon issue lmk if anyone around to help
be more specific
Everytime I go to add my addon on steam it says can’t be found I’ve made a .conf and a .gproj still can’t find it
what are you even talking about? You don't add anything related to Reforger on steam...
I think you need to watch some basic tutorials on youtube or something.
Reforger has workshop ingame now
launch the game and check in the workshop there
Dobhttps://community.bistudio.com/wiki/Arma_Reforger:Mod_Project_Setup#Manual_Method see this
Hello, good morning/afternoon if anyone could help I’m trying to edit a older mod and I’m running into this issue, it’s going through one drive… I haven’t change anything about the game since I downloaded it. Anyone know how to help?
And what is the issue? I do not see any in the screenshot. Also not a good idea to run a mod you edit in directly from onedrive
Could you not just change the destination folder to a non-OneDrive folder? Mine defaults onedrive but I just change the destination to my desktop. Assuming that's the issue, its a little hard to tell what the problem is from the screenshot
I tried to help him for a bit and i gave up because it kept reverting back to onedrive...
maybe needs -addonDir or something like that when launching the workbench?
Sorry it’s solved should have said this thank you anyway @brazen plaza @torn kayak @peak cedar
Hey is there anyone that can make my server a few simple cosmetics mods, DM me and we can go from there!
Hi. Where can I find tutorials on how to do things in the workbench like setting up a spawn properly, and getting the spawn menu to work. TIA
Tutorials are a little lacking, but if you need spawns there is a span point prefab, and the spawn menu is a component setting in your game mode. If you're using the plain game mode, it'll default to autospawn.
When i try and publish a mod with dependencies, i get this msg "Some of the dependencies are not yet published on the Workshop. You need to publish them first" anyone know what is going on? as far as i know all of them are already in workshop...
Make sure every mod listed in your project dependencies is actually available in workshop. People can "unpublish" their projects from workshop.
can someone explain to me these settings and what they do?
i cant find enough info on google about it :/
nvm ChatGPT to the rescue
Is there any documentation on getting the dedicated server plugin working? I can get it to launch a server instance, but I can't connect to it with the "play and connect" option for the life of me.
Ah thanks man, I’ll double check to see which ones are not published. Appreciate the response 👊🏼
How do i use the mattock file and put it in workbench so i can retexture the mod because im new to modding
I have this behaviour with workbench now:
If I un-focus (like open a different application in the foreground on windows)
workbench drops to 3 FPS.
It wasn't always like this...
Any way to force workbench to stay fast when i'm not focused?
|| this is an issue because I run tests or peerplugin and it slows the server down if I'm not focused ||
it was always like that
in any case, there is always this parameter to use https://community.bistudio.com/wiki/Arma_Reforger:Startup_Parameters#forceUpdate
Ahh thanks.
I tried using -forceUpdate, but I had it in the end of the launch parameters.
Moved it to the start and now it works as expected
Hello guys, anyone knows how can I make an intel folder (prefab item) interactable and creating a new task in my task list? I've been unable to find any hint on how to do such a thing
Could take a look at how it's done in vanilla coop mission.
Wasn't able to find any though, any idea? 😦
Wasn't able to find what exactly? A mission?
what is the reason i can only use 5 paints in one grid?
and how does it work, can i only place 4 type of paints on the deffault one?
technical limitation, 4 materials + default per each terrain grid is the maximum in engine right now
it's very frustrating (: do you know if they are gonna change it to more?
I do not, after some time you will get used to it, some additional ground detail can be added by using roads or decals
hope they update it soon
well they made the whole everon and arland with this limitation so I don't think more is really needed
Everon/Arland is a single biome. One could imagine a larger/taller island with multiple biomes needing more materials.
is there a way to see all of ones map from above?
That's fine, it's 4 materials per tile not world, so you can have 50 surfaces on your terrain no problem
Ooh, ezz
Sorry for the late response, i'm still new to the whole thing so i'm not quite sure of having correctly understood your hint. I'm trying following a couple of tutorials to put a mission together, I wouldn't know how to load a mission in enfusion and see how intels and related triggers are placed together 🙂
You can add mod you want to inspect as a dependency of your own project, then open it. You'll see the dependency mod as read-only folder in your resources browser and will be able to check what does it contain. The same applies to base game - you can inspect most of it's resources and scripts too. Including Combat Ops (Aarland) which contains functionality you want. One of the random missions it generates requires players to pick up documents. Once they do - task is marked as done.
You are most welcome. :)
Not quite sure what's going on there. Any ideas? There are no further logs, or preceding issues other then a few stringtables issues.
i'm trying to recreate a real life place, i use height map and satellite image, but the world i get in reforger tools is much smaller than in rea life... is there a way to get it the right size?
Turns out assets (jpg images) I was using for publishing such as screenshots and thumbnails needed to be explicitly righclicked and then "register and import" so that each has corresponding edds and edds.meta files. I'll copypaste error log message text here too just in case somebody will be searching for it later so that it's easy to find a potential solution:
DEFAULT (E): Addon processing failed
RESOURCES (E): Publishing failed
DEFAULT (E): Addon processing failed
RESOURCES (E): Publishing failed
DEFAULT (E): Addon processing failed
RESOURCES (E): Publishing failed
Love your work bacon, Reforger wouldnt be what it is without it.
I have problem, i get this error message "RESOURCES (E): Collider is not valid 'UCX_body" when register and importing my blender made 3d modell (is already exported as fbx) it to enfusion. I did everything like the collider tutorial told me. What could be the problem here?
EDIT: SOLVED.
Might need some help here. So I was adding a few addons, cars and building packs into my project, but after adding a few GUIDs, my world isnt there anymore. Even though I can find it all, the ent. file and the layers in addons folder shown in pic. Anyone know what might have happened and even a fix for it? Opening it up as an existing project leaves me with nothing but logs/profiles as shown on pic. No default.ent, no Stranda.ent as the world file is named.
I found it generally means it's unable to load your project due to syntax error in yourgproj, dependency errors etc. Check the workbench console for what might be wrong in your case.
I found out that that there was a missing dependency, one of the mods added to the project were missing apparently, resulting in me not being able to see my world.ent. But it's nice to learn what the different errors means. Thank you 🙂
Most welcome. :)
wat means
you need to not use the default values in your mission conf file for the images, this is a known bug. Add your own images into your mod and select their edds variant there then
cheers mate appreciate it
First time asking question here... I am trying to figure out the modding system by researching existing mods, how they're put together, etc... by adding them as existing project to the workbench. Just recently however, I cannot open certain mods like 3rd Ranger and Mattock Uniforms (which I think was based on 3rd Ranger).... but now I cannot open either of these projects, nor can I create a new project using them as a dependency as the workbench just opens the Arma base assets and such. Are these mods locked now? Or is something broken?
most likely broken or using mix-matched workbench tools i assume
nvm, apparently I had one project (NVG) that was not added as an existing project... it's working now, nothing to see here 😄 (thanks for the response)
I'm trying to use the remote debugger for trying some code out. I have set it up as per the tutorial and can start and stop the game using the controls on the scripting window. The tools even confirms that the debugger is connected (I have a character active in world editor and the game is in run in it). However, when I try to run code from the scripting editor it never seems to execute. I've attached a picture of the code I am trying to execute. Even the "hello world" doesn't show up in the output box. Is there a setting or an option or a port I need to check to get this working as it seemingly connects, but doesn't allow any of the code to be run via the script editor.
Third time I see that issue. Try restarting workbench half a dozen times
tried that, no joy. Even restarting the PC hasn't helped
Is it worth my putting a bug report on the tracker?
Anything else details wise i'm likely to need for the bug report?
I don't know
If you make a ticket, attach your logs
which logs are these?
m documents/my games/reforger/logs/date
cool, i've created a ticket for it so hopefully it'll get solved at some point
Hello, I can't download Arma Reforger Tool on steam, I bought my game on xbox .
The tools only come with the pc version of the game afiak. Steam does not know that you bought it on Xbox. Not sure if there is any way for console owners to get access to the tools on pc or if you need to purchase it twice
The claim is "You buy the game, you get the tools for free". I'm guessing it only applies for PC users though.
There is no way for Xbox users to get the tools without purchasing again on steam
Who made that statement / Where is that statement from? considering the tools requires the steam game to be installed, you also need to actually own the pc version of the game…
@reef ferry It was satire, as the only way to mod the game is on PC..
So I will have to pay 30€ for a game that I already have 🥲
ahm, you don't have it on PC, do you? And you cannot mod on xbox, can you?
Yes
then yes, just like any other game you might wish to play on multiple platforms, you will need to buy it once for each platform you want to use it on
That's really sad. I thought there was some sort of proof of purchase required to download the tools, but oh well. Thanks for your reply. 😖
as said before, in order for the toolset to work you need to actually own the game since it is using data from the game itself...
Yes, I understood, but I thought they were all in the file, the game and the tools.
But that you couldn't play on a PC despite everything, I don't know much about it, I'm probably naive.
yeah, nope, not how it works.
Is it necessary to keep .txo & .fbx files after importing models? Or can I delete it like I would png textures after it generated the .epps ?
Keep them or else you can't reimport changes
Just keep them. When bundled they're deleted. No one will have access to them
If you are pushing data to a SVN though..
In most cases you can delete the .txo because its just a intermediary that's generated from the .fbx
Unless you wrote the .txo by hand
If you are also deleting png texture source files, then you can in theory delete the .fbx. Its the same thing, a source file that will be used to generate the final file.
But... If you ever want to make changes to anything in the .xob, you'll need it to be there.
TLDR: If you know what you are doing, you could remove them. Otherwise its better not to because you'll mess yourself up
Thanks guys, I'll keep them 👍 It was for the sake of reducing file size but I won't mess with it
I'm following the faction creation tutorial trying to create an IDAP faction but I'm a bit stuck on this point. Do I duplicate EEditableEntityLabel from the base files, or do I create an entirely new document? Apologies if it painfully obvious, I'm just not seeing it
If you duplicate it and only add the modded enum in there it prob wont let you compile since your file will be overriding the original and the enum will no longer exist. So either duplicate it and keep the code in there, and add yours, or create new script file wich only contains your modded enum.
The script file name shouldnt matter, if you are modding an existing enum it will find it.
Sweet, I'll duplicate it and add the new bit underneath. Thank you 🙌
the modded version gives you more flexibility, you will only be editing the part that you want. Wich means if you duplicate it when that file getts an update from vanilla patch or smth you will have to re-duplicate it and add your stuff in. Also modding classes instead of overriding vanilla files makes it more modding friendly i think. So i would recomend following the guide and modding it instead of duplicating original.
Modding is way to go, duplicating, aka replacing file will break other mods
you can always take a look at the samples on github
Gotcha, I thought editing the file would cause issues but if the opposite is true then I'll just do it that way. Thanks
Editing the file? You should create a new file with unique name so it doesn't replace by accident any other script and then use modded keyword to modify the enum and add new elements to it
Do I need to copy the data from EEditableEntityLabel into the new one, or is it literally just the new additions?
it is adding new things only - see examples here https://community.bistudio.com/wiki/Arma_Reforger:Scripting:_Keywords#modded
https://community.bistudio.com/wiki/Arma_Reforger:Scripting_Modding you can also learn a little bit more about usage of modded keyword here
I've updated wiki a little bit to make it more clear
Out of interest reyhard, how come all the pictures just have a "run" button and no game selection next to it?
what do you mean?
I might give the code off the script editor debugging a go and see if I can get it to work with my editor, as the scripting tutorial one wouldn't remote call
I'm missing context obviously
I have a selector to the left of that run button on mine. Not at home at the moment to snippy it though. Its a enum box that allows you to select game, game workgnech etc
this is from Script Editor documentation page? I guess it need to be updated
yeah
thats what i have
but then again I couldn't get the remote console to execute anything even when the debugger was saying it was connected. Wouldn't even output "hello world"
Got a bug report in for it tho based on chatting with dedmen
I'll give it another retry later but i've never managed to get it to work correctly - debugger says its connected and can start/stop the world
is there a project you could share that you have working?
that way it could rule out me doing anything dumb then 😄
actually, just noticed, it says workbenchgame on yours
Does this make a difference since I don't have reforger actually launched, but instead I have the world editor reforger running
so you want to print it in Reforger, not in World Editor?
No, I want to print in that output box like the tutorial shows
So do I use workbenchgame for this and not game
although the debugger does say connected
So basically I want to just use the workbench for testing, not the actual reforger game
can you perhaps record some video?
I can do later when I am back home if I can't get it to work again.
Amazing, thank you very much
Didn't work, with my previous project, and a new project. I'll make a video to show it
Still might be worth you sending me a blank project that you can get a simple hello world to work with. At least there'd be a benchmark to trial against
there is no point I guess since it works for me with simply new project
please share video
Is it ok to DM it you as it obviously shows thing on my pc - name etc
If the Remote Console is set to Game, and it's successfully executed. Does that mean the function that's being ran would successfully run durning a game session and not just a WorkbenchGame session?
I think retail game exes are without remote exec function
i'm meaning the function that im running from remote console, as some functions are workbench only
im just trying to determine if a particular function is able to run during gameplay vs workbench.
ok, i've DM'd it you
Hi. The stringtable editor seems to use Windows' profile firstname in Author and Last changed metadata of each string. It can be changed manually, but this will not scale well on several hundred strings. How can I change this on a centralized way, other than renaming my Microsoft profile ?
Workbench Game is workbench scripts
Use game if you want to exec things in play mode
That does the same thing g
Workbench Game will work when you are not in play mode
Ok, neither game nor workbench game works though
The print("hello world") should work with both though right? Or do I have to put it in a script
No
I take it there was nothing I did wrong in the video other than have that mode set?
Is there a setting or something that might not be documented that he needs to enable to get it to work?
I only have problems with it every once in a while
where is the log console?
I've never been able to get it to work, even though it always says its connected
I guess thats the log console
In world editor look for log console
Without pressing the start button to run the world I press the button and nothing happens
ok, that might be silly, but try to open any script first and then press Run
@jade cargo
just one tab is enough
I noticed that on your video you didn't have any tab open, then tried same thing on my end and observed same thing as your end
you know that sounds crazy, but I had the gameLib.c open like in your picture and it worked.
Doesn't work with my own script open - could I have put this script in the wrong place?
where did you put your script?
yes, it's wrong place
you can read on wiki about it https://community.bistudio.com/wiki/Arma_Reforger:Scripting_Modding
Ah, it doesn't mention it at the beginning of the scripting example. Probably why I miss it
Usually what file is open, shouldn't matter for remote console working though.
But neat if that's a working repro
yeah, I'll update the ticket.
If all you do is follow the scripting example tutorial, you won't know about the folder thing
this section probably needs an update
yea, I tried to fix it but Wiki has troubles right now it seems
try to refresh page now 😉
So reading that. I need to create a folder called "Scripts" within my project and itll be happy?
or rather scripts/game, although that didn't work for me
ah it works, forgot to recompile
Might also be worth mentioning that somewhere too on that page
Excellent. Thanks for your help @tight dune and @turbid mountain . I'll update that ticket with the notes from this
If i open downloaded addon.gproj what have dependencies, do i need run with addons? i tried open some addon but sometimes i see only base game in WB.
make sure the dependencies you are running are in the addons forlder of workbench Documents\My Games\ArmaReforgerWorkbench\Addons
just solved in 3 sec 🙂
i opened gproj from reforger folder, when i copied 3 dependencies to WB all working
one question the model i am implementing is when taking it in the hands to big. I turned the scale down to 0.1, when just placing it in the world everything works fine, but if i equip it, it gets enourms again
@eternal epoch scale it down in blender then reimport
ah fuck but thx hahaha
when i scale it down is there a possibilty that all the memory points, armatures and everything else can be ajusted to the new size?
Selecting it all at once and then scaling should work correctly
hm but looking at the size of the sample weapon in blender, it is bigger then my gun
i don't know if you ment that but you can but the scale in the export options down
Can you rephrase that so i understand what you mean?
i mean i didnt thought it was that hard to understand but well hahah, i just have to but the scale down there. So there is no need to scale it down
You should do as @pulsar cliff said and select everything and scale it down. IDK why you're trying to do it there instead of doing it in a way that we know for sure properly works.
How do you make a cinematic screenshot in workbench ? I usually just export a few frames of video and then pick a frame I liked, but I swear I heard of a way to make proper screenshots in there. 🥴
I just print screen and paste into paint... 🙃
Is it against BI TOS/EULA to add things like invasion symbols that mimic real life ones to the game?
what symbols do you refer to?
American V
Russian Z
Ukrainian +
User-created Content
This content must not infringe anyone's copyrights or author rights, it must not be offensive to people or illegal in any other way.
https://reforger.armaplatform.com/eula
My interpretation of this line would be that it can't be inherently offensive to people, but I wouldn't call these symbols offensive on their own - only in the wrong context.
I would imagine a historical mission of say Nazi Germany vs Allies would be acceptable. But the Russia vs Ukraine stuff seems to be touchy. I think there were mods getting taken down for adding this to Arma 3, but I don't recall if that was a license violation of some other mod
I could see the offensive part coming in if you were to glorify any attrocity, such as Nazi POV's
Yeah, I don't think it would be reasonable to generally call symbols "offensive". What makes things offensive is context, like if a questionable message is being told.
I mean its a game where people shoot other people, im sure some find that alone to be offensive! 🤣
I mean for the fact we already have things like the ability to join the Nazis and at one point become hitler, even then the Russian Z is being used in Syria so you can't necessarily pinpoint it to Ukraine
Has anyone come across this problem before.
I have spent lots of time making a mission, but i have loaded my mission up in workbench. And the mission files have disappeared.
This is very confusing and very frustrating.
Image
[08:24]KIRK: Cant even find my world map. Nothing, its like a new project
did you mess around with dependencies?
Yeah
make sure the dependencies you added are in the workbench addon folder. #reforger_workbench message
Think i added 1
its most likely failing at loading them.
prob check log as well. you will see the issues.
What log mate. Sry im new to workbench
you find it here. It should tell you what is wrong and why your mission is not loading
Thanks mate. yeah it is saying and addon cant be loaded.
Problem i have is i cant remove the dependency.
Its kinda like the whole project is missing from my folder structure.
The workbench thinks its a new mission if you get me.
i would say make sure the addon is on the Workbench folder so that your mod starts and then remove it. If thats not an option you can open your mod's gproj in text editor and remove dependancies manualy
Mate your a superstar. Thank you very much.
I just removed it from the gproj file, and it now shows up
glad it worked out 👌
TY. 1 more question mate.
I would need to re publish the mission to workbench
for the change to take affect in game?
yup, changing dependencies needs update.
is there a fix for this:
Unhandled exception
Program: E:\SteamLibrary\steamapps\common\Arma Reforger Tools\Workbench\ArmaReforgerWorkbenchSteam.exe
Reason: Access violation. Illegal read by 0x7ff69db1f8e3 at 0x14
[zlibVersion]: ??? addr:0x7ff69db1f8e3
[zlibVersion]: ??? addr:0x7ff69da47a4b
[zlibVersion]: ??? addr:0x7ff69d8790e6
[zlibVersion]: ??? addr:0x7ff69d849961
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff69c4569ae
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff69c365dfb
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff69c4a931b
[QMimeData::urls]: ??? addr:0x7ffa2ad09c67
[QTimer::timerEvent]: ??? addr:0x7ffa2ad18d9d
[QObject::event]: ??? addr:0x7ffa2ad1117b
[QApplicationPrivate::notify_helper]: ??? addr:0x7ffa3625757d
[QApplication::notify]: ??? addr:0x7ffa3625551f
[QCoreApplication::notifyInternal2]: ??? addr:0x7ffa2ace9b19
[QEventDispatcherWin32Private::sendTimerEvent]: ??? addr:0x7ffa2ad38862
[QEventDispatcherWin32::event]: ??? addr:0x7ffa2ad36a69
[QApplicationPrivate::notify_helper]: ??? addr:0x7ffa3625757d
[QApplication::notify]: ??? addr:0x7ffa3625551f
[QCoreApplication::notifyInternal2]: ??? addr:0x7ffa2ace9b19
[QCoreApplicationPrivate::sendPostedEvents]: ??? addr:0x7ffa2acec0a9
[qt_plugin_query_metadata]: ??? addr:0x7ffa9c52306f
[QEventDispatcherWin32::processEvents]: ??? addr:0x7ffa2ad36fb7
[qt_plugin_query_metadata]: ??? addr:0x7ffa9c523049
[QEventLoop::exec]: ??? addr:0x7ffa2ace59c1
[QCoreApplication::exec]: ??? addr:0x7ffa2ace880b
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff69c2f2296
[zlibVersion]: ??? addr:0x7ff69e747ed7
[zlibVersion]: ??? addr:0x7ff69e742e66
[BaseThreadInitThunk]: ??? addr:0x7ffac7ec26ad
[RtlUserThreadStart]: ??? addr:0x7ffac9b0aa68
[RtlUserThreadStart]: ??? addr:0x7ffac9b0aa68```
and this even the bones are set-up right
VEHICLE (E): Wheeled - failed to setup powertrain!
Can't even say what "this" is.
Need to send the crash report
i have
Send the report guid. That can be looked up
i will quickly send a new one
13788300-4755-4e83-806a-db00f1665174
that kinda sounds like a vehicle simulation problem. Id compare those values to a vanilla vehicle.
i tryed it with a fresh mod and its still happening of the wheeled_base_truck or somehow its called not sure
Vehicle debug draw.
Getting current wheel position is crashing
But why cant it find the wheels even they are Set Up right
You're the second person with that crash
Doesn't have to be that it can't find them.
There is some bug in code related to that
I think the debug render ran before the vehicle was initialized.
The suspension params (which includes wheel position) was null.
Is there a way to get it working or fix it? Or do i have to wait a few days without touching the Mod at all. Yes that fixed the Problem on a different vehicle for me
Don't know
quick question, is the Workbench running correctly on Linux with Proton ?
Officially not supported afaik. But it might
Any idea how i might fix it? Suddenly it became impossible to load any project except of the default reforger files
Scroll up a bit in the console, the error for it is right there. If I am guessing correctly it complains that an RHS mod component is missing, so you seem to have a dependency to it but did not add it
RHS_DAGRComponent can't find variable RHS_DAGRScreenComponent
line 11?
That was it. I corrected misspeling in the ScreenComponent, but forgot to do it in dagr component. I fixed it and now the mod loads correctly
im also having this crash
As told above, crash logs are (mostly) useless. We need the guid after you sent the crash report
You can find it in console.log after sending the report
23:28:50:876 CRASH REPORT : User canceled Crash Report!
Well we won't get a crash report if you don't press the Send button
i sent the crash report when i crashed previously i can send another.
how can i turn that mode off?
it fixed it self after a few days of not touching it xD idk why but it works now
how can I search which prefabs use a component?
i dont know if that belongs here but i have problem with my lensglass. I used the already provided lensglass texture but it seems to be black one one side why so?
is it not curvy enough?
How to add terrain to the world in WorkBench?
I have an empty scene
Aslo, i can to add screenshots. Please give me access.
Is anyone working on a Halo Mod?
wrong channel. Please read the description before posting
Sorry
So a deadzone server is shutting down, how would i get the deadzone.conf into workbench to change some things?
Anyone able to tell me why when i create a loadout and try to get it to be the default loadout i get an error message basically saying it failed "OnItemAdd" then my equipment column? is all messed up looking like this?
OK i found out it has to do with me adding a backpack or just changing the orginal loadout, without changing main gear i can change the 2 primary weapons and whats inside the default gear but i cant change the gear, I guess i have to just work with the basic loadout.
There are several official samples on the workshop published by Bohemia Interactive, but they are locked and you can't edit them. I understand you can make a copy, but then you can't edit or remove anything that's already there. Is there a way to fix this?
Did you try files from github?
Yes but I found templates on the workshop that aren't on the github that I would like to use as a base. I'm just trying to figure out how I'm supposed to edit things.
I also found an old scenario that is broken now, and I wanted to see if I could update it to work, but when I create a copy I cannot edit or remove the entities that are breaking the mission.
templates on the workshop? Which ones?
I'm just trying to figure out how I'm supposed to edit things I download from the workshop. The BI templates are on there so you can edit them, right?
It seems like a very strange limitation that I can make a copy but I can't edit or delete anything in the copy.
Like I said there is a broken mission on the workshop and I can download it, create a copy, and add entities, but I cannot delete or edit the entities that are making the mission crash.
If you want try edit them from scratch then use files from github in your project
What about the broken mission? Where do I find that on github?
Try contact author to give you project files ^_^
What if the author is dead?
It didn't work this way when reforger was first released
You were able to edit any scenario freely. It didn't have this arbitrary limitation
Why can you make a copy and add anything you want but can't change what is already there? What does that achieve? I am just confused I'm really hoping someone can help it make sense to me.
Clearly there is no data that has been lost in the process of packaging the file. It's not like the difference between compiled code and source code.
There is lost data - all source files are removed from PAK file
But when you load the scenario into the editor everything is there.
So what was lost from the scenario data?
in any case, editing of locked scenarios was a bug and changes were not permanent
layers are missing for instance
Interesting
Don't forget Scenario's are mods
I had always assumed it was an intentional decision to give mission creators more freedom to edit things
it was a bug since any changes in read only files were lost after restarting workbench
you were not able to save changes there, since they were touching read only files in pak file
It's a little odd to me. If I really wanted to, I could painstakingly recreate this entire scenario in the editor and capture every tiny detail from the original, and THEN change the parts that I wanted to change. All the details are at my disposal. It would be time consuming but just viewing the original in the editor would give me all the information I needed to do that. So having it like this is basically like... tamper-resistant? It's a very strange decision.
But if I want to take somebody else's mission and add things to it, I am free to do that to my heart's content. It seems.. contradictory? I am just trying to understand the reasoning here.
in 1st case, you are doing duplicate - not trying to edit something which is read-only
read-only is a keyword here
Is there a way to make the mission not read-only?
You could ask the creator for permission and if they’re game they can share it with you, that seems entirely fair
in 2nd scenario you are doing a new subscene, which is a new world in an addon where you have write access
In case of scenarios you cannot - read only files are read only. You need sources in such case
in case of other assets, you can duplicate or override them - https://community.bistudio.com/wiki/Arma_Reforger:Data_Modding_Basics
What's the best practice for getting items into the arsenal box, without it potentially affecting other mods once installed or overwriting another arsenal box config?
I've got a very simple medical outfit that I want to show up in boxes, I can't remember the best method. Thanks in advance
So just to be clear here, is it not the case that a bit could be flipped and you would be able to edit scenarios? I understand now that some data has been lost in their compilation but clearly the objects that you can load into the editor could be changed if there wasn't a lock on them in software, correct?
well, you would have to make duplicate of such world to edit it. Otherwise engine would not know where to store your changes
How do you make a duplicate?
there is no such function for worlds
Oh, why not?
Not sure but I guess because missing layers - in all other cases process of duplication result in exact copy of file. That wouldn't be the case with worlds
You could also try filling a feedback tracker ticket requesting such functionality - this way such request would not be lost
I'll definitely do that, I think it would be helpful for mission creators
Even if you're missing layers it would still let you tweak things, and fix things that are broken
#reforger_questions message - so sure there is a technical aspect to it.
You are talking about a very specific part of modding and i have answered it from a legal POV (BI doesn't own mods in the slightest)
is that aspect relevant? Sure. Should BI take into account more than just a technical constrain? Pretty sure they did already
After reading this, it seems the method I found to duplicate/edit bi scenarios wasn't intended to be possible? I tried getting an admin to contact me about it months ago to find out if it was ok to do, but was ignored. I'm still happy to discuss with an admin in private as I don't want to share if that functionality was not intended for us to be able to do. But I would love to share this info if it's ok.
you can make a private feedback tracker ticket
issue solved, had two camera's?
So with the prefabdeleter entity, how would I make it so it deletes the whole area but my newly placed objects are not being deleted?
Because currently it deletes everything, including the newly placed structures
Try moving the prefab deleter into a layer which index is lower than the stuff you place. that was it should delete the objects before your new ones are spawned in.
Alternatively inherit from it and add a whitelist via some script efforts.
Thank you very much
I have a layer with ID 0 and ID 1, it seems that no matter the order I try it still deletes the stuff I place
how does one import a mod so i can use it on my map?
You need to add it as dependency. Open your mod - Go top left on workbench -> options. Look for dependencies and add the GUID of the mod you want to add to yours.
thank you!
I'm starting to believe it's not possible to delete map objects anymore to place your own stuff 😅
i use the GUID is what you copy and paste the bunch of letters and numbers, and where does one actually find mod
like in the workbench
Has there been any update on hiding the code of an addon? Like how you can obfuscate a pbo in arma 3?
Why would you want to?
Protection of intellectual property or something malicious.
yeah I feel like most people in dayz do that to hide stolen code.
Ive never been a fan of it. I'd rather help others learn from my code, not try and withhold that knowledge. National security sure, but this is just a video game imho.
This
Also obfuscation is never true encryption so it's not good for security either. It's just something that is done in bad faith imo
are you certain that layers aren't included in packed scenarios? when you view the file structure in the workbench for a packed scenario, there are folders for layers in there
yes, I'm sure. Folders are not stripped from packed addon but layers are
I see
there isn’t gonna be such a thing
first run reforger and download the mod you want from workshop. After that go to Documents/MyGames/ArmaReforger/Addons and you will find it there. Copy it on Documents/MyGames/ArmaReforgerWorkbench/Addons. The GUID should be on the name of the folder the mod is in.
Perfect
Is there any specific reason as to why?
And if there isn’t, will server side code be able to be hidden? I.e will the server be allowed to have a mod not published on the workshop?
there is no official tools for A3 that does that either, not sure why you’d expect BI to do it
afaik, there won’t be server side and client side mods this time around…don’t quote me on that though
Neither, expect all code and assets to be known to everyone. If somebody steals anything you created report their workshop items and action will be taken. No secret data collection on the server side either. If you want to connect admin tools or logging then I as player would like to know what you are doing when I join your server.
You very much can, the server I develop for obfuscates all our pbos
Not with the official tools provided by BI is what he said
Has BI actually said they will action somethjng like that though? They don’t on arma 3
The steam workshop has always been a problem for moderation. The BI workshop admin were thrown sticks between their legs to efficiently take care of any offenders by valve. With the own BI workshop you should expect appropriate action for any valid report. They won't be put on a big pile somewhere in the basement and ignored.
Ip theft has been a major annoyance in the community and lessons were learned from Arma 3 and DayZ
I’m not talking about models or anything I’m talking about code, a completely scripted mission file like ours has no protection from anything
And have you seen the reforger workshop? Everything is a mod no?
Your scripts are as much your IP as your models. You won't be able to stop people from learning how you did it and then re-implement something of course - but that is on purpose. We all have learned how to do something from other people here.
what would you need protection from?
No, mods that are only server or only client specific he means
i did, i am not replying to you out of pure ignorance..
Either way this is not much of a topic of #reforger_workbench. You create your content, you won't be able to hide anything you did or how you did it for a mod that your players will subscribe to. If you see somebody stealing from you file a report and that is all you need to do then.
If there’s no way to hide your code, what stops someone from just making a server with your code?
you mean what stops other people copy pasting the code from one mission to the next? Your license
Yeah… because that’s stopped people in the past
Isn't that binarizing? Or whatever that process called?
I mean if I violate someone's license with my mod then I won't be able to continue modding, so it's fine
- ripping code / assets etc will result in a global ban and removal of permission to post on the workshop (considering the workshop is directly handled by BI)
- obfuscation has been used in A3 in the vast majority of the cases (90%+) by people who wanted to hide their ripped assets and stolen code (with few exceptions)
binarization is an encoding / compression process, not a protection overall
I see. Roger that.
Crazy to think you guys will actually be able to do that, but if you reckon you can more power to you
so what would you wanna obfuscate to begin with if you don't mind my question? Secondly as said before, obfuscation of any kind was never part of BI's toolset
The whole mission file? We obfuscate the mission file and that encrypted pbo gets sent to distributed to the players when they join our server. If they try and unpack the pbo all the get is a bunch of random characters
obfuscation!=encryption.
Obfuscation is just security by obscurity. It makes it very hard/annoying to read, but not impossible
i am well aware how obfuscation works, i am also aware that obfuscation can be reversed if one really want to.
That being said, for reforger mission file = mod, it needs to be uploaded on the workshop so that players can also download it.
If anyone steals your stuff and you can prove it and used a proper license for it then feel free to report it to me and proper action if warranted will be taken
@magic temple There is also a report button on the workshop which I would prefer if you used that first before reaching out directly
Every mod should be available on both client and server
is the report system fixed? because report by author didn't work as intended last time i checked it with dwarden
But realistically how are you expected to prove something like that?
Obfuscate it before it gets uploaded to the workshop, problem solved
nope, if you ask me it creates more problems than it solves. Again, 90% of people who use obfuscation have something illegitimate to hide
by comparing the code
This is me being genuinely curious, but what is an example of something people wanted to hide? It’s not like you can get any network or pc information through arma
There’s a million ways to do stuff someone steals a map file and moves shot around how can i prove that it’s my work they stole?
If your work can so easily be manipulated to be unrecognizable it probably isnt worth trying to prove. What do you mean they move stuff around? If someone takes the terrain its going to be obvious
Even still, the terrain and world would be its own thing for anyone to use
Do you mean your specific game mode world?
It’s just an example man, everything in programming is easy manipulated
There’s a million ways to code an in game action
In most cases its pretty easy to find if someone has used your stuff without permission. But for example if they obfuscate your code in their own mod then it would be more difficult to prove
They wouldn’t be able to use my code if you let me obfuscate it in the first place…
You can…
Just make your own obfuscator
Obfuscation is just renaming things to be unintelligible.
Eh that’s not a bad idea
🤦♂️
It’s not really the same, but I though of something. No need to be an ass about It
But if you obfuscate the code, they will be still able to copy it and use it - although modifying would be bit harder to do
They could even obfuscate it again, so you couldn't even prove its your code
True, but I honestly see doing that being easier than proving that someone stole my code
If I make something that changes the file names, methods and variables jt would be unreadable
it would still have to be compilable, which means it could be easily copy pasted
I mean yeah, but It wouldn’t be easy
Would be way easier than trying to take a mod down for copying
But I could be wrong
why it wouldn't be easy? It would be same process as without obfuscation - with only difference being that you won't be able to modify it easily
If I wrote a piece of code, with the name fn_XhdkXksnXkmsn wanna tell me what it could mean easily?
If the whole mission files variables looked like that, good fuckin luck
yes, but if you just want to copy paste whole code and use it then your protection won't help you
But it would look the same, then I could prove it’s all my stuff
Don’t plan on making this imaginary obfuscator public
...unless someone would obfuscate it again
that is actually pretty easy. It is actually pretty damn easy to prove that code is the same.
it's not just about variable names mind you
Ok well then I gotta figure out how, because I assume you guys wouldn’t do that on my behalf
from my experience they tried to hide
- models (ripped meshes, from other games, other Arma mods, BI other games) - generally life / rp servers & screenshot milsim
- stolen code - generally life / RP servers
- code that can be sorted as malware
etc
Well that’s why we obfuscate ours, to stop people from stealing it
Still very much the norm for any scripted serves to hide their mission files some how though
the main difference between A3 and reforger (and hopefully future titles) is that the mission is actually a mod - so it doesn't download from the server, but rather from the workshop
no it isn't actually, reason being there is nothing really to win or loose. Oh right, minus the monetization stuff which is not even allowed (thankfully) for reforger
You can’t monetize on arma 3 anyway
You’d be surprised how many people want to start a server, and the easiest way to do that is by stealing our mission file
You can, on A3 you can get permission to monetize
Oh right, through donations. Thought you meant like buying in game stuff for currency, which isnt
Wait actually now that you mention that, does that mean not even donations are gonna be allowed on reforger/4?? How do you expect for people to pay for server costs
It is.
Donations don't need approval. But ingame selling stuff is allowed if you have approval
Donations are not monetization.
Monetization is when you get something back for your money
Ah ok
It’s all in the wording. Yes you’re exchanging money for a good/service but since it’s a “donation” and not a “purchase” then it’s ok
false
the moment you provide something in return for a donation - that turns into a sale, and that isn’t allowed whatsoever
“Donating” and getting any form of benefit short or long term is still transactional in nature
donations are voluntary money transfer with nothing in return
Like donating to a patreon for a mod/dev team.. what is that money used for?
various running monthly costs
where is the transaction? you get nothing in return
Running monthly costs for what?
licenses, build machines, svn hosting, electricity, webservers etc - even beer pizza and alike
example - https://www.patreon.com/redhammerstudios
you get nothing in return but thanks
if i host a server and i allow donation to cut the monthly costs of that server machine, it’s 100% allowed as long as the ones donating don’t get ingame benefits, or priority access etc
here is BI FAQ page on monetization
https://www.bohemia.net/monetization/faq
If it pays for licenses, time, or hardware that are used down the line then it is still transactional just in the form of an investment.
It is funny though how BI won’t allow monetization on Arma but in DayZ you have the entirety of the large community servers running priority access and in game benefits for donations and there’s 0 repercussions.
they do allow monetization (pending approval) on both a3 and dayz
they don’t allow it on reforger (thankfully)
The sending end is funding the creation/development albeit through indirect means such as the items you listed here
the list of approved servers are public
not mandatory.
The receiving end could just as well buy cigarettes and booze for all intents and purposes. It is not transactional in nature…Pretty sure some do, and that is just fine considering. It’s a donation, the providing party has no say on what the receiving end does with the money received
But you guys don’t. You state in your patreon that “However, making mods is not free by all means. Aside from the countless hours we also spend quite a bit of money every month to support the IT infrastructure that makes it all possible. We would also like to invest more into purchasing reference material (uniforms, equipment for scanning, etc.) and software licenses for our team, to make our work even easier and the results more enjoyable for you. Unfortunately, we do not have the possibility to do that by ourselves and that brings us here.
By supporting us, you will give us the opportunity to continue to deliver great content at even higher quality”
So by your studios own admission in your patreon; donations go toward funding your productions. Which is exactly what BI strikes other creators down for.
lol sorry what? BI does not allow paying for mods (you know, actually selling mods). How is the above transactional? Everyone (donation or not) gets access to the exact same thing, no one is promised anything anyways, and what one does by donating (just like with any charity) is reduce some of the costs and maybe allow purchases of materials.
It is a indirect method of paying for in game assets to be created. Read again your own patreon about section very slowly. It explicitly states funding is used to acquire assets used to create the mods you develop. So the donations still pay for mods. Your logic of everyone has access is also flawed as for reforger everything goes to the workbench, regardless of what the asset is named; everyone has access at any point to it.
i am honestly not sure if you are trolling or not, because you obviously don’t seem to grasp what transactional is
I fully grasp transaction and investments as i handle millions of USD a day running projects for one of the largest construction companies in the state of Texas. Weather the money is spent up front for creation in return (transaction) or given to cover costs associated with the creation or further development (investment) both still have the same end point which is the creation or development of an asset. In this case mods for reforger. Which is created utilizing the BI tools.
- we do not acquire assets and use them ingame directly (we never did, we only acquired quality scanned data that we use as 3d references)
- donations do not directly pay for mods. read the faq i have provided above from bohemia’s own website
- the monthly infrastructure costs are associated to the developmenta costs yes.
thank you for your concern, has been vetted by a lawyer as well as bi legal dep.
Money is still sent to your team and in return development of mods are whats the end result. No matter how many layers of gray area or shifting of terms the black and white truth is that money is given from one to another with a return of a good/service
nope. There is no service / goods / products provided in return
That's some "Nuh uh" vibes right there
Accepting donations that will help you pay costs associated with general modding activities is not any more transactional than e. g. accepting donations that will help you pay server costs - which is allowed.
The transactional nature does not arise from there being a possible vague benefit, it's in the sense that you specifically get something out of it, more than another random person would. This includes commissioning public mods because your money decides what gets made.
I think it's definitely debatable to what extent these things should be allowed - for instance I personally don't see much issue with commissioning mods - but your argument is clearly flawed.
Texan backed you in a corner filled with your own shit and now your shutting down 
great, yet you confuse donation with transactional and/or investment. What is the product you are paying for? What is the product/service you are investing in?
the weird part for me was
"What's in it for me?" ... the only thing that we can promise is to continue doing what we do
if you assume that what you do is modding then it feels a bit grey, but like you said it was vetted so it should be fine
feel free to send an email towards legal at bohemia dot net instead of interjecting in full ignorance
The product being paid for is the creation of assets by your own team. The investment is covering the costs associated with your teams devleopment of mods for the game. Which both are against workbench TOS as money from others is still used to pay for items created in the workbench and published to the workshop.
If I donated to your patreon which will in turn make mods (cuz thats what the money would be used for in the end paying for everything to basically to make em) your getting something in return for donating but not directly would it not?
Id love to sit here all afternoon and poke holes in your house of glass that you sit on but boot other people for but ive gotta go fight the 110* Texas heat on a motorcycle Yall have a good one!
nope
You understand the difference between donation and selling a mod, do you not?
youre literally just selling the mod under the premise of "donating"
Theres no difference in the end result between "send me $20 and ill make you a gun texture" or "send $20 to our patreon to support us while we make a gun"
The TOS stipulates the game (and content made by 3rd party) will not be made / used commercially (that includes the workbench)
Donating to modders no matter what you'll get something in return be it mods, or bug fixes or to keep ppl working on it
its even better because its support us while we make YOU a gun
even if ur not donating for that reason
But it does. One is transactional in nature, the other one is not.
One is blatantly transactional, one is hidden behind a support us curtian
thats what 99% of donations are 2 modders
I don't think this discussion is very productive.
You've been arguing in a circle for an hour now.
you do understand that donations are allowed, do you not? And donations are, by nature, voluntary and they do not require the receiving party to provide anything in return, while making a mod (not a model) for money involves a commission based work that transforms a set of assets into a mod
The very existence of the patreon to fund further creation and development of assets used in game verifies that the end result is no different than paying a independent creator to make a mod. Difference is you have a understanding of the legal and verbal loopholes where a small time creator probably wont.
Think that was discussed before actually about the loophole
correct, but the very verbiage in your patreon states that the "donations" are used for asset creation
The difference that in one case the money gives the commissioner influence over the product, in the other case the donation will not grant the donator any such exclusive benefits. It's not that hard to understand.
I have already explained this several times. And as you don’t seem to be able to grasp what i am typing, feel free to consult an attorney (like we did) or request further information directly from BI’s legal department (like we did)
asset creation does NOT involve workbench or any BI toolsets, which is precisely the reason you can use #creators_recruiting to commission 3d models (not mods)
Ok ill reiterate the point ive been making. The end result is the same weather through direct or indirect payment. A up front commissioning or donation via patreon still has the end result of a tangible in game benefit being derived.
Yea, it’s odd how you can pay someone to make a model in another program(not bohemias) but can’t pay them to put said model into the game. Just overall the TOS is shit for the community/modders
So donating to modders to either create or buy asstes not involving any BI programs is allowed and it so happens to get turned into a mod then it's all good? Is that what I'm understanding?
is it? Because the no of donators do not influence the end result, it does influence the fixed monthly costs
so i buy a fully scripted and animated models, then add them to the game. is that allowed, because im not buying the workshop mod
Yes you can donate for everything thats outside of bi Software
yes, of course. it has always been that way.
seems like a lot of hoops yall jumped through just to still have members of RHS take independent commissions for things in game, but thats a conversation for a different time
sorry what?
wheels n tracks my friend. wheels n tracks
It’s called loop holes, and legal loves to use and abuse them especially in tax season. They don’t “take money” they “receive donations”.
i think he may have been out of the loop lmao
till next time gents!
It's not. If you don't commission a mod, it won't get made. A general donation to a modder won't give you control over what gets made. So the end result is definitely not the same.
- if you wanna continue, we can do it in #other_ip_topics
- everyone just spaimming gif just because = spam. last warning
reaction meme = spam understandable
i think threatening silencing and silencing opposition is literally in the fascist playbook
where were you in the 40s pufu?
if i pay you $20 for chocolate ice cream today and i get it today or in 6 months because you had to raise the cow, milk it, skim the cream, add the flavor, and churn the cream on ice till it became frozen the end result is still the same
I'm not making any ice cream for you if you didn't pay me. And if I did, it wasn't because of your money. That's the difference. #other_ip_topics
If you want to keep talking about this Go in the right Channel or stay silent
guess that was a unpopular topic among the donators
W take all the way through
how do you liek your boot? well done or medium rare?
if you wanna have a decent conversation i’ll gladly entertain it. But you are just spamming. Also last warning for going offtopic
It isnt an other ip topic though, its directly tied to items created in the reforger workbench
!mute 531242431769870356 7d - personal attack + flame + spam
Silence!! ò_ó
...
I keel u, @ionic blade!! Ò_Ó
it is, because it turned into the license / ip rather than workbench capabilities
the bulk substance of this thread has nothing to do with workbench capabilities though
unfortunately, that is it’s intended purpose. And i already told you were to move the discussion to twice now
Is there a section or thread where one can levy complaints that isnt dwarden? I know he has much larger things going on.
#discord_server if is in relation to this discord server - otherwise nillers
Thank you sir @reef ferry
to either create or buy asstes not involving any BI programs is allowed
Not necessarily. Its just not something in our control.
For example the 3DS Max student edition, forbids commercial use. So if you use that software, you are also not allowed to get paid for creating models using it.
But that is Autodesk's business, not ours. Workbench use is our business so that is what we enforce.
What you say is "allowed" is only "allowed" by us, because
- We don't know every software's license
- We don't know what software people use to make models, and we don't have time to find that out anyway
- We simply don't have the time and resources to enforce everyone elses licenses.
At the point where we say "allowed" we really mean to say "allowed if the other involved parties allow it".
If it's illegal to begin with, the legality doesn't change when you start involving BI software.
Say someone sells you a stolen model and you import it into a mod and publish it.
It's illegal, but you don't know it and we don't know it either. But if we would find out, your mod would be taken down.
This reminds me too much of another discord where daily, kids try to twist the rules into making it ok for whatever they're trying to do 🤣
Not sure if this is the right channel to ask I’m just if anyone knows if TFC is be worked on or any other Canadian mods for reforger
Wondering^
This is not the right channel.
Ok
@tight dune @turbid mountain sorry for the highlight but I'm running into some roadblocks and you guys seemed to be the resident experts on this particular subject. I've created a subscene of a world, I've created a subscene of a mission, and I've copy pasted the entities from the mission subscene into the world subscene, according to @peak cedar's recent methodology for duplicating missions in a way that they can be edited. When I try to package this extended mod, it says I'm not the author -- which seems strange since as I understand it subscenes are the BI approved method to extending a scenario or world. This mod in particular is also released under APL so it's not like extending it goes against the author's intentions.
@tight dune Also I feel it is worth mentioning that using @peak cedar's method does in fact preserve the original layers.
author ownership is based on GUID of the Game Project (.gproj)
if you copy pasted some project (aka addon aka mod) together with .gproj which is inside, then you are using someones else ID
I didn't copy paste it, I created subscenes in a new project. But maybe I messed up my folder structure.
Let me double check
this for instance is a mod/addon/project
right I understand
how so?
have you skimmed over the ticket gramps submitted outlining the method?
basically when you're copying the original entities from the subscene, you have access to all the layers, and you can copy and paste each one individually
im not sure how why or where that data is preserved, but it is
are you not confusing it with various subscenes in hierarchy?
I could be, I'm not positive. It's not that I'm not versed in development -- I've been working as a C++ software engineer for 20 years -- but a friend of mine really spear-headed this effort since he has a better grasp of the interdependent reforger entities at this time. So I've been playing telephone a little bit here
He made the ticket private
ah, I see, in any case, in this ticket it is mentioned only "default" layer
Right that's a good point. The description in the ticket is very brief
yes I am aware
so from where comes your claim?
Gramps, and because when my friend was trying to figure out the issue in this mission we're extending he was successfully able to copy over all the original layers. There were 4 layers in the mission
So, the mod we are looking at is on the workshop and it's called Ghost Recon 2001
it has a crash on spawn in MP
When we went to perform @peak cedar's method to copy over the layers, there were 4 layers in the project. Each one had to be copied over one by one, and placed into a new manually created layer in the subscene
and over DM gramps mentioned that we would have to copy each layer individually
Unfortunately, my buddy who did most of the legwork this time and @peak cedar don't seem to be online right now. Once they are I could give you better information and I do apologize about playing telephone like this
But we did get 4 layers, I think one was named Enemies, there might have been one named Triggers, etc
Ye
Like I said I do not know how or why or where the information was stored, just that it was indeed there. I don't know if those were automatically generated layers that don't have anything to do with the original scenario file
Hey I’m really new to the mod system in arma and I want to know what I need to make mods and how you make them does anyone recommend and easy and cheap learning resources
We were able to reconstruct more than a single flattened default layer
I don't think you're going to find any learning resources that aren't free
and are you sure those were not some grouped entities?
Combats Ops does something like that
as for author I guess you are using same addon download from workshop
that is not a proper way - try to make new addon which is dependent on original one
I'm pretty sure that's exactly what we did, but I will double check.
That error would suggest something else, so I would indeed check that
Copy
Gonna be honest the more I'm looking at this I think my friend may be r*tarded and just didn't even consider making a new project. It's the kind of thing that I wouldn't have skipped a beat on but he has not spent nearly as long modding or doing game dev
So, on the subject of layers. They are definitely still in there. This is me just opening the project file that I get off the workshop and opening up one of the worlds
hm, those could be old worlds I guess?
the first revision of this mod was uploaded to the workshop a little over two weeks ago
interesting - I know there were some issues with packing mods in the past so I wouldn't be surprised if its not the case here again
although hard to judge if its on purpose or not
right
well using gramp's methods you have to copy each layer one by one, recreating them manually in the subscene. but the end result is intact layers. id say it bodes well for my feature request since there might be a simple way to copy a world without losing any data
Well I've run into another roadblock
When I create a subscene of world the mission relies on, or the mission itself, when I try to load any version of the mission (including the original) the workbench crashes
if I delete the subscenes it goes back to loading properly again
and I can create a subscene of the world and load it fine, but once I've done that i can't load the mission anymore without a crash
ok. i just had to rename the subscenes as something unique. I didn't realize that was a requirement
the worlds and the missions shared the same name so i figured it was ok
so yeah you were right, my buddy is just an idiot
publishes fine when i create a new project. i didnt imagine for even a second that he wasnt doing that
well. hm
its published fine but now when I try to start the reforger game itself it crashes.
15:35:08.479 RESOURCES : GetResourceObject '$ArmaReforger:Missions/MpTest/10_MpTest.conf'
15:35:08.479 DEFAULT : Config load '$ArmaReforger:Missions/MpTest/10_MpTest.conf'
15:35:08.479 RESOURCES (E): Wrong GUID/name for resource @"{7DE6E676784DC348}UI/Textures/MissionThumbnails/MPTest.edds" in property "m_sIcon"
15:35:08.482 ENTITY : Create entity @"ENTITY:2" ('Music', GenericEntity) at <0.000000 0.000000 0.000000>
15:35:08.482 AUDIO (W): SignalManagerComponent not present, functionality will be limited
15:35:08.674 DEFAULT (W): No GameMode present in the world, using fallback logic!
15:35:09.013 ENGINE (E): Application crashed! Generated memory dump: C:/Users/kiera/OneDrive/Documents/My Games/ArmaReforger/logs/logs_2023-08-28_15-35-02\ArmaReforgerSteam_2023-08-28_15-35-08.mdmp```
actually im not sure this is even related to what im doing. i just cant get reforger to launch, even if i delete all those addons
whatever. this is insanely frustrating.
is it just me, or does enfusion crash a lot? for me, it's every few minutes, almost always after i close something. i tried playing around with sample mods as well to see if it could just be my mod, but they crash for the same reason too.
i've mainly been working on edds and emat files and the world editor. enfusion crashes like every other time i close them.
Hello, someone know where we can configure ranks for build structures?
Open the PrefabsEditable prefab and look at the SCR_EditableEntityComponent, there are only two ranks available by default, sergeant and corporal.
I assume you could add more via the enum EEditableEntityBudget
is there a way to unlock the editor window from my screen so i can move it around?
world editor*
What is the easiest way to up change the loadout a player receives when they join/respawn into a game? I am using a 3rd party hosting service and running a DayZ mod ARMA Reforger server. I am just 100% clueless on how to make these changes. Also, is there a way to increase loot spawns and vehicle spawns.
I am using all existing mods and my base is DeadZone DayZ
if that helps
Anyone?
You need to do an override of the character in workbench with whatever mod you're using as a dependency and publish it as a mod.
Thank you Gramps. Will start to read about how to do that right now. Appreciate you pointing me in that direction 🙂
anyone know whats going on with RHS?
yes, you can read about it everywhere, including rhs thread
What is the difference between Duplicate and Inheriting? I am trying to bring in a weapon from another resource and it gives me these two options
Duplicate makes an independent copy. If the original gets changed, it does not affect the copy.
Inherit does not make a full copy, it basically just means "refer to the current version of the original for all non-changed values".
TY
also if you dont change the name, its more of an override
What you want to use can really depend, but as a general rule of thumb: If your asset is fairly similar to the original, Inherit may be desirable because it means less maintenance.
On the other hand, if it's fairly different, you may not want random changes to negatively affect your copy.
also if you use inheritance and the original item changes something, then your item will get those changes too
I guess thats what you mean by random changes
I will give the Duplicate a go and see how that works.
I had a mod that was overriding Campaign_US_player or something like that (the default conflict character) and I had to duplicate and use Campaign_US_player2 so their changes didnt override my changes
but if the base game Campaign_US_player updates with new components needed etc, you may need to redo your character to include those in the future
Pro Tip, inheriting even from your own assets is also very useful at times.
For example, you can create a base prefab which has all the general settings, and then make your actual assets (assuming they're similar) inherited versions of that prefab. If you have to make a general change, you will only need to edit a single prefab.
Pro Pro Tip, using a text editor you can also inherit from assets but while doing that, change / "re-cast" their type.
Of course this can break things if they don't share parameters, but I once did that with a gamemode, to auto-apply all the complicated configuration from official child A to my custom child B, without actually inheriting from A - very useful.
I've always been in the habit of duplicating a prefab, inheriting the duplicate and then deleting the duplicate. Is that the correct way or is that just unnecessary?
Thats the method ive seen in the official tutorials, Im not sure why they do that. really depends how you want to handle the inheritance I guess?
It was in the tutorials because it was back then the only option. Now using native inherit in Addon function is way to go
Repost, posted in the wrong subsection before: ```Virtual Machine Exception
Reason: NULL pointer to instance
Class: 'SCR_VONMenu'
Function: 'OnOpenMenu'
Stack trace:
Scripts/Game/VON/SCR_VONMenu.c:224 Function OnOpenMenu
Scripts/Game/UI/HUD/SelectionMenu/SCR_SelectionMenu.c:84 Function InvokeOnOpen
Scripts/Game/UI/HUD/SelectionMenu/SCR_SelectionMenu.c:259 Function Open
Scripts/Game/UI/HUD/SelectionMenu/RadialMenu/SCR_RadialMenuController.c:156 Function OnInputOpen```
Getting this error when I try to open the radio wheel on the headsets I'm making. The issues doesn't always happen, just wondering what might be wrong
Anyone know why I can only "Buy" things from a shop vendor and not "Sell" For each item in the shop, I have set upand ADM_ShopMerchandise with Required Payment (That shows up just fine) and a Sell Payment, but when I go the Shop, it only list items I can buy, not sell.
Hey guys wanted to open a projekt but it always says cant initialise Game. So I cant open the world editor and the behavior tree any idea How to fix ?
Check the Log. There must be Something that Brings the Error
I think its something with dx12 but I played reforger in dx 12 like a minute ago can see many erorrs with dx12 fails
Trying to update my geforce driver maybe it ll fix it
You could try to repair it with Steam or Just restart the workbench 
Which tools are you using ? Expy or regular ?

I set the regular tools as fav om steam and then clicked on the wrong Tools🥲
cause I was on vacation and didnt remebered that I set them to fav
To use expy you have to add the .gproj of the Arma Reforger Experimental game files as a project once, then you can make a new project and the expy tools work. Just FYI. 
Anybody know when suppressor mod is supposed to be fixed
Ask the author
It's not the mod it's the workshop, ask the bi devs, maybe in #enfusion_workshop
Can someone test supressor mod please? 🙂 Please specify your platform as well.
Others were in #enfusion_workshop
In a Game Project that I created, does the game project/mod have to include/list Dependencies I want to use in the game for those mods to work? For example, I have a new DayZ mod and I want to have the CheyTac as an item for players in the game, do I have to make the CheyTac a dependency in the Project File, or just require users to download it when they launch the game? Hope that makes sense.
If your mod builts upon the other mod, or modifies it, then it needs a depdency. Otherwise not
Thanks @turbid mountain .
I am trying to add more weapons to the LootSpanwer.et file. I found under Prefabs-->>LootSpawning folder a file called LootSpanwer.et. I open this .et file and it opens to Edit Prefab. I click this Prefab editor where it lists a few .conf files. Open that up, and there are the list of different .conf files. I open one called Rifles.conf, and there is the list of these ".et" files that show the current set of guns that spawn into my game. Is there a list of additional weapons (.et) that I can use/add to this list?
And to be honest. I have no idea what an .et file is 🙂
I would also recommend to go through some basic tutorials first https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Tutorials/Assets
Did they fix RHS yet?
who is they in that sentence? Also really nothing to do with the toolset ( #reforger_workbench) but rather with the #enfusion_workshop - and yes, the database has been restored and RHS Status Quo is back on the WorkShop
awesome thank you
for the 2nd time now, please use #enfusion_workshop or #reforger_xbox channel and not this one (always read the description of the channel before posting - #rules)
heard
Hi! Where can i find "Auto Completion" settings in WB?
Hello. Where would I find the setting in the Workbench for my server mod to control how often loot/vehicles respawn? I am having a problem where in the course of say 4-6 hours I will have 6+ vehicles stacked on top of each other, and two pages of loot items in a tent or building or bunkbed. It doesn't seem to "clean up" all of this upon restart. Thank you in advanced
If you make changes to a project in the Workbench. Do you have to both SAVE and REPUBLISH for those changes to take affect in the mod/game?
Anyone know what this means and how to fix it? 20:58:14.417 DEFAULT (W): The prefab "Prefabs/Characters/Vests/Vest_SovietHarness/Vest_SovietHarness_belt_dummy.et" should have a HierarchyComponent because it is spawned by an EntitySlotInfo in Prefabs/Characters/Uniforms/Jacket_M88_rolledup.et
I have about 1000 of these messages for different items
Whenever i try to update my project i get:
11:25:48.263 BACKEND (E): Http Error apiCode="remoteRequestFailed", message="Remote request failed" 11:25:48.264 BACKEND (E): [RestApi] ID:[9] Error Code:502 - Bad Gateway, apiCode="remoteRequestFailed", message="Remote request failed" 11:25:48.264 DEFAULT (E): Uploading failed! Reason: "" 11:25:48.271 RESOURCES (E): Publishing failed
I've already tryed everything possible but still doesn't work at all...
same here
Same here...
being investigated
next time it would be better to report in #enfusion_workshop since it fails on request when uploading to workshop
It's ok now!
So is the workbench used to code mods? Or am i just dumb
@cosmic horizon The latter.... LOL
Sorry, you left yourself wide open.
Seriously though, i need an answer
@cosmic horizon The Enfusion Workbench (Reforger Workbench Tools) is used to create various content for ARMA Reforger.
Start here....
https://community.bistudio.com/wiki/Category%3AArma_Reforger
I'm already working on the models in blender, I just need to know what allows me to script and set everything up properly. I have the infusion workbench down loaded with the arma tools.
I'm new to all this mod creation, but I'm sure I can figure it out, I'm gonna try and create an increased weapon customization system, and I'm hoping that it'll work inside of reforger
Should. I think they gave you guys pretty much the keys to the kingdom.
Alright
whats this do
Hello, little problem here:
it was just after checking files of Arma Reforger on Steam option
I Try to create new project or load existing one, but same error
The "troubleshooting guide" didn't help me also
https://community.bistudio.com/wiki/Arma_Reforger:Mod_Project_Setup#Manual_Method so have you tried it yet?
when I click on "add existing" or "create" i've got the error.
an explorer window invite me to locate the file
if i try to load an existing:
What are you trying to pick then?
That is not armarefoger grpoj
yeah that it
SteamLibrary\steamapps\common\Arma Reforger\addons\data
He needs the file in Arma Reforger install directory not arma reforger Workbench
Yes, it is mentioned in the wiki
Hi! I got this warnig:
RESOURCES (W): resource not registered: @"$HTCTI:Assets/Vehicles/Wheeled/M923A1/Data/ammo.edds". Generating temporary GUID
There is a way to register this?
Register button is grayed out, no .meta file for it.
Look in the main window console
Steam has been patched yesterday...got this problem yesterday, too. I closed the workbench and waited for the patch finish
does anyone know why the workbench optios sometimes grey out and don't let you modify anything like dependencies etc?
think it's because of the mod, ENGINE (E): Addon 'ProjectName' dependency '596D3D94153010B8' can't be added
fixed, tools didn't like loading a poject outside the default location and the mod needed to be copied into the workbench addons despite using launch parameters to tell it to check other folders
Whenever I try to publish my mission file it gives me "Some of the dependencies are not yet published on the Workshop.
You need to publish them first"
But all the dependencies I got from the workshop haha
Wow...
perhaps one of the dependencies was removed from workshop
Anyone know how I could run the workshop just to make models and publish map edits on a trashy computer?
Buy reforger on steam, workshop tools comes with the game
I think that's what you're asking right?
Sorta, how to make it run smoothly on a bad pc.
Like how bad? and doing what? It still needs SOME power to make it run but I think at some point someone had it running in a tiny vm, wether or not they could do anything on it is unknown to me
I can load in and stuff but movement is slown and laggy.
It depends on what you do, but generally speaking, you won't need a powerful PC at all for it to run alright.
Importing models and configuring prefabs should not be a problem in terms of performance.
If you have low FPS during world editing related work, you can turn down the settings and resolution.
can anyone help me ?? trying to load into my world to test but now i get this
happens sometimes i noticed, can usually ignore it and get in though
it was not ignorable it was a wb ram issue fizxt it
Is there setting to make it 24/7 day light?
Anyone know where people find Models for modding? Do people take them from A1 A3 ?
You can use the weather editor and make night the same as day or disable the time progress with a script or in game master
GetGame().GetTimeAndWeatherManager().SetIsDayAutoAdvanced(false);
TY 🙂
If I have a model that isn't following the correct axis can I change it with in enfusion?
They are making it for instance. You can try to follow some simple blender tutorials to get basic grip of the work flow
Thanks I was able to find a model that works, but is it just me or when I select wireframe in the view options it just keeps crashing?
Wrong model perhaps?
hmm I mean maybe but it does say .Xob and the model does show up in enfusion quite well, just when I select wireframe..
It should not crash anyway
overlays crash it hmm
Well I would really recommend you to start even with something as simple as making cube in blender
Exception: Access violation. Illegal read by 0x7ff6494be5b6 at 0x1f9973c9004
Is there a "View" or something in the Workbench World Editor that allows you to see where you have placed spawned items. For example, I want to see all locations where I have placed a Vehicle spawn. It was showing a few weeks ago, but now it disappeared and I can't see them any longer unless I select one at a time
hello i want publish in the workbench but if i post i have this error
Is it related to me or is it simple the workbench that is offline?
thanks you
Hello - So I went into the TimeAndWeatherManager, but it appears it cannot be edited and saved since it is part of the EnfusionPersistenceFramework and that mod is locked. Not sure what to do.
@distant jasper call the function he shared. It will stop the day from advancing
is this a workbench setting i accidentally did? this texture less eden survived a GPU driver reinstall + a reboot
running preview is just fine with textures

omg i hid the layer
If multiple mods have an override of the same thing how do i ensure my override will be the one that takes effect? I am trying to add things to the arsenal boxes while keeping a certain loadout on spawn but another mod override my current config?
Mod dependency order. If you depend on the other mod(s) yours should be the last to be applied. If they are loosely used together on the same server I am not 100% sure.
yes overrides overriding overrides is definitely a thing, but I'm not sure if the order in which you define dependencies in your config matters
does server mod load order actually control this? Id test it out real quick but.... work... c-ya! 💩
I opted for duplicating the prefab and not using the same one someone else overrides
duplicate and override are not interchangeable, they have different purpose
How can I correct this kind of error?
INVENTORY (E): CharacterVicinityComponent::Rpc_RequestHoldItems Couldn't locate entity with rplID 2147607184
become BI dev
Ok how would I change the dependency order in the workbench? Because I have some mods for gear downloaded used as a dependency, this mod has their own entity catalog and faction config overrides. When I try to use my own override it does not take effect and the mod does. Will this change when the mod is published or will it act the same way as it does in the workbench?
you can try editing the addon's gproj file but I'm not sure how effective it will be
How is overriding each other?
If its done correctly, then both mods will expand the configs, not remove each other
It may be because i tried duplicating the configs instead, cause overrides stop working after so many edits (On the faction.conf that is) so i duplicated each part of the faction conf (Items vehicles ect) and i drag them into the Faction manager in the world editor, used to work fine, until i added a different mod to add some gear to which that mod has its own override and now i do not have the ability to create another override as it just says "navigate to override" which takes me to someone elses config
Ive just gone ahead and deleted my old work and just redoing it all again hoping that overriding this time will allow all the edits and save when i finish
can you show a screen of missing action to create override?
Maybe you already have your override in place? If you can, do screenshot of whole Resource Manager window
It may be that and i just didn't notice, then in that case mine shouldnt be overridden by another mod then right?
Yea i couldnt create one cause i already had the override lol i am a little slow today, but that still doesnt make sense to me
why it doesn't make sense to you?
In any case, there might be also a chance, that someone else used "duplicate" instead of "override"
Another override is overriding my override, I thought mine would take priority or something being loaded last, cause even after i place my config into the faction manager and i go to test play it, the other override takes effect
If you are adding new classes in override, then it will just expand the available selections
if two mods are modifying same parameter then value from last loaded addon will be used
https://community.bistudio.com/wiki/Arma_Reforger:Data_Modding_Basics#Basics perhaps this part is also relevant
ahh thank you yet again, I made the mistake of just skimming that page in the wiki i see i missed a lot, much much appreciated
How do I get mods i want as dependencies to show on the workshop tools? Trying to make a combat ops gametype. Just started learning the workshop, but now confident enough to start putting mods into my gametype.
Hello. If anyone could help it would be much appreciated. Hope this is a simple question/answer - When I am in the world editor, how can i see ALL Vehicle Spawns in the map at the same time? Two weeks ago, I could, but I must have hit something or some key combo and they disappeared. I have to literally click each one for it to display. THANKS!!
The importance of this is to make sure I am not trying to place a vehicle where one already is or nearby
How might someone be able to change the world orientation of a model via modding? For example, rotating a vehicle slightly to squat or raise one side? I am creating an addon and don't want to reuse the model, shouldn't this be possible via prefab config?
What is this error, and how can I correct it?
(E): RpcError: Calling a RPC from an unregistered item! itemType='script::Game::SCR_EditableFactionComponent', rpc='OnTaskCountChangedBroadcast'
Does the entity this comes from have a replication component on it?
I made a suicide detonator, but apprently it doesn't peanalise for team killing. Could someone point me towards the setting that will change this in workbench?
I dont known, as I dont know the what the “OnTaskCountChangedBroadcast” is?
Ah okay. Then let's start with the basics. What did you do to make this error appear? Or do you get it without having made any changes in your mod yet?
I have around 23 mods running. Is there something I should direct my attention to. Lets say its a error that is due to the TimeAndWeater, so if you point me in the right direction, Iam sure I can fix it myself.
try without any mods would be the best suggestion, the next would be try adding mods one at a time
I thought it was a faction affiliation component but it's an editable faction component
so.. go over mods that add custom factions, I guess
Do I have to do anything to my MOD after this update today since I am not running an older version of it in my server (it says)
I am NOW running an older version....
Ever since the update today, when I try to open the Mod in the Workbench, it gives me an error "Can't initialize in game" and my world editor will no longer work
back in the day after an update you needed to start up the base game at least once to initialize it for workbench.
Not sure if that is still the case but it can't hurt to try.
Anyone know what the reason could be for the contents of a prefab not deleting/moving with the overall prefab?
Do you have Hierarchy component?
I do on the overall prefab, and the bit that I made myself. The actual props don't have the Hierachy
they need it
Perfect, I'll add them in. Thank you 
can someone explain how to open peoples workshop mods to view what they have changed?
im just trying to open the entity cat to read what they added
and it tells me NO
You have to Open every Mod that they have as dependecy in your Workbench
it just tells me that i cant open file
Use this to Open the .Pak then it will Show all it https://github.com/FlipperPlz/PakExplorer
its not opening because you have an error to fix first, see bottom right
To see errors, open the script editor and press f7
anyone know what this means
those are two errors i get constantly
im using overthrow and CRX ai mod
Sometimes when I get unexplained errors from another mod, I'll load it (in this case crx) by itself as an existing mod, then reopen workbench and the error is gone 🤷♂️
radio
?
Well said 😂
Hello! Could anyone help me out? I don't have access to Steam right now, but I really need to get some scripts from the reforger.
Odd question, would anyone happen to know why all overridden textures are removed the moment 2 items with texture overrides are added to the BaseLoadoutManagerComponent?
Using the suggested, base character
is it happening on character with vest?
**No, Logs' currently spaming this: **
RESOURCES : GetResourceObject @"{9C5C20FB0E01E64F}Prefabs/Weapons/Launchers/M72/Launcher_M72A3.et"
WORLD : Entity prefab load @"{9C5C20FB0E01E64F}Prefabs/Weapons/Launchers/M72/Launcher_M72A3.et"
RESOURCES : GetResourceObject @"{37F022D0CDC84C11}Prefabs/Weapons/Launchers/M72/Launcher_M72A3_base.et"
WORLD : Entity prefab load @"{37F022D0CDC84C11}Prefabs/Weapons/Launchers/M72/Launcher_M72A3_base.et"
WORLD (E): Unknown keyword/data 'AutoUpdate' at offset 4180(0x1054)
WORLD (E): Unknown keyword/data 'AutoUpdate' at offset 4339(0x10f3)
Assuming it's related but honestly have no ideA
Oh, i might have to edit the material override list? not sure how to find that if i'll be honest
is it happening on character which is wearing a vest?
Is it a uniform?
or some piece of uniform?
So its the M70 jacket with an overriden material, works by itself. but when i also add vergy's Jeans which are done through texture override too both textures no longer show they show as the base textures. No vests are present
Yeah, i'm using the prefab for the M70
I mean this
can you try this method ? https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation#Creating_retextures_using_prefabs
material overrides are sort of broken
Oh i see, my bad. Yeah i'll give it a go, thank you ❤️
@tight dune That works , thanks my friendimundo!
be aware that its not going to work with armored vest like pasgt or 6b2
this is engine issue though
So i have my faction popping up (in GM) but the entities are not, Don't believe i've missed anything
do you see them without your faction filter on?
is your character added to the game master placeable entities registry?
does the game master editor mode prefab have your entity registry?
No i couldn't see them without the faction filter on, also i ran the character.conf in the in game editor plugin if that's what you're referring to?
@remote estuary
This one i don't think so? unsure. don't beileve BI's tutorial went through this
I don't know anything about the plugin but your placeable entities must exist in a registry config and that config must exist in the placing editor component of the editor mode edit prefab
Create Registry Config and Add the Registry to Edit Mode
that makes sense, thanks. I'll give it a go
Me again, anyone have any idea how to delete items in an arsenal added by another mod? It won't let me delete the Us_Inv override the mod has so i'm stuck honestly
Can’t you just override it and disable it or set the entity to no value?
InitEntities 'SandBoxSceneWorld' ENTITY : Init entity @"ENTITY:1" ('SCR_BaseGameMode') at <0.000000 0.000000 0.000000> SCRIPT (E): SCR_RespawnSystemComponent is missing SCR_SpawnLogic! DEFAULT (E): Multiple game mode entities present! DEFAULT (E): oldEntity: @"ENTITY:1" ('SCR_BaseGameMode') at <0.000000 0.000000 0.000000> DEFAULT (E): newEntity: @"ENTITY:2305843009213693954" ('GameMode_TeamDeathmatch_Selection1', SCR_BaseGameMode) at <2630.331299 82.486847 1818.408203>
Just dragged a tdm mode into a new copy of arland and changed nothing else. should this error be addressed?
For some reason setting to no value wasn’t working fully, but going though and disabling them all did ♥️
seeing this again every time today, every attempt at a big publish (1gb), similar to the server isssues?
BACKEND (E): Curl error=Timeout was reached BACKEND (E): Http Error (TIMEOUT) BACKEND (E): [RestApi] ID:[22] Timeout DEFAULT (E): Uploading failed! Reason: "TIMEOUT" RESOURCES (E): Publishing failed
are you located in US?
it feels like the backend is super strict with time taken to publish large mods. It's timing out every attempt at a publish for 1.3gb mod despite it only taking like 10/15 minutes upload
what upload speed do you have?
current speedtest whilst trying to publish right now
and while you are not uploading?
had a different couple of timeout errors earlier too - BACKEND (E): [RestApi] ID:[13] Timeout - BACKEND (E): [RestApi] ID:[10] Timeout
not much higher when not trying to publish, but I wouldn't expect issues for a 10/15 minute upload? I doubt everyone has high up speeds
So I assume you are not uploading with full speed, 1.3GB should be uploaded in around 7 minutes with your upload speed
even so, it doesn't feel long enough for the backend to timeout? though I'm not sure how I could solve not using full upload speed, but it's only a few minutes longer than expected
could you perform traceRt in cmd?
traceRT api-ar-workshop.bistudio.com
want me to DM the results when it's done?
yes please
done 🙂
hey, i am trying to create a mod that has a map (tried with mussalo and zimnitrita) as dependency but when it opens it doesnt seems to have done proper stuff
even tho the addon.gproj seems correct GameProject { ID "KOTHReforgedmussalo" GUID "5E8F0774902A1C4D" TITLE "KOTH Reforged - mussalo" Dependencies { "59CF333B3A309D6E" "58D0FB3206B6F859" } }
When i change the class of an entity (game mode from base game mode to my custom one) , then save, close tools and reopen, the class resets to the previous one. How do i make that change permanent?
More context please. Where are you trying to change it? On your own prefab? If so does it inherit from anything?
on the entity instance, made from TDM prefab
i copied the prefab ({1B6C9BC044DA3B21}Prefabs/MP/Modes/TeamDeathmatch/GameMode_TeamDeathmatch_Selection.et) now, trying to "apply to prefab" the change to a renamed copy in my addon folder, but that also doesnt work. my new game mode class inherits from SCR_BaseGameModeClass which is the original class in the tdm mode.
You have to create a new prefab, those changes will be discarded. You can not changes classes for a prefab instance being placed.
if i create the entity from a copy of the tdm prefab, change the class, then "apply to prefab" should that work?
You create a new prefab that inherits from it, then make the change, then it could work yes.
Hi, im trying to learn to use the workbench and tried to modify the arland map a bit but now im trying to upload the result to the workshop and i stay receiving this error message. I already change the img and the format of the img but the error message persists. Someone know what should i do?
You need to create & import up to three images and set them in the mission it has to be within your project for it to work
I've been ignoring this for too long.
**There must be a way to disable the "red green blue" squares ? ** So often they are blocking the arrows.
If that is not possible, is it possible to flip the arrows? In my example the blue arrow is up and down. But it's on the bottom pointing down, so the coloured squares are constantly blocking them, this causes me to have to angle myself around the coloured squares all the time. (which is way too time consuming, and not the optimal angle i would want to work from).
The arrow direction is important as it shows where "up"/"front" is.
But, The arrow should probably take priority.
Like even though the blue square is infront of the arrow, when you mouse over the arrow it should grab the arrow instead of the square
that {<string>} thing, i assume it's just a reference to you mod, but how do you find that to use it in say the default value annotations in your code to reference files in your mod folder?
https://community.bistudio.com/wiki/Arma_Reforger:Workbench_Metadata GUID is reference to a resource
mod itself can be also treated as resource