#reforger_workbench

1 messages · Page 4 of 1

remote estuary
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omg sounds like I have to use powershell

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will it load dependencies if I provide it with addonsDir launch parameter or something?

tight dune
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yes, but it won't be visible in the list

plain girder
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@unkempt knoll Could I perhaps message you privately about your Arma 2 M14?

unkempt knoll
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sure

unreal lily
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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

peak cedar
unreal lily
peak cedar
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yes select entity, copy, paste on cursor

unreal lily
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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?

peak cedar
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you can adjust the radius of the relay to reach a smaller area

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that might be in game mode, dont rememebr

lone mantle
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What the heck happened to the prefab library in the world editor?

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I see a new combo box for selecting the project, but bunch of folders are missing like Prefabs...

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Oh nvm, I confused it with the resource browser tab that was unchecked for some reason 😅

analog quest
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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.

quiet garnet
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When you import an image you get the edds

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So drag the image you want into the addon files then right click and import

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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

analog quest
brazen plaza
tight dune
brazen plaza
tropic zodiac
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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...

small swan
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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.

torn kayak
peak cedar
small swan
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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.

peak cedar
small swan
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Stable - game and tool

peak cedar
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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.

small swan
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Thanks - we solved the problem ja deleting all existing projects … I am confused why this would matter when creating a new one …

slim hawk
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so I was making a prefab out of the marder and I can not go to 3rd person being the driver

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here is my crash log

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it does not happen while being the commander

cloud zenith
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steeringAngle = simulation.GetSteering();
``` is at line 131
slim hawk
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I need steering?

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there are only 61 lines

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Im confused

remote estuary
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why do I have to locate the game every time I start workbench in experimental?

quiet garnet
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It works the opposite for me, I can't open stable while I have experimental installed

tight dune
remote estuary
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even happens after clear settings

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launcher is always empty

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add existing -> double click -> please locate game

tight dune
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add existing -> add arma reforger project that doesn't work?

remote estuary
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I can add my mod project, and then locate the game, and my project starts fine

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then I start workbench again and launcher is empty

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anyway I uninstalled I don't have time for this

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since it's on stable now I can just use stable which seems to work

tight dune
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I mean adding Arma Reforger project to the list first

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not locating game project. Once you located it, you can still add it to the list

remote estuary
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it was in the list, when I restarted workbench it was gone

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would be nice if workbench didnt crash when I try to publish a mod

clever lynx
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Note before I say this that I have no idea how modding actually works with updates at all

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So servers have to update to the new versions

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Do mods have to do the same?

tight dune
remote estuary
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nope it runs great

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well minus the seemingly random crashes on publish

broken robin
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Thank god stable is out, I really hope they removed the annoying script compile+reload crash

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That was in my experimental 😭

peak cedar
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does anyone else lag out super hard when using full screen view port?

peak cedar
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nm i think it was just because i had peer tool going

slim hawk
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tried the bmp´s weapon scope after the update

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also the engine is not starting : (

limber matrix
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Anyone figured out how to add the armor to our gear?

pulsar cliff
limber matrix
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Well it’s the helmets

pulsar cliff
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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

limber matrix
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Would of been nice if they added the guide to the notes they released

amber dawn
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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 ?

tight dune
brazen plaza
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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?

torn kayak
brazen plaza
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Fixed it, I was testing a mod dependency that must've been deleted by the creator. I removed the dependency, reloaded and everything works

silent hamlet
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i keep getting these errors

amber dawn
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This is what happens when I import my heightmap

remote estuary
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the world editor still takes like 1 second to select an object I click in the viewport

balmy cradle
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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

tropic zodiac
spiral vessel
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so the satellite map dissapear when i move closer to the terrain, is there a way to make it NOT dissapear?

remote estuary
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no

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satellite map is for distant view

spiral vessel
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shieet

remote estuary
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saving materials deletes refs

remote estuary
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inheriting materials does not inherit refs

remote estuary
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the thing where I have to wait 1 second after each entity creation, selection and movement in world editor is quite annoying

tropic zodiac
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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.

tropic zodiac
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Somehow it feels like the Behavior Tree Editor window is losing focuse all the time even if it's open and in use.

shell acorn
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do yall have any recommendations for US Faction replacement ?

clever swift
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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.

clever swift
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Any ideas?

cloud zenith
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Dude just create a new project. You don't have to add the base game to the tools...

clever swift
cloud zenith
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You have to at least boot the game once for it to work correctly

clever swift
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Thanks agian

cloud zenith
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No worries

peak cedar
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I couldnt even read that, was so out of focus, what kind of laser robot eyes have you got Zelik? o.O

cloud zenith
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Oh, i didn't watch that video lol

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clicked it, and was like. no thanks

median cedar
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I’m having a addon issue lmk if anyone around to help

cloud zenith
median cedar
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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

cloud zenith
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what are you even talking about? You don't add anything related to Reforger on steam...

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I think you need to watch some basic tutorials on youtube or something.

manic ledge
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launch the game and check in the workshop there

tight dune
clever swift
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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?

torn kayak
brazen plaza
peak cedar
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I tried to help him for a bit and i gave up because it kept reverting back to onedrive...

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maybe needs -addonDir or something like that when launching the workbench?

clever swift
hollow ingot
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Hey is there anyone that can make my server a few simple cosmetics mods, DM me and we can go from there!

serene temple
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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

scenic sparrow
burnt sentinel
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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...

bronze jolt
manic ledge
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can someone explain to me these settings and what they do?

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i cant find enough info on google about it :/

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nvm ChatGPT to the rescue

copper canyon
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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.

burnt sentinel
dusty jungle
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How do i use the mattock file and put it in workbench so i can retexture the mod because im new to modding

broken robin
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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 ||

broken robin
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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

drowsy plaza
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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

bronze jolt
drowsy plaza
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Wasn't able to find any though, any idea? 😦

bronze jolt
spiral vessel
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what is the reason i can only use 5 paints in one grid?

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and how does it work, can i only place 4 type of paints on the deffault one?

remote estuary
spiral vessel
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it's very frustrating (: do you know if they are gonna change it to more?

remote estuary
spiral vessel
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hope they update it soon

remote estuary
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well they made the whole everon and arland with this limitation so I don't think more is really needed

fluid laurel
manic ledge
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is there a way to see all of ones map from above?

remote estuary
drowsy plaza
# bronze jolt Wasn't able to find what exactly? A mission?

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 🙂

bronze jolt
# drowsy plaza Sorry for the late response, i'm still new to the whole thing so i'm not quite s...

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.

drowsy plaza
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Ah thanks a lot man, I will try to give it a go!!

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Much appreciated

bronze jolt
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You are most welcome. :)

bronze jolt
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Not quite sure what's going on there. Any ideas? There are no further logs, or preceding issues other then a few stringtables issues.

spiral vessel
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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?

bronze jolt
# bronze jolt Not quite sure what's going on there. Any ideas? There are no further logs, or p...

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
earnest sphinx
eternal epoch
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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?

willow laurel
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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.

bronze jolt
willow laurel
dawn geode
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wat means

torn kayak
# dawn geode 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

turbid comet
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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?

reef ferry
turbid comet
jade cargo
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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.

turbid mountain
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Third time I see that issue. Try restarting workbench half a dozen times

jade cargo
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tried that, no joy. Even restarting the PC hasn't helped

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Is it worth my putting a bug report on the tracker?

jade cargo
turbid mountain
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I don't know
If you make a ticket, attach your logs

jade cargo
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which logs are these?

turbid mountain
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m documents/my games/reforger/logs/date

jade cargo
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cool, i've created a ticket for it so hopefully it'll get solved at some point

frosty vigil
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Hello, I can't download Arma Reforger Tool on steam, I bought my game on xbox .

torn kayak
cloud zenith
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The claim is "You buy the game, you get the tools for free". I'm guessing it only applies for PC users though.

turbid mountain
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There is no way for Xbox users to get the tools without purchasing again on steam

reef ferry
cloud zenith
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@reef ferry It was satire, as the only way to mod the game is on PC..

frosty vigil
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So I will have to pay 30€ for a game that I already have 🥲

reef ferry
reef ferry
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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

frosty vigil
reef ferry
frosty vigil
frosty vigil
brazen plaza
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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 ?

torn kayak
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Keep them or else you can't reimport changes

cloud zenith
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Just keep them. When bundled they're deleted. No one will have access to them

turbid mountain
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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

brazen plaza
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Thanks guys, I'll keep them 👍 It was for the sake of reducing file size but I won't mess with it

brazen plaza
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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

sinful bone
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The script file name shouldnt matter, if you are modding an existing enum it will find it.

brazen plaza
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Sweet, I'll duplicate it and add the new bit underneath. Thank you 🙌

sinful bone
# brazen plaza 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.

tight dune
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Modding is way to go, duplicating, aka replacing file will break other mods

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you can always take a look at the samples on github

brazen plaza
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Gotcha, I thought editing the file would cause issues but if the opposite is true then I'll just do it that way. Thanks

tight dune
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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

brazen plaza
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Do I need to copy the data from EEditableEntityLabel into the new one, or is it literally just the new additions?

tight dune
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I've updated wiki a little bit to make it more clear

jade cargo
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Out of interest reyhard, how come all the pictures just have a "run" button and no game selection next to it?

tight dune
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what do you mean?

jade cargo
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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

tight dune
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I'm missing context obviously

jade cargo
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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

tight dune
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this is from Script Editor documentation page? I guess it need to be updated

jade cargo
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yeah

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thats what i have

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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"

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Got a bug report in for it tho based on chatting with dedmen

tight dune
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what did you tried?

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this one was working for me

jade cargo
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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

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is there a project you could share that you have working?

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that way it could rule out me doing anything dumb then 😄

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actually, just noticed, it says workbenchgame on yours

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Does this make a difference since I don't have reforger actually launched, but instead I have the world editor reforger running

tight dune
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so you want to print it in Reforger, not in World Editor?

jade cargo
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No, I want to print in that output box like the tutorial shows

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So do I use workbenchgame for this and not game

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although the debugger does say connected

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So basically I want to just use the workbench for testing, not the actual reforger game

tight dune
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can you perhaps record some video?

jade cargo
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I can do later when I am back home if I can't get it to work again.

brazen plaza
jade cargo
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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

tight dune
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there is no point I guess since it works for me with simply new project

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please share video

jade cargo
cloud zenith
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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?

tight dune
cloud zenith
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i'm meaning the function that im running from remote console, as some functions are workbench only

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im just trying to determine if a particular function is able to run during gameplay vs workbench.

jade cargo
thin urchin
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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 ?

tight dune
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Use game if you want to exec things in play mode

jade cargo
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That does the same thing g

tight dune
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Workbench Game will work when you are not in play mode

jade cargo
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Ok, neither game nor workbench game works though

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The print("hello world") should work with both though right? Or do I have to put it in a script

tight dune
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No

jade cargo
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I take it there was nothing I did wrong in the video other than have that mode set?

tight dune
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What settings do you have in Log console?

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Can you share screen shot ?

cloud zenith
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Is there a setting or something that might not be documented that he needs to enable to get it to work?

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I only have problems with it every once in a while

jade cargo
jade cargo
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I guess thats the log console

tight dune
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In world editor look for log console

jade cargo
jade cargo
tight dune
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What happens if you don't switch to play mode?

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And then press exec?

jade cargo
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Without pressing the start button to run the world I press the button and nothing happens

tight dune
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ok, that might be silly, but try to open any script first and then press Run

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@jade cargo

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just one tab is enough

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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

jade cargo
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Doesn't work with my own script open - could I have put this script in the wrong place?

tight dune
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where did you put your script?

jade cargo
tight dune
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yes, it's wrong place

jade cargo
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Ah, it doesn't mention it at the beginning of the scripting example. Probably why I miss it

turbid mountain
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Usually what file is open, shouldn't matter for remote console working though.
But neat if that's a working repro

jade cargo
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yeah, I'll update the ticket.

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If all you do is follow the scripting example tutorial, you won't know about the folder thing

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this section probably needs an update

tight dune
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yea, I tried to fix it but Wiki has troubles right now it seems

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try to refresh page now 😉

jade cargo
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So reading that. I need to create a folder called "Scripts" within my project and itll be happy?

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or rather scripts/game, although that didn't work for me

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ah it works, forgot to recompile

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Might also be worth mentioning that somewhere too on that page

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Excellent. Thanks for your help @tight dune and @turbid mountain . I'll update that ticket with the notes from this

low depot
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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.

sinful bone
low depot
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just solved in 3 sec 🙂

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i opened gproj from reforger folder, when i copied 3 dependencies to WB all working

eternal epoch
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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

cloud zenith
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@eternal epoch scale it down in blender then reimport

eternal epoch
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ah fuck but thx hahaha

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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?

pulsar cliff
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Selecting it all at once and then scaling should work correctly

eternal epoch
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hm but looking at the size of the sample weapon in blender, it is bigger then my gun

eternal epoch
cloud zenith
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Can you rephrase that so i understand what you mean?

eternal epoch
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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

cloud zenith
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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.

pulsar cliff
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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. 🥴

peak cedar
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I just print screen and paste into paint... 🙃

brazen plaza
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Is it against BI TOS/EULA to add things like invasion symbols that mimic real life ones to the game?

brazen plaza
lethal mirage
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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.

spiral totem
#

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

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I could see the offensive part coming in if you were to glorify any attrocity, such as Nazi POV's

lethal mirage
peak cedar
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I mean its a game where people shoot other people, im sure some find that alone to be offensive! 🤣

brazen plaza
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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

robust flume
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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

sinful bone
robust flume
#

Yeah

sinful bone
robust flume
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Think i added 1

sinful bone
#

its most likely failing at loading them.

#

prob check log as well. you will see the issues.

robust flume
sinful bone
robust flume
sinful bone
robust flume
sinful bone
#

glad it worked out 👌

robust flume
sinful bone
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yup, changing dependencies needs update.

drifting ledge
#

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```
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and this even the bones are set-up right

 VEHICLE   (E): Wheeled - failed to setup powertrain!
turbid mountain
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Can't even say what "this" is.
Need to send the crash report

turbid mountain
#

Send the report guid. That can be looked up

drifting ledge
#

i will quickly send a new one

drifting ledge
peak cedar
drifting ledge
turbid mountain
drifting ledge
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But why cant it find the wheels even they are Set Up right

turbid mountain
#

You're the second person with that crash

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Doesn't have to be that it can't find them.
There is some bug in code related to that

turbid mountain
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I think the debug render ran before the vehicle was initialized.
The suspension params (which includes wheel position) was null.

drifting ledge
turbid mountain
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Don't know

thin urchin
#

quick question, is the Workbench running correctly on Linux with Proton ?

turbid mountain
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Officially not supported afaik. But it might

remote swallow
#

Any idea how i might fix it? Suddenly it became impossible to load any project except of the default reforger files

torn kayak
turbid mountain
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RHS_DAGRComponent can't find variable RHS_DAGRScreenComponent
line 11?

remote swallow
turbid mountain
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You can find it in console.log after sending the report

turbid mountain
#

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

vital wagon
eternal epoch
#

how can i turn that mode off?

drifting ledge
remote estuary
#

how can I search which prefabs use a component?

eternal epoch
#

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?

eternal epoch
#

is it not curvy enough?

grave elm
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How to add terrain to the world in WorkBench?

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I have an empty scene

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Aslo, i can to add screenshots. Please give me access.

glacial lava
#

Is anyone working on a Halo Mod?

reef ferry
glacial lava
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Sorry

stiff ridge
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So a deadzone server is shutting down, how would i get the deadzone.conf into workbench to change some things?

sturdy ether
#

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?

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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.

plush mantle
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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?

unique crest
plush mantle
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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.

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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.

tight dune
plush mantle
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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?

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It seems like a very strange limitation that I can make a copy but I can't edit or delete anything in the copy.

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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.

unique crest
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If you want try edit them from scratch then use files from github in your project

plush mantle
unique crest
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Try contact author to give you project files ^_^

plush mantle
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What if the author is dead?

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It didn't work this way when reforger was first released

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You were able to edit any scenario freely. It didn't have this arbitrary limitation

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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.

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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.

tight dune
plush mantle
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But when you load the scenario into the editor everything is there.

#

So what was lost from the scenario data?

tight dune
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in any case, editing of locked scenarios was a bug and changes were not permanent

#

layers are missing for instance

plush mantle
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Interesting

unique crest
plush mantle
tight dune
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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

plush mantle
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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.

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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.

tight dune
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in 1st case, you are doing duplicate - not trying to edit something which is read-only

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read-only is a keyword here

plush mantle
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Is there a way to make the mission not read-only?

sharp juniper
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You could ask the creator for permission and if they’re game they can share it with you, that seems entirely fair

tight dune
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in 2nd scenario you are doing a new subscene, which is a new world in an addon where you have write access

plush mantle
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I see

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So how do I disable the read-only flag then?

tight dune
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In case of scenarios you cannot - read only files are read only. You need sources in such case

brazen plaza
#

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

plush mantle
tight dune
#

well, you would have to make duplicate of such world to edit it. Otherwise engine would not know where to store your changes

plush mantle
tight dune
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there is no such function for worlds

plush mantle
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Oh, why not?

tight dune
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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

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You could also try filling a feedback tracker ticket requesting such functionality - this way such request would not be lost

plush mantle
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I'll definitely do that, I think it would be helpful for mission creators

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Even if you're missing layers it would still let you tweak things, and fix things that are broken

reef ferry
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#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)

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is that aspect relevant? Sure. Should BI take into account more than just a technical constrain? Pretty sure they did already

peak cedar
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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.

remote estuary
#

you can make a private feedback tracker ticket

vital wagon
nocturne dock
#

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?

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Because currently it deletes everything, including the newly placed structures

torn kayak
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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.

nocturne dock
small elbow
#

how does one import a mod so i can use it on my map?

sinful bone
small elbow
#

thank you!

nocturne dock
small elbow
#

like in the workbench

magic temple
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Has there been any update on hiding the code of an addon? Like how you can obfuscate a pbo in arma 3?

peak cedar
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Why would you want to?

cloud zenith
peak cedar
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yeah I feel like most people in dayz do that to hide stolen code.

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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.

plush mantle
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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

plush mantle
tight dune
plush mantle
#

I see

reef ferry
sinful bone
magic temple
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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?

reef ferry
reef ferry
torn kayak
magic temple
torn kayak
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Not with the official tools provided by BI is what he said

magic temple
torn kayak
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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.

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Ip theft has been a major annoyance in the community and lessons were learned from Arma 3 and DayZ

magic temple
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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

magic temple
torn kayak
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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.

reef ferry
torn kayak
reef ferry
torn kayak
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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.

magic temple
reef ferry
magic temple
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Yeah… because that’s stopped people in the past

tidal girder
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Isn't that binarizing? Or whatever that process called?

remote estuary
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I mean if I violate someone's license with my mod then I won't be able to continue modding, so it's fine

reef ferry
# magic temple Yeah… because that’s stopped people in the past
  1. 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)
  2. 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)
reef ferry
tidal girder
#

I see. Roger that.

magic temple
reef ferry
magic temple
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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

turbid mountain
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obfuscation!=encryption.
Obfuscation is just security by obscurity. It makes it very hard/annoying to read, but not impossible

reef ferry
neon ore
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@magic temple There is also a report button on the workshop which I would prefer if you used that first before reaching out directly

neon ore
reef ferry
magic temple
magic temple
reef ferry
reef ferry
magic temple
magic temple
spiral totem
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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

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Even still, the terrain and world would be its own thing for anyone to use

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Do you mean your specific game mode world?

magic temple
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It’s just an example man, everything in programming is easy manipulated

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There’s a million ways to code an in game action

spiral totem
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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

magic temple
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They wouldn’t be able to use my code if you let me obfuscate it in the first place…

spiral totem
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You can…

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Just make your own obfuscator

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Obfuscation is just renaming things to be unintelligible.

magic temple
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Eh that’s not a bad idea

spiral totem
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🤦‍♂️

magic temple
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It’s not really the same, but I though of something. No need to be an ass about It

tight dune
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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

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They could even obfuscate it again, so you couldn't even prove its your code

magic temple
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True, but I honestly see doing that being easier than proving that someone stole my code

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If I make something that changes the file names, methods and variables jt would be unreadable

tight dune
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it would still have to be compilable, which means it could be easily copy pasted

magic temple
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I mean yeah, but It wouldn’t be easy

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Would be way easier than trying to take a mod down for copying

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But I could be wrong

tight dune
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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

magic temple
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If I wrote a piece of code, with the name fn_XhdkXksnXkmsn wanna tell me what it could mean easily?

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If the whole mission files variables looked like that, good fuckin luck

tight dune
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yes, but if you just want to copy paste whole code and use it then your protection won't help you

magic temple
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But it would look the same, then I could prove it’s all my stuff

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Don’t plan on making this imaginary obfuscator public

tight dune
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...unless someone would obfuscate it again

reef ferry
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it's not just about variable names mind you

magic temple
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Ok well then I gotta figure out how, because I assume you guys wouldn’t do that on my behalf

reef ferry
magic temple
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Well that’s why we obfuscate ours, to stop people from stealing it

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Still very much the norm for any scripted serves to hide their mission files some how though

reef ferry
reef ferry
magic temple
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You can’t monetize on arma 3 anyway

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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

turbid mountain
magic temple
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Oh right, through donations. Thought you meant like buying in game stuff for currency, which isnt

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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

turbid mountain
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Donations are not monetization.
Monetization is when you get something back for your money

magic temple
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Ah ok

grizzled berry
# magic temple 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

reef ferry
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the moment you provide something in return for a donation - that turns into a sale, and that isn’t allowed whatsoever

grizzled berry
#

“Donating” and getting any form of benefit short or long term is still transactional in nature

reef ferry
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donations are voluntary money transfer with nothing in return

grizzled berry
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Like donating to a patreon for a mod/dev team.. what is that money used for?

reef ferry
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where is the transaction? you get nothing in return

grizzled berry
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Running monthly costs for what?

reef ferry
reef ferry
grizzled berry
#

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.

grizzled berry
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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.

reef ferry
#

they don’t allow it on reforger (thankfully)

grizzled berry
reef ferry
#

the list of approved servers are public

reef ferry
grizzled berry
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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.

reef ferry
grizzled berry
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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.

reef ferry
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i am honestly not sure if you are trolling or not, because you obviously don’t seem to grasp what transactional is

grizzled berry
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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.

reef ferry
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thank you for your concern, has been vetted by a lawyer as well as bi legal dep.

grizzled berry
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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

reef ferry
jolly edge
lethal mirage
# grizzled berry Money is still sent to your team and in return development of mods are whats the...

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.

fringe plover
reef ferry
remote estuary
reef ferry
grizzled berry
#

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.

jolly edge
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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?

grizzled berry
#

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!

reef ferry
#

nope

reef ferry
ionic blade
#

youre literally just selling the mod under the premise of "donating"

grizzled berry
#

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"

reef ferry
jolly edge
ionic blade
jolly edge
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even if ur not donating for that reason

reef ferry
grizzled berry
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One is blatantly transactional, one is hidden behind a support us curtian

jolly edge
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thats what 99% of donations are 2 modders

lethal mirage
#

I don't think this discussion is very productive.
You've been arguing in a circle for an hour now.

reef ferry
grizzled berry
#

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.

jolly edge
#

Think that was discussed before actually about the loophole

grizzled berry
lethal mirage
reef ferry
reef ferry
grizzled berry
median rock
jolly edge
#

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?

reef ferry
ionic blade
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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

drifting ledge
reef ferry
grizzled berry
grizzled berry
#

wheels n tracks my friend. wheels n tracks

median rock
ionic blade
grizzled berry
#

till next time gents!

lethal mirage
reef ferry
#
  1. if you wanna continue, we can do it in #other_ip_topics
  2. everyone just spaimming gif just because = spam. last warning
ionic blade
#

i think threatening silencing and silencing opposition is literally in the fascist playbook

#

where were you in the 40s pufu?

grizzled berry
lethal mirage
drifting ledge
grizzled berry
#

guess that was a unpopular topic among the donators

fringe plover
ionic blade
reef ferry
grizzled berry
#

It isnt an other ip topic though, its directly tied to items created in the reforger workbench

reef ferry
#

!mute 531242431769870356 7d - personal attack + flame + spam

half belfryBOT
reef ferry
grizzled berry
reef ferry
#

unfortunately, that is it’s intended purpose. And i already told you were to move the discussion to twice now

grizzled berry
#

Is there a section or thread where one can levy complaints that isnt dwarden? I know he has much larger things going on.

reef ferry
grizzled berry
#

Thank you sir @reef ferry

turbid mountain
# jolly edge So donating to modders to either create or buy asstes not involving any BI progr...

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.

peak cedar
#

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 🤣

bleak hound
#

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^

bleak hound
#

Ok

plush mantle
#

@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.

tight dune
#

if you copy pasted some project (aka addon aka mod) together with .gproj which is inside, then you are using someones else ID

plush mantle
#

I didn't copy paste it, I created subscenes in a new project. But maybe I messed up my folder structure.

tight dune
#

Whole addon

#

not world

#

whole addon/mod

plush mantle
#

Let me double check

tight dune
#

this for instance is a mod/addon/project

plush mantle
#

right I understand

plush mantle
#

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

tight dune
#

are you not confusing it with various subscenes in hierarchy?

plush mantle
#

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

tight dune
plush mantle
#

He made the ticket private

tight dune
#

ah, I see, in any case, in this ticket it is mentioned only "default" layer

plush mantle
#

Right that's a good point. The description in the ticket is very brief

tight dune
plush mantle
#

yes I am aware

tight dune
#

so from where comes your claim?

plush mantle
#

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

compact crane
#

Ye

plush mantle
#

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

compact crane
#

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

plush mantle
#

We were able to reconstruct more than a single flattened default layer

plush mantle
tight dune
#

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

plush mantle
tight dune
#

That error would suggest something else, so I would indeed check that

plush mantle
#

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

tight dune
#

hm, those could be old worlds I guess?

plush mantle
#

the first revision of this mod was uploaded to the workshop a little over two weeks ago

tight dune
#

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

plush mantle
#

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

plush mantle
#

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.

worldly patio
#

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.

lethal mirage
#

That does not sound normal, no

#

Closing what, specifically?

worldly patio
#

i've mainly been working on edds and emat files and the world editor. enfusion crashes like every other time i close them.

mild crag
#

Hello, someone know where we can configure ranks for build structures?

peak cedar
#

I assume you could add more via the enum EEditableEntityBudget

solemn tiger
#

is there a way to unlock the editor window from my screen so i can move it around?

#

world editor*

distant jasper
#

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

distant jasper
#

Anyone?

peak cedar
# distant jasper 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.

distant jasper
#

Thank you Gramps. Will start to read about how to do that right now. Appreciate you pointing me in that direction 🙂

tired parcel
#

anyone know whats going on with RHS?

midnight wigeon
distant jasper
#

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

lethal mirage
distant jasper
#

TY

peak cedar
#

also if you dont change the name, its more of an override

lethal mirage
#

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.

peak cedar
#

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

distant jasper
#

I will give the Duplicate a go and see how that works.

peak cedar
#

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

lethal mirage
#

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.

brazen plaza
peak cedar
#

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?

tight dune
brazen plaza
#

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```

brazen plaza
distant jasper
#

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.

tired wren
#

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 ?

drifting ledge
tired wren
#

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

drifting ledge
#

You could try to repair it with Steam or Just restart the workbench blobdoggoshruggoogly

pulsar cliff
tired wren
#

expy

#

oh my god im so stupid

#

sry

drifting ledge
tired wren
#

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

pulsar cliff
# tired wren expy

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. meowheart

sturdy finch
#

Anybody know when suppressor mod is supposed to be fixed

lethal mirage
#

Ask the author

peak cedar
weary bane
#

Can someone test supressor mod please? 🙂 Please specify your platform as well.

turbid mountain
distant jasper
#

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.

turbid mountain
distant jasper
#

Thanks @turbid mountain .

distant jasper
#

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 🙂

tired parcel
#

Did they fix RHS yet?

reef ferry
reef ferry
tired parcel
#

heard

low depot
#

Hi! Where can i find "Auto Completion" settings in WB?

distant jasper
#

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

distant jasper
#

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?

distant jasper
#

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

tropic zodiac
#

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...

mild crag
#

same here

brazen plaza
#

Same here...

true loom
#

being investigated
next time it would be better to report in #enfusion_workshop since it fails on request when uploading to workshop

mild crag
#

It's ok now!

cosmic horizon
#

So is the workbench used to code mods? Or am i just dumb

brazen plaza
#

@cosmic horizon The latter.... LOL

Sorry, you left yourself wide open.

cosmic horizon
brazen plaza
cosmic horizon
#

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

brazen plaza
#

Should. I think they gave you guys pretty much the keys to the kingdom.

cosmic horizon
#

Alright

solemn tiger
#

whats this do

mild crag
#

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

mild crag
#

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:

tight dune
#

What are you trying to pick then?

mild crag
#

a .gproj

#

ok.........

#

i found it

tight dune
#

That is not armarefoger grpoj

mild crag
#

yeah that it

#

SteamLibrary\steamapps\common\Arma Reforger\addons\data

#

He needs the file in Arma Reforger install directory not arma reforger Workbench

tight dune
#

Yes, it is mentioned in the wiki

mild crag
#

yep, but i'm blind 😄

#

thank you! 😉

low depot
#

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.

torn kayak
#

Look in the main window console

cursive citrus
#

Steam has been patched yesterday...got this problem yesterday, too. I closed the workbench and waited for the patch finish

knotty oar
#

does anyone know why the workbench optios sometimes grey out and don't let you modify anything like dependencies etc?

knotty oar
#

think it's because of the mod, ENGINE (E): Addon 'ProjectName' dependency '596D3D94153010B8' can't be added

knotty oar
#

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

turbid tangle
#

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

peak cedar
#

Wow...

tight dune
proud quarry
#

Anyone know how I could run the workshop just to make models and publish map edits on a trashy computer?

languid orchid
#

I think that's what you're asking right?

proud quarry
languid orchid
proud quarry
#

I can load in and stuff but movement is slown and laggy.

lethal mirage
#

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.

unkempt knoll
#

can anyone help me ?? trying to load into my world to test but now i get this

knotty oar
#

happens sometimes i noticed, can usually ignore it and get in though

unkempt knoll
#

it was not ignorable it was a wb ram issue fizxt it

distant jasper
#

Is there setting to make it 24/7 day light?

pallid gust
#

Anyone know where people find Models for modding? Do people take them from A1 A3 ?

broken robin
#
GetGame().GetTimeAndWeatherManager().SetIsDayAutoAdvanced(false);
distant jasper
#

TY 🙂

pallid gust
#

If I have a model that isn't following the correct axis can I change it with in enfusion?

tight dune
pallid gust
tight dune
#

Wrong model perhaps?

pallid gust
tight dune
#

It should not crash anyway

pallid gust
#

overlays crash it hmm

tight dune
#

Well I would really recommend you to start even with something as simple as making cube in blender

pallid gust
#

Exception: Access violation. Illegal read by 0x7ff6494be5b6 at 0x1f9973c9004

distant jasper
#

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

gentle ravine
#

Is it related to me or is it simple the workbench that is offline?

#

thanks you

distant jasper
cloud zenith
#

@distant jasper call the function he shared. It will stop the day from advancing

sly summit
#

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

sturdy ether
#

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?

torn kayak
#

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.

remote estuary
#

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

peak cedar
#

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

remote estuary
#

duplicate and override are not interchangeable, they have different purpose

rancid schooner
#

How can I correct this kind of error?
INVENTORY (E): CharacterVicinityComponent::Rpc_RequestHoldItems Couldn't locate entity with rplID 2147607184

remote estuary
#

become BI dev

sturdy ether
#

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?

remote estuary
#

you can try editing the addon's gproj file but I'm not sure how effective it will be

tight dune
#

If its done correctly, then both mods will expand the configs, not remove each other

sturdy ether
#

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

tight dune
#

Maybe you already have your override in place? If you can, do screenshot of whole Resource Manager window

sturdy ether
#

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

tight dune
#

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"

sturdy ether
#

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

tight dune
#

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

sturdy ether
eager pecan
#

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.

distant jasper
#

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

mortal widget
#

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?

rancid schooner
#

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'

torn kayak
brazen plaza
#

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?

rancid schooner
torn kayak
rancid schooner
reef ferry
remote estuary
#

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

distant jasper
#

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....

distant jasper
#

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

tepid thicket
brazen plaza
tight dune
brazen plaza
#

I do on the overall prefab, and the bit that I made myself. The actual props don't have the Hierachy

brazen plaza
#

Perfect, I'll add them in. Thank you meowthis

gloomy jackal
#

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

drifting ledge
gloomy jackal
#

it just tells me that i cant open file

drifting ledge
remote estuary
# gloomy jackal

its not opening because you have an error to fix first, see bottom right

broken robin
#

To see errors, open the script editor and press f7

gloomy jackal
#

anyone know what this means

#

those are two errors i get constantly

#

im using overthrow and CRX ai mod

peak cedar
#

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 🤷‍♂️

keen rose
#

radio

reef ferry
brazen plaza
solar ferry
#

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.

strange patrol
#

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

tight dune
strange patrol
# tight dune 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)

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Assuming it's related but honestly have no ideA

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Oh, i might have to edit the material override list? not sure how to find that if i'll be honest

tight dune
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is it happening on character which is wearing a vest?

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Is it a uniform?

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or some piece of uniform?

strange patrol
# tight dune Is it a 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

tight dune
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are you using prefab of materials override?

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prefabs are more reliable

strange patrol
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Yeah, i'm using the prefab for the M70

strange patrol
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I followed the guide if that's what you meant 🙂

tight dune
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material overrides are sort of broken

strange patrol
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Oh i see, my bad. Yeah i'll give it a go, thank you ❤️

strange patrol
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@tight dune That works , thanks my friendimundo!

tight dune
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be aware that its not going to work with armored vest like pasgt or 6b2

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this is engine issue though

strange patrol
#

So i have my faction popping up (in GM) but the entities are not, Don't believe i've missed anything

remote estuary
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do you see them without your faction filter on?

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is your character added to the game master placeable entities registry?

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does the game master editor mode prefab have your entity registry?

strange patrol
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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?

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@remote estuary

strange patrol
remote estuary
#

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

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Create Registry Config and Add the Registry to Edit Mode

strange patrol
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that makes sense, thanks. I'll give it a go

strange patrol
#

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

lethal mirage
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I'm not sure if you can.

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My guess is no, but I may be wrong.

quiet garnet
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Can’t you just override it and disable it or set the entity to no value?

chilly juniper
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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?

strange patrol
knotty oar
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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

knotty oar
#

UK

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Though wasn't sure if any of the workbench backend stuff might be US

knotty oar
# true loom 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

knotty oar
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current speedtest whilst trying to publish right now

tight dune
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and while you are not uploading?

knotty oar
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had a different couple of timeout errors earlier too - BACKEND (E): [RestApi] ID:[13] Timeout - BACKEND (E): [RestApi] ID:[10] Timeout

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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

tight dune
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So I assume you are not uploading with full speed, 1.3GB should be uploaded in around 7 minutes with your upload speed

knotty oar
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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

tight dune
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could you perform traceRt in cmd?
traceRT api-ar-workshop.bistudio.com

knotty oar
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want me to DM the results when it's done?

tight dune
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yes please

knotty oar
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done 🙂

crisp anvil
#

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

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even tho the addon.gproj seems correct GameProject { ID "KOTHReforgedmussalo" GUID "5E8F0774902A1C4D" TITLE "KOTH Reforged - mussalo" Dependencies { "59CF333B3A309D6E" "58D0FB3206B6F859" } }

chilly juniper
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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?

torn kayak
chilly juniper
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on the entity instance, made from TDM prefab

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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.

torn kayak
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You have to create a new prefab, those changes will be discarded. You can not changes classes for a prefab instance being placed.

chilly juniper
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if i create the entity from a copy of the tdm prefab, change the class, then "apply to prefab" should that work?

torn kayak
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You create a new prefab that inherits from it, then make the change, then it could work yes.

gaunt marsh
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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?

dense sluice
stable burrow
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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).

turbid mountain
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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

chilly juniper
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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?