#reforger_workbench
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Anyone knows if it is possible to make your addon readonly-locked in workbench? Like vanilla data.
It will be read only after packing. Packing happens during publishing to workshop
i would also prefer an option to lock completely instead of only disabling editing, as i happen to select stuff that is not movable anyway. it should just be impossible to select an entity within
or is there a way to do this that i dont know ๐
you can use select from active layer only for example
thanks! that should be it
Thank you for taking time to answer my question.
i am still a bit puzzled about your answer though. So in this example i rotate the WoodLog vertically. And now if i want to move it up or down i must angle the camera in a not so optimal angle to be able to select the blue arrow to go up and down.
If i go to a better/more optimal angle, the blue square will block the blue arrow.
I would love it, if i could CTRL or ALT or SHIFT , to hide the square , and the LMB to select the blue arrow.
I wasn't clear enough. With "should probably" I meant the fix that should be applied to this.
That's not the current state. Someone still needs to do that fix.
The best solution would be if your click would pass through the blue square and hit the arrow.
how would I locate "item=0x400259BB" in exp workbench? Trying to diagnose about 2000 jip replication errors in my scenario... ๐ญ
Seems like I may have to completely re build my custom scenario, Im at a loss where the replication issues are coming from, Ive got a lot going on in this mod... (Vanilla scenario works fine) ๐ญ
If you run your server without fastValidation it should dump the entity names in the client logs once you run into them
Just to note you could just edit the layer in notepad++ or visual studio code and replace any of the override from runtime to loadtime as any items in the level shouldnโt be overrided only within the prefabs
Seems like multiple things needed to be removed for the replication errors to go away, mostly static stuff placed on map, and bases in conflict mode. A LOT has changed, but I think Ive got a good base for rebuilding my scenario now!
FEEDBACK: Reforger Workbench Experimental
Snap to ground is completely broken. Using "Slot.et" to place a vehicle. The vehicle will lay over to it's side, or the wheel in the middle of the vehicle will snap to ground.
Thank you for the report, we will look into it ๐
If i load my project to "Experimental Tools" and publish, its do any collision with stable? Or do i need make totally new project for Experimental?
Experimental version is using completely separate backend - imagine those 2 versions being sort of hosted on 2 different drives
that also means you need to create separate account for experimental backend
So same mod ID does not matter.
no, it doesn't matter - you can use same ID for experimental and stable
Is it somehow possible to load a mod from the workshop into the workbench and work on it (if its APL-SA)?
a) You can open the mod itself, but it will be read-only.
b) You can add the mod as a dependency, and e. g. inherit from or override its files.
it seems a major limitation with this system is apl-sa mods are locked too
thus not really being able to access the content that is well, open for others to use
You open it by adding it to workbench. All mods regardless of license will be locked. To modify the files you use modded classes, inherit/duplicate prefabs
You don't get access to the source files regardless.
Yeah I forgot that one lol
How do I stop guns from clipping through my vest?
When they're on your sling ?
Idle as well. I noticed certain vests cause you to hold your rifle different.
Oh yeah, I wanted to figure out how that works aswell. ๐ฅด
Colliders are giving me an anuerism
Depth Front/Back param on rig
You're an angel.
@pulsar cliff
Ohh ๐
Finna doll this up as soon as I get home
This isnn't working. Is there a setting i'm missing?
Is it on vรฉst or armored vest?
Armored
It's not working on armored vest on stable
It could be changed on experimental but I haven't checked it yet tbh
So it needs to be on the same slot like the Alice/Chest rigs are?
Yes
Thank you.
Hey guys, I'm having some issues here, I lost my drive and now when I try to open my mod it's showing as locked. Pretty much I can't get access to my own stuff, is there any way to reopen it so I can keep editing or I need to start a new one? Thanks
Without the source you can't do much, you can remake it and just remove/reupload the addon with the same ID that's really all you can do
Is there a reason why colliders sometimes work and other times don't? I put titanium on mass 2 and the other thing 1 and dumped a whole mag into the collider on a buddy. Worked effortlessly.
Turn around and do the same to someone else and they die in the first shot. What gives?
Is that collider moving correctly with character?
Is it possible for the BI developers to create perhaps a "check box" for AI that allows them to respawn, then have them respawn at a customized interval? For example, I want an AI group to spawn and protect a location. If they are all killed, I want them to respawn again after say 30 minutes?
I believe so. I did go through the process of checking prior but I'll give it another look when I wake up. I appreciate you Reyhard.
Colliders are moving with the character.
Different stances and moving around.
I don't really know what I'm doinng man ๐ฆ
A little confused
There's a mass setting in enfusion under the import tab.
That's not relevant to penetration
Oh.
I'm still confused as to why sometimes the colliders work and sometimes they don't? I've seen the plate tank rounds but then vice versa get penetrated on the first shot.
Where in diag is this?
Game code - > projectiles
Healed the bot and tried it again.
This was on the shoulder.
Doing head next
For some reason the head tanked everything now?
I think I got it figured out? In the workbench atleast. This diag thing is a huge help thank you.
Show shell trajectory -> True
Persistence -> Permanent
Info persistence -> Permanent
try to use only those
Show stats is quite useless for your usecase
you would get something like that as result
I appreciate you Reyhard.
Iam trying to insert a "caradio" but where can I write the description of "Turn on radio" ?
'UI Info' I think, there should be an empty name part to type into
if you set the class of UI Info to UIInfo it should appear, but I have not done this in a while
@pulsar cliff Hmmm..No? Or am I doing something wrong?
Is there a reason why reimport keeps failing?
Arma Reforger Experimental Tools and Arma Reforger Tools uses same login?
i cant login at experimental tools.
BACKEND (E): Http Error apiCode="", message="User not found"
BACKEND (E): [RestApi] ID:[6] Error Code:400 - Bad Request, apiCode="", message="User not found"
" RESOURCES (E): Non orthogonal transformation on collider 'UTM_Left'"
I apologize then, I probably remembered wrong. It may be done through defining it in script by #AR-UserAction_ since that's what some of the actions seem to do, but I am absolutely no expert on this. 
Check the bottom of SCR_RadioToggleUserAction.c
You need to create separate account on Arma Reforger Experimental
Transfer to addon feature expanded
I do not see this option in the current experimental tools (20 Oct 2023)
how does it look like in Blender?
Hm, indeed it is missing. I will check on Monday what is going on
did you tried to move your weapon in Blender already?
In the pose?
yes
I haven't tried that yet
When I select the heirarchy it doesn't move.
The root is linked to right hand prop correctly in blender but in the engine it's not is what it looks likke
I figured out there's an added rig bone and your suggestion worked. Thank you again!
I've gotten as far as to figuring out how to build the attatchment system and such but I am currently at a loss on how to set up the internals of the scope.
Studied this against the M21 scope to no avail.
Have you checked samples?
Where's Samples?
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Optic_Creation there is link on that page
So I've gone pretty far on this gun but I can't for the life of me figure out how to configure reloading. I can't remove magazines from it's inventory nor insert either.
Hi, we are currently using the experimentel tools to prepare our mod for the upcoming update. Now it is that every time we switch from scripeditor to scripbrowser for example, the scripts are automatically compiled. Is there any way to turn this off, couldn't find it so far.
Still can't get this gun to reload man. ๐ฆ
So if the rifle isn't in my hands I can move the magazine in and out of the inventory.
But if im holding it I cannot remove, insert, nor reload
When I hit reload the loaded magazine drops from my inventory and the empty one drops from the gun. No animation nor insertion.
Do you have all animations for your gun?
Yes. Duplicating the M16 prefab and putting my animations over it reloading works. I've cross checked against the m16 prefab and everything looks in order. The m16 prefab would be fine but for some reason I got stinky arm
any progress on the bug where workbench loses its style over time? I keep doin stuff and eventually all the menus start to look different
Which vice versa does not happen on the base rifle I made
So you don't have your own animations? I mean the whole set
Can you show Pic from animation editor?
The reload animation plays on the copied m16 base. But on the base rifle, the one im having issues with, it glitches mags and drops them on the ground without reloading annd doesn't reload.
I'd be happy to chalk it up to a my own stupidity but I got that stank arm on the m16 base.
You need weapon anims assigned to proper slots too
I don't really care about proper animations right now. I just want this thing to work. Can I just assign default animations to those slots?
I just got the workbench and I was play around abit, and going through some tutorials, but i still cant quite figure it out, just as a simple test all i wanted to try was retexturing a PASGT vest to black, if anyone can give me a hand with understanding how to do retextures it would be appreciated
Have you tried to compare how samples are done? Lifchik vest use almost same principle as pasgt vest
Ill give it a look
Would anyone be about to make an ATV mod w a small amount of storage capacity?
I am at this stage, dont know where to go from here
The a2 atv is on my back burner, feel free to give it a go yourself though!
What else are you working on? Running a few of your mods now. Any idea when you'll get to the ATV?
Here you have info how to create prefab
I assumed you have some experience with workbench. If you are starting, you can go through this tutorial first https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Modding - it explains alle the basics including prefab creation
no idea, will be my first vehicle, and I'd be willing to bet someone else does it before I can get it figured out.
workbench: Is there a way to make AmbientPatrolSpawnpoint_FIA visible in world editor without it being selected? It used to be like that back in 0.9.8 or so? Or is there a new setting that enables the viewing of them?
Hi guys
i'm having an issue with workbench, it keeps calling back to config files belogning to a mod i'm not using. Any idea how can I clear that out?
I tried also reinstalling with no success
this is also preventing me from publishing as it tells me dependencies are not published on workshop, but that's not really the case O_O
RESOURCES (E): Wrong GUID/name for resource @"{B2A0E1C97B7CC5DE}Configs/Factions/Groups_USMC.conf" in property "config" this is the error message but this config file is not there and I deleted all my previous work
some other config references that. It could be also some tool which is pointing to this resource which is no longer existing
How do I pinpoint that? I reinstalled everything and also opened the pure Arma Reforger pack
I don't get where that reference might be
Found it -.-''
You enlightened me
It was in the plugin to register entities
nothing, still getting the publishing error
with no indication to what dependency might be missing
BACKEND (E): [RestApi] ID:[14] Error Code:400 - Bad Request, apiCode="ResourceNotFoundError", message="Resource asset not found"
BACKEND (E): Error Code:400 - Bad Request, apiCode="ResourceNotFoundError", message="Resource asset not found"
first time ever having this issue
i'm clueless
verify all your dependencies exist
maybe you have some invalid guid in dependencies like an empty string ""
I'll cross check again, but all these dependencies are downloaded from the workbench
that's why it's driving me crazy
can you paste your addon gproj file contents here?
sure
GameProject {
ID "NewEnfusionProject"
GUID "5EAEAD942B24665A"
TITLE "New Enfusion Project"
Dependencies {
"5DC93EEA5795B21B" "5DB96496344D98A7" "5DB961B60A646E4E" "5DB964230212902D" "5ABD0CB57F7E9EB1" "5AB301290317994A" "597D72161FD1ED1D" "5B3ED33ADA805340" "58D0FB3206B6F859"
}
}
it assigned automatically the first GUID
the others are the basic dependencies i'm using (Suppressors, ATtachment Compatibility, RIS Laser, USAF UNIFORMS, VESTS, VESTS II, HEADGEAR and TFMWeapons)
5DB961B60A646E4E doesnt exist
But that one is USAF uniforms, I have the package in my addon folder ๐ฎ
damn it has been removed?
Anyone know what causes this?
Never in my life have i seen this, you are definately doing something wrong lol
๐ญ
It doesn't do it for me but it's doing it for my guys on xbox
Any chance you could update your MCXFIX mod to accept suppressors?
I don't know how to do the audio for that yet
Anyone have this issue where all components lose their edit boxes?
No clue what hotkey I hit
Lol found it, the right column bar was miniscule
For those who are using Experimental Workbench, here are some nice features to know:
- List of addons in Enfusion Workbench Launcher is now stored in profile - you can have separate list of addons for Experimental & normal version of the Workbench if you use -profile parameter
- You can now add multiple projects at once to the list via "Scan for Projects" feature
https://community.bistudio.com/wiki/Arma_Reforger:Mod_Project_Setup#Adding_Other_Existing_Projects
@cosmic horizon
Maybe better for #enfusion_scripting . What class is you component inheriting from? Check what the rest of component are inheriting from and do the same. Maybe GameComponent.
Probably missing the ComponentClass class ๐
I just had this happen to me, where workbench made my project read only, but this was just to publish and test it. Now I can't seem to make any updates to the project. Is there a way to undo this? Regardless of yes/no, how do I not let this happen again and a publish new version and allow it to be editable for future revisions?
I see two possible things:
- do not create projects in same folder as ArmaReforger addons are downloaded
- do not use same Working Dir as directory where you have your addon
I've got my working project folder in a different directory than the publish folder
C:\stuff\names\etc\OneDrive\Documents\My Games\ArmaReforgerWorkbench\publish
and the addons folder is also different at
C:\stuff\names\etc\OneDrive\Documents\My Games\ArmaReforger\addons
I did delete worlds (layers?) that were not needed. Could this have messed things up perhaps?
so your addon was located in C:\stuff\names\etc\OneDrive\Documents\My Games\ArmaReforger\addons @runic rune ?
After I downloaded my own mod from the workshop to test it.
In that directory in a folder name "Orienteering_5E9B46F66D4FC9AF", next to the other stuff I've downloaded from workshop.
So yes or no?
Sorry, yes. What I downloaded is in that directory
So your working addon was in that location, right?
Or are you talking about the project, the uncompiled stuff?
uncompiled stuff
I'm checking quick, one sec
Huh.... I don't see it in the usual directory anymore, and I can't right click on stuff to open in explorer
I did have it at
F:\Workbench - Enfusion
in enfusion workbench launcher you can click on project with RMB
How is your Enfusion Workbench Launcher looking like?
Ah I see, it's at
C:\stuffwhatever\OneDrive\Documents\My Games\ArmaReforgerWorkbench\addons\Orienteering_Test
can you post content of that folder?
you can also past logs from session where you have locked addon in workbench
Sorry, I'm not sure what you're asking in the first question.
Second sentence - How to I go back to prior session logs?
This happened last night, getting back to it now after work today.
@tight dune
can you post content of C:\stuffwhatever\OneDrive\Documents\My Games\ArmaReforgerWorkbench\addons\Orienteering_Test
you can get logs from here for instance
most likely you have set once working dir to that location. You can delete .pak file to stop workbench from reading data from packed file - it will read source files instead
The log just shows the session right now.
My hero!! You saved the day, or an extra day of recreating everything. Thank you so much!!! Deleting pak did the trick.
Does anyone know how to disable the transport request script in Conflict on Experimental?
I'm trying to make a house, but all parts are still individual parts. Any idea how to group them so they become one item?
"World Editor > Plugins > Settings > Game Master Settings > Start On World Editor Camera" is broken since experimental v.1.0.0.19.
Are the frameworks for the helicopters in Enfusion currently?
You need to parent them to the main part
Look at how the reforger houses are made
Yeah there is a helicopter simulation component but i think they will expand it when they Release the New helis
My infusion crashed every time I try to add it.
that's weird. try to look at helis already published in the workshop
hey, all
I'm new to Workbench 0.9.9.104 (producion) and would like to create some missions. I 6-7hrs yesterday and am pretty much comfortable were I am with it, however I would like to add a Spawn Menu, like we normally do before someone enters the game.
I watched UselessFodder's excellent vid and followed along the whole tutorial (below) and copied the process carefully in Workbench. I got stuck at one point (20:21) where he asks to search for "RespawnMenuHandlerComponent". That component, is supposed to allow the designer to insert a respawn menu (?), the type we have to get our loadouts set up, rather than just being dropped into the game.
Granted, the instructional vid is 18mo old and it may just be that that component has been renamed in updates since then.https://www.youtube.com/watch?v=WNL_oFhlmLU
Any tips or pointers on what the current name for the respawn menu is or what I might be doing incorrectly in v0.9.9.194 (production)?
ALL of the Resources for this tutorial: https://hq.uselessfodder.com/p/how-to-make-missions-in-arma-reforger.html
Buy awesome tactical games: https://nexus.gg/UselessFodder
Join in future operations: https://discord.gg/UselessFodder
Support the channel and community: https://patreon.com/UselessFodder
This is a COMPLETE guide to making a custom ...
Try checking how the vanilla game modes do it. There should be a respawn system component and in there you add a respawn logic. There is one called "Menu Respawn" or smth. Sorry not on pc atm. Both conflict and combat ops have it set up like that so just copy them.
How is should look RespawnSystem and the 3 respawn handlers set up as children to it, and then inside the respawn system add an SCR_MenuSpawnLogic to get the menu.
righty I will try that and get back to you. May not be today but will give it a go.
rn I am dl a workshop mission and will have a peak at that too!
Hope it helps ๐ if you fall into any issues feel free to reach out. For next time i think this would be better for #enfusion_scenario
what windows tools can I use to throttle connection of peertool process to simulate slow internets?
thank you, want to see if I can repro this in peertool this way #enfusion_engine message
wow this tool is dope
Looking for some help with Enfusion workbench if possible, would be much appreciated. I made a cinematic flythrough of everon earlier on and saved the project, now when i try and open the world in workbench it just crashes, any ideas why this could be happening? Spent hours doing it aswell ๐ญ
How come the map I made and published is only 18kb? and I can't launch it though the mod managers, or scenarios in game.
I found someone on the forums with the same issue, but they don't seem to have found an answer to it yet.
I'm having a bit of trouble understanding the setup of the wound state of a uniform. I wasn't sure what the _tucked models were for but now I see their material appears to hold the maps for the _wound maps. and I see the _VFX map which appears to be related to the _wound map, it looks identical to _wound minus the texture of the underlining clothing. What is its purpose?
VFX map on uniforms is basically a mask for the blood texture. It only holds 1 mask in red chanell and is used to blend the wound BCR with the original BCR.

basicly where that texture (VFX map) is black the Blood BCR will not be applied. Where it is white your blood texture will show up.
You should be able to add the a completely white texture wich will make all of the blood BCR to show.
Why does it all need a _tucked model + material etc, why not have all of this stored on the base material?
not sure what you mean. By base material what do you are talking about?
i dont think the tucked version is used. Dont see it in prefab
Nevermind about materials I guess, I must have misidentified the fact that one is for the _item
Yup, you should be fine with just 2 materials, unless item version uses same textueres as worn. Then you can get away with 1.
Yeah I'm not gonna bother making a model nice and folded up, just toss my clothes on the floor and flatten em haha.
I suppose I see how it all should be setup now, thanks. A little weird that the material for the regular model shares a _tucked suffix though
It seems that the tucked became the normal at some point and the names stayed. Cant say.
I was learning to do modded conflict scenarios trough a youtube video and i changed some flags on arland and then published it to test, but after i download the mod at the workshop i didnt saw it in my scenarios in game. Do someone know what i did wrong, and how can i fix this to this scenario be a playable conflict scenario?
do you have a mission file in your missions folder?
chcek the ArmaReforger folder, the name of the folder needs to be "Missions"
I have the same issue with my map not showing up anywhere, and it is only 10kb, please @ me if you find a solution.
edit:###IGNORE THIS, ALREADY HAS A SOLUTION.
the "error to load metafile" was resolved by importing the imgs to the resource browser (via import button on it) after this the imgs of various formats convert to .edds and i was able to put it in the config file.
ok, i changed the folders name but now im having another issue, everytime i try to publish the console shows this errors messages. I tried to change the config file imgs but seems like it doenst let me to. I was unable to select any img outside the "missionthumbnails" folder of the reforger files, and testing with every other img inside this folder i keep getting the same error message.
try to see if it is not a missions folder issue like mine was. The missions folder seems to accept be called only "missions" if you put anything else it is not read.
I'm trying to make a new mission but want to use the kunar province as the map. Does anyone know how to do this?
As the world*
How to do drawing markers on the map? Somthing like crateMarker and DrawIcon in SQF.
You need to have an image in your header
Or config I believe
If you have done that. save your file and restart reforger tools then try to upload. I had to do that and it worked.
How do i add New modded weapons to conflicts armory? How to integrate mods in conflict? Do someone has a tutorial for It?
you can add it to existing crates as per instructions listed above
Thank you,i Will take a look and try
I may have posted this in the wrong channel before - sorry for the duplication. Can anyone provide me assistance (DM is preferred) on how to get AI to SPAWN then RESPAWN after being killed. I run a Reforger DayZ mod server and would like to offer my users a continuous challenge to kill AI at specified locations throughout the world. I have looked at mods that work, but for whatever reason, even copying these do not work for me. Thank you in advance. I use the AmbientPatrolSpawnpoint but they will not spawn. I place an AI group (Say Fireteam) and after they die, they don't respawn even with the RespawnComponent added.
theres a option at the properties of the ambientpatrolspawnpoint where you set the time and limit of the respawn, take a look and see if it is not the problem. I would like to help you, but im new to this too :/ dont have much thing to say
Thank you Ankara. Yes...that was the first thing I did when I learned about that prefab. It simply isn't working for me. I have tried adjusting from 1 second to 120 and makes no difference
I wonder if it only works for the ambient groups in conflict mode. I still need to do a video on this...
Is there a system in place where you can indicate "This component requires XYZ components" and when it's added to an entity -- the workbench automatically adds required components if they're not present?
Perhaps an attribute? [RequiresComponent(CompnentClassHere)]
That could be Gramps. I don't know what Game Mode is used for creating the "DayZ like" mods. I am using the DeadZone mod that was created by Rezx as the base of my server mod.
Still on my journey to learn about the workbench, i tried to make FIA a playable faction in conflict, i already set up the faction manager and creat custom prefabs for FIA player but when i try to start a match as FIA the following message appears. I tried to read the script and realise what to do to "getjournalforplayer" and "createplayerloadoutbutton" but I couldn't, can anyone help me understand this?
Sounds like you could do this in a prefab maybe?
Yes, technically. But the idea being if I'm a scripter - can I specify a component requires one or more components. Where if someone else tries adding it to an entity -- the required components if not already in place get added
If that makes sense
Just to kind of streamline setting a prefab up, versus manually adding each required component
Would anyone be able to or interested in making a mod that creates beards to fit in the facemask slot?
/*!
\brief Implement this if you need to enforce some other component type
\return array of component types
@code
static override array<typename> Requires(IEntityComponentSource src)
{
return {MyOtherComponent};
}
@endcode
*/
static event array<typename> Requires(IEntityComponentSource src);
This actually looks like a partial implementation of what I was hoping for. Except it doesn't add the required components if they're missing. Anyone know if there are plans to make it so components labeled as "required" here would get added if they were missing?
If this code is in Component C, and it requires Component A and B - both were missing. If I add Component C --> A and B would get added to fulfill the requirements.
Hi there, so I'm trying to create a new faction and I can't make the unit pictures to work, I followed the wiki sample but once the engien takes the SS it alwyas fail to save it. Below I'll have some logs if you guys could take a look and maybe help me to figure it out. Thanks a lot.
Do you have placeholder image created of Character_BR_TL.png ?
Hey guys, is there any resources targetting game master mode modding specifically?
What the diffrence between prefabs and assets?
Above is about prefabs, define what you mean by asset?
for instance all wepaons you can find in prefabs you also can find in assets
weapons
Assets folder?
Asset folder contains 3d models, materials and textures
What is prefab is described on page that I've linked
in short, prefab contains configuration of asset, so i.e. weapon is no longer just nice looking model but it is something with physical properties and which player can interact with
thank you
hello,
workbench has been crashed when i tried import a NORMAL map. other textures are successfully imported fine.
file name is: K2C1_Normal_OpenGL.png
is there any solutions?
don't forget to use suffix https://community.bistudio.com/wiki/Arma_Reforger:Textures#Texture_Properties
ohh i see.
SUGGESTION: World Editor -
Request: Implement a "Refresh" function for the display.
Reason: When placing objects, and then you reposition the object, the world view does not update. You have to save, then reopen the world to get the correct display in the viewer.
You can so Shift+r
TY... still would like something faster.
Use a debug world Not everon or arland
That doesn't seem like a fix for the problem though. If they're having problems placing things in a world it would be a problem in any world assumably.
If you move something it should update in real time without reloading
But its faster to Shift+r there. Thats what i wanted to say with that. But i feel the pain you Change Something and have to reload is anyoing Sometimes
that is a fair point. Does get fun when scripting and it has to reload allllll the things.
Hello, it still crashed...
file name is: rifle_obj_magazine_BC.tga
RGB is Albedo and there are no Alpha channel.
Can you share that texture?
sure. Here it is.
https://drive.google.com/file/d/1WUxmo2tpUqexR2svTrMhoDQUOleXiDUG/view?usp=sharing
texture size need to be power of 2
i.e. 256x256, 512x1024, etc
ohhhhhh
or wait, it is fine
it used in unreal engine so i don't think about that. thanks.
one sec
how did you saved that file?
TGA plugin? Why? Photoshop can export TGA without plugins
oh, i confused. it exported vanilla
try to export it as tiff
okay.
Image Compress: None
Pixel order: RGBRGB
byte order: IBM PC
Layer compress: RLE
is right?
lol sorry
import tar:
still crash.
import tif:
Registration Done
0 of 0 successful
and not imported T_T
oh wait, its impoted
file name has blank, so i deleted it
rifle obj_rifle_BC.tif to obj_rifle_BC.tif
making a new island map, anybody know how to import objects into world editor from outside sources? I need palm tree models that look good.
Here's some screenshots of Union Island (work in progress).
Only thing is I need some tropical vegetation that looks good and runs optimally.
Wiki has info on how to do that
Anyone know what unit of measurement is used for 'Mass' in shellMoveComponent?
Hover over it to get tooltip
Just says 'Entity Mass'
It is in kg
Ah ok, thank you
How do I fix this?
Some of those warnings are from the game. The rest are from mods. Maybe dependencies you use. Unless you touch the respawn system yourself
I added spawn points to the map but that's basically all I did.
Do you have any plans for VSCode extension? like UE4, Unity engine.
For scripting that would be relatively easy, but since you need the rest as well I don't think it will help people much.
New project, override , Edited a prefab, saved prefab, i tick : publish to workshop, and i get this error >
Hi, how i must setup the Workbench Dedicated Server Tool?
Wich guidlenes should i check?
your executable points to the game instead of server, make sure your addons dir contains the addons you want to use
oh right, yep now is working. Thx 
yay!
It's possible to change video settings for game mode?
It's maxed out everything, which is too high for my current hardware
Anyone good with workshop that can make a livery for me
solved, idk how to do this normally, but I open settings menu while being in game mode and edit them, and its works somehow
Does anyone have a problem when switching to the Terrain Tool, the window gets resized "in a way" in full screen so that you can't see the bottom right tabs (or any other tabs on the bottom part of the editor) for switching between "Object Properties" and "Terrain Tool".
This only happens when switching to the "Terrain Tool" and it is bugging me out.
if your monitor/screen resolution is not tall enough the only thing you can do is to undock the tool into its own floating window
But it does fix itself when I exit fullscreen and enter it again
but doing that every time... ๐ฆ
maybe you could set your windows taskbar to autohide
or move it to the side or something
but in general there is no button that makes it not resize
It is.
here is a comparison when i've selected terrain tool, and after i've done resize and entered full screen again
yeah it sizes up but does not size down because the window is big enough to fit the tool
it only sizes up when it cant fit
or something idk
I guess 1080p or whatever your resolution is is not enough to use the terrain tool comfortably right now
thats a shame, as it does fit and resizes correctly when snapping back to fullscreen
like here after the snapping to fullscreen
oh interesting, had no idea it will do that
does this inherently mean shotguns are possible with reforger?
or would this simply cause an entire mag to dump instantly? XD
Check out komrad 12 on workshop for a "functional" shotgun
Does uploading mods to experimental work in the same way as the regular tools? I can't seem to sign in to publish
Experimental has a separate login from your normal bi account, So you have to create a new account for experimental
Otherwise it's the same
Not at my pc to send you it but the I believe the URL where you register is also not the same as registering a normal account
Ahhh, that makes sense as to why its not working. I'll look into that, thanks
Hello everyone,
I hope I'm in the right place for a question about the Peer Tool.
I'm currently trying to create my first mission in the stable build.
When I try the Peer Tool completely "vanilla" without dependencies, it works without any problems.
But when I integrate individual mods / depencies, for example the Kunar map or the RHS equipment etc., the game window that opens always crashes, no matter what I try.
Error message in this cases are always in the log:
NETWORK (E): Unable to connect as client to '' "
ENGINE (E): Unable to initialize the game
ENGINE: Game destroyed.
Exception: Access violation. Illegal read by 0x7ff6401cafa0 at 0x81370
What am I doing wrong or what could be the solution?
Thanks for your ideas
Is it possible to change collider properties in-engine, or should I just re-export everything?
in the xob import settings
geometry params
Legend, thank you. Thought I was gonna have to export everything again 
WAD AWSD ASD
??
Me when latest announcement
Can anybody help me havent used the workebench in a while and now it just gives me no options to edit anything in the object properties.
I still can Tick the boxes with for example Visible but I just doesnt shows me the boxes or anything else
Try to make Object Properties window wider
That was me beeing totally stupid thank you๐
No problem, I think workbench shouldnt let you do something like that so perhaps one day it will get fixed
i think i made my map too big cant find a town i was making ๐ข
Look for some assets that are there?
I've "marked" various places on my map with a car that has a unique name and is ready to take for a spin. Easy to track down.
just started it so very few assets ill search for it once i finish another town im making
Good luck ๐
Hi guys hope itโs the right channel! Iโm building my optic model, now in game Iโm facing the following problems:
- when I zoom in texture is moving towards down left and so the center goes off. I want my reticle texture to stay the same regardless of zoom (I set the parameter to 0 in the prefab) any idea on how I can fix it?
- my texture has a red part somehow itโs not getting imported has it something to do with the fact that it is a full transparent alpha from gimp? Should I paint it with some color?
Hey guys, I recently published a mod where I've added additional buildings, cliffs, spawns, etc. to the Game Master version of Kunar Map. I'm able to publish it and locally host it. If I try to join it though I get group=1๏ปฟ '๏ปฟREPLICATION', reason=3 'CONNECTION_FAILU๏ปฟ๏ปฟR๏ปฟE๏ปฟ'
I'm thinking there's either something missing enabling multiplayer or something along those lines. Or I'm wondering if it's because I added spawns to a game master map? Any ideas?
If I add it to a dedicated server and set the scenario ID as my mod I get group=1๏ปฟ '๏ปฟREPLICATION', reason=8 'JIP_ERROR'
Replication validates that the initial world state matches. That is, RplId and type information of each loadtime item is the same on client as it initially was on the server. When a mismatch is detected, "inconsistent item table" error will appear in log and client will be disconnected with JIP_ERROR. In other words, check that the stuff you've added is being replicated correctly to the clients. I had a similar issue, where the server deleted some items and the client deleted completely different ones on startup
How and where would I check that? I've noticed the workshop version will have buildings and trees in places they're not at in the work bench version. IDK if that has something to do w that or not.
JIP means join in progress . So itโs either connection base, or. A mod causing the issue
Fellps explained that much better than I did lol
I'm not very coding literate so you put it in terms I could understand lol. MY mod is the issue. Everytime I add it even if it's just w the Kunar province, it crashes. What should I be looking for internally to resolve this?
Im getting all these warnings. Im not sure if the dedicated server plugin is partially to blame?
I donโt think so ..try removing the mod at the bottom in the red text , usually the red text is what you wanna focus on. Remove it and try again and see what happens
If it still does it, itโs something else
That's built into the original kunar map and I can't do anything about it.
generally if it doesn't come from your mod you can't do anything about it anyway so dont worry too much unless its specifically causing problems
IDK if it's that specifically causing problems but now anytime I try to run my mod, the server crashes. I can't host it locally or through my nitrado server.
If the Kunar map was updated since I've added it as an addon to my workbench, my addon would automatically update too right?
hi how do i make a patch in arma reforger?
Ptovide more details about what you want to do
Like PJ patch on vest umโฆplate carrier patch and arm patch
there are some files in the workbench project that would be worth adding to .gitignore? or it's fine to track all files?
.gitignore
resourceDatabase.rdb
also maybe add smth like /tmp so you can have testing stuff which won't be on your repo
for this better to use local branches, otherwise you risk to commit changes that depends on this "temp" without commiting these "temp" changes
And when uploading to workshop all folders will be copied to workshop? (Including hidden like .git?)
i just put .et's in there xD
only runtime files afaik
so it's safe to init git repo directly in project folder?
let's say it like this: i don't have any problems and i do it like this
No. when a mod is packed it has a specific file whitelist
If you put .et or .xob files into your .git, then it might be packed though
But usually you wouldn't have that
Not sure if it ignores folders that start with .
Is there a way to use Modern Optics Pack? When I try to start the server with this in it, it throws an error and crashes.
If itโs a mod made by RiverX maybe itโs obsolete
It has a couple of issues with scripts and optic sights alignment, the script should be Attachment.c which is in conflict with the base script. When I was using that I worked around it by creating a script in my addon folder with the same name but completely empty.
Dunno if it's a valid solution though
Yes Modern Optics Pack maybe use the old mod for attachment compatibility but now this mod is in the game itself so it cause issues when you try to loading it
Is there a way to delete specific spline points without deleting the entire spline?
hit "delete" button in Vector Tool when you have the point selected
I'll give it a try when I get home. Another question I have is whenever I try and use the sculpting tool to make a river, it digs an incredibly deep hole all the way through the map, down to the water. Ive tried adjusting the strength, radius, and edging but nothing seems to make a difference. Any advice?
maybe rebuilt the heightmap or I think you can make a river the same way as a forest with a Polyline and adjust settings
Guys i have a small issue: when placing my custom made groups in the world (not through game master) i don't see any character spawned. Also the prefab looks empty. Any idea?
Can anyone give me a hand with setting up basic spawns and menus for the plain gamemode? ive tried following bohemias wiki but its not very detailed. I have all the managers setup but I cant figure out how to stop the gamemode from having "auto spawns" enabled. Everytime I change the logic it resets itself back to auto.
Can anyone else log into workbench?
I'm still logged after the update
I added my project file back in after the update and everything is gone ๐ฅฒ
Whenever I inherit or duplicate prefabs they get sent to an invisible folder that I can't access
Can you post some Pic?
I haven't tried creating a new project and importing everything, that might work
You are running workbench without any mods
anyone not able to log into workbench when working with modded dependencies?
I'm such a knob
Sorry rey, thanks it's working now. Completely forgot I had to add dependencies
before I get redundant, can someone please point me to an up-to-date known issues list? (if applicable, a proper place to report this sort of thing if this is not the right place)
I'm getting errors I'm sure everyone else is so I don't want to flood the gates with stuff that has been reported 100 times already ๐
For instance:
when creating a new editable prefab I get a null pointer exception in the PreserveBudgets function
How to find 2-line text excerpt with Text Search?
every time i try to choose the .xob preview for a animation.pap it crashes and gives me errors from mods that i dont even have loaded
not sure why its looking for that, when its not the mod i am working on.
@bohemia
ok i guess adding a collider lets it work, but still doesnt explain that error
hello, I wanted to fix a mod of mine..but this shows up on the workbench...
also my account doesnt log in
quickbar shows up like this
mee too brother, i cant log in but did get rid of the game script bug
anyone else able to resolve the infinite log in issue?
you need to fix all your script errors mentioned in script editor, and after this rebuild
im curious however because i dont edit any scripts and im getting the same error
just open script editor and see what it write in errors (rebuild may needed)
tbh im not even certain on how to do that, Ive never touched scripts nor do i have knowledge on them. I usually just change configs around for conflict
nvm just reloaded the mod and now theres no errors..... thats weird
something is weird lmap
lmao
open script editor: to build pres shift+f7, to see errors: in left bottom corner open tab "errors"
I solved it by simply deleting all the dependencies from the Workbench folder and then pasting the new versions
The mod causing me this issue was the rhs status Quo in particular. I deleted the folder and pasted a new one into the Workbench folder...after that, I was finally able to tweak my mod and update it
the workbench is crashing alot
so I guess the workbench is still in early access huh
its almost unusable
I open workbench. crash. Open it again, its fine. Open a prefab. crash
the prefab could be hosed, when that happens to me I delete the prefab and grab something fresh to rebuild it with
it opened fine 5 mins ago
and sometimes it does open
there are random crashes all the time
25 in the last hour
one little change, just simply putting an unexpected file type into a setting will do this... and it will only crash when it tries to read that setting, the prefab is corrupted (sounds like)
I cant just "delete the prefab" its my game mode prefab
its not corrupted. github shows no change to it at all
I tried ๐ sorry man
I've been working in the workbench for 16 hours straight ๐คท the only crashes I got, I caused
it even crashes when im not even doing anything, im tabbed to a completely different app and it just crashes
have you tried to uninstall/reinstall? I did do that once today, early on.
man that sucks, hope you get to the bottom of it
Do you also have the problem that you can't drag and drop files with the mouse?
regular expression, with linebreak inside it
Maybe you changed something in your system?
MSI Afterburner / RTSS ( Riva Tuner Server Statistics ) ReShade new GPU driver?
I do use ReShade and i had constant crashes with it only tools i could use pretty stable was "Script Editor" "Behavior Editor" and "Resource Manager".
Turned out without ReShade the other constantly crashing tools worked too.
new GPU driver is the only one in those examples
Try use the older one then.
Its just me guessing but at least worth a try. ๐
Another thing to try is to use CLI: -clearsettings with your Workbench once.
Put it in your startup params start Workbench once to reset settings and remove it.
Already helped me pretty often.
@vagrant cargo wrong cu channel (see description) - #enf_mods_feedback message
hey guys, i'm getting this error when opening some stable mods, what could it be?
probabaly this "stable" mod is not really working in stable
Hi everyone, i ve opened my existing CAH map (Power Plant) to renew it for publishing after the 1.0 release. After starting the map in the Editor there are missing some things: LoadoutManager, Garbage Manager and the Area. When i try to put the garbage Manager on the map it crashes. I ve tried it 10 times. All the other managers work. What am i doing wrong or it it buggy? https://feedback.bistudio.com/T177259
is there docs on all the available scripting commands anywhere else? The wiki seems pretty lacking
scripting commands?
yeah like this from A3 https://community.bistudio.com/wiki/Category:Arma_3:_Scripting_Commands
you can browse the scripts in the script editor with a bunch of nice search features
ah OK maybe time to switch to Windows and install the tools then, thanks
Has the system changed for adding things to arsenal boxes? Do we even have arsenal boxes any more? Sorry if this has been asked, I did search but didn't see anything
it's the same entity catalog that was already in before 1.0
I can't seem to override it
Oh, I already have but it's not showing up in-game ๐ค strange
Me being silly again, works fine I just need to add it to the config
diving into the tools thanks, going to try building R3 (https://www.ark-group.org/aar/share/287) for Reforger
Watch the interactive mission playback for ark_co60_frosty_relations (1 hour, 10 minutes)
That very cool
garbage manager no longer exists as a placeable entity, its replaced by a game system that you do not need to manually add anymore.
well its hard to narrow down by that message alone. one of the mods need to update its scripts to use the new parameters on the script invoker it complains about. You can find out which one causes it by opening your dependencies/mods one by one and see which one blows up.
BRO
I CAN'T OPEN ANYTHING BUT ONE PROJECT
EVERYTIME I OPEN APROJECT IT OPENS THE OTHER
WTF HAPPENED ๐ฆ
Sounds like something is messed up with your dependencies
You can manually edit them in the .gproj file
also check your logs
I had that same fun today.
Tried to open project X. It had dependencies Y and Z.
Z was not there.. so it just opened Y... no error popup or anything... Left me confused
Yeah would be nice with some kind of popup like "Dependency 0000 not found" at least
Recommend you make a backup if you havent already Mittens
Removed all dependencies except for AR. Project is completely gonne when I open it
Files are clearly in the directory in the file browser. Not on Enfusion.
Aaand it's like that onn all the projects I've been workinng onn for the past two weeks. Big sad day
Dont know if will help but could try removing the project from the project list and re-adding it
Tried. Didn't work.
you simply need to readd them as existing projects, I used this opportunity to move my mods to another drive and added them from there
Is there any way I can salvage this project's files into a new project?
Did you do anything or was it just like this after updating to 1.0?
but you had to make sure all the dependencies are re-added as well
if you are missing any dependency in the tree the main project will not load, it stops at the last successful mod loaded
Happened after trying to add a dependancy to a weapons mod.
then add all the other dependencies first
Could you share a screenshot of your projects .gproj file
I'm confused to why this effected my other projects though? Every project openns the same one.
do you have each of that mods dependencies added as existing project in workbench, after 1.0?
I think?
try opening that mod... if it doesn't open, then you are missing it's dependencies
or it hasn't been updated yet, that will stop the mod using it from working also
Idk if it still works like that but 58D0FB3206B6F859 is in "" not [] for me
I nnoticed that and cchanged it. Still nnothinng
Can I just copy and paste these files into a new project?
Will that work?
yes
the bug where clicking anything takes 1 second to process is still there in 1.0 workbench
So there are other people with this bug ? Wow, I thought I was alone. Been having that since ages.
Is it normal for moded maps to lose tons of assets after an update?
yesn't
I open my map and the thing that took the most time, the building, is gone. fml
Hi Arkensor, that is a very good information. I couldnยดt find this anywhere. That is a very important news. Thank you very much!
Reason: Division by zero
Class: 'SCR_SupplyContainerValueAttribute'
Function: 'ReadVariable'
Stack trace:
Scripts/Game/Editor/Containers/Attributes/SCR_SupplyContainerValueAttribute.c:31 Function ReadVariable
Scripts/Game/Editor/Containers/Backend/SCR_EditorAttributeStruct.c:33 Function SerializeAttributes
Scripts/Game/Editor/Containers/Backend/SCR_EditableEntityStruct.c:133 Function SerializeEntity
Scripts/Game/Editor/Containers/Backend/SCR_EditableEntityStruct.c:58 Function SerializeEntities
Scripts/Game/Editor/Containers/Backend/SCR_EditorStruct.c:52 Function Serialize
Scripts/Game/GameMode/SaveLoad/SCR_MissionStruct.c:72 Function Serialize
Scripts/Game/GameMode/SaveLoad/SCR_DSSessionCallback.c:333 Function OnSaving
Scripts/Game/GameMode/SaveLoad/SCR_DSSessionCallback.c:76 Function SaveSession
Scripts/Game/GameMode/SaveLoad/SCR_SaveManagerCore.c:57 Function Save
Scripts/Game/GameMode/SCR_RewindComponent.c:43 Function CreateRewindPoint
Scripts/Game/Editor/Components/Editor/SCR_PauseGameTimeEditorComponent.c:33 Function SetPause
Scripts/Game/Editor/Components/Editor/SCR_PauseGameTimeEditorComponent.c:85 Function EOnEditorClose
Scripts/Game/Editor/Components/Editor/SCR_BaseEditorComponent.c:242 Function OnClosedBase
Scripts/Game/Editor/Entities/SCR_EditorManagerEntity.c:1500 Function ProcessEvent```
This is the error I'm getting when I try to play after placing my retextured Huey in GM, not too sure what it means
Hey there lads! I'm having a hard time with adding in a "custom" vehicle (retextured Soviet Ambulance) to the US Vehicles in Conflict. I already added them to US Vehicles .conf. Is there anywhere else that I need to add them in?
yes
sooo, i inhereted a forest generator, changed some values, when i apply to new prefab the editor just hangs indefinately.
ok i let it sit for 25minutes and it worked... jesus
There are any way to find from which prefab is inherited? (for vanila's prefabs where you can't whatch in *meta file)
there's a button on the right between the list of components and properties, dropdown thingy
thx
I get them as well ๐
Is there any other way to be able to view a camera track progression in the workbench other than using the export feature? Iโd like to be able to try and view the track Iโve created in full screen then just screen grab it with shadow play instead of using the export feature that takes forever and leaves me with thousands of individual pictures.
After publishing my mod became readonly. How to revert editing?
is there a known workaround for the following peer tool crash:
16:52:04:969 SCRIPT (E): @"scripts/Core/generated/Types/float.c,18": Error in parameters 16:52:05:028 SCRIPT (E): Can't compile "Engine" script module!
Are you sure you updated the main game and use the correct exe in the peer tool settings? Maybe a mix between stable workbench and exp peertool client?
main game is updated, exe is set to game.exe in
SteamApps\common\Arma Reforger Tools\Workbench
also tried SteamApps\common\Arma Reforger\ArmaReforgerSteam.exe, then no popup error but SCRIPT (E): Peer #1 couldn't run. Check if your Executable or other settings are correct
Anyone know how to publish a map as gamemaster as I just canโt figure out how to
i published my project to test and now i cant open it in the editor or workbench lol wtf
Have you tried unpublishing the map
i reinstalled the tools and it worked lol
Good morning,
I made a subworld of Everon, and since the update when i load in the world, at around 88% it's stuck for a couple of minutes loading in the world. Eventually it gets loaded in. And everything seems ok.
When i switch to Game Mode however, and return to workbench, i again get a delay in the loading of the world (on 99%). Before the update the loading was a lot more smoother.
Is this a known issue ?
(my mod: Everon Xtra)
AMD RX 6900 XT
AMD Ryzen 9 5900X
32GB ram
SSD
anyone know why wen i make a Conflict mission the Command tents (Conflict Military Bases) wont spawn or even the Supply depots did they change stuf with the new update they act only like spawnpoints
Did you put 2 down
adding someone as a contributor wont stay saved and they cant upload it , any one else having this issue ?
Yup
Is there an In Game setting to allow kill feed/messages? I am surprised it takes a mod to do this, and the current mods are not updated to 1.0
there is a checkbox for it in the game master menu
Oh wow..didn't know/see that. TY
I was about to send you into the 6th level of hell for trying to add light mode to our beloved workbench ... When does it do this? Any repro? Have you set any custom qt style sheets?
Hi Bacon. I am in GM mode, and do not see any check boxes or anything lables for kill feed. I am in the "Edit scneario properties" and looked outside of it, too
I don't have a repro, but it happens to me more frequently recently and I am spending most of my time in the audio editor, no custom styles, lots of alt tabbing
Weird. This is all I see on my screen:
Is there a script/setting/component or something else in the base game that needs to be enabled to see this in GM?
adding someone as a contributor wont stay saved and they cant upload it , any one else having this issue ? and how to fix ?
Maybe solved this: So after generating a new (soldier) navmesh and saving the whole navmesh. The mod loads like before the update again.
anyone feeling the workbench kinda slugish, micro freezes even just by moving cursor around with keyboard on script editor ? even reloading game scripts seems slower since update 1.0
For example, I edited a GM on Kunar with custom loadouts and if u put a RHS arsenal, the server kick with JIP error, but if i delete it all goes well
After the game updated to .53, I now have this at the opening of workbench..
RENDER (E): Invalid shader vs engine version (shader version 47 != engine version 53), validation failed
TY
Did you add the new .53 data to your workbench launcher.
Seems you did not change it and stiln using the .47.
I just uninstalled are reinstalled workbench... 15 seconds. Up and running. No because the gproj icon was still there so didn't think about it.
And shouldn't have to add an update to the launcher. It should point to the same path.
Any news anyone knows about vehicle optics?
Do correct me if I'm raising this in the wrong channel, I just need a bit of help with a retexture that I'm working on.
I'm happy so far with the texture itself, and I've included a config in the project directory that involves just the retextured vehicle in question. After having published it, though, I can't locate it in the GM browser in game. So far I've not been able to discern what I need to do in order to rectify this.
has anyone got crashed in procedural anim editor when trying to load preview model?
It keeps crashing permanently ๐ฆ
tried with just regular blender cube and a single bone. Every time i'm trying to load preview model - application got crashed.
EXCEPTION_RECORD: (.exr -1)
ExceptionAddress: 00007ff6f188f6d0 (ArmaReforgerWorkbenchSteam!zlibVersion+0x0000000000703030)
ExceptionCode: c0000005 (Access violation)
ExceptionFlags: 00000000
NumberParameters: 2
Parameter[0]: 0000000000000000
Parameter[1]: 0000000000000010
Attempt to read from address 0000000000000010```
hard to say where exception address refers
yeah. Even when I close view window, and then trying to make it visible in Window, it spamming lots of gpu's errors
adding someone as a contributor wont stay saved and they cant upload it , any one else having this issue ? and how to fix ?
What is your mod name?
@tight duneplxyable its both the asset and core mod that mojo etc bamoozled has added me to but everytime it deletes me out of it for no reason
ok, I will take a look at it tomorrow
Needs collider
thanks! it was unexpected!
wow thanks! it's worked!
No problem I had to figure that out the other day
anyone able to help a new guy trying to make my first scenario and it i cannot access the files in the editor they are locked and when i try to drag them to the scene it says the files are read only ?
i read somewhere that u need to download some github files but i was not sure
You cannot directly edit existing worlds, you have to create a subworld. I assume that's what you mean?
@lethal mirage i did make a subworld and saved it. i am following the wiki guide listed here https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework_Setup_Tutorial im trying to place the scenario framework area into the scene. i think i may have figured out the issue.
What's the best practice when adding items to a dependency's arsenal box? Inherit, override or create a brand new one?
I ask because a mod I made might be crashing servers, the logs mention systems
Depends on what you want to do, exactly.
In most cases you should probably override.
Inherit if you only want to create an additional specific variant that has these items.
Just want to add things to the box the original mod creator made, seemed to work well for me but I've reports of it crashing servers
That's what overriding is for. Not sure why it would crash, you should probably have a look at logs or so.
Class: 'SCR_PlayerFactionAffiliationComponent'
Function: 'Rpc_RequestFaction_S'
Stack trace:
Scripts/Game/Respawn/Factions/SCR_PlayerFactionAffiliationComponent.c:207 Function Rpc_RequestFaction_S
Scripts/Game/Respawn/Factions/SCR_PlayerFactionAffiliationComponent.c:188 Function RequestFaction
Scripts/Game/GameMode/FactionManager/SCR_FactionManager.c:691 Function OnPlayerDisconnected
Scripts/Game/GameMode/SCR_BaseGameMode.c:781 Function OnPlayerDisconnected```
^ Something is up with the factions in this mod but I can't figure out what. Vanilla characters show up with modded tag when they shouldn't be, that probably has something to do with it. If anyone has any insight I'd greatly appreciate it
Anyone know a turtorial on how to upload a terrain with gamemaster i canโt figure how to to add game master to it
This can sometimes happen, it should only be an error in your logs but not keep you from playing generally. Or is the respawn never working for you?
is there a way to set up random spawns inside of a circular area in enfusion ?
@small elbow Can you provide more details? (He's the server owner)
Basically i think its flava conflictingโฆ So ussr boxes only just nuke the game
Could not explain why
maybe the mod creator has made some overrides somewhere unintentionally
I think that was the issue, something was conflicting
Thre is an scr component for sending killfeed messages, and I have configured it as such, but the game will not display the message when it happens. Here is the gamemode and scr component configured. Is this feature broken? Prior to 1.0 there was a mod for this; so, not sure if was fixed with 1.0
Hi all,
My question is that I cannot find the garbage manager in nanagers tabs during the
misssion creation.
editing weather params crashes workbench at a very high frequency
now I cant even edit the fog graph once without crashing
Crash GUID: 3af9ba3c-7f51-40d5-bbe9-ddcbb384ef47
if I press cancel in the graph editor it resets my weather data
Crash GUID: 70faedf3-f61d-4815-a493-4d1f9c944746
guess I'm not releasing this mod, it's incredible how fragile this editor is
Its not seperate now
it is a game system now yes and with the next stable updates there will be a property on the game mode to select which config to choose (base one being basically no garbage selection). Also a lot of fixes for it. So anything garbage related you might want to skip for now.
Hi again
Another queastion is , I could not find the respawnmenuhandlercomponent in the prefabs.
ฤฐs there any other component replacing this one or am I doing something wrong.
Thanks in advance.
In Gamemode_plain1, click 'SCR_Respawn_Component' then right click 'Spawn Logic', click 'change class' and click 'SCR_MenuSpawnLogic'
Hello! After changing the prefab in the โbaseloadoutmanagercomponentโ of a custom faction character the models (specifically the colors) donโt change. I am doing a tutorial just trying to learn. Even after applying the changes and restarting the workbench the appearance of this character remains vanilla. I can place them in the world, see them as the recolored vanilla m88 jacket that it is. I can even wear it. When I put it on this character duplicated from a vanilla prefab it doesnโt change color TLDR: made black m88 jacket. It looks black. I can see it in GMeden โworldโ mode โ itโs black. I wear it. Itโs black. I put it on this pre fab character and it looks like the tan m88 jacket
are you sure this character doesn't wear armored vest like 6b2?
I seem to be able to cycle through vanilla prefabs ok. Once I get to this shirt I made black for obvious reasons it doesnโt change his appearance
Maybe itโs my inexperience @tight dune. I changed the material class to camo and it sorta works once in a while now but it also looks like dogshit. Not even talking about the clipping. Thatโs the least of my worries. Odd tho itโs just the vanilla shirt. I imagine recoloring the texture so heavily isnโt doing me any favors. Could I benefit from importing a whole new texture?
Does someone else wanna do this? Iโll find another hobby LOL
are you using prefabs for retexturing?
The character and m88 are duplicated prefabs. The assets (materials) they pull from (at least the color) have been made from create new material
One thing I noticed in the โsample factionโ structure was all the prefabs (inflated deflated) were I guess duplicated into the prefab folder (I think) versus being in the asset folder (like the vanilla structure) Do I need to duplicate every instance of the prefab (the m88 jacket in various stages? Versus what I am doing and just trying to override the worn and item model?
Essentially I am doing the create faction tutorial by J Soren and even after restarting the workbench (and experience a few crashes that may have been user error) it still wonโt change over his appearance. I wouldnโt doubt if something has changed since he put this video out but I canโt seem to find any other resource mentioning any other method. I could be wrong I am a novice
are you using this method?
Yes
if not, keep in mind this
I see
can you show print screen how do you have set prefabs?
Yes one moment!
so you were using Materials Overrides or prefabs?
bit a both?
one moment
@tight dune
its a bit of a mess from trying different things
the materials for the override
I gather from this I need to do this instead?
have every instance of my jackets prefab in the prefab folder? IE: More work? lol:)
Yes, one moment.
like this?
yea, so you are using material overrides, not prefabs
Ok! Prefabs it is. I will further dissect the sample mod faction to learn how!
I guess what I was doing was making a new jacket prefab and overriding the material of that (jacket) prefab. What/how is the correct method?
A complete new prefab not a duplicated one? I do not use inherit fyi
But I followed the tutorial and I ended up here :gasp:
I give another go!
Did you followed this tutorial or some video one?
I started using just the biki tutorial. After failing miserably multiple times I turned to the web and was recommended a video tutorial. I still did not yield any result LOL
is there more to read in regards to this statement on the wiki "Creating prefabs for retextures is quite easy since process process is exactly same as for regular items."
thank you!
No problem, check if you can that paragraph that I've linked - including media
i am trying to make a mod that has a dependency to 2 mods, one is mine and one is from workshop
all is ok when i add my mod, but when i add the mod from workshop project fail to open
i followed https://community.bistudio.com/wiki/Arma_Reforger:Mod_Project_Setup without success i feel like i failed something trivial but cant find what
do i have to copy the addon in the /ArmaReforgerWorkbench/addons folder for it to be able to find it ?
I am using a dependency from the normal game download folder without issue, so shouldnt be that
As long as its added to the "Projects" tab
Which mods are you attempting to add as dependencies?
oh ok wait i didnt thought i had to have it as a project
You can press "Scan for projects" in the "Add Project" tab and select the whole addons folder for easy access btw
that was it thx @glossy cove ๐
@obsidian knoll wrong channel - use #enf_mods_feedback
Oh my bad
If I wanted to change how many vehicles spawn in beginning of conflict where would I find the config file or the map?
I think that this is configured per faction. There is a starting vehicles array inside the SCR_CampaignFaction config.
thank you
is there a way to test the mod in game without publishing it?
open the scenario in the world editor and press play. The conflict one is called CTI_Campaign_Eden for everon and CTI_Campaign_Arland for arland. You can find them in the Worlds folder.
thank you man
is there anything else I need to do?
Can you send a screenshot of what you are seeing? After opening the world editor and opening the world file you press the green arrow on the top left of the screen and start the mission.
I can start the conflcit mode but it seems to clear my config file I modded
after that all the settings are on none
You will need to override the config, any changes made to vanila content is not saved. If you find the config you can right click on it and find the Override in my mod option.
yeah it can be confusing at start. There is some documentation for it https://community.bistudio.com/wiki/Arma_Reforger:Data_Modding_Basics Nice read when starting.
thank you
what does yellow mean?
wdym?
if you click the small number next to it, it will take you to explanation. Following assets are always overridden and cannot be fully replaced
I saw that im just not sure what it means, could you try to explain to me?
It basicly explains how mods work. When you add a mod on top of vanilla game every file that has same name/ID will replace what was in vanilla.
It tells you here that this does not apply for everything. It wont work for prefabs. While for instance if you add a model in your addon with the same name/id as the vanilla one, it will completely replace the original model.
thank you
Hi all.
I'm getting back into messing with Workbench after a long time away, and I'm wondering what the current convention is for making Arland or Eden editable.
It used to be that, in the very early days, that you could simply move/remove and object by default and now everything seems to be locked.
I did some looking for up-to-date info, but the best I found was dragging the world into a layer that isn't locked and then saving as a new world.
Is that really the agreed upon way of doing this? It seems quite hacky. If this locking is by design from Bohemia, what made them change to this approach?
Thanks in advance.
what is this #AR-BriefingCampaign_VictoryCondition_01?
where does the game pull the text from?
thank you
so if I wanted to change the text I would do it from the string editor via ID?
If you don't care about localization, then you can type that text right in the "Text" field. Otherwise you can add new string in String Editor and add data there
You cannot modify existing string tables, since those are not distributed in packed addons/mods
ok I think I got it thank you
Is this the prefab that is used for conflict players?
in vanilla conlfict? Yes
yeah
reyhard as far as I know invetory weight affects the stamina but I couldnt find the config for it, if I wanted to tweak that what would I have to change?
maybe mod the stamina instead and increase/reduce it
I think the EncumbranceDrainMax is the value for that in SCR_CharacterStaminaComponent if increased it will apply more stamina drain when on max load.
I will try it now, let's see.
if you want to visualise stamina there is a cheat for it. If you press win key+alt while playing you will see the cheat menu.
Got to Character --> stamina.
looks like I will have to script the feature
there isnt alot of stuff exposed to script for stamina. I am not sure how possible it is to mod the drain.
will see
does moving files around regenerate the metadata? like if I move a prefab from one folder to another
no, it will stay same
is it possible to run to instances of the game. I would like to test something in a local server
Workbench + peertools yes.
thank you
I meant two instances of the game, sorry for the typo
nvm that is what I need thank you
Hello everyone! I'm new to Enfusion engine and want to start creating some content for Reforger but haven't found any useful WIKIs / tutorials for starting.
Do anybody have some useful information sources of gear development ( lime MME )?
Is there a method I could call to give me seat where the player is sitting?
Hey, maybe anyone can help me. I try to put light into a building that i created but it dont shows up at the world editor and enfusion, is there maybe anything i need to know or a setting i need to do?
I've asked this before, but always curious if some smart guy figures it out.
But when creating a model for a Vehicle has anyone been able to select different levels of zoom for the cannon sight yet?
no, vehicle optics are bugged thats why
the zoom just doesnt work
or, well, they were as of before 1.0, not sure now
Is there any way to tell peer tool to ignore a certain path? I dont want it to take the workshop mod in ..ArmaReforger/profile/addons only my local one.
Use different profile?
But by default it looks in Documents/My Games/ArmaReforger/profile/addons right?
Also how do I add multiple paths and do I need to add all dependencies manually to the peer tool setting or does it automatically load dependencies and sub dependencies ?
This only takes the first path
-addonsDir "my path\one","my path\two"
by default game exe is using ArmaReforger profile. If you would use ArmaRefogerPeer profile via "-profile" CLI param, then addons from "Documents/My Games/ArmaRefogerPeer /profile/addons " would be used
-addonsDir "my path\one,my path\two"
I just found the probem, it didnt find the dependency from the workshop cause its another profile like you said. But this with the normal reforger addon dir fixed it. Thanks 
RESOURCES (E): Unknown class 'SCR_EntityAssetList' at offset 20(0x14)
DEFAULT (E): Can't load '$ArmaReforger:Configs/Spawner/Vehicles_US.conf' because class 'SCR_EntityAssetList' is unknown
LoadGenericConfig @"{0D56A8B826AD82C6}Configs/Spawner/Vehicles_USSR.conf"
RESOURCES (E): Unknown class 'SCR_EntityAssetList' at offset 20(0x14)
DEFAULT (E): Can't load '$ArmaReforger:Configs/Spawner/Vehicles_USSR.conf' because class 'SCR_EntityAssetList' is unknown
LoadGenericConfig @"{CA59D3A983A1BBAB}Configs/GMMenu/GMMenuEntries.conf"```
why am I getting this error?
I am getting this in world editor
also how can I set up peer tools?
plugins -> settings -> peer tool
(i copied the arma executable from game folder into the workbench one)
then here select + peer tool before launching world
I am trying to look at mod files for a mod I downloaded off the workshop, but I cant find anything related to the mod when I open the project in Workshop. How do I view the mod files?
Nevermind, I was missing dependencies, so files were not showing
how do I inherit a prefab with child entities and replace some children with other entities?
hi, I'm new to the ways of reforging - looking for a way to call my script at scenario start. trying a trigger but don't know what i'm really trying to get triggered by. any pointers? I've done periodic trigger and script before that works. Now, I want to kick off a script at start, not tied to a geographical location. This is what I'm trying.
class GameStartTrigger_Class: BaseGameTriggerEntity
{
private bool m_GameHasStarted = false;
override void OnActivate(IEntity ent)
{
if (!m_GameHasStarted)
{
m_GameHasStarted = true;
Print("Game has started");
}
}
};
Any tutorials about Vehicle Optics or is it just go in and play around?
do different seats in vehicle have different ID?
Is there a function that gets the seat ID player is sitting in?
//! Returns the manager ID of the compartment. To uniquely identify the compartment, use both GetCompartmentMgrID and GetCompartmentSlotID
proto external int GetCompartmentMgrID();
//! Returns the slot ID of the compartment. To uniquely identify the compartment, use both GetCompartmentMgrID and GetCompartmentSlotID
I have found this
ECompartmentType GetType()
{
switch (Type())
{
case CargoCompartmentSlot: return ECompartmentType.Cargo;
case PilotCompartmentSlot: return ECompartmentType.Pilot;
case TurretCompartmentSlot: return ECompartmentType.Turret;
}
return -1;
}
also this
Anyone know the script to save a load out on death so you respond with it?
is it possible to disable arma vision
Probably save the ini before death?
Where is the config file that handles what buildings you can place in BUILDING MODE in conflict, also how much they should cost and what rank you need to be to place them.
Hey guys! I was messing with my terrain entity and accidentally hit something and now my map looks like this. When I play through the view port everything looks normal. What can I do to fix this or is my project gone?
When I load my GM subscene everything looks/works fine. Any suggestions? It looks like the terrain is just hidden
CTRL + H i think
How can I remove and add items from my sub-scene?
Iโll check it out when I get home tomorrow and let you know how it goes! Thank you! Does control+H make the terrain invisible?
It only seem to make it change colour on a custom map, I did same as u, hit it by accident ๐
Wow so it makes the land transparent? Yeah man I almost had an aneurism earlier lmao
Are you talking about removing/adding items to your subscene but not your base world?
I could be mistaken but I donโt think you can โsave as anymoreโ but I did see a video not long ago where someone found a way around it?
@charred hedge Ok, there are so little info on the web
You could start the island completely empty and add LOTS of stuff ๐
@sage pivot Hehe, I know ๐
I'm trying to add furniture to a building, is it better to drag/drop prefabs in the world editor, or use the SlotManagerComponent to add them?
use drag and drop
Same for windows/doors?
Yes, although for doors/windows there is small tool to snap it to sockets, which is much easier than dragging 60 windows
Is it transparent or showing the navmesh?
Anyone know how to resolve this error: SCRIPT (E): 'SCR_ResupplySupportStationComponent' needs a entity catalog manager!
Go to a vanilla mission and check the Gamemode, you will see the EntityCatalogManager there and insdie are configured the supply containers. Maybe that
Thanks. Will check
Hello! Is there any tutorials for uniform modding? I have only found WIKI pages related to helmets and vests modding.
The process is is the same as for helmet & vest. So just follow those tutorials.
hoping a button gets made to deselect all when using the Open with addons function
So I added a new mod as a dependency, now all my assets are gone and my project is showing up as Zeliks character mod ๐ is all my work gone?
look in the logs
Says it can't load the new dependency, is there a way I can remove it from the files? right now I can't access options since it thinks it's zeliks characters
they are in addon.gproj
Legend, thank you ๐ญ
How do I remove a screenshot from a mod I've published? I've deleted it from my project, but it remains on the workshop regardless.
Did you republish after you removed the image?
Yeah, several times.
Try to re-upload with only empty screenshot (like fully transparent PNG)
That did the trick!
Thank you both.
How long does it take after publishing a mod to be visible on the workshop?
3 seconds
Maybe less
does anyone know how i add assets from a mod to my workbench so i can use them for map making?
Do you have the asset ?
Yes
What do you have exactly. I'm guessing an FBX with some textures?
I had Workbench open with Arland GM scene loaded and I closed it using the Taskbar peek button and my PC reset 
I'm currently trying to do an edited Everon map but I can't seem to get the workbench to generate the scenario ID can someone help?
I have an issue with the workbench not being able to load prefabs along with world editor flickering whenever I try to use it. Any help with this?
Have you enabled the component?
Found a workaround, all good, thanks
Does anyone know of a setting within the warhead prefabs that might make it so players are more likely to go unconscious than die? I've been experimenting with fragmentations and that seems to work well but it's pretty hit or miss so far
where can i find and reset all workbench caches, prefs and stuff like that ? it takes like 15s just to right click->create layer in world editor am gonna loose it ๐คฃ or maybe there some tricks to make it faster on big maps ?
Is there a way to build a mod locally, without publishing?
Yes, you click publish but don't confirm the upload in the final popup window
Thanks!
You can find the result in your ArmaReforgerWorkbench/publish/ folder
Why are my weapons not previewing?
Immediately found a bug ๐ https://feedback.bistudio.com/T177878
Why do my weapons keep falling through the floor?
if you lower to the damage value inside ExplosionImpulseEffect but increase the range
then maybe play with the ExplosionFragmentationEffect values as well you might be able to get the "boom" part to knock them out without killing them.
edit: if you goal was just to make a stun grenade, I would get rid of the frag and just set the impulse value high enough to knock someone out.
the damage fall off curve is in this wiki article
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Modding#Add_Explosive_Effects
Amazing, thank you! I'm making IEDs, I want them to knock people out more than they kill, gives medics something to do ๐
what are your rigidBody component settings?
Hello, does anyone know how to set a spawn limit for vehicles, for example if there is already a helicopter a second cannot be spawned, I did it several months ago but I don't remember anymore how
Ah, you should use something else for weapon layer preset than utm
Ah, you should use something else for weapon layer preset than utm
Utm is good for fire geo
For this perhaps ucx would be better
Anyone savvy to why the damage manager might be making my mesh disappear?
Always manage to answer my own question after I ask ๐ I needed other components
can someone tell me the difference between these 3 files? also there is a orange colored one
just use the dark blue one
The light blue asset is just the 3d model itself.
alright thanks
Anyone know a means to make a pistol appear on the hip when holstered?
There is a Holdstered Hidden tickbox in the Weapon Slot components on the character prefab. Its off for sidearms.
Yeah just found it, Any idea where i can edit the positioning of the sidearms? I have a mod where i'm planning to have pistols fit into a holster im making
There is a place to configure the tranforms in the Weapon Slot components. Inside the Attach type.
gotcha, much love g.
Hi guys, when I go into first person in the world editor at night all of a sudden it's started crashing, but during the day it's fine. It always gets stuck at 91%. Any ideas?
Hey guys,
I am trying to use a workshop mod (mattock uniforms) to alter the default loadouts for my mission and I am having trouble figuring out how to load the mod into the workbench or even if it is possible.
-
Is it possible to load mod assets into the workbench to use in loadouts creation?
-
Is there a guide on how to do this? I've been using the bohemia tutorials but haven't found a section on this.
This section of the mod project setup shows you how to load a project with mods included. It should be what you are looking for.
https://community.bistudio.com/wiki/Arma_Reforger:Mod_Project_Setup#Launching_Project
Thanks! Huge help!
found any solution? got same problem

unfortunately not yet
Fixed for me when I simply removed all parms actually (and also the mission was making it crashing, but now it works in GM)
are you using any custom mods (addons dir?)
hm yes, not sure if i tried without
Why i can't edit localization.st of my mod?
WB reports:
LocalizationModel load @"{91E0F6253032266E}localization.st"
GUI (E): LocalizationEditor: Can't find StringTableItem class 'StringTableItem'
GUI (E): LocalizationEditor: Can't load string table 'localization.st'!
There are a few important warnings on this wiki page that might help you out. Good idea to go through it step-by-step to make sure you didn't miss a step.
https://community.bistudio.com/wiki/Arma_Reforger:Mod_Localisation#Registering_localization_table
What's the hotkey for undo?
Nevermind, it's just Workbench won't let me undo. Speaking of which; why can't I undo after I moved an object around?
I want to make a copy of this UAZ but I moved the original before making the copy. Will the copy inherit the original's moved coordinates?
this is a preview window, it's not a real world
you can undo movement in the world editor
Ah right, that makes sense
Hi, when publishing the mod it gives an error
BACKEND (E): Http Error apiCode="ValidationError", message="data.asset should have required property 'summary'"
BACKEND (E): [RestApi] ID:[30] Error Code:400 - Bad Request, apiCode="ValidationError", message="data.asset should have required property 'summary'"
BACKEND (E): Error Code:400 - Bad Request, apiCode="ValidationError", message="data.asset should have required property 'summary'"
DEFAULT (E): Uploading failed! Reason: "data.asset should have required property 'summary'"
RESOURCES (E): Publishing failed
How to fix this error?
Add Summary?
https://community.bistudio.com/wiki/Arma_Reforger:Mod_Publishing_Process I recommend this page
Does anyone know why my conflict scenario works fine in the editor but when I run it on my server none of my "AmbientPatrolSpawnpoint_FIA" AI spawn in? I've triple checked that I have a navmesh and other managers and can't figure this out.
Have you checked AILimit isn't set to 0 server config?
Are you referring to the -aiLimit startup parameter? If so, I have not set it to anything
What is the name of the mission? I could take a look, maybe find something
Lol...AI spawns in now. It was in the mission header config file, the one that says it fails to load/open in the console window
The scenario is Linear Conflict - Southwest Everon
you have locally? what kind of modโฆany dependencies?
it was just a custom layout of arland. I did it,no dependencies outside base game, and then i uploaded. I think i erase the local files on mydocs/mygames/reforgerworkbench. Then i tried to pick up the mod files in the mydocs/mygames/reforger and copy it to the workshop to edit, since i was the uploader, and i cannot cause the file was locked in read-only state. When the file its read-only how can i edit? I lost my patience trying and excluded the mod and remade it. But if you have a answer pls tell me.
All published mods are read-only (there is a purge /cleanup in the process) so no matter if you are author or not the result is the same. So no go. Make sure you keep your work files backed up (cloud / svn/git repo)
doesnt APL-SA allow modification, copy and distribution?
does anyone know how to change the weather in the prefab editor world? i go to the weather tool an change the time but it wont do it. its pissing rain and pitch black
right, so why APL-SA mods are read-only?
actually that's not what I mean, why can't I copy things from them to my mod?
You can copy (duplicate) configs and prefabs from them
Sharing sources for it can be done via github. For game, you don't need source files
okay, but if the license allows me to do it why doesn't the editor?
because there are no source files in packed addon downloaded from in-game workshop designated for game
really an edds can't be uncompressed?
sound files can be copied since they are in their source format
there will be some compression so sources would be always better way
in any case, it was discussed at one point to make some of the actions available or not depending on the addon license
so its lossy compression I guess for edds
some files can be copied but not others 
for most files, yes. Some of the UI textures are saved without compression and that you can change in import settings
as for wav files - it was possible to duplicate them in past but that option was removed back then, since there was no license system in place (workshop wise)
other files, where there are no sources cannot be duplicated
I can still duplicate wav files
anyway my question is why can't I copy stuff to my mod if the license allows me to copy and distribute
you can some of the stuff. For the rest, you can't because there are no source files in packed mod
but what if I want to copy the xob and edds
workbench doesn't like files without sources
I guess so but is this a bug? it means workbench is preventing me from doing things the license allows me to do
technically even though the license says I can do it, there are no claims anywhere that the software must allow me to do it, so I guess it's fine
it is rather choice made by Enfusion team
yeah no it's fine, there's no guarantee that the software has to allow me to do it
Hey, i can't find my map in workbench after i added dependencies, its just gone. any fixes?
its just gone from my projects?
Have to added the downloaded mods to enfusion? (Add existing project > The dependencies)
Your map isn't lost, you can just remove the dependencies through the text editor and when you reload it'll revert
it got fixed someone helped me or thanks anyway

has anyone tried to find supplies cost in Workbench of individual item to be changed? If so, i kinda need some explanation how to find it
It is in entity catalog
If I got it right, thanks
Yea, supply cost controls it
I would love to make an Everon Xtra version on that NEW Winter Snow version of EVERON.
Anyone from Bohemia International who can help me with setting this up ? Because i've tried to find the files in the core files and in the Snowball fight mod, but no luck so far.
If you open the mod WinterHoliday_2023 in workbench you can see everything is accomplished using overrides of terrain surface materials and prefabs, so just making the mod a dependancy of yours should accomplish what you want. However you will also see the effects are not designed to hold up outside the playable area of the mod. e.g. you will find snow underwater and other places it doesn't make sense, and no snow in some places you might expect it. If you change the weather to something with higher visibility, everything in the distance is green instead of snowy because it's not in the satmap.
Illegal read by 0x7ff6772174d5 at 0x0
Anyone had this or knows how to fix it?
what are the setting for generating a new navmesh of Everon?
This will help you out with generating a new navmesh:
https://community.bistudio.com/wiki/Arma_Reforger:Navmesh_Tutorial#Creation
I am tired so i wont respond until the morning, but can anyone explain why my mods dont show their dependencies on the workshop
Good day together, im currently have a little problem with my muzzle attachments. (i just duplicated the prefab from a working one). if i put the muzzle into Arsenal, and equip it later onto a gun, it will show up and working fine.
But, if i pre mount it onto a gun (prefab) and place the gun inside the world: The attachment will show on the gun model, but if i now equip the gun, the attachement is invisible.
I always need to dismount and remount it from the inventory to make it visible.
Invisible or at scene root?
i just placed it into AttachmentPoint like all other
Can you explain Scene Root? The attachement is not part of the main mesh if you meen.
i also played around with Proxy Flag, GenericEntity -> GameEntity
I have the same probleme how do you fixe it please ?
@quiet zinc do you need help?
it's fixed, thank you ! ๐
Curious does anyone have confirmed numbers on how big a Map/Terrain can be in the infusion Engine?
Search in #enfusion_terrain for the Word size
ahh thanks
What do you mean with "Scene Root"? How can i fix the problem?
I mean the attachments might spawn at the scene root of your weapon mesh if they don't have a hierarchy component