#reforger_workbench

1 messages ยท Page 5 of 1

gaunt marsh
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Thank you Very much, i Will try to edit this.

dire relic
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Anyone knows if it is possible to make your addon readonly-locked in workbench? Like vanilla data.

tight dune
dire relic
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Yeah, before packing

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But i guess no, makes sense

sly summit
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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

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or is there a way to do this that i dont know ๐Ÿ˜„

tight dune
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you can use select from active layer only for example

sly summit
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thanks! that should be it

stable burrow
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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.

turbid mountain
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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.

peak cedar
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how would I locate "item=0x400259BB" in exp workbench? Trying to diagnose about 2000 jip replication errors in my scenario... ๐Ÿ˜ญ

peak cedar
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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) ๐Ÿ˜ญ

dense sluice
dense sluice
peak cedar
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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!

brazen plaza
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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.

torn kayak
low depot
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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?

tight dune
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that also means you need to create separate account for experimental backend

low depot
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So same mod ID does not matter.

tight dune
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no, it doesn't matter - you can use same ID for experimental and stable

brazen plaza
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Is it somehow possible to load a mod from the workshop into the workbench and work on it (if its APL-SA)?

lethal mirage
median bone
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it seems a major limitation with this system is apl-sa mods are locked too

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thus not really being able to access the content that is well, open for others to use

cloud zenith
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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

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You don't get access to the source files regardless.

cloud zenith
loud hawk
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How do I stop guns from clipping through my vest?

pulsar cliff
loud hawk
pulsar cliff
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Oh yeah, I wanted to figure out how that works aswell. ๐Ÿฅด

loud hawk
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Colliders are giving me an anuerism

tight dune
loud hawk
loud hawk
pulsar cliff
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Ohh ๐Ÿ‘€

loud hawk
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Finna doll this up as soon as I get home

loud hawk
tight dune
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Is it on vรฉst or armored vest?

loud hawk
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Armored

tight dune
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It's not working on armored vest on stable

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It could be changed on experimental but I haven't checked it yet tbh

loud hawk
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So it needs to be on the same slot like the Alice/Chest rigs are?

tight dune
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Yes

loud hawk
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Thank you.

plush horizon
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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

dense sluice
loud hawk
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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?

distant jasper
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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?

loud hawk
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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.

loud hawk
tight dune
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in different stance too?

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how those colliders look like in blender?

loud hawk
tight dune
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So it's helmet?

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Why did you mentioned mass of plate?

loud hawk
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A little confused

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There's a mass setting in enfusion under the import tab.

tight dune
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That's not relevant to penetration

loud hawk
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Oh.

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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.

tight dune
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Here you have info about materials

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Try to post screen with bullet diag turned on

loud hawk
tight dune
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Game code - > projectiles

loud hawk
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Healed the bot and tried it again.
This was on the shoulder.

Doing head next

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For some reason the head tanked everything now?

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I think I got it figured out? In the workbench atleast. This diag thing is a huge help thank you.

tight dune
# loud hawk

Show shell trajectory -> True
Persistence -> Permanent
Info persistence -> Permanent
try to use only those

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Show stats is quite useless for your usecase

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you would get something like that as result

loud hawk
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I appreciate you Reyhard.

rancid schooner
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Iam trying to insert a "caradio" but where can I write the description of "Turn on radio" ?

pulsar cliff
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if you set the class of UI Info to UIInfo it should appear, but I have not done this in a while

rancid schooner
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@pulsar cliff Hmmm..No? Or am I doing something wrong?

loud hawk
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Is there a reason why reimport keeps failing?

low depot
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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"

loud hawk
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" RESOURCES (E): Non orthogonal transformation on collider 'UTM_Left'"

pulsar cliff
tight dune
broken robin
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Transfer to addon feature expanded
I do not see this option in the current experimental tools (20 Oct 2023)

tight dune
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how does it look like in Blender?

tight dune
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did you tried to move your weapon in Blender already?

loud hawk
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In the pose?

tight dune
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yes

loud hawk
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I haven't tried that yet

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When I select the heirarchy it doesn't move.

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The root is linked to right hand prop correctly in blender but in the engine it's not is what it looks likke

loud hawk
# tight dune yes

I figured out there's an added rig bone and your suggestion worked. Thank you again!

loud hawk
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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.

loud hawk
loud hawk
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Holy cow I had no idea that was there ๐Ÿ˜ญ You're an angel

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Just been rawdoggin it

loud hawk
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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.

native hill
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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.

loud hawk
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Still can't get this gun to reload man. ๐Ÿ˜ฆ

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So if the rifle isn't in my hands I can move the magazine in and out of the inventory.

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But if im holding it I cannot remove, insert, nor reload

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When I hit reload the loaded magazine drops from my inventory and the empty one drops from the gun. No animation nor insertion.

tight dune
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Do you have all animations for your gun?

loud hawk
# tight dune 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

remote estuary
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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

loud hawk
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Which vice versa does not happen on the base rifle I made

tight dune
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So you don't have your own animations? I mean the whole set

tight dune
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Can you show Pic from animation editor?

loud hawk
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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.

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I'd be happy to chalk it up to a my own stupidity but I got that stank arm on the m16 base.

tight dune
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You need weapon anims assigned to proper slots too

loud hawk
tight dune
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Not sure, it might brake something somewhere

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But you can try

blazing remnant
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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

dense rune
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Would anyone be about to make an ATV mod w a small amount of storage capacity?

blazing remnant
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I am at this stage, dont know where to go from here

peak cedar
dense rune
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What else are you working on? Running a few of your mods now. Any idea when you'll get to the ATV?

tight dune
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Here you have info how to create prefab

peak cedar
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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?

drowsy plaza
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Hi guys

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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?

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I tried also reinstalling with no success

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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

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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

tight dune
drowsy plaza
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How do I pinpoint that? I reinstalled everything and also opened the pure Arma Reforger pack

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I don't get where that reference might be

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Found it -.-''

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You enlightened me

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It was in the plugin to register entities

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nothing, still getting the publishing error

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with no indication to what dependency might be missing

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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"

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first time ever having this issue

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i'm clueless

remote estuary
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verify all your dependencies exist

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maybe you have some invalid guid in dependencies like an empty string ""

drowsy plaza
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I'll cross check again, but all these dependencies are downloaded from the workbench

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that's why it's driving me crazy

remote estuary
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can you paste your addon gproj file contents here?

drowsy plaza
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sure

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GameProject {
ID "NewEnfusionProject"
GUID "5EAEAD942B24665A"
TITLE "New Enfusion Project"
Dependencies {
"5DC93EEA5795B21B" "5DB96496344D98A7" "5DB961B60A646E4E" "5DB964230212902D" "5ABD0CB57F7E9EB1" "5AB301290317994A" "597D72161FD1ED1D" "5B3ED33ADA805340" "58D0FB3206B6F859"
}
}

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it assigned automatically the first GUID

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the others are the basic dependencies i'm using (Suppressors, ATtachment Compatibility, RIS Laser, USAF UNIFORMS, VESTS, VESTS II, HEADGEAR and TFMWeapons)

remote estuary
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5DB961B60A646E4E doesnt exist

drowsy plaza
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But that one is USAF uniforms, I have the package in my addon folder ๐Ÿ˜ฎ

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damn it has been removed?

loud hawk
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Anyone know what causes this?

cloud zenith
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Never in my life have i seen this, you are definately doing something wrong lol

loud hawk
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It doesn't do it for me but it's doing it for my guys on xbox

remote estuary
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wat

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corrupt download? try redownloading the mod?

dense rune
peak cedar
unborn yew
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Anyone have this issue where all components lose their edit boxes?

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No clue what hotkey I hit

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Lol found it, the right column bar was miniscule

tight dune
sinful bone
torn kayak
runic rune
tight dune
runic rune
tight dune
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so your addon was located in C:\stuff\names\etc\OneDrive\Documents\My Games\ArmaReforger\addons @runic rune ?

runic rune
runic rune
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Sorry, yes. What I downloaded is in that directory

tight dune
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So your working addon was in that location, right?

runic rune
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Or are you talking about the project, the uncompiled stuff?

tight dune
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uncompiled stuff

runic rune
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I'm checking quick, one sec

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Huh.... I don't see it in the usual directory anymore, and I can't right click on stuff to open in explorer

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I did have it at
F:\Workbench - Enfusion

tight dune
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in enfusion workbench launcher you can click on project with RMB

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How is your Enfusion Workbench Launcher looking like?

runic rune
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Ah I see, it's at
C:\stuffwhatever\OneDrive\Documents\My Games\ArmaReforgerWorkbench\addons\Orienteering_Test

tight dune
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can you post content of that folder?

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you can also past logs from session where you have locked addon in workbench

runic rune
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Sorry, I'm not sure what you're asking in the first question.
Second sentence - How to I go back to prior session logs?

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This happened last night, getting back to it now after work today.

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@tight dune

tight dune
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can you post content of C:\stuffwhatever\OneDrive\Documents\My Games\ArmaReforgerWorkbench\addons\Orienteering_Test

runic rune
tight dune
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you can get logs from here for instance

tight dune
# runic rune

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

runic rune
runic rune
restive hamlet
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Does anyone know how to disable the transport request script in Conflict on Experimental?

ocean crystal
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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?

tropic zodiac
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"World Editor > Plugins > Settings > Game Master Settings > Start On World Editor Camera" is broken since experimental v.1.0.0.19.

loud hawk
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Are the frameworks for the helicopters in Enfusion currently?

elder spade
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Look at how the reforger houses are made

elder spade
loud hawk
elder spade
drowsy linden
#

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 ...

โ–ถ Play video
sinful bone
sinful bone
drowsy linden
sinful bone
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Hope it helps ๐Ÿ‘ if you fall into any issues feel free to reach out. For next time i think this would be better for #enfusion_scenario

remote estuary
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what windows tools can I use to throttle connection of peertool process to simulate slow internets?

remote estuary
remote estuary
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wow this tool is dope

fleet ridge
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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 ๐Ÿ˜ญ

ocean crystal
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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.

distant ermine
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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?

sinful bone
distant ermine
sinful bone
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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.

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You should be able to add the a completely white texture wich will make all of the blood BCR to show.

distant ermine
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Why does it all need a _tucked model + material etc, why not have all of this stored on the base material?

sinful bone
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not sure what you mean. By base material what do you are talking about?

distant ermine
sinful bone
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i dont think the tucked version is used. Dont see it in prefab

distant ermine
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Nevermind about materials I guess, I must have misidentified the fact that one is for the _item

sinful bone
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Yup, you should be fine with just 2 materials, unless item version uses same textueres as worn. Then you can get away with 1.

distant ermine
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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

sinful bone
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It seems that the tucked became the normal at some point and the names stayed. Cant say.

gaunt marsh
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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?

peak cedar
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do you have a mission file in your missions folder?

gaunt marsh
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yeah i have one

peak cedar
# gaunt marsh

chcek the ArmaReforger folder, the name of the folder needs to be "Missions"

ocean crystal
gaunt marsh
# peak cedar chcek the ArmaReforger folder, the name of the folder needs to be "Missions"

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.

gaunt marsh
dense rune
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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?

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As the world*

grave elm
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How to do drawing markers on the map? Somthing like crateMarker and DrawIcon in SQF.

tough coral
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Or config I believe

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If you have done that. save your file and restart reforger tools then try to upload. I had to do that and it worked.

gaunt marsh
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How do i add New modded weapons to conflicts armory? How to integrate mods in conflict? Do someone has a tutorial for It?

gaunt marsh
distant jasper
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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.

gaunt marsh
distant jasper
peak cedar
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I wonder if it only works for the ambient groups in conflict mode. I still need to do a video on this...

bitter portal
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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)]

distant jasper
gaunt marsh
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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?

peak cedar
bitter portal
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If that makes sense

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Just to kind of streamline setting a prefab up, versus manually adding each required component

dense rune
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Would anyone be able to or interested in making a mod that creates beards to fit in the facemask slot?

bitter portal
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/*!
\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.

plush horizon
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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.

tight dune
stiff garden
#

Hey guys, is there any resources targetting game master mode modding specifically?

humble pond
#

What the diffrence between prefabs and assets?

humble pond
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for instance all wepaons you can find in prefabs you also can find in assets

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weapons

tight dune
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Assets folder?

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Asset folder contains 3d models, materials and textures

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What is prefab is described on page that I've linked

humble pond
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yeah

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ok I think I got it

tight dune
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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

humble pond
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thank you

lucid burrow
#

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?

brazen plaza
#

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.

brazen plaza
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TY... still would like something faster.

drifting ledge
bitter portal
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If you move something it should update in real time without reloading

drifting ledge
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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

bitter portal
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that is a fair point. Does get fun when scripting and it has to reload allllll the things.

lucid burrow
tight dune
#

i.e. 256x256, 512x1024, etc

lucid burrow
tight dune
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or wait, it is fine

lucid burrow
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it used in unreal engine so i don't think about that. thanks.

tight dune
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one sec

lucid burrow
#

oh

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ok

tight dune
#

how did you saved that file?

lucid burrow
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using photoshop tga plugin

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version is PS 2023

tight dune
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TGA plugin? Why? Photoshop can export TGA without plugins

lucid burrow
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oh, i confused. it exported vanilla

tight dune
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did you saved it as 24 bit?

lucid burrow
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yup

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not compressed

tight dune
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try to export it as tiff

lucid burrow
#

okay.

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Image Compress: None
Pixel order: RGBRGB
byte order: IBM PC
Layer compress: RLE

is right?

lucid burrow
#

lol sorry

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import tar:
still crash.

import tif:
Registration Done
0 of 0 successful

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and not imported T_T

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oh wait, its impoted

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file name has blank, so i deleted it

#

rifle obj_rifle_BC.tif to obj_rifle_BC.tif

sterile mantle
#

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.

peak cedar
#

Wiki has info on how to do that

brazen plaza
#

Anyone know what unit of measurement is used for 'Mass' in shellMoveComponent?

brazen plaza
#

Just says 'Entity Mass'

tight dune
#

It is in kg

brazen plaza
#

Ah ok, thank you

dense rune
#

How do I fix this?

torn kayak
# dense rune 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

dense rune
#

I added spawn points to the map but that's basically all I did.

lucid burrow
#

Do you have any plans for VSCode extension? like UE4, Unity engine.

noble lance
#

For scripting that would be relatively easy, but since you need the rest as well I don't think it will help people much.

stable burrow
#

New project, override , Edited a prefab, saved prefab, i tick : publish to workshop, and i get this error >

wanton junco
#

Hi, how i must setup the Workbench Dedicated Server Tool?
Wich guidlenes should i check?

remote estuary
#

your executable points to the game instead of server, make sure your addons dir contains the addons you want to use

wanton junco
remote estuary
#

yay!

indigo quail
#

It's possible to change video settings for game mode?

#

It's maxed out everything, which is too high for my current hardware

marsh yew
#

Anyone good with workshop that can make a livery for me

indigo quail
green acorn
#

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.

remote estuary
green acorn
#

But it does fix itself when I exit fullscreen and enter it again

#

but doing that every time... ๐Ÿ˜ฆ

remote estuary
#

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

green acorn
#

It is.
here is a comparison when i've selected terrain tool, and after i've done resize and entered full screen again

remote estuary
#

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

green acorn
#

thats a shame, as it does fit and resizes correctly when snapping back to fullscreen

#

like here after the snapping to fullscreen

remote estuary
#

oh interesting, had no idea it will do that

distant ermine
#

does this inherently mean shotguns are possible with reforger?

#

or would this simply cause an entire mag to dump instantly? XD

remote estuary
brazen plaza
#

Does uploading mods to experimental work in the same way as the regular tools? I can't seem to sign in to publish

glossy cove
#

Experimental has a separate login from your normal bi account, So you have to create a new account for experimental

glossy cove
#

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

brazen plaza
#

Ahhh, that makes sense as to why its not working. I'll look into that, thanks

somber gorge
#

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

brazen plaza
#

Is it possible to change collider properties in-engine, or should I just re-export everything?

remote estuary
#

geometry params

brazen plaza
jolly cedar
#

WAD AWSD ASD

reef ferry
remote estuary
#

Me when latest announcement

tired wren
#

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.

tired wren
#

I still can Tick the boxes with for example Visible but I just doesnt shows me the boxes or anything else

tight dune
tired wren
#

That was me beeing totally stupid thank you๐Ÿ˜…

tight dune
#

No problem, I think workbench shouldnt let you do something like that so perhaps one day it will get fixed

desert crystal
#

i think i made my map too big cant find a town i was making ๐Ÿ˜ข

subtle zenith
#

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.

desert crystal
#

just started it so very few assets ill search for it once i finish another town im making

subtle zenith
#

Good luck ๐Ÿ™‚

drowsy plaza
#

Hi guys hope itโ€™s the right channel! Iโ€™m building my optic model, now in game Iโ€™m facing the following problems:

  1. 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?
  2. my texture has a red part somehow itโ€™s 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?
dense rune
#

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'

normal trout
# dense rune Hey guys, I recently published a mod where I've added additional buildings, clif...

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

dense rune
severe mica
#

Fellps explained that much better than I did lol

dense rune
#

Im getting all these warnings. Im not sure if the dedicated server plugin is partially to blame?

severe mica
#

If it still does it, itโ€™s something else

dense rune
#

That's built into the original kunar map and I can't do anything about it.

remote estuary
#

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

dense rune
#

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?

agile thistle
#

hi how do i make a patch in arma reforger?

turbid mountain
agile thistle
indigo quail
#

there are some files in the workbench project that would be worth adding to .gitignore? or it's fine to track all files?

elder spade
#

also maybe add smth like /tmp so you can have testing stuff which won't be on your repo

indigo quail
#

And when uploading to workshop all folders will be copied to workshop? (Including hidden like .git?)

indigo quail
#

so it's safe to init git repo directly in project folder?

elder spade
#

let's say it like this: i don't have any problems and i do it like this

turbid mountain
agile thistle
#

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.

pulsar quartz
drowsy plaza
#

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

pulsar quartz
#

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

dense rune
#

Is there a way to delete specific spline points without deleting the entire spline?

pulsar quartz
dense rune
pulsar quartz
#

maybe rebuilt the heightmap or I think you can make a river the same way as a forest with a Polyline and adjust settings

drowsy plaza
#

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?

subtle sedge
#

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.

loud mango
#

Can anyone else log into workbench?

pulsar quartz
loud mango
#

Logged me out ๐Ÿ˜ฆ

#

& stuck on this

pulsar quartz
#

Even if you close and restart ?

#

maybe try to re-install

brazen plaza
#

I added my project file back in after the update and everything is gone ๐Ÿฅฒ

#

Whenever I inherit or duplicate prefabs they get sent to an invisible folder that I can't access

tight dune
#

Can you post some Pic?

brazen plaza
tight dune
burnt sentinel
#

anyone not able to log into workbench when working with modded dependencies?

brazen plaza
turbid comet
#

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 ๐Ÿ˜„

#

For instance:
when creating a new editable prefab I get a null pointer exception in the PreserveBudgets function

low depot
#

How to find 2-line text excerpt with Text Search?

solemn tiger
#

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

solemn tiger
#

ok i guess adding a collider lets it work, but still doesnt explain that error

dusk oyster
#

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

hexed crest
#

anyone else able to resolve the infinite log in issue?

indigo quail
hexed crest
indigo quail
hexed crest
#

nvm just reloaded the mod and now theres no errors..... thats weird

#

something is weird lmap

#

lmao

indigo quail
dusk oyster
#

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

vague pecan
#

the workbench is crashing alot

vague pecan
#

so I guess the workbench is still in early access huh

vague pecan
#

its almost unusable

#

I open workbench. crash. Open it again, its fine. Open a prefab. crash

turbid comet
vague pecan
#

it opened fine 5 mins ago

#

and sometimes it does open

#

there are random crashes all the time

#

25 in the last hour

turbid comet
#

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)

vague pecan
#

I cant just "delete the prefab" its my game mode prefab

#

its not corrupted. github shows no change to it at all

turbid comet
#

I tried ๐Ÿ˜„ sorry man

#

I've been working in the workbench for 16 hours straight ๐Ÿคท the only crashes I got, I caused

vague pecan
#

it even crashes when im not even doing anything, im tabbed to a completely different app and it just crashes

turbid comet
#

have you tried to uninstall/reinstall? I did do that once today, early on.

turbid comet
brazen plaza
#

Do you also have the problem that you can't drag and drop files with the mouse?

turbid mountain
vague pecan
#

wait you can use regex in the search

#

gamechanger

tropic zodiac
vague pecan
#

new GPU driver is the only one in those examples

tropic zodiac
#

Try use the older one then.

#

Its just me guessing but at least worth a try. ๐Ÿ‘

#

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.

reef ferry
normal trout
#

hey guys, i'm getting this error when opening some stable mods, what could it be?

midnight wigeon
#

probabaly this "stable" mod is not really working in stable

nova hound
#

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

tranquil hawk
#

is there docs on all the available scripting commands anywhere else? The wiki seems pretty lacking

remote estuary
#

scripting commands?

remote estuary
#

you can browse the scripts in the script editor with a bunch of nice search features

tranquil hawk
#

ah OK maybe time to switch to Windows and install the tools then, thanks

brazen plaza
#

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

remote estuary
#

it's the same entity catalog that was already in before 1.0

brazen plaza
#

I can't seem to override it

#

Oh, I already have but it's not showing up in-game ๐Ÿค” strange

#

Me being silly again, works fine I just need to add it to the config

tranquil hawk
pulsar quartz
#

That very cool

torn kayak
torn kayak
loud hawk
#

BRO

#

I CAN'T OPEN ANYTHING BUT ONE PROJECT

#

EVERYTIME I OPEN APROJECT IT OPENS THE OTHER

#

WTF HAPPENED ๐Ÿ˜ฆ

glossy cove
#

Sounds like something is messed up with your dependencies

#

You can manually edit them in the .gproj file

turbid mountain
#

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

glossy cove
#

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

loud hawk
#

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

glossy cove
#

Dont know if will help but could try removing the project from the project list and re-adding it

loud hawk
#

Tried. Didn't work.

turbid comet
loud hawk
#

Is there any way I can salvage this project's files into a new project?

glossy cove
#

Did you do anything or was it just like this after updating to 1.0?

turbid comet
#

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

loud hawk
turbid comet
#

then add all the other dependencies first

glossy cove
#

Could you share a screenshot of your projects .gproj file

loud hawk
#

I'm confused to why this effected my other projects though? Every project openns the same one.

turbid comet
turbid comet
#

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

loud hawk
#

It's my mod man

#

I'm looking at the files

glossy cove
#

Idk if it still works like that but 58D0FB3206B6F859 is in "" not [] for me

loud hawk
loud hawk
#

Can I just copy and paste these files into a new project?

#

Will that work?

turbid mountain
#

yes

loud hawk
#

BALLER

#

Thanks fellas

#

I was goinng into cardiac arrest

remote estuary
#

the bug where clicking anything takes 1 second to process is still there in 1.0 workbench

pulsar cliff
ocean crystal
#

Is it normal for moded maps to lose tons of assets after an update?

remote estuary
#

yesn't

ocean crystal
#

I open my map and the thing that took the most time, the building, is gone. fml

nova hound
brazen plaza
#

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```
brazen plaza
lapis leaf
#

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?

solemn tiger
#

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

indigo quail
#

There are any way to find from which prefab is inherited? (for vanila's prefabs where you can't whatch in *meta file)

remote estuary
sage pivot
#

I get them as well ๐Ÿ™‚

fleet ridge
#

Is there any other way to be able to view a camera track progression in the workbench other than using the export feature? Iโ€™d like to be able to try and view the track Iโ€™ve 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.

grave elm
#

After publishing my mod became readonly. How to revert editing?

sly summit
#

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!

torn kayak
sly summit
#

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

desert crystal
#

Anyone know how to publish a map as gamemaster as I just canโ€™t figure out how to

steel dew
#

i published my project to test and now i cant open it in the editor or workbench lol wtf

desert crystal
steel dew
#

i reinstalled the tools and it worked lol

stable burrow
#

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

stable burrow
slender estuary
#

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

sage pivot
#

Did you put 2 down

unkempt knoll
#

adding someone as a contributor wont stay saved and they cant upload it , any one else having this issue ?

remote estuary
#

interface still randomly loses its styling

#

it becomes hard to read

glass juniper
#

Yup

distant jasper
#

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

remote estuary
#

there is a checkbox for it in the game master menu

distant jasper
#

Oh wow..didn't know/see that. TY

torn kayak
distant jasper
remote estuary
distant jasper
#

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?

unkempt knoll
#

adding someone as a contributor wont stay saved and they cant upload it , any one else having this issue ? and how to fix ?

stable burrow
crisp anvil
#

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

muted venture
#

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

brazen plaza
#

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
turbid mountain
#

.pak data files not properly updated

#

or delete core.pak and steam file verify

brazen plaza
#

TY

tropic zodiac
brazen plaza
#

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.

pallid gust
#

Any news anyone knows about vehicle optics?

timid pelican
#

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.

foggy edge
#

has anyone got crashed in procedural anim editor when trying to load preview model?
It keeps crashing permanently ๐Ÿ˜ฆ

#

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
foggy edge
#

yeah. Even when I close view window, and then trying to make it visible in Window, it spamming lots of gpu's errors

unkempt knoll
#

adding someone as a contributor wont stay saved and they cant upload it , any one else having this issue ? and how to fix ?

unkempt knoll
#

@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

tight dune
#

ok, I will take a look at it tomorrow

foggy edge
foggy edge
sick ruin
dark ridge
#

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

lethal mirage
dark ridge
brazen plaza
#

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

lethal mirage
#

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.

brazen plaza
#

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

lethal mirage
#

That's what overriding is for. Not sure why it would crash, you should probably have a look at logs or so.

brazen plaza
#

I think I might've fixed it ๐Ÿคž

#

Thanks

brazen plaza
#

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

desert crystal
#

Anyone know a turtorial on how to upload a terrain with gamemaster i canโ€™t figure how to to add game master to it

torn kayak
dark ridge
#

is there a way to set up random spawns inside of a circular area in enfusion ?

brazen plaza
small elbow
#

Basically i think its flava conflictingโ€ฆ So ussr boxes only just nuke the game

remote estuary
#

maybe the mod creator has made some overrides somewhere unintentionally

brazen plaza
distant jasper
#

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

latent ice
#

Hi all,
My question is that I cannot find the garbage manager in nanagers tabs during the
misssion creation.

remote estuary
#

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

torn kayak
# sage pivot 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.

latent ice
#

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.

grave maple
sullen cove
#

Hello! After changing the prefab in the โ€œbaseloadoutmanagercomponentโ€ of a custom faction character the models (specifically the colors) donโ€™t 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 doesnโ€™t change color TLDR: made black m88 jacket. It looks black. I can see it in GMeden โ€œworldโ€ mode โ€” itโ€™s black. I wear it. Itโ€™s black. I put it on this pre fab character and it looks like the tan m88 jacket

tight dune
sullen cove
#

I seem to be able to cycle through vanilla prefabs ok. Once I get to this shirt I made black for obvious reasons it doesnโ€™t change his appearance

#

Maybe itโ€™s 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. Thatโ€™s the least of my worries. Odd tho itโ€™s just the vanilla shirt. I imagine recoloring the texture so heavily isnโ€™t doing me any favors. Could I benefit from importing a whole new texture?

#

Does someone else wanna do this? Iโ€™ll find another hobby LOL

tight dune
#

are you using prefabs for retexturing?

sullen cove
#

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 โ€œsample 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 wonโ€™t change over his appearance. I wouldnโ€™t doubt if something has changed since he put this video out but I canโ€™t seem to find any other resource mentioning any other method. I could be wrong I am a novice

tight dune
#

if not, keep in mind this

sullen cove
tight dune
#

can you show print screen how do you have set prefabs?

sullen cove
tight dune
#

so you were using Materials Overrides or prefabs?

sullen cove
#

bit a both?

#

one moment

#

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:)

tight dune
#

can you show prefab in World Editor?

#

In any case, yes, prefabs are more reliable

sullen cove
sullen cove
sullen cove
tight dune
#

yea, so you are using material overrides, not prefabs

sullen cove
sullen cove
#

A complete new prefab not a duplicated one? I do not use inherit fyi

sullen cove
#

I give another go!

tight dune
#

Did you followed this tutorial or some video one?

sullen cove
sullen cove
tight dune
#

Check Prefab basic page

#

There is also video on page that I've linked

sullen cove
tight dune
crisp anvil
#

do i have to copy the addon in the /ArmaReforgerWorkbench/addons folder for it to be able to find it ?

glossy cove
#

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?

crisp anvil
#

oh ok wait i didnt thought i had to have it as a project

glossy cove
#

You can press "Scan for projects" in the "Add Project" tab and select the whole addons folder for easy access btw

crisp anvil
#

that was it thx @glossy cove ๐Ÿ‘

reef ferry
obsidian knoll
#

Oh my bad

humble pond
#

If I wanted to change how many vehicles spawn in beginning of conflict where would I find the config file or the map?

sinful bone
humble pond
#

thank you

humble pond
#

is there a way to test the mod in game without publishing it?

sinful bone
humble pond
#

thank you man

humble pond
sinful bone
#

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.

humble pond
#

I can start the conflcit mode but it seems to clear my config file I modded

#

after that all the settings are on none

sinful bone
humble pond
#

thank you man it worked

#

2 hours hahahahaha

sinful bone
humble pond
#

thank you

sinful bone
humble pond
sinful bone
#

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

humble pond
#

I saw that im just not sure what it means, could you try to explain to me?

sinful bone
# humble pond 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.

humble pond
#

thank you

nova basin
#

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.

humble pond
#

what is this #AR-BriefingCampaign_VictoryCondition_01?

#

where does the game pull the text from?

humble pond
#

so if I wanted to change the text I would do it from the string editor via ID?

tight dune
#

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

humble pond
#

ok I think I got it thank you

#

Is this the prefab that is used for conflict players?

tight dune
#

in vanilla conlfict? Yes

humble pond
#

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?

remote estuary
#

maybe mod the stamina instead and increase/reduce it

sinful bone
humble pond
sinful bone
#

Got to Character --> stamina.

humble pond
#

thank you so much man

#

that is vbery usefull

humble pond
sinful bone
#

there isnt alot of stuff exposed to script for stamina. I am not sure how possible it is to mod the drain.

humble pond
#

will see

remote estuary
#

does moving files around regenerate the metadata? like if I move a prefab from one folder to another

tight dune
#

no, it will stay same

humble pond
#

is it possible to run to instances of the game. I would like to test something in a local server

humble pond
#

thank you

humble pond
#

nvm that is what I need thank you

gloomy plover
#

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 )?

humble pond
#

Is there a method I could call to give me seat where the player is sitting?

umbral latch
#

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?

pallid gust
#

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?

remote estuary
#

no, vehicle optics are bugged thats why

#

the zoom just doesnt work

#

or, well, they were as of before 1.0, not sure now

graceful moon
#

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.

graceful moon
#

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"

tight dune
#

-addonsDir "my path\one,my path\two"

graceful moon
humble pond
#
 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

humble pond
#

also how can I set up peer tools?

crisp anvil
#

(i copied the arma executable from game folder into the workbench one)

#

then here select + peer tool before launching world

humble pond
#

thank you

#

๐Ÿซก

gritty vortex
#

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?

gritty vortex
#

Nevermind, I was missing dependencies, so files were not showing

remote estuary
#

how do I inherit a prefab with child entities and replace some children with other entities?

trim rain
#

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");            
    }
}

};

pallid gust
humble pond
#

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

ionic sail
#

Anyone know the script to save a load out on death so you respond with it?

humble pond
#

is it possible to disable arma vision

trim rain
humble pond
#

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.

charred hedge
#

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

sage pivot
#

CTRL + H i think

void skiff
#

How can I remove and add items from my sub-scene?

charred hedge
# sage pivot CTRL + H i think

Iโ€™ll check it out when I get home tomorrow and let you know how it goes! Thank you! Does control+H make the terrain invisible?

sage pivot
#

It only seem to make it change colour on a custom map, I did same as u, hit it by accident ๐Ÿ™‚

charred hedge
charred hedge
void skiff
#

Yes

#

@charred hedge I want to edit Arland, remove objects/items and add new stuff

charred hedge
#

I could be mistaken but I donโ€™t think you can โ€˜save as anymoreโ€™ but I did see a video not long ago where someone found a way around it?

void skiff
#

@charred hedge Ok, there are so little info on the web

sage pivot
#

You could start the island completely empty and add LOTS of stuff ๐Ÿ™‚

void skiff
#

@sage pivot Hehe, I know ๐Ÿ™‚

brazen plaza
#

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?

tight dune
#

use drag and drop

brazen plaza
tight dune
#

Yes, although for doors/windows there is small tool to snap it to sockets, which is much easier than dragging 60 windows

final vortex
distant jasper
#

Anyone know how to resolve this error: SCRIPT (E): 'SCR_ResupplySupportStationComponent' needs a entity catalog manager!

sinful bone
gloomy plover
#

Hello! Is there any tutorials for uniform modding? I have only found WIKI pages related to helmets and vests modding.

fluid laurel
remote estuary
#

hoping a button gets made to deselect all when using the Open with addons function

brazen plaza
#

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 ๐Ÿ˜… is all my work gone?

remote estuary
#

look in the logs

brazen plaza
#

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

remote estuary
#

they are in addon.gproj

brazen plaza
#

Legend, thank you ๐Ÿ˜ญ

subtle zenith
#

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.

brazen plaza
subtle zenith
tight dune
#

Try to re-upload with only empty screenshot (like fully transparent PNG)

subtle zenith
#

Thank you both.

urban charm
#

How long does it take after publishing a mod to be visible on the workshop?

remote estuary
#

3 seconds

humble pond
#

Maybe less

hardy tartan
#

does anyone know how i add assets from a mod to my workbench so i can use them for map making?

hardy tartan
#

Yes

sinful bone
remote estuary
#

I had Workbench open with Arland GM scene loaded and I closed it using the Taskbar peek button and my PC reset thonk

mint steppe
#

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?

gaunt bronze
#

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?

tired wren
#

Have you enabled the component?

brazen plaza
brazen plaza
#

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

crisp anvil
#

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 ๐Ÿคฃ or maybe there some tricks to make it faster on big maps ?

vapid delta
#

Is there a way to build a mod locally, without publishing?

lethal mirage
vapid delta
#

Thanks!

lethal mirage
#

You can find the result in your ArmaReforgerWorkbench/publish/ folder

loud hawk
#

Why are my weapons not previewing?

loud hawk
#

Why do my weapons keep falling through the floor?

tepid thicket
# brazen plaza Does anyone know of a setting within the warhead prefabs that might make it so p...

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

brazen plaza
tight dune
ripe prairie
#

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

tight dune
#

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

loud hawk
brazen plaza
brazen plaza
hardy tartan
#

can someone tell me the difference between these 3 files? also there is a orange colored one

lethal mirage
#

The light blue asset is just the 3d model itself.

hardy tartan
#

alright thanks

eager pecan
#

Anyone know a means to make a pistol appear on the hip when holstered?

sinful bone
eager pecan
sinful bone
marble mountain
#

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?

whole lintel
#

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.

  1. Is it possible to load mod assets into the workbench to use in loadouts creation?

  2. Is there a guide on how to do this? I've been using the bohemia tutorials but haven't found a section on this.

tepid thicket
tawny ginkgo
remote estuary
sly summit
tawny ginkgo
#

Fixed for me when I simply removed all parms actually (and also the mission was making it crashing, but now it works in GM)

sly summit
#

hmm i did a full reset without change

#

even did a reinstall

tawny ginkgo
#

are you using any custom mods (addons dir?)

sly summit
#

hm yes, not sure if i tried without

grave elm
#

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'!
tepid thicket
jovial tangle
#

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?

remote estuary
#

this is a preview window, it's not a real world

#

you can undo movement in the world editor

jovial tangle
#

Ah right, that makes sense

hot belfry
#

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?

tight dune
#

Add Summary?

hot belfry
#

How do I add this?

#

I got it all figured out, thank you.

undone pagoda
#

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.

fluid laurel
undone pagoda
sinful bone
#

What is the name of the mission? I could take a look, maybe find something

undone pagoda
#

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

undone pagoda
gaunt marsh
#

Hello

#

I have one mod of mine, but its read only, how do I open it to modify again?

reef ferry
gaunt marsh
#

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.

reef ferry
#

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)

remote estuary
#

doesnt APL-SA allow modification, copy and distribution?

reef ferry
hexed crest
#

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

remote estuary
#

actually that's not what I mean, why can't I copy things from them to my mod?

tight dune
#

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

remote estuary
tight dune
#

because there are no source files in packed addon downloaded from in-game workshop designated for game

remote estuary
#

really an edds can't be uncompressed?

#

sound files can be copied since they are in their source format

tight dune
#

in any case, it was discussed at one point to make some of the actions available or not depending on the addon license

remote estuary
#

so its lossy compression I guess for edds

#

some files can be copied but not others thonk

tight dune
#

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

remote estuary
#

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

tight dune
#

you can some of the stuff. For the rest, you can't because there are no source files in packed mod

remote estuary
#

but what if I want to copy the xob and edds

tight dune
#

workbench doesn't like files without sources

remote estuary
#

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

tight dune
#

it is rather choice made by Enfusion team

remote estuary
#

yeah no it's fine, there's no guarantee that the software has to allow me to do it

hardy tartan
#

Hey, i can't find my map in workbench after i added dependencies, its just gone. any fixes?

#

its just gone from my projects?

brazen plaza
hardy tartan
nocturne sail
#

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

tight dune
#

It is in entity catalog

nocturne sail
#

example for FIA:

#

If I am right

nocturne sail
tight dune
#

Yea, supply cost controls it

stable burrow
#

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.

fluid laurel
# stable burrow I would love to make an Everon Xtra version on that NEW Winter Snow version of E...

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.

winged crater
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Illegal read by 0x7ff6772174d5 at 0x0
Anyone had this or knows how to fix it?

drifting ledge
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what are the setting for generating a new navmesh of Everon?

blazing remnant
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I am tired so i wont respond until the morning, but can anyone explain why my mods dont show their dependencies on the workshop

thick lake
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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.

remote estuary
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Invisible or at scene root?

thick lake
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Morning bacon, scene root?

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it will show in Inventory, but not on the gun itself

remote estuary
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Scene root of the gun

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Mesh

thick lake
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i just placed it into AttachmentPoint like all other

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Can you explain Scene Root? The attachement is not part of the main mesh if you meen.

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i also played around with Proxy Flag, GenericEntity -> GameEntity

quiet zinc
hardy tartan
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@quiet zinc do you need help?

quiet zinc
pallid gust
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Curious does anyone have confirmed numbers on how big a Map/Terrain can be in the infusion Engine?

pallid gust
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ahh thanks

thick lake
remote estuary