#reforger_workbench
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They have Hierarchy and also RPL Component inside the Prefab
are they in the inventory of the weapon when it spawns?
Yes, also when i equip the weapon to my character and chekcing the inventory. The muzzle will show in the Render. But not on the "Main Frame"
i need to dismount it, but it into my inventory and then back to the weapon. then it will show
are you sure it is completely invisible instead of being positioned at the scene root of your weapon model?
um just look the the gun where the scene root is, they might be all squished there
Omg.. found it... Problem is my attached GadgetComponent-Script
Hi. I made a custom conflict scenario and It is running on a server but people are complaining about that nametags are not visible. The only config I saw about nametags IS on the "gamemodeCampaign.et" and It is marked as enable. So i dont have Idea where to search for fix the nametags not appearing. Can someone give me a clue?
Any peer tool fix for
Trying to register connection of possibly unauthorized client.
Did a complete reinstall of both game and workbench, which fixed instant crash of it but now I am stuck with above message after the peer launches.
more context from log:
RPL : ServerImpl event: authenticating (identity=0x00000000, address=127.0.0.1:60671)
RPL : ServerImpl event: connected (identity=0x00000000)
NETWORK (E): Trying to register connection of possibly unauthorized client.
rpl::Pip::ProcessNetToGame
NETWORK (E): RplConnection::ValidationError remote script source code checksum does not match! local=0xE3481F6B59265EED remote=0x34EB705263C07158
DEFAULT : Disconnecting identity=0x00000000: group=4 reason=2
mission is completely empty, so cant be anything script related really
Point peertool addons dir at your workbench addons dir
Save everything, recompile scripts
Should work
is this a param or sth, i can only set exe location 
launch params are on the bottom or something of the plugin config
Is there a way to remove a dependency from a mod, if so how
file - options in workbench
How do I unlock my own published mod for editing and updating? There used to be 2 projects of the same mod in the launcher. One read only and one unlocked to publish updates. The unlocked version disappeared??
remove .pak file from your source addon
and put your mod in same folder as where downloaded from workshop mods are located
yea its in there because I do have it downloaded in game as well
Ok I got it back. Thank You!
Its back but I'm missing my override folders where I need to edit stuff
When I created the project I created it in a separate folder and the project is missing from that folder as well, Its in the default folder for workbench addons
ALright well i made my project a dependency for a new project and somehow it overwitted the original project. gotta recreate everything now oof. Thanks for replying and trying to help though ๐
Hello, I've asked this question on the forum so I figured I would ask here as well. I am new to using the Arma Reforger Tools and I was wondering how I would import different equipment such as modern weapons/uniforms/equipment etc into my characters loadouts so I can create screenshots. Would appreciate any advice on this. I apologise if this is the wrong place to ask such a question or if it has already been answered hundreds of times before. Thanks
Gear is specified in components on the character entity/prefab.
Have a look at your characters BaseLoadoutManagerComponent, SCR_InventoryStorageManagerComponent and CharacterWeaponSlotComponent.
I know that bit I just dont know how to use mods in the editor for modern equipment
modern equipment will not show in the editor
You first add the mod as a Workbench project (open WB, add existing, browse to mod file).
Then you copy the GUID, open your own project, go to Options and paste it there.
so im tryna use a shitty ak 47 mod i made but when i download it and try to use it in game its not in any of the arsenals?
i can use it in the world editor but yeah cant find it in game
Why is my weapon preview not rendering? When I pick it up it makes my charecter disapear
i joined server but Waves dont spawn anybody idea?
can somebody help pls with create map?
Sorry for the delay. I greatly appreciate your instructions, I will give it a try. Thanks again
Hello guys, this happens when i press play in the workbench.. does anyone know of a fix?
it works ofc if i remove the TimeAndWeatherManager but isnt it needed for the weather to work?
hmmm
you have to add it to the arsenal, maybe check the wiki for it
thank you i got everything but for some reason the names still ak74. any idea how to change the name and description of the weapon? cant find it on the wiki
in the weaponComponent there is UI Info and there you have to put the name and description. dont use # if you are not using a string table for translations. just put your name in there
which ui info class do i do if you know?
none of them are changing the name of it in game
WeaponUiInfo
have this set and it doesnt work hmm
it has the mag and stuff i made for it and all that and sounds different but for some reason it just wont name in the game
sorry for askin so many questions aha theres just like no info online about it and its confusing
did you press apply to prefab?
spent time to make a terrain in arma reforger, now i cant even test it as the workbench keeps crashing... how did they even make the everon map? unless that took years cause of all the crashes
if you mean like file then save prefabs yes
try and change the name in SCR_WeaponAttachmentsStorageComponent aswell (Item Display Name)
that worked! thank you ๐
i created scenario but when i add with gamemaster Aresenal box i cant take any weapons why?
when does the workbench crash and did you add all the managers on the terrain?
it worked at some point then i imported a modified terrain of what i had.. ive been iterating on it a lot and test it a lot in the workbench.. but suddenly it just stopped being able to be playable
i need a scripter who can make for scenario pls write PM
why i cant take a Backpack?
is there mod needed?
because you dont have any supplies
can explain pls or say how i can fix it ?
its just a arsenalBox_US_1 added to world
or u mean this class have no
uhh good question. maybe you can restock it with gm but i dont know how the supplies system works.
or if you are in the workbench you can search for supplies and i think you will find something that might help
dont understand in Overthrow i can loot this supply or some other mods
you can override the prefab and disable that you need suplies for looting it
hi i need help i need modify worlds
all time locked
impossible unlock
sub scene
ok save world in my new folder name worlds
i not understand
can i load custom world ? from other mods?
or i have to create always mine or i can use some world in mods created?
You cant modify the existing terrain of a map that isnt yours. You just can create a sub scene and you can place everything you want. If you want to modify the terrain itself you habe to create your own map
its there way to download finished map?
and why i cant just load the finished map and start with it to edit ?
i dont understand why i cant just dowload a fucking terrain custom like in arma 2 epoch
You can Download it in the Workshop and create a mod add the map as dependency. In there you can place buildings and props but you cant use the terrain Tool or remove the buildings and props that are on the map allready.
so u can do a shit with this stuff
and you have to create your own...
its made for people...
i dont see a problem to share terrain with other people to make faster mods and create maps
sorry what?
you need to create a dependency mod that alters the original one (license permitting)
not sure what you are missing
also i suggest you mind your language
if i want to take some licensed terrain from mod what is problem?
define take
i want use some Terrain its already in workshop
why i cant use it? for new map creating
why on forum people cant share Terrains that is licensed allready and in workshop inside
Textures/Terrain
where is problem to sharing the licensed mod ? with all users here
they must first after edit it make the same step they have to do to add to workshop (get license)
you use it as a dependency and make a sub scene
or if the license allows you can modify theirs
i just ask for texture terrain why its cant be shared what is problem?
you ask the modder and if they want to share it with you they will
thats not modder create it why i should ask modder?
then who made it
you mean vanilla textures? workbench won't allow you to export them
is tehre no way to export like with cpbo by arma 2
no, you can not export textures in workbench
so modders forbbiden you to use allready in workshop added terrain and textures...
what are you actually trying to do?
i want to create own mod but using allready finished terrain in workshop
then you add the terrain as a dependency to your project and make a subscene of it in workbench
but there is a lot a stuff which i dont need AI scripts an so
i have a good idea
maybe Modders can make an forum with shared licensed Terrains/textures/worlds
AI scripts?
or in workshop
usually you have empty terrain with no game mode as the first scene
then game mode/mission as subscene of it
so just edit the empty terrain scene
Does anyone else have problems with the Replace with prefab> In Map conext action in the world editor? I could swear I used to be able to replace the prefab that way, but it doesn't seem to do anything now for me...
Has the SCR_FactionCallsignInfo functionality changed? Prior to 1.0, predefined groups would inherit their name. Now I can't get them to simply be named the group.
BI said i have to have a image so i used what i had on hand
or you mean the healing? yeah i feel like it's too fast in vanilla
injuries should be more lasting until either you get to a hospital or a proper medic tends to you
yea no out of combat call of duty healing ๐
the mod probably won't get much attention tho. i made it mainly for my combat ops enhanced server so when me and my friends play we can have a more hardcore experience
if any other server chooses to use it that would be cool. i think modded conflict servers could benefit from it as medic players would suddenly be much more powerful
if i get an illegal read crash report, how do i find out where its trying to read?
i read that there might be a folder workbench is trying to access but cant
i could drive around my terrain fine, then i added a spline and a river to that spline + modifying the terrain to fit the river.. now it crashes everytime i try play the map in the workbench
this workbench is nothing but a uphill battle in a snowstorm
make sure you send the crash reports, adding some description to the window and pressing the send button
i do ๐ poor guy who has to look over those reports tho..
Hi, I believe that the new way to approach the GarbageCollector might work for big scenarios like Conflict etc. but its just not working for smaller scenarios that take place on one spot. A Capture&Hold needs a different approach and it worked perfectly as it was. Please bring back this module. Otherwise CAH will finally die and with this probably some of your community.
CAH can't die because it was never alive. It never had a player-base and no servers run it. That would probably be because it's a boring, uninspired game-mode, nothing to do with the garbage manager system.
See #enfusion_scenario message If your problem is fear of dead bodies.
Well @fluid laurel , that is your opinion but there are other people who enjoy playing CAH because they are only playing casually. I don't see a reason to be disrespectful on this topic. Anyhow - thanks for the link but sadly I don't understand how I can modify the GarbageCollector and have not found any documentation at the wiki site. Bohemia created official CAH scenarios that might not be played on public but on private servers. The template included a special module (GarbageCollector) which was removed with some of the last versions and now is causing that bodies are piling up while playing. BTW: This mod might be the temp. solution: https://reforger.armaplatform.com/workshop/5F0913BAAC69ABF5
Apologies I didn't mean to come across as disrespectful. Just replying abrasively to an abrasively worded request. Scroll down to bottom of properties on GameMode entity to select Garbage config. Configs are located in Configs/Core/ . By default it's not set to remove dead bodies; I guess because their impact is negligible, let the bodies pile up.
That mod is deceptive; its not "fixing" anything, just halving the timers on the Conflict config.
Thanks. I will give it a try!
Anyone elses workbench freezing when trying to create a 2d topo map of your terrain?
it takes time let it run
so even if it says not responding i should just let it run still?
yes
alright i'll try
do you have a rough number on how long it takes?
i know it can vary for pc to pc ofc
still stuck at 23% lol this is gonna take some serious time im guessing
how big is your map?
pretty big but this is just for testing purposes
i figured out why i was crashing the other day also, atleast i believe i did. Its cause i saved the map in a documents folder where it goes read only .. atleast thats my theory
map is about the size of chernaus from dayz
btw thanks for your help and responses! Much appreciated! ๐
does the worknbench need more cores or is it singlecore heavy?
is there an out of game site for mods? with better sort/filter options and such? also easier to view
You are talking about SCR_BaseGameMode, right? I don't know if this is special since its a part of the CAH template by Bohemia. The only promising property I could find was MapConfigComponent but couldnt find anything about the configuration of the GarbageCollector. Thanks for any help.
@small swan Looks like you closed the properties rollout? Drag it up from the bottom and then scroll down to the "Unsorted" section
anyone know how to escape the cursor from the game preview in the editor?
other than alt tab
I just hit the windows key real quick.
Anyone know how or if its possible to have predefined groups PW locked by default? theres an option to make it private but then it cant be accessed at all
Is there a way to edit the players map/briefing per world file?
Ah! Since its a prefab from Bohemia from the CAH template it looks a little different but I found it. Thank you so much!!! I probably need to copy an instance to my folder since it is locked. Is there any documentation on how to set a collection for dead soldiers? I would love to keep destroyed vehicles because there are limited in my scenarios. Edit1: I found that everything that should be collected must be defined. So I assume it will be class CharacterEntity or maybe Ragdoll or ChimeraCharacter? Do you know the difference between GarbageSystem.conf and GarbageSystemBase.conf? In the GarbageSystemBase.conf there are already some classes defined that are cleaned: Ragdoll, ChimeraCharacter, BaseVehicle and InventoryItemComponent. I doubt that this is already in use because I have never seen something being collected and the distance is 0. Edit2: It works with GarbageSystem.conf and ChimeraCharacter ๐ ... I selected override to make a file that is not readonly.
is there anyway to see the degrees a hill is in the workbench?
Is there a way to see where a particular config value comes from? I see the MapDescriptorComponent for St. Phillipe on Everon is referencing '#AR-MapLocation-StPhillipe' for its Display Name but I am not sure where to find the file that value is contained in so I can modify it
Its in a string table where we dont have access to
how can I disable resource browser from collapsing my folders on its own?
I would love to have all folders closed by default and keep them open after i opened them myself only.
Resource Browser & Script Editor folders.
In Script Editor first two folders are always open but i never use them and always have to close them myself.
What component adds inventory? Trying to make an item have inventory storage but the way I'm doing isn't appearing an inventory selection in the tab menu during testing.
guys, i'm in world editor
how can i free move?
i mean, move with asd, open map, teleport
ok, i can move holding rmb, anyway to show the map?
It's not deceptive at all. This mod does not just change the lifetimes, but replaces the entire garbage handling with its own logic.
god damn it. again my workbench crashes when i try to play the map........ how ppl get things done in this is editor is beyond me. all i did was add some comments to the map for locations i want to build later. Now i get anotehr illegal read error
On average i have this like up to 50x a day...
At some point you will get used to it and just think to yourself "okay why not?". ๐
To me the tool it crashes the most by far is the "Behavior Editor" esp. in combination with compiling scripts.
It has gotten better 1 year ago there were time's where it crashed every couple minutes for no specific reason.
So that's that.
this might be so, but how the hell do i get rid of the crashes without starting over?
if i press p lay from camera it crashes, so i cant test it
In this case you must have done/changed something workbench don't like.
Maybe check your log(s) for any information about the crash.
like - using it? xD
It's your own map?
logs just say illegal read
You create it?
yes and it worked fine earlier, then i put a few comments on the map and a heli to see it from above ingame and now it doesnt work
but
i dunno
i add stuff that are not mods
if it cant handle that then i dunno wtf
At least it would be a first good step to have it not crash.
After this you can re-add it one by one and see what causes the crash.
only by waiting until BI fixes it
There is a lot of vanilla stuff still causing problems.
i would normally do this too, but if i cant place simple items and structures without it crashing.. then i dunno
can i run a memtest inwindows or do i need to reboot in bios?
Maybe you just placed them wrong like below surface or something like that.
There can be many reasons to make it crash it's just one example which comes to mind.
ive seen several maps/terrains be complete fully... i have no clue how they got to that stage
Enfusion is still in a infant state and has many bugs and problems always expect the unexpected.
i deleted all my POI comments and that didnt work
instead it crashed and i lost them all cant get them back xD
Yeah better have a backup copy of the project somewhere on your HDD. ๐
hmm i had to remove a lot of stuff but now it works
still
i cant imagine being a dev working with a tool like this
gesus ffing christ lol
Yeah i sometimes feel the same.
Good it worked for you. ๐
ye thanks btw
Not a problem.
I was just guessing. So i was lucky. ๐
well it had to be something i did xD
Sure things don't stop working uot of the blue for no reason esp. if they always worked bevor.
does anyone stream them making stuff for arma reforger sometimes?
??
streams the development process? generally or in workbench?
yea just the workbench stuff in general realy. im just curious i guess
i guess its more fit for youtube realy but yea im just curious
people are generally streaming via discord (less so on this particular discord) and twitch. Depends
I used to do that but people kept asking me to slow down all the time
xD
Some ppl have video's on YouTube where they do and explain stuff.
However i guess if it's nothing you are really interested in it will get boring very fast.
At least that's how i felt about it.
im always interested in learning and ive watched dozens of youtube videos always. but its not the same as live with commentary and input from chat i guess
just saw the twitch numbers on reforger.. there arew more streamers than viewers xD
is it possible to draw on the terrain? like just a white chalk kind of thing xD probably a stupid question but its for planning ahead
or an overlay sort of thing
dunno
Hey all, I'm clearly missing something simple. I've created a copy of the repository from git and added the project to the Workbench. I just want to add the M1A1 tank to the vehicle depot for example and I can't because the files are locked.
What entity/components control being able to save/load from zeus?
You would probably use decals for that sort of thing
u can only load from zeus on dedicatef server for saving u need to run scenario localy i believe
Nah, default scenarios load/save in single player. Custom scenarios aren't so I'm assuming I'm missing something
Im referencing default world files/scenarios now
Looks like they have an SCR_EditorStruct while the default saveload component does not
FYI, for anyone else who searches for this issue
u need to add that
copy the gamemode editor settinga in youre game mode
if u create a new one in custom game mode u have to set it up yourself
no pro here but thats how i did ut
btw for it to work nice u cannot have weird signs inside youre level name for me it did weird stuff when i used - and such kind of symbols
I'm having an issue with TimeAndWeatherManager and MainLighting HDR conflicting
when both are in the scenetree, the HDR is unable to adjust, resulting in the viewport going entirely white
๐คฏ
since when is there a command prompt hiding in my walls
i need to know what the ui designer was thinking
wtf
I'm working on a scenario that uses CaptureAndHold as a dependency (my scenario is a subworld, created from the built-in C&H). So the SCR_AIWorld where the NavMesh files are specified is already present from C&H, and is therefore locked. And I cannot add a second SCR_AIWorld.
The problem is, no NavMesh files are specified.
So EVERY time I open Workbench I have to go in and change the dropdown from "Entity Instance" to "SCR_AIWorld.et (ArmaReforger)" to select the NavMesh files again.
Any ideas why it's behaving that way? How do I get those files to "stick"?
what screen resolution do you have? It is there since the beginning - here is some old gif from last year https://community.bistudio.com/wiki/Arma_Reforger:Resource_Manager#/media/File:armareforger-resource-manager-main-view.gif
1440p. I've seen others have resolution related issues, so it wouldn't surprise me if this was the problem.
and are you using UI scaling in windows?
Since forever hahaha, its multiline as well but you need to press shift + enter for new lines
125%, but it looks the same at 100%. Is that not how it should look like?
Otherwise, it could theoretically also be that I just immediately hid it 1.5 years ago and then forgot about it until now. Would have to reset the settings to test that.
I guess that at 125% it set it in this weird way and then stored those values in register
RESOURCES (E): Could not open '$profile:.save/settings/ReforgerEngineSettings.conf'. File not found.``` how can regenerate them ? or can someone send me theirs, the world editor is stupidly slow just copy past a genericentity take more than 5second or even just renaming an entity is close to 10s
id like to reset everything to default something feels fucked on my install
hum ye weird i have a folder between .save and settings folders
My Games\ArmaReforgerWorkbench\profile\.save\app1XXXXXXX0_user7XXXXXXXX5\settings
I've seen it the first time today as well after you revealed it.
Must be easter egg. ๐ฃ ๐
One day I'll misclick, hit the border of the Play button, and Arma 4 will open
thx, still multiple seconds just to rename an entity i guess my pc is fucked
when I click an entity in the world editor to select it sometimes it takes like 1 second
it happens very often and is quite frustrating
but sometimes it doesn't
maybe it's the same bug
ye also have this issue, for me this 'stutters like' issues came with 1.0
but i also had to rollback windows in that time period :/ im sure my config (5800x3d/64gigs@3200/3080 on 1080p) should handle this pretty easily but maybe my windows is a little fucked
I've had this before 1.0, I don't know what triggers it but it drives me nuts
I had this on my personal computer and it was windows security, i set WB install directory, game data dir and addons dir to exclusions and it went away, not to mention everything became faster, even the game when i did it to it.
wtf
windows security made clicking entities slower?
It slows down the entire wb and game, specially when there is a read or write to disk
ok
I was wondering why it was so slow on my personal computer compared to work when my personal computer is magnitudes more powerful
Even modifying a script file single line would some times become laggy
How do y'all test mods before pushing an update? Other than in the editor of course. Like a local server or dedi but not publish the update quite yet?
Is there a workflow for testing on a dedicated server?
Workbench lets you use peertool for easily testing multiplayer stuff but is there a way to do that when you are using dedicated server?
I have no idea that's why I asked lol. But I'll definitely give peer took a try I didn't know what it was. Thanks
Peer tool is very useful
I've tried following the wiki's instructions on using the "-addons" command line to add a local addon to Reforger, but I can't ever get the missions to actually show up in my scenarios.
So for now I just publish to the Workshop as "Test" (instead of "Public"). Then go to the Workshop, filter by Test and by recently added, and download it from there.
There's got to be a way to just locally add an addon, but I haven't even been able to get that to work.
There's also the dedicated server tool
Plugins => Dedicated Server Tool
added exclusion, restarted pc, went from near 10s to rename entity to less than 2s, sir you just saved my sanity, thank you โค๏ธ

Is there a way to add a settings category in the settings menu? I was thinking it might be possible with recreating these files, but I can't figure it out
https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~ArmaReforger:UI/layouts/Menus/SettingsMenu/AudioSettings.layout
https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~ArmaReforger:scripts/Game/UI/Menu/SettingsMenu/SCR_AudioSettingsSubMenu.c
low key feelin like a plugin to automatically create a mptest subscene when I create a mod would be dope
On my mod ive been doing "mod" and "mod implementation" as two separate projects
and usually i just edit the mod from within the impl project to work on it
line 279
Wondering if anyone can point me in the right direction for creating a custom unit patch mod? I've been poking around the workbench. Super impressed with the capabilities, but also overwhelmed on not being able to find the location to create a unit patch. Not a lot on YouTube.
Any reason why my peertool wouldn't be passing an IP when trying to launch?
NETWORK (E): Unable to connect as client to ''
Check out one of the mods on the workshop that already have patches built out. TFMattock uniforms has some iirc
how can i get the slotting menu in the editor
I'd like to know this as well. Been having issues accessing it in editor when building a zeus world file.
DIsregard. Change your spawn logic to not be autospawn and you will have a spawn/group menu in workbench.
Hi, how do I register a txt file to the project? I Use the "Import" Button in the Resource Browser. The I chose a empty Test.txt File. Workbench said: "Registration Done, 0 of 0 successful". No file is shown.
As workaround I copied the file in the project folder.
im trying to do the same, did you find out anything?
i just need to add like a few patches - i can program and everything just need a sample of how its been done because i dont want to spend HOURS adding in like 4 patches lmao
Use my character mod as a dependency and inherit from one of my base prefabs
If you check the response above there may be something there to help you. I havenโt tried it yet myself, but will luk how it goes once I do.
AH!
i was looking for your documentation
but thanks @cloud zenith
Coming back to this, I assumed I had to inherit the SettingsSuperMenu and add a tab to the TabViewRoot seeing as the other settings menu's are there aswell.
This kinda works 1 time, it will add another category but after that one time it will disappear.
I know I'm doing something wrong but I can't figure out what and can't find any examples of how to actually do it anywhere
Hello everyone, I don't know if this is the right channel, however I have a server with friends via XBOX I have no problems, but from PC I get this error
sometimes for me removing the mods inside my document my save games arma reforger would help or deleting the map called save in profike
how do i fix this with my mod
hey guys, I lost my main files of mod I worked on (PC memory). But its still available on workshop to be downloaded. Is it possible for me somehow to actually use Workshop addon.gproj to return it to non read-only. Or I am lost forever?
or is there any validation way in Workbench to unlock my own mod?
I made some of my own loadouts from vanilla , gamemod changes
If it's prefab editing, you can just copy them
Is there a way to tweak the brightness of the base game lights? I've made duplicates of the base game prefabs and I hope to use these duplicates but I can't seem to change the brightness level
if you want to tweak base game lights then use overrides
I don't want to tweak all of them just the duplicate I'm using
what lights do you want to modify?
The florescent exterior light I'd like to dim for a building I'm making so I can use them inside
As at the moment they just wash everything out
and you changed LV value in LightEntity?
I haven't found either of those I don't think. All I've got is the prefab for the light, and the prefab for the glass that has an emissive texture on it
are you sure you are looking at correct prefab then?
They seem to create light so I think I am
which prefab it is?
LampFluorescent_01_exterior
check Emissive Glass Slots in StreetLampComponent
LampFluorescent_01_glass.et contains light entity
Ah thank you!
Hey there, Is there a way to copy my keybind settings from reforger to use in the workbench?
Whenever I load into a test scene I get the default settings which is jarring to use
I've published my mod to public 2 times now after having it published as unlisted and it isn't appearing in the workshop. What's the issue? @tight dune
figured it out, although it is only partially functional
you want to copy over your settings file from
C:\Users\[Username]\Documents\My Games\ArmaReforger\profile\.save\settings
to
C:\Users\[Username]\Documents\My Games\ArmaReforgerWorkbench\profile\.save\[App#_User#]\settings
the only issue I've noticed is certain functions persist on using the default values, for example I unbound Lctrl from perspective switch, but all the custom binds appear to work (as far as I can tell)
Hello guys , I removed the dependency but it's still in my project How to do it ?to remove it ?
Check our gproj file to see if its GUID is still in there
Hello,
I have a problem inside the World Editor. I cant move my camera but if i launch the preview it's working for moving my player.
I have test to bind other letter to try but dont work.
If you can help me i appreciate ๐
By anychance have multilanguage keyboard. It wont work for me when using other than english.
Clic inside the Unhide all button and it's work for me now.
Problem solved โบ๏ธ
Which veitnam map is the best?
Anyone know which class to add to the GarbageSystem config to get weapons to disappear from the ground? I've already got "ChimeraCharacter" to remove the bodies. But they still leave their guns behind. ๐
Vanilla conflict seems to only have InventoryItemComponent did you try that one?
Ah, thank you! I'll give that one a try.
@torn kayak So, for our map itโs 100% done, problem we run into is placing light assets to light up Airbases they show theyโre working in editor, then when you get in game/ test the map they donโt work. Wondering if theirs any idea of why this is happening, no errors on the console logs either.
is it there a way to limit number of buildings per base? Like, in oficial servers people spam living areas, and i want to limit it in my server. I tried to take a look at the game mode building provider but did not found anything useful. Someone know where i have to look for it?
Thanks, that worked!
hey guys. how i can set my finish .ent mission aso on my server right now
Does anyone know if it's possible to add a delay of like 5 minutes between samples in a .acp file?
Dont know about that long of a duration, but if you right click on your sound Bank, you can select "Silence". Then plug a constant into it with a value. This is the amount of silence before the sound plays. This used to be called Pre-silence, but I think they changed it before 1.0
every time that bank is called
Oh damn that might work, I'll give it a try. Thanks!
Hmm seems like silence doesn't stop the sample from playing, it just mutes it
A question for those who have made their own turrets. I have my turret base model made and skinned. v_root, v_turret, etc.. but I cannot get the turret to rotate when placed on a vehicle. Did you run into this issue? What was the solution? I don't have the vehicle axle bones and crud from the BTR turret as the bone structure appears to not need it?
My AI are just standing, not aggroing on anything. How can I even begin to figure out what's missing? Is there any kind of list/guide anywhere that explains all the different components needed to have AI functioning? I'm at a loss.
They have valid hostile factions assigned to them, they have all(?) the AI components and behaviours, their AI is turned on, there's an AIWorld entity... I have no idea what else could be wrong.
What are the rules about reuploading a mod by a banned author?
Missing "PerceptionManager" maybe?
Got that too ๐ฆ
did u connect the correct navmesh file inside aiworld for youre map seems like youre navmesh is going haywire
created them yourself ?? for youre own custom map or ?
normaly most map will have a precreated navmesh
Yeah with the Navemsh generator tool. It's for the Chernarus map from the workshop
It came with it's own navmeshes too but they weren't working either so I decided to recreate them but same issue
doesnt it have its own precreated navmesh i havent used the navmesh tool yet but seems something with youre navmesh is wrong have u tried not using a navmesh but a dynamic one ? will not be optimal but should give movement
well then i cannot help you now mate had same issue but mine was navmeah related
You don't need a navmesh? How do you do a dynamic one?
so u got the
tagmanager
scr_aiworld
perception manager
hitreg manager setup
Yepp, all of them
its not optimal it very glitchy they will get stuck constantly for me haha but
i thinks thats all the managers u need what happens when u spawn gamemaster ai do they work ? u sure u got the ai spawner correctly setup and not set something in the lines remove control ?
are u using the ambientspawnpoint prefab or something custom
lol I think it was actually a bug
I just have static placed units
I just deleted them then re-placed them and now they're aggroing
Both previously had their AI turned on but I think it bugged cause I had them both selected when I turned it on
Are you using the "Prefabs > Charaters" A.I. by any chance?
If yes you should not use them they do not work properly on their own.
Always use the "Prefabs > Groups" A.I. instead.
glad u got it fixed !
Mmm yeah I was using Prefabs > Characters > Factions
Is there much of a difference? The prefabs in there have AI too and it seems to work
To me they very often bug out.
The characters A.I. are mainly used to build A.I. groups they don't have a group on their own which will limit their functionality a lot esp. in Game Master.
Actually yeah one thing i noticed, do lone AI from Prefabs > Characters not have any behaviours to seek out an enemy?
I noticed they just stand there and only move towards you for a shot if they have line of sight
but AI groups will actually push you
There are A.I. systems which require a group to work.
If there is no group like with the characters you are using the A.I. systems will not work.
So make sure to only use the A.I. group prefabs.
Messing with characters is a waste of time.
That's odd, but very good to know
I had to learn this the hard way just like you do now. ๐
Everything now seems to be working properly when using groups
lol
Thanks a ton @tropic zodiac @static shale !
who do i have to pay to make a KA-60 mod?
id do it myself but i cant find any info or tutorials on how to do it anywhere
you cannot pay someone else to make you a mod, since that would be a breach of toolls EULA and workshop TOS
ok...? lol...not gunna drop names but other people are doing it
please do, feel free to DM me. The TOS is the same for everyone.
i'm not a rat... but if i've heard it, other people have heard it too
nevertheless, it is still against the workbench EULA. The last few people who tried doing it got permabanned for this reason
ยฏ_(ใ)_/ยฏ
gotcha... guess i just gotta teach myself how to use blender...lol
This might be a stupid question, but where does coding fall on "you can pay to make things out of engine but you can't pay to implement it in engine"? It can technically be done entirely independently of the workbench ever being launched provided good enough knowledge of the language, but I don't know if Arma3/Reforger's scripting language qualifies inherently as part of Workbench/A3 Tools or if the code itself only becomes part of Workbench/A3 Tools if placed into in a project
legality aside it's practically very inefficient as you would have to have the entire codebase and language in your head and you'd have to write error free code with 0 testing
for A3 at the very least, you can do it just fine on notepad, and you can sell such service. for reforger, that's a bit more complicated since the script editor is an integral part of the workbench in a more intertwined fashion
also, what @remote estuary said.
you can write all the code outside of workbench but it assumes it is perfect and never needs to be tested, so unrealistic
of course, which falls on the implementer and thus is their responsibility and can't be the responsibility of the commissioned person
unless working code is not a requirement of the contract 
Eh, you spend enough time working with a language it's not hard to commit it to memory, does take a long time though
I never test my code before shipping 
that's what players and production are for
Unrealistic but completely achievable. I've literally written working entities, components, user actions and menus(aside from layouts) from my phone.
You were on the toiletโฆ werenโt you
Must have been ๐
not thatโฆ I would know
With current 1.0.0.91 experimental my workbench is crashing like every couple minutes after hitting preview button in world editor.
i had this issues a while back need to check integrity of game files from steam then it worked afain
Will try it but i guess its more of a build problem.
When i hit "Esc" while in world editor > runtime i get some vanilla error message pretty often. 
im losing my mind on this one
i have a fully functional pve version of conflict
now i am trying to add a pvpve element and want to have second team get an hq to spawn at
i set faction affiliate for one hq to US then second one i set affiliate to USSR
but whenever i want to join the rusky (USSR) IT DOES NOT GIVE ME AN HQ to spawn at whatever i do it never turns ussr what the hell am i missing here
if i manualy change the said hq to USSR it does register and let me spawn
i have some really weird issue in workbench 3d view right now, anyone knows the cause?
symptoms:
- white flickering
- its in preview as well as game mode.
- its not on map/UI
- its not in experimental tools
tried to reinstall gpu drivers to no avail
@static shale i had a similar issue while making my gamemode... make sure when you change the faction affiliation in the world editor, the you do not click "apply to prefab" or it will save whatever faction affiliation you chose to all of thew bases... just change all the bases to the affiliation you want and hit CTRL+S to save it to the world... also make sure "can be HQ" is checked and "disable when not used as HQ" is off
will check thanks for info
is the disable when not used as hq a nescecity i wanted to create multiple hq / control point combinationa
if you want multiple than no
๐
Hi! I was wondering if someone could answer a question for me about deleting a file in the workbench
If you ask it, maybe.
OK great. So my husband has been working on a map for months now. He finally got it almost finished decided to just go ahead and upload it. So it's now a mod for anyone to use. Upon going through the map in the workshop, kinda just deleting things here and there and added things here and there. Some how he accidentally deleted the map file in the workbench. Not just the map itself but everything he had saved with it. The weird thing is it never went to the recycling bin it just vanished. So he restored his pc, even tried ccleaner, emailed Bohemia and they said they couldn't help. So I'm wondering if there's anything that can be done to get it back? If its a mod is there a way to download it and him bring it back on in the workbench and save it? He had 3 more towns to finish. I'm not really familiar with arma tools so I'm sorry if this sounds confusing, its just killing me that I can't help when he worked so long and hard on it
Sorry for the long message
What file did he delete, exactly? The world / .ent file?
Yes I believe so
If the .ent file is gone. Thats easy to fix.
If the .layer files are also gone, thats oof
He said it deleted everything. We've been trying for a few days to recover what we could but nothing. That's why I asked about the mod since others have downloaded it.
If he already published the mod, it might be possible to salvage things.
yes layer files can be extracted from published pak files
He did yes, his name is even on it
Then he should be able to recover most things, as bacon said.
How would he go about doing that?
I don't know if I can tell you without getting in trouble
He just wants to finish it mostly, he's spent 6 months working on this map.
I kinda figured that. How does it just delete everything without reserving it some how?
workbench does not just delete your files, it's usually some button you may accidentally press without realizing
He needs to use some form of versioning software to keep backups. it's highly recommended.
GIT with LFS works well for games stuff.
http://arfc.github.io/manual/guides/git-lfs
Website for the Advanced Reactors and Fuel Cycles group
AWS Codecommit is really cheap as well.
I think the question was why it didn't end up in the recycling bin. But that's just how it works, not surprising.
Ty @native snow I will make sure he does that from now on
there are plenty of ways to backup stuff, you don't have to go straight to some of the most complicated ones (like git)
Well this happened about two days ago, He restored his pc to the 20th but I'm pretty sure pc restore doesn't restore files etc. There's nothing else I could think of doing that would bring any of his files back
Is there no way to recover it? I know when you upload a mod the owners name appears. So even if his name is on the map mod would that help at all recovering it from maybe Bohemia?
@tight dune I accidentally deleted my source directory on enfusion workbench for my entire projecct but I still have gprojecct and all. Can I recover everything?
You could in DM's
did you end up figuring this out? I have the exact same problem.
no, i just started using Experimental for now ๐
what is "and all"?
sorted
Thanks I guess I'll have to drop stable dev and do that too
@pure holly when he was deleting things, was he removing mod dependencies by chance?... i had a similar thing happen to me, i though everything was gone... but if he navigates to his mod file in MyGames/ARMAReforgerWorkbench, open the addon.gproj file for his mod in notepad++ and scroll through the dependency GUIDs and look for any blank spaces where there are just double quotation marks ""... and remove them then save the file in notepad++, it might bring everything back.... what happened with me was i removed a dependency, and instead of removing it from the .gproj file it left those empty quotation mark in it and would not allow the workbench to open my file... i was pulling my hair out for days thinking everything was gone, but its a simple fix if thats what his issue is... feel free to DM me if he needs help finding the files
the double quotes are a real pain in the ass in my beginning caused me to redo entire projects multiple times ahah
yeah, it took me a while to figure it out
so what the hell did i fuck up this time ?
i had some issues checked local files from arma reforger asswell as reforger workbench and afterwards i cannot open any project anymore
fixed it needed to launch arma reforger once apparantley
If you're on Experimental tools, you need to do "Add Project", then navigate to the experimental ArmaReforger.gproj . If going back to stable after using experimental, you might have to point it at the other gproj again
how to i fix this? keep appearing when i try to publish my mod...........
Did you tried to click on link?
yeah i did but thanks for the pointers guys as stated i fixed it by starting arma reforger once after the verify of files still much appreciated ๐
im trying to setup a probe inside the map to fix the white skyline anybody know how to do this ? im using kunar map from kiok
Is it possible to add something to an array of an entity from a plugin? I see CreateObjectVariableMember and SetVariableValue in the editor API and not sure what to use.
I was using the diac menu I think it is called to enable wetness and I now I have these boxes everywhere and I dont know how I turned them on so I cant turn them off https://i.imgur.com/buALR3R.jpeg any ideas would be appreciated!
Bro my entire workbench is busted ๐
illegal read bla bla bla
Can't even open capture and hold
Back to this.
Reason: Access violation. Illegal read by 0x7ff707b0db7d at 0x18
Reason: Access violation. Illegal read by 0x7ff75be3db7d at 0x18
[zlibVersion]: ??? addr:0x7ff75be3db7d
[zlibVersion]: ??? addr:0x7ff75be3a44b
[zlibVersion]: ??? addr:0x7ff75baae033
[zlibVersion]: ??? addr:0x7ff75b705413
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff75a12d96b
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff75a14bf0e
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff75a114666
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff75a138b9a
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff75a11b43c
[zlibVersion]: ??? addr:0x7ff75c634e07
[zlibVersion]: ??? addr:0x7ff75c62ff56
[BaseThreadInitThunk]: ??? addr:0x7ffedf6a257d
[RtlUserThreadStart]: ??? addr:0x7ffee04eaa58
[RtlUserThreadStart]: ??? addr:0x7ffee04eaa58```
Slightly different address every time of course.
No matter if its a new project or an old project. Can't get reforger tools to open.
I deleted my entire my games/reforger workbench..../ directory, that worked out
This is happening to me also
Only when in game and Iโm making giant fire fights tho
Peer #1 couldn't run. Check if your Executable or other settings are correct
This is so obnoxious
null pointer exceptions constantly when I try to open my game mode prefab
It seems as if commented code is still compiled or something
Well it's not.
Im pretty confident it was executing old compiled code in order to get into the editor, and then tried to re-compile. Which obviously doesn't work because the old code caused crashes
found an interesting bug/problem no clue if this is just a problem on my end but if I have a scene loaded for example Arland place my car.et and go into the audio editor and back out into the game the game for some reason is not loading the textures without Mips for me really weird.
ah, I noticed it with Procedural Animation Editor
but I thought my gpu drivers might be tricking me
guess its a problem in the workbench well good you know about it guess thats probably getting fixed at some point then :)
it just had me really confused why my car is just loading Mips and I was thinking I broke the game.
I have also had this problem when working on A10. Always when going back and forth from proc anim editor and world editor
Anyone able to fix the white flickering in world editor (stable branch)? Its beyond annoying... Or are [A]nomisum and I the only ones experiencing it?
Okay code f-ing red, I kid you not, my phone just fell on my keyboard and deleted my whole prefabs folder. HOW DO I UNDO THIS????
lCTRL z?
NOPE
NOPE
It's a damn good thing I backed this up a few days ago
Still brutal tho, I've done a lot in a few days
im so sorry bro..
This is actual insanity
The deleted files don't go to the Recycle Bin either
they just get voided
I think if it was my scripts folder I'd actually cry
backup now
for some reason @remote estuary i use your loadout ui and click on weapon tab then swap and it wont let me go back.. stuck
can you record a lil video or something and post it here https://discord.com/channels/105462288051380224/1110586149740748890
or dm it to me I don't care if you use a toaster to record it
if it happen again i will record it
can you try to reproduce it for me? I can't repro this on mnk and controller, B/ESC always works, so do the tab buttons lb and rb
@remote estuary sending a video in PM
I got the support working, I had forgot to merge physics on one prop, but I now have the issue of my M60 door gun being unable to reload, the guns register the inventory of the Huey however it cannot be loaded, what could cause this
My workbench is still F$#@^ed... If I uninstall will it delete the workbench folder where all my mod source files are?
shouldnt but why not backup them anyway
Cuz I'm lazy lol 
git hub
Anyone know how to make the size scale of an entity stay the same? Like say I want to make an item that's 0.5 scale, so a mini version. When first placed on the ground in the editor it'll be 0.5 scale as it's supposed to, but as soon as the item is picked up it reverts back to it's full 1.0 size scale
can't, the engine doesn't really support scale yet
can't, the engine doesn't really support scale anymore*
it never supported it, it would always reset next frame
no it wouldn't
well, at least for entities that have some sort of animations
if you scale in post frame it will look like the scale is kept
i scaled vehicles to the size of hotwheels before and drove them around
and used to scale the character down and run around in houses like a ken doll
ah dang so I guess it's been downgraded
yeah
i was gonna release a "toy soldiers" mod
luckily i never did
the coolest though was being full size character and getting inside tiny vehicles
since it works for statics, you could still do it by enlarging the environment instead
de_rats style
yeah i tested that before as well
when i realized that scaling no longer works
could do tiny characters with huge weapons too
was pretty funny
Awh damn, thanks for the info tho @remote estuary @cloud zenith
So im trying to make custom groups to join some pointers would be helpful
the BI modding wiki isn't very helpful, as well as videos
2MRB did it and i wanna do what they did but looking at the addon in the workbench didn't lead me anywhere useful
Hi! I'm new to Enfusion modding and I'm struggling with export of the helmet model into Reforger Workbench. In tutorial it says, that in result I will have 163 bones in total, but there is none. What may cause this problem ?
if the helmet is rigged correctly, check your import settings and see if import bones is ticked
Import settings in the Enfusion Workbench or the Blender ones?
import in workbench. why would be in blender? you are exporting from blender and importing into workbench, no?
I've got some workbench import settings wrong. Now it works. Thanks.
This is my first time trying to create anything for Arma workshop, so the questions may look pretty stupid. I'm sorry ๐
that is fine, i wasn't getting the import options in blender question, it can always be some language barrier
uninstalled and reinstalled workbench but im still getting flickering white screen when i open anything in world editor... ๐ข
are you maybe using different data and engine version? Like using experimental tools with stable data? Are there any errors in log when you open the tools?
I dont think so, however I do get one error: Invalid shader vs engine version (shader version 91 != engine version 80), validation failedExperimental tools works 100% fine, Im only having this problem on stable workbench.
also tried deleting ReforgerWorkbenchSettings.conf but it's still doing it... ๐คทโโ๏ธ I guess Im just not meant to get any modding done on my days off. RIP me.
https://community.bistudio.com/wiki/Arma_Reforger:Mod_Project_Setup#Adding_Arma_Reforger_Project add stable project to the list and launch it once
when using experimental tools, I would recommend adding -profile CLI parameter
strange it works now! Do I have to do that every time experimental branch updates even if i dont open the experimental tools? o.O
if you will separate experimental tools from regular ones + add reforger data to the list then no
otherwise tools are trying to autodetect data - this works on principle of last loaded Arma Reforger game (be it regular or experimental version)
yes very strange, this started happening when experimental updated, but before i ever tried to open anything in experimental branch (game or tools)
maybe you accidentally added experimental game to workbench or something
before
idk
Ill have to try that parameter to separate them.
I had it added as a mod back when we had to launch the game once before tools would work for that branch
anyways at least i can see what im doing now lol thanks!
What is it exactly that determines what an item's inventory icon is? I got a bunch of items that have icons that are shown from an aerial view so they can be hard to distinguish in the inventory. Is it the Common Item Type property on the **InventoryItemComponent **that changes this?
example:
It's the PreviewRenderAttributes
You should spend more time looking at the components on prefabs and determine what they're actually doing. Or maybe use the search function of discord every now and then.
A lot of basic stuff has been answered a million times in the last almost 2 years
What do you mean by that?
I want to inhert all prefablibrary->structures to my project and its tedious to right click on every one and manually suffix them
You can probably write your own plugin for that
How do you make modded weapons appear in the arsenal?
Not sure where to ask this but you're the guy I want to ask @reef ferry can models with editorial licenses be used in mods on Arma Reforger?
nope
You've broken my heart
you can ask the copyright owner/trademark owner but need written permission
Is it normal for folders in my own project to become locked? The contents aren't, just folders
They are backedup on onedrive if that makes a difference
don't use your source folder dir as addons dir
alternatively don't create new projects in same directory as where Reforger addons are located - I've seen many video tutorials repeating this mistake
Why does the project thumbnail need to be .png instead of .tif?
Makes sense, thanks
because project thumbnail is not converted to edds - workbench is using PNG in this case. Same case as with custom component icons
what do you mean by custom component icons?
Can we add icons for our components? If so, how did i miss this? lol
It only works for unpacked data since non registered files are not packed. Take a look at editor component icons - they are missing and they work only in our internal builds
When I Merge physics on a prefab added to a helicopter it sticks to 0,0,0 and it cannot be moved
I would like to understand why you removed the ability to delete entities in the world editor ? If there was a good feature it was this one
During early access, I was able to delete entities inside the default layer of Eden world, now everything is locked
You can recreate an Unlocked map by opening Eden, right click on default layer, seclect children, then copy. Open Eden_Empty.ent, make sub-scene and use "Paste on same position". Workbench will freeze for a few minutes; when it's done you will have a version of Eden with unlocked layer.
The workbench does not let me login into my BI Account anyone that knows what I might be doing wrong?
Why am I getting this when trying to open my downloaded mod in Workbench?
RESOURCES (W): resource not registered: ....... Generating temporary GUID
Lots of those
Anyone know the easiest way to play a custom sound from a character? I've been messing around with a few things and been searching for an answer but can't find any clear solution.
Would something like this work? It says the sound is playing but I can't hear it. I believe the .acp is setup correctly. It has spaciality and the sound works properly in the audio editor.
guess BI cant let me upload my mod I try to login it insta locks my account for 2 hours and eventhough both email and pw are correct still wont let me in ....
Could you please elaborate more on this?
How do I call an event like this for a UI layout? Haven't worked with events before. Does this work like a callback? Not sure how/where to call this
This doesn't work
UpdateValues(owner, timeSlice);
Simply don't create addons in
C:\Users\username\Documents\My Games\ArmaReforger\addons
or
C:\Program Files (x86)\Steam\steamapps\common\Arma Reforger\addons (or wherever you have installed your Reforger
hey guys i have a problem
PATHFINDING(E): Unable to open navmesh file ".NavData/cwnavmesh/navData_0.ntile"!
PATHFINDING(E): Not able to load data from file .NavData/cwnavmesh/navData_0.ntile
RESOURCES (E): Failed to load '
I've built a terrain and wanted to generate a navmesh so AI can function. I've generated the navmesh and I can see the lines drawn and generated around the map. When generation is complete I hit save whole generation and it brings up a window asking where I want to save it, there are no options so I hit ok and it opens windows file browser. I navigate to my addon in the workbench and make a name. So I have my navmesh file in the project and I can reference it in the AIWorld. When I launch the scenario and spawn an ai to direct around I'm given the error above. I notice that the .NavData folder is not visible in the project and when i try to import this navData_0.ntile is says registration failed. this is extremely frustrating as I've followed several guides but cant seem to find where I've gone wrong. Has anyone else dealt with this?
alright thanks
Workbench is much less stable after the recent update, already crashed twice for me in the span of 15 minutes
I've already reported this during experimental.
Guess the other bug's have found their way to stable as well.
To me all this have turned into a huge waste of time to say the least....
Anyone know how to add something to gamemaster so when I put the mod in server it can be placed down
I have done this, they still will not show up
probably you are missing something then
Could you VC to mabey check?
Could you perhaps write down what you have done so far?
It is hard to explain
I'm pretty new to this stuff
https://community.bistudio.com/wiki/Arma_Reforger:Asset_Browser_Mod_Integration you can use this page as reference and describe how you did each step. It is also important what kind of content are you trying to put in
does the peertool plugin still break when mods have spaces in their names?
is there a way to make the Emissive Multiplier of ParametricMaterialInstanceComponent render at longer distances? It caps out at a value of 1000 and isn't visible from very far
Similar to how the LV works on the LightSourceVisualizationObject (which is blocked from being used it seems :/ )
Is it the emissiveness that isnt visible or does the model just get culled?
hm I'm not too sure tbh, is there a way to also counter that?
I have a small object on a larger object, small has the emissive. The larger object is still visible at range but the emissive small one isn't
it's set at 10 already ๐ฆ
Anyone know the easiest way to delete a spawned entity in the world via code? Do I need to use the garbage manager or is there a delete method I'm not seeing?
Ah, delete GetOwner();
Anyone else getting this after the most recent update? Seems to happen when I try to drag any item in the inventory. I don't think I could've touched anything that would cause this
SCR_EntityHelper.DeleteEntityAndChildren() maybe be more reliable in some cases.
Yup I too good it, reported already thank you ๐
Sounds good, thanks Ark!
Fixed alraedy for the next major update, not sure if there will be a minor 1.0 update to fix it in the mean time.
Hey guys i just had a huge issue. I was in the animation editor editing the graphs and suddenly my workbench crashes. I reload the workbench and my project is missing from the selection to load. I then manually go to the file to re-map it and the project file itself used to load was deleted/ no where to be found. All the other content is there but the project cant be loaded without it and I've lost all my progress
Is it possible to use a mod in a project without it being a dependency?
IE, I'd like to reference reforger lobby for a mission within a project, but not all missions should rely on said addon
(I'm assuming not)
In your example it shouldn't really matter, as far as I know, since Reforger Lobby doesn't make any meaningful changes to the base game mode.
Non-lobby missions throw vme's, but I've reported it for now
Was just curious from the workbench side
It might be possible to do this depending on a case by case basis, but it sure as hell isn't good practice.
It's possible you can set it up in a way that just references these scripts / prefabs without depending on the mod. I haven't tried that yet though.
Hey guys can someone recommend me some YouTube channels with tutorials for modding weapons? I was looking for it but it seems difficult to find for me
so when Enfusion lags out and just is stuck those that mean it corrupted my shit ?!! and i lost it ?
when i open my folder with emats it lags out
or anything that contains / uses them
there isnt anything showing
its just stuck
Yes you can. Just launch your project with mod, do stuff like you do with normal dependency and on server config load your mod after "dependency" mod, load order is not automatic with this method.
Don't know if it is possible on localhost or in singleplayer to point exact load order, but on dedicated server it's working ok.
Since the last Update Workbench is crashing a lot of time while compiling Scripts. After the restart it compiles fine. Does anyone else notice this?
Yes.
Sometimes mine crashes like every couple minutes.
Esp. when using Behavior Tree Editor and like you said compiling scripts.
Same here, i crahsed 5 times in the last 30 min... before the Update i had a crash all 2 - 3 hours
Yes tools/workbench has gotten worse by latest update.
Let's hope they can fix it in the next update.
Can anybody explain this? I am setting up a scenario, no issues at all, testing allong the way. Placing vehicles, spawns no problems.
I place arsenals, and test them. They work, but after the project reloads or I upload the addon to the workshop to bring to my test server. This error occurs, I go to the enfusion work bench, load my scenario that I previosuly tested to work, and now this error occurs suddenly with no change?
Even after removing the arsenals, the error still occurs and I have to start over.
Is there a way to add hierarchy component to more prefab childs at same time?
I want add hierarchy components to all building furnitures but its too many work by hand.
add it to furniture base prefab?
not to base prefab, to all its childs
add it to base and its children will inherit it
none of my forest generators are avoiding any roads
since last update
im even finding ones i did in the past have regenerated themselves and covered up roads
wtf is happening
What? lol
@tight dune do we know why passengers jitter out of their position on vehicles?
Happens on almost all modded helicopters. I believe there might be a way to fix it, but I'm not aware of the exact method.
I have the same issue yesterday but with uh1h.. donโt know why. Never had this before
Hi Everyone, I'm trying out the Arma Reforger workbench for the first time. When creating a new world, I'm unable to run the game mode as the "play" button on the upper toolbar is greyed out/disabled and not green.
Any suggestions ?
You won't be able to play it until you have somne base setup for it. It is best to look at existing terrains such as MPTest that have the minimal basics present ๐ Also #enfusion_terrain
Thank you so much! could you tell me where to find that MPTest terrain ?
You could also have a look at emptyarland, but that is not "playable", but you can spawn there from camera with and walk around regardless. just none of the game functionality will work
Just take your time and look at the available resources first. there are some guides on terrain creation on the biki and youtube etc
Thanks a lot, i'll check it.
Doesn't happen on my Z10.
I was pointed towards it may have something to do with using offset coordinates as compared to point info. So I made that change. Haven't tested it.
how do I stop workbench from opening a dependency as the main project?
I hit Open With Addons, select an addon, and it opens that addon as the main project
infuriating, I have to exit workbench and open my addon without other addons to modify it
also how do I stop world editor from sometimes capping itself to 20 fps
that sounds like what happens when you load a project with missing dependencies in your workbench mods. you can always text edit the dependencies in the gproj file
Hey I am pretty new to this and I could use some help. I made a custom scenario by following a youtube video and I have tested it and it works.
What I am having trouble with is:
I want to use the TF Mattock mods and change the base loadouts so that players on the US team spawn in with the modern uniforms on. However, I can't find the files for these uniforms. When I open the project file, it only has ZEL which just has placeholders for everything. I see there is a manager called BaseSomething where I can choose what the loadout is wearing but I simply cant find the Mattock uniforms to drop in there.
Can anyone help me understand what I am doing wrong? Thanks in advance.
In my case its all there
Hi, today i've created a new mission by a sub-scene of the Eden world and tried to publish to workshop. The Mod looks ok and working fine.
Since i wanted to modify one thing, i've tried to open the project again but I found out that my project (sub-scene) had been locked, so I can't modify that anymore.
May you tell me the reason of that ?
Are you sure you're opening the source files, not the downloaded mod?
Hello, i have a issue and i don't know how to solve it.. I don't know why but the "Save Loadout" action disappear and the settings look fine. Any idea ?
I previously saved the project to C:\Users\tunin\OneDrive\Documents\My Games\ArmaReforger\addons.
Now I'm opening the project from the same path, but i get it as locked @lethal mirage
That's your download dir.
Ok, so i have to save it on another location ?
Copy it to different location, remove pak files from the folder in new location and then add it to Enfusion Workbench Launcher
mmm top
my fault
ArmaReforger/addons is incorrect folder - this is only FOR GAME, not for Workbench projects. Having workbench addons in this folder will end with constantly overridden workshop files
ArmaReforgerWorkbench/addons may be ok ?
yes but make sure it is not one driver directory
yes i got
Anyone have the arland id?
How do I test radios and deployables in the workbench? Seems I can only do that in the actual game?
Peertool
sometimes my prefabs revert changes to them after a reimport of something
I press Apply to Prefab, then I reimport something, my previously applied changes unapply themselves
now saving takes 4 seconds
Please try an prepare a reproduction example and put it on the feedback tracker
What is the difference on create menu placed managers and prefab versions?
AI_World and perception manager not working when i place from create menu but works fine if its prefab.
Object properties same as CTI_campaign mission but something wrong.
Maybe my other managers bugged too?
The prefab for SCR_AIWorld has a lot of settings assigned. I would expect that your manually created entity does not have them all.
When i ported my mission to experimental, i lost lot of managers, i added back from create menu by name (from my backup layers file). i get settings and all components from CTI_campaign. Looks totally equal but not worked.
Are they pink or blue? I was having the same issue before realizing they were pink
blue
Hi i wanted to get the arsenal items in the work bench but can't seem to find the Bluefor, Redfor or Indfor configs in the workbench, can anyone help me locate them?
i found that but i don't see any items inside, i want to export a uniform to edit it that's why
idk, items are in there for me
thnx man found it
Anyone know how to fix a project just not working after adding a dependency?
A map to be specific after adding a dependency it breaks and seems to not work tried it on other projects and had the same occurrence
only optionss are these which are not the projects obviously
open your gproj in TXT editor (like notepad) and remove dependency GUID which causes problems
hey, is there any way to get rid of this fog in world editor?
Nevermind, found the property
Some workbench settings and configs are still saved in the registry in 2024 February?
Anyonne know for sure? ๐
can you share the solution ?
Sure, just tweak this param
thank you
Hi @lethal mirage, Maybe is this ^^ something for the FAQ.
Hi, i'm trying to make a previewImage for a flag but the otuput is to close.
I've seen that Position_Object contains 10 cameras, but i can't select witch one i wan't to use. It is selected automatically. How the Vanilla game flags previews where taken then? I need to make a custom world for it in order to customize it?
Guys, i have trouble with opening mod from workshop in tools. want to open m4 block II mod, but when i open it i see no folders but "arma reforger, core, etc." how can i fix this trouble? other mods opening fine. P.S: when i open other addon with this included (open with addon), i get same result.
probably found solution above. think dependencies can cause this
yep, just open with dependencies
experimental workbench crashes when opening ap2k xob for me
Submitted crash report?
yup
I just wanted to check the LOD0 poly count
Crash GUID: f2c1bdac-7b1d-4e67-8772-545afe50d4ab
For the future please include which model you opened in the crash report so it can be reproduced with that info alone. I have added the info and will look into it thx
weird that the report doesnt contain this information already
We could try and find it somewhere in the dumped memory but if you know it happens on some specific xob you can save us 10 minutes of digging and just tell us please. The quicker it is for us to investigate something the higher the chances we can can fix it fast.
adding open files to log could help when people dont provide this information
This was fixed internally and will be in one of the upcoming updates. In the mean time you need to avoid this file being shown, as the preview rendering alone is enough to provoke the crash. Thx for the report.
If someone also running Experimental Build, please navigate to: https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~ArmaReforger:Assets/Weapons/Attachments/Optics/AP2k/Data and tell me if your Workbench also crash. It looks like there is a problem with some reticle emats.
#reforger_workbench message read message above ๐
Oh ๐ Was late last night.
10:33:57.847 BACKEND (E): Http Error apiCode="", message="Server error #2ca6ba4b-9243-48d0-857f-a530afad79ee."
10:33:57.847 BACKEND (E): [RestApi] ID:[4] Error Code:500 - Internal Server Error, apiCode="", message="Server error #2ca6ba4b-9243-48d0-857f-a530afad79ee."
10:33:57.847 BACKEND (E): Identity authentication failed - Error Code=500
10:33:57.847 BACKEND (E): Error response: {"url":"/game-identity/api/v1.1/identities/reforger/auth","message":"Server error #2ca6ba4b-9243-48d0-857f-a530afad79ee."}
I can't load into a world in my mod
now I can
until that crash with ap2k is fixed could anyone tell me what is the LOD0 poly count haha
thanks
Hello.
I can't connect to my account to the workbench.
Any idea?
BACKEND (E): Curl error=Timeout was reached
BACKEND (E): Http Error (TIMEOUT)
BACKEND (E): [RestApi] ID:[6] Timeout
Servers are down, i guess, same for me
I hope it is for the 1.1 update ๐
It works again.
Is there any documentation on the workbench "Net API"?
sigh ok time to make LODs for a 25k triangle holo sight
hi, getting this issue while publishing. First time ever: Uploading failed! Reason: "data.asset should have required property 'summary'" any idea?
nope, only Enfusion Blender Tools are using it right now
@BIS can you guys please release a hotfix for the current "ap2k" crash? I updated all my stuff for the next Version but its not possible to play/test! Always i open the inventory while Reddot is equiped the game crashes.
Can we have test worlds from BI, please? It will really help a lot. One time I seen names of this worlds, like "penetration_test.ent". I think modders will appreciate this. I dont know if you want to add them in vanilla resources of tools/game, like Eden, Arland. But maybe make them downloadable from wiki, like blender tools addon. Thank you!
any Blender guru's willing to help me with a problem? I can't export animations because when I select Export TXA it says "Valid path to Export profiles hasn't been provided"
It says to check addons preferences and i did but i cant tell what I'm supposed to be looking at
We use MpTest for everything, it is included with the public data, just search for it in workbench ๐
Yes, i saw it. But i also have seen test worlds named like "penetration_test" etc, i dont know maybe I dreamed it, i will try to find screenshot, thank you!
There was an update that included like 12 unplayable test maps.
Hello,
I have some problem to use the WorkBench.
When i want edit a prefab the WB crash.
Can i have help ?
Thanks
Update your GPU driver, it's over 3 years old
also look into the indicated log files for clues
did update of GPU driver help?
I'm not at home right now to try to update my Driver. When i come i try.
Thanks to all of you to help me ๐
When I close workbench/stop play mode with peer plugin / peer tool active
Sometimes workbench freezes, is this normal?
I am looking for someone who can help me, I have a game ready asset and would like to configure it for Arma Reformer, and upload it in the workshop.
Alright
How do I make multiple variants of a weapon? I have a pistol and I want to give it 2 texture options, do I need to make a second pistol in the workbench or can I copy it.
Problem solved. Thanks ๐
You "Inherit" from the "BASE" prefab
When you right click your base prefab in the Resource Browser, you can inherit
assign material to prefab, click save to prefab, then edit material, save material, prefab reverts to previous version without material assign
now I pressed save to prefab and it overwrote all my inherited prefabs too
Does anyone tested if is possible to rename a world? 3 Month ago i started with a TestWorld but now after this time its a full playable mission. So i like to rename it, but not sure i can just change it in Notepad++ without breaking anything.
Ayo, Am making a faction for a unit - But when im doing the EEditableEntity Core section of the tutorial my label doesnt show up under the Label Type? (I suspect its to do with the script i have in EEditableEntityLabel, BUT as far as i can see that should be set from what i see on the BI Tutorial? (Also used RHS factions as a reference and as far as i see it should be set, Note im v new to any form of scripting or modding)
We agree its the good file to add equipement to the US arsenal ?
Yes, exactly the good file ๐
Good thanks then idk why that dont appear in the arsenal ๐ค
The best is copy past a line of the file and just replace the prefab by drag and drop them
i did that yeah
but i dont have the HEADWEAR thing in the name of the line and i cant rename it ( idk if that change anything at all )
Nevermind
Check if it's a good SCR_EntityCatalogInventoryItem
i duplicated instead of override the file
You need to override
Im just silly, yeah thanks for you help mate ๐
No problem. If i can help, i do ๐
Rephrase that. Also stop cross posting.
Arma reforger tools is not on steam now it's hidden. Is there another program I can use that will still allow me to post mods to reforger
It is on Steam?
You can't find it using the Search function, but if you own the game, it's in your Tools library.
Thanks
Hello guys is there a way to restore a project? Accidentally deleted it lol
Deleted from where? The list in the spash screen of workbench or did you actually delete the mod files? You could recover some of the data by opening the published mod and copy things over from there but it will not include any of the source formats for objects, textures etc.
deleted from splash screen
Then all you need to do is add it back ๐ You can find it most likely under documents/mygames/armareforgerworkbench/adddons (if you did not select a different location to save it)
Yes, but the thing is nothing is in there when i load it
I have been searching for an answer to this but I cant find it anywhere and I feel like this should be simple. I want to have my spawn points be visible on the map. MapDescriptorComponent can do this but not in the way I was hoping. I want it to use the icons that players can use when they draw on the map or the icon used in the respawn menu (bluebox with name of spawn next to it). I cant figure out how to make this work.
Hi, does anyone else have this error on Workbench open since last update?
Can't initialize the game
World Editor and some other game depended features will not be available.
But rest of the workbench will be functional.
you need to run the game once before you can use the workbench before the update
Hi, thanks for response. I did that already
I know you are new, but you definitely don't need to ping all the developers for your own particular issue, especially since it is against the #rules of this discord server
Is there any way to notify Arma reforger developers about it? Or may you can direct us where to look at? Rebuilding the whole mod isn't a trivial thing.
I personally have no idea what you mean by that. Notify reforger developers about what precisely?
Ok, I deleted the message, so it wont disturb developers
About this issue:
Can't initialize the game
World Editor and some other game depended features will not be available.
But rest of the workbench will be functional.
does the workbench work correctly without loading your own files?
No more actual - thanks. Works fine
there should be a list errors in your console log
That was a RHS mod error
i am aware there are changes that do affect RHS, but then again, there is no reason to ping 4 individual developers for reforger because one mod or another (including your own) needs to be updated post game patch
Can you please refer to the message you are talking about?
...don't need to play that game. Please give the #rules a read ASAP. thanks
You got it from logs. The question is:
Will it disturb(will ping be visible to the targets once message is deleted)? So remove message is not enough?
Yes it will
People will see ping, open the channel, search for it, not find it and go "wtf?"
yes, pings are visible even if message is deleted. My comment was for future reference btw, as please make sure the issue is not on your side before posting about what is and what isn't trivial
Sure, I will. Thanks for the responses
My apologies for no reason bothering
This is getting off topic
@crude pewter check your logs? There are probably script errors in error.log or console.log
yea seams most of my error's are from RHS-StatusQuo as it is a dependency of my mod
ah yes it is RHS problem. i am able to open workbench with mods i have made that are not RHS dependent.
@reef ferry fix your shit. come on man
why is my workbench capped at 20 fps?
You need to purchase the Workbench+ Subscription from the BI store to unlock full 60 fps ... /s is it also 20 in playmode? Also after a restart of workbench entirely?
how about you fix your attitude first? modders owe you nothing
relax my guy. was just playing
is friends talk ๐ซ
Can you send your console.log/error.log?
Broken scripts should still let workbench open up
correct, script editor opens up just fine
restarting took care of it, strange
That blocked workbench from opening?
Looks like it actually opened at the end and stayed open for 3 seconds
Same issue here with two of my mods. Getting the "Can't initialize the game" and I'm unable to access World Editor in either.
Looking at the error messages, the first one seems to be related to scripts relating to Rail Enfusion Redux and the second might be related to GREG_NightVisionComponent
yea i removed RHS from mod and everything works fine
But can you open script editor? Or do you not get into workbench at all?
Script editor is available
So workbench is not outright broken.
now it capped itself at 30 fps haha
Many workbench editors require scripts to work, they get disabled if scripts cannot be compiled.
So workbench is actually working fine then.
Somebody know something about RHS? Is it gonna be update today or not?
Is it possible to downgrade to 1.0 to get a script that was removed in 1.1?
sure, see #enfusion_generic message
thanks
when is peertool fixed again?
i cry ๐ข
ENGINE (E): BackendDebug:: HttpClient Cleanup
ENGINE : GameProject load
INIT : GameProject load project data @"F:/Steam/steamapps/common/Arma Reforger/addons/data/ArmaReforger.gproj"
RESOURCES (E): Wrong GUID/name for resource @"{C014582791ECBF24}Language/localization.st" in property "StringTableSource"
RESOURCES : LoadGenericConfig @"{49237B3567165306}Configs/Core/GarbageSystem.conf"
RESOURCES (E): Unknown class 'GarbageConfig' at offset 14(0xe)
DEFAULT (E): Can't load '$ArmaReforger:Configs/Core/GarbageSystem.conf' because class 'GarbageConfig' is unknown
INIT : Workbench Reload Game
ENGINE (E): BackendDebug:: HttpClient Cleanup
DEFAULT : Loading WB plugins
RESOURCES (E): Wrong GUID/name for resource @"{CC8CDD184A67C624}someMapExportSettings.conf" in property "m_ConfigResource"```
even when creating a new mod
how can i fix ?
What exactly fix? I dont see any error that would cause WB to be unable to properly load.
Also do you have both Game and WB properly updated?
Already should be
Added: Solution for using Peer tool - Linux, Windows game, server, and Workbench binaries with "Diag suffix"
i cannot open or override this GarbageSystem file should i report the issue somewhere else ?
Would be better for @torn kayak to help since I am clueless regarding GarbageSystem.
Maybe you can also try to validate Game files, I already saw few incidents in past when Steam did not properly update data files for Reforger
That config file does not exists anymore @crisp anvil . Please refer to the changelog and search for garbagesystem. If there is something that still tries to load it your game data is outdated or a mod still tries to use it
Or Steam did not properly update... error log points to Reforger data
did verif game file still same issue, i will nuke my game files
Maybe we forgot some file in Reforger data? Since it prints even on new mod.
But as Arkensor mentioned, this file should not be relevant anymore so you just could just ignore that error and do it the new way
But make sure that Game data are really correctly updated and if validation then it might really be just forgotten relic
GarbageSystem is not the new way ?
The GarbageMananger was replaced by the GarbageSystem. in changelog
It tells you in changelog where it is supposed to be configured
Changed: The GarbageMananger was replaced by the GarbageSystem. It is now configured only through the ChimeraSystemsConfig.conf. The config layout has been adjusted to give mods finer control over rule priority
ye well i can open this one, i will ignore the garbage system error then
tried to nuke my C:\Users\user\Documents\My Games\ArmaReforgerWorkbench too but no luck anyway, thx
Do you still have this problem? Im experiencing it right now
Rail Enfusion Redux was patched, and I have no issues with that anymore. I think the other issue is with the NightVision mod, and by extension TFM Uniforms that uses it as a dependency
can someone please give me a scenario id of a map that works? my milsim is bugging out
{59AD59368755F41A}Missions/21_GM_Eden.conf (Game Master - Everon)
Is this still the Id?
{59AD59368755F41A}Missions/21_GM_Eden.conf
yes
its not working
Hey whats the deal with mods now? any mod not updated shouldnt be used at all?
There's a lot of mods that haven't been updated yet, there's no way to help you if you don't provide more information.
Have you checked your logs?
Also, this probably belongs into #reforger_servers.
Is it possible to create local mods that only run on the server and are not hosted on workshop to be downloaded by clients? I know server only mods were possible in Arma 3.
No
idk how to repro but workbench caps itself to 20 fps or 30 fps sometimes and it's just annoying
now its 60 fps after scripts recompile
now its capped to 30 again
now selecting items in the world editor takes like 1 second before I see the selection outline
now its 60 fps
now its 30 fps
Does anybody know how to modify the rank requirement for spawning vehicles now? It's not in the vehicle catalog anymore
now styles are broken
hey yall wondering if i could get some knowledge. I recently tried to publish my first mod. simple ukraine + reskin of vanilla humvee. it has no errors etc but when i download the mod on the workshop i cant find the content i created
anyone ever seen this before?
the config looks like this
the model is ready to go i just dont know where to look to fix it. if anyone can point me in the right direction it would be appreciated
is it showing in game master when you play it in World Editor?
I believe so? I'm still unfamiliar let me search.
It seems to now be edited via SCR_EditableVehicleComponent, but only sergeant works XD idk what is going on
negative its not populating in the GM there
where should i look to see how to add it to GM
im looking at the "EditorModeEdit" and i think thats the right spot
thank you i believe this is exactlly what i needed
Guys, has anyone already found how to change the price of equipment and the rank for its spawn on the server?
Price can be changed in SCR_EditableVehicleComponent on the vehicle prefab, but changing rank does not work for me
how do I make log console in workbench wrap lines, horizontal scrollbars are stinky
Today I started playing with the workbench by creating a simple image mod to load in the admin welcome message mod. Very basic I know, but it was a step in the right direction as looking at the workbench looks pretty daunting.
Where is a good place to start? Where did you gents start?
how do I clear the launcher projects again?
got it, delete projectList.conf from profile folder
Confused here a bit
What i missing here, i want set it rank Lieutenant Value: 4
is my logic wrong here?
Corporal - Value: 2
Sergeant - Value: 3
Lieutenant - Value: 4
Captain - Value: 5
Seems like highest rank what i can go is Sergeant value 3
I can no longer delete components when I am in workbench, which is fine as I can edit the ET file in notepad ++ for now but why has this been removed from workbench?
So peer tool is still broken and now on stable too 
Oh well, dedicated server tool it is then
What's broken with it ?
Peer clients cannot connect to the WB: https://reforger.armaplatform.com/news/modding-update-march-6-2024
uh i can tho
had to use diag executable tho maybe you didnt changed it?
Ah I see, the new diag exe does the trick, thanks!
omg hes multiplying
I am having the exact same issue!! No one has been able to help me :/
Show a screenshot of your full workbench window where you have the problem go delete a component please
when i look under faction manager - faction - rank there is no logic even SCR_CharacterRank, wierd issue
I have designed a Reskin of the BTR70 but wish for it to be in the US Faction. I have changed the Prefabs "faction affiliation" to say "US" but it does not seem to be adding it to it. What else do I need to change?
Add it to the US vehicles entity list
where can one find the setting for this option ? on the character
apply impulse in script
and what if i want to turn it off
i cant seem to find that? closest thing ive been able to find is this?
https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Editable_Entities_Configuration
sorry, it's actually entity catalog ๐
{D83A5EFEEF6CBF61}Configs/EntityCatalog/US/US_Vehicles.conf
woah thanks homie
its the same as the config normally right? i just throw in the non US assets i need as US ones?
I think you should make a copy of the SOV prefab and change the faction affiliation and add that to the US entity catalog
I have no experience with modding and I have an idea to recreate a hefty amount of battlefield 4, on a scale of 1-10 how hard will this be so I at least know what Iโm getting myself into
how deep do you want to go? is it just a sector capture game mode or do you want to do more stuff?
I just wanted to make gear and maybe a map
yeah, definitely, maybe
Anyone mind helping me out rq? I wanna compile a bunch of stuff into a specific arsenal for my milsim yet I cant figure out how
Do a search in this discord. I'm sure an explanation has been give 100+ times.
I got a question, if I make gear thatโs heavily based of something from another game but itโs still made by hand is that fine and not illegal?
I have
Is there anything to update everything on workbench?
I trying to edit a reticle, but keep the previous config and don't change, tried everything, restart workbench, worldeditor, all
The actual reticle (I rotated it to be sure if something change on worldeditor)
The reticle on worldeditor
Okay...The problem is bigger than I though
Literally change even the name of the edds and still showing the same, but if I change the reticle to another (A vanilla for example) It change perfectly
I'm not sure if this a problem with something I did, but first time getting workbench this bugged
did you edit your texture's alpha channel as well?
mfg I'm the dumbest thing ever
Literally lost almost 2h with this and totally forgot the alpha channel
Did anyone manage to find an answer to this?
no sorry, must accept sergeant for highest rank so fair when someone find solution
If I made a map thatโs a city with most of the buildings not being enterable how much would it affect performance?
Like if I made this but you canโt enter a large amount of the buildings how would it run
If you do your lods right, add some occluders to your map and have proper multi-materials you could probably get decent performance, but regardless it still depends on hardware quite a bit.
modding is non commercial = cannot be paid for @modern ridge
Iโm sorry thank you
Iโve been playing arma reforger for about a month now and I keep finding posts about the ch47 chinook but for some reason itโs not in the workshop just wondering if it got deleted and if so does anyone know if another will be made?(P.S the UH60 modโs seats are not there only the gunner and pilot seats are there)
has the CRX ai mod updated yet?๐ข
so you are basically trying to build it in a single LOD?
The s1203 van has 3 suns in the skeleton. 
Does anyone know how you increase the view distance whilst in World Editor?
I have serached this channel for "view distance" and can see its been asked a couple of times but not answered all though on person seems to have figured out how to increase the view distance.
My google-fu is also failing me
This should do it
Ah thanks, that does indeed push out the fog, but I am still having far away tiles culled, any ideas? i'd post a screenshot but I don't appear to have the rank to do so
Figured it out, I had to ackowledge the rules
Ah ok, so its the standard advice, restart the editor and it makes the culling less aggressive! Thanks for your help @pulsar cliff ๐
