#reforger_workbench

1 messages ยท Page 6 of 1

blazing remnant
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I want to change the name and display photo of my OH-6 reskin to make it more distinct from the normal MH-6 but i dont know where the component is, can anyone point me in the right direction

remote estuary
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editable entity component

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or editable vehicle component, a derivative

thick lake
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They have Hierarchy and also RPL Component inside the Prefab

remote estuary
thick lake
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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"

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i need to dismount it, but it into my inventory and then back to the weapon. then it will show

remote estuary
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are you sure it is completely invisible instead of being positioned at the scene root of your weapon model?

thick lake
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How can i get the Position of the Entitiy?

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or how can i check the Hierarchy

remote estuary
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um just look the the gun where the scene root is, they might be all squished there

thick lake
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Omg.. found it... Problem is my attached GadgetComponent-Script

gaunt marsh
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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?

sly summit
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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.

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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
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mission is completely empty, so cant be anything script related really

remote estuary
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Point peertool addons dir at your workbench addons dir

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Save everything, recompile scripts

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Should work

sly summit
remote estuary
blazing remnant
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Is there a way to remove a dependency from a mod, if so how

remote estuary
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file - options in workbench

frozen lava
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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??

tight dune
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and put your mod in same folder as where downloaded from workshop mods are located

frozen lava
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yea its in there because I do have it downloaded in game as well

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Ok I got it back. Thank You!

frozen lava
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Its back but I'm missing my override folders where I need to edit stuff

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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

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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 ๐Ÿ‘

left dragon
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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

lethal mirage
left dragon
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I know that bit I just dont know how to use mods in the editor for modern equipment

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modern equipment will not show in the editor

lethal mirage
vale sequoia
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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?

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i can use it in the world editor but yeah cant find it in game

loud hawk
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Why is my weapon preview not rendering? When I pick it up it makes my charecter disapear

brazen plaza
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i joined server but Waves dont spawn anybody idea?

brazen plaza
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can somebody help pls with create map?

left dragon
manic ledge
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Hello guys, this happens when i press play in the workbench.. does anyone know of a fix?

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it works ofc if i remove the TimeAndWeatherManager but isnt it needed for the weather to work?

drifting ledge
vale sequoia
drifting ledge
vale sequoia
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none of them are changing the name of it in game

drifting ledge
vale sequoia
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have this set and it doesnt work hmm

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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

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sorry for askin so many questions aha theres just like no info online about it and its confusing

drifting ledge
manic ledge
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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

vale sequoia
drifting ledge
vale sequoia
brazen plaza
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i created scenario but when i add with gamemaster Aresenal box i cant take any weapons why?

vale sequoia
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๐Ÿ™‚

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first mod done

drifting ledge
manic ledge
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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

brazen plaza
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i need a scripter who can make for scenario pls write PM

brazen plaza
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why i cant take a Backpack?
is there mod needed?

drifting ledge
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because you dont have any supplies

brazen plaza
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or u mean this class have no

drifting ledge
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or if you are in the workbench you can search for supplies and i think you will find something that might help

brazen plaza
drifting ledge
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you can override the prefab and disable that you need suplies for looting it

mellow maple
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hi i need help i need modify worlds

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all time locked

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impossible unlock

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sub scene

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ok save world in my new folder name worlds

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i not understand

brazen plaza
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can i load custom world ? from other mods?

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or i have to create always mine or i can use some world in mods created?

drifting ledge
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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

brazen plaza
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i dont understand why i cant just dowload a fucking terrain custom like in arma 2 epoch

drifting ledge
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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.

brazen plaza
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so u can do a shit with this stuff
and you have to create your own...

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its made for people...

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i dont see a problem to share terrain with other people to make faster mods and create maps

reef ferry
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you need to create a dependency mod that alters the original one (license permitting)

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not sure what you are missing

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also i suggest you mind your language

brazen plaza
brazen plaza
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i want use some Terrain its already in workshop

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why i cant use it? for new map creating

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why on forum people cant share Terrains that is licensed allready and in workshop inside

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Textures/Terrain

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where is problem to sharing the licensed mod ? with all users here

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they must first after edit it make the same step they have to do to add to workshop (get license)

remote estuary
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you use it as a dependency and make a sub scene

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or if the license allows you can modify theirs

brazen plaza
remote estuary
brazen plaza
remote estuary
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then who made it

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you mean vanilla textures? workbench won't allow you to export them

brazen plaza
remote estuary
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no, you can not export textures in workbench

brazen plaza
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so modders forbbiden you to use allready in workshop added terrain and textures...

remote estuary
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what are you actually trying to do?

brazen plaza
remote estuary
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then you add the terrain as a dependency to your project and make a subscene of it in workbench

brazen plaza
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i have a good idea
maybe Modders can make an forum with shared licensed Terrains/textures/worlds

remote estuary
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AI scripts?

brazen plaza
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or in workshop

remote estuary
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usually you have empty terrain with no game mode as the first scene

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then game mode/mission as subscene of it

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so just edit the empty terrain scene

lone mantle
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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...

unborn yew
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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.

loud hawk
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@pearl coyote

pearl coyote
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or you mean the healing? yeah i feel like it's too fast in vanilla

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injuries should be more lasting until either you get to a hospital or a proper medic tends to you

manic ledge
pearl coyote
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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

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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

manic ledge
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if i get an illegal read crash report, how do i find out where its trying to read?

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i read that there might be a folder workbench is trying to access but cant

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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

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this workbench is nothing but a uphill battle in a snowstorm

remote estuary
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make sure you send the crash reports, adding some description to the window and pressing the send button

manic ledge
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i do ๐Ÿ˜„ poor guy who has to look over those reports tho..

small swan
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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.

fluid laurel
small swan
# fluid laurel CAH can't die because it was never alive. It never had a player-base and no serv...

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

Arma Reforger

Replaces the broken vanilla garbage system. The lifetimes are as follows:

  • Dead characters: 5 minutes
  • Destroyed vehicles: 5 minutes
  • Items on the floor: 2 minutes
fluid laurel
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That mod is deceptive; its not "fixing" anything, just halving the timers on the Conflict config.

manic ledge
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Anyone elses workbench freezing when trying to create a 2d topo map of your terrain?

manic ledge
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so even if it says not responding i should just let it run still?

manic ledge
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alright i'll try

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do you have a rough number on how long it takes?

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i know it can vary for pc to pc ofc

manic ledge
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still stuck at 23% lol this is gonna take some serious time im guessing

drifting ledge
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how big is your map?

manic ledge
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pretty big but this is just for testing purposes

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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

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map is about the size of chernaus from dayz

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btw thanks for your help and responses! Much appreciated! ๐Ÿ™‚

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does the worknbench need more cores or is it singlecore heavy?

brazen plaza
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can i spawn AI with this building service texture?

manic ledge
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is there an out of game site for mods? with better sort/filter options and such? also easier to view

small swan
fluid laurel
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@small swan Looks like you closed the properties rollout? Drag it up from the bottom and then scroll down to the "Unsorted" section

devout nest
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anyone know how to escape the cursor from the game preview in the editor?

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other than alt tab

frozen lava
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I just hit the windows key real quick.

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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

unborn yew
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Is there a way to edit the players map/briefing per world file?

small swan
# fluid laurel <@692640541481107486> Looks like you closed the properties rollout? Drag it up f...

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 ๐Ÿ™‚ ... I selected override to make a file that is not readonly.

manic ledge
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is there anyway to see the degrees a hill is in the workbench?

devout nest
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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

drifting ledge
remote estuary
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how can I disable resource browser from collapsing my folders on its own?

tropic zodiac
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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.

loud hawk
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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.

solid hatch
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guys, i'm in world editor

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how can i free move?

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i mean, move with asd, open map, teleport

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ok, i can move holding rmb, anyway to show the map?

lone mantle
manic ledge
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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

tropic zodiac
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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?". ๐Ÿ˜‰

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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.

manic ledge
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if i press p lay from camera it crashes, so i cant test it

tropic zodiac
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In this case you must have done/changed something workbench don't like.
Maybe check your log(s) for any information about the crash.

manic ledge
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like - using it? xD

tropic zodiac
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It's your own map?

manic ledge
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logs just say illegal read

tropic zodiac
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You create it?

manic ledge
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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

tropic zodiac
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So there you may have your answer.

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Try removing what you have added.

manic ledge
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but

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i dunno

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i add stuff that are not mods

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if it cant handle that then i dunno wtf

tropic zodiac
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At least it would be a first good step to have it not crash.

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After this you can re-add it one by one and see what causes the crash.

remote estuary
tropic zodiac
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There is a lot of vanilla stuff still causing problems.

manic ledge
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i would normally do this too, but if i cant place simple items and structures without it crashing.. then i dunno

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can i run a memtest inwindows or do i need to reboot in bios?

tropic zodiac
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Maybe you just placed them wrong like below surface or something like that.

manic ledge
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hmm

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should that realy cause a crash and not an error instead?

tropic zodiac
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There can be many reasons to make it crash it's just one example which comes to mind.

manic ledge
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ive seen several maps/terrains be complete fully... i have no clue how they got to that stage

tropic zodiac
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Enfusion is still in a infant state and has many bugs and problems always expect the unexpected.

manic ledge
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i deleted all my POI comments and that didnt work

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instead it crashed and i lost them all cant get them back xD

tropic zodiac
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Yeah better have a backup copy of the project somewhere on your HDD. ๐Ÿ˜‰

manic ledge
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hmm i had to remove a lot of stuff but now it works

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still

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i cant imagine being a dev working with a tool like this

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gesus ffing christ lol

tropic zodiac
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Yeah i sometimes feel the same.
Good it worked for you. ๐Ÿ‘

manic ledge
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ye thanks btw

tropic zodiac
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Not a problem.
I was just guessing. So i was lucky. ๐Ÿ˜„

manic ledge
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well it had to be something i did xD

tropic zodiac
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Sure things don't stop working uot of the blue for no reason esp. if they always worked bevor.

manic ledge
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does anyone stream them making stuff for arma reforger sometimes?

reef ferry
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streams the development process? generally or in workbench?

manic ledge
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i guess its more fit for youtube realy but yea im just curious

reef ferry
remote estuary
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I used to do that but people kept asking me to slow down all the time

tropic zodiac
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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.

manic ledge
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just saw the twitch numbers on reforger.. there arew more streamers than viewers xD

manic ledge
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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

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or an overlay sort of thing

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dunno

sweet glen
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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.

unborn yew
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What entity/components control being able to save/load from zeus?

lethal mirage
static shale
unborn yew
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Nah, default scenarios load/save in single player. Custom scenarios aren't so I'm assuming I'm missing something

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Im referencing default world files/scenarios now

static shale
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yeah its inside gamemode editor

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saveload

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u can spy it away from there

unborn yew
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Looks like they have an SCR_EditorStruct while the default saveload component does not

static shale
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spy how the prefab does it

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thats its fella

unborn yew
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FYI, for anyone else who searches for this issue

static shale
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u need to add that

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copy the gamemode editor settinga in youre game mode

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if u create a new one in custom game mode u have to set it up yourself

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no pro here but thats how i did ut

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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

shadow stirrup
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I'm having an issue with TimeAndWeatherManager and MainLighting HDR conflicting

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when both are in the scenetree, the HDR is unable to adjust, resulting in the viewport going entirely white

lethal mirage
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since when is there a command prompt hiding in my walls

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i need to know what the ui designer was thinking

unborn yew
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wtf

maiden junco
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Making UI for dev tools is hard

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i forgive him

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them

mint narwhal
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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"?

tight dune
lethal mirage
tight dune
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and are you using UI scaling in windows?

neon ore
lethal mirage
# tight dune and are you using UI scaling in windows?

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.

tight dune
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I guess that at 125% it set it in this weird way and then stored those values in register

crisp anvil
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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
remote estuary
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should be recreated when you start the game

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or editor

crisp anvil
tropic zodiac
lethal mirage
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One day I'll misclick, hit the border of the Play button, and Arma 4 will open

crisp anvil
remote estuary
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when I click an entity in the world editor to select it sometimes it takes like 1 second

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it happens very often and is quite frustrating

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but sometimes it doesn't

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maybe it's the same bug

crisp anvil
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ye also have this issue, for me this 'stutters like' issues came with 1.0

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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

remote estuary
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I've had this before 1.0, I don't know what triggers it but it drives me nuts

neon ore
remote estuary
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wtf

remote estuary
neon ore
remote estuary
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ok

neon ore
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I was wondering why it was so slow on my personal computer compared to work when my personal computer is magnitudes more powerful

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Even modifying a script file single line would some times become laggy

frozen lava
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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?

maiden junco
frozen lava
maiden junco
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Peer tool is very useful

mint narwhal
# frozen lava How do y'all test mods before pushing an update? Other than in the editor of cou...

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.

lethal mirage
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Plugins => Dedicated Server Tool

crisp anvil
lament marten
remote estuary
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low key feelin like a plugin to automatically create a mptest subscene when I create a mod would be dope

maiden junco
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On my mod ive been doing "mod" and "mod implementation" as two separate projects

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and usually i just edit the mod from within the impl project to work on it

haughty flare
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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.

unborn yew
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Any reason why my peertool wouldn't be passing an IP when trying to launch?

NETWORK   (E): Unable to connect as client to ''
unborn yew
drowsy cairn
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how can i get the slotting menu in the editor

unborn yew
unborn yew
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DIsregard. Change your spawn logic to not be autospawn and you will have a spawn/group menu in workbench.

turbid arch
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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.

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As workaround I copied the file in the project folder.

dusty swift
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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

cloud zenith
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Use my character mod as a dependency and inherit from one of my base prefabs

haughty flare
dusty swift
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i was looking for your documentation

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but thanks @cloud zenith

lament marten
hidden valve
#

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

static shale
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sometimes for me removing the mods inside my document my save games arma reforger would help or deleting the map called save in profike

dusty jungle
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how do i fix this with my mod

nocturne sail
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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?

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or is there any validation way in Workbench to unlock my own mod?

lethal mirage
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It depends

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What type of content do you mean, exactly?

nocturne sail
lethal mirage
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If it's prefab editing, you can just copy them

arctic ice
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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

tight dune
arctic ice
tight dune
#

what lights do you want to modify?

arctic ice
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The florescent exterior light I'd like to dim for a building I'm making so I can use them inside

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As at the moment they just wash everything out

tight dune
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and you changed LV value in LightEntity?

arctic ice
tight dune
#

are you sure you are looking at correct prefab then?

arctic ice
#

They seem to create light so I think I am

tight dune
#

which prefab it is?

arctic ice
#

LampFluorescent_01_exterior

tight dune
#

check Emissive Glass Slots in StreetLampComponent

#

LampFluorescent_01_glass.et contains light entity

arctic ice
#

Ah thank you!

upper thicket
#

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

loud hawk
#

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

upper thicket
# upper thicket Hey there, Is there a way to copy my keybind settings from reforger to use in th...

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)

mellow maple
#

Hello guys , I removed the dependency but it's still in my project How to do it ?to remove it ?

torn kayak
storm harness
#

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 ๐Ÿ˜‰

sinful bone
#

By anychance have multilanguage keyboard. It wont work for me when using other than english.

storm harness
#

Clic inside the Unhide all button and it's work for me now.
Problem solved โ˜บ๏ธ

old fox
#

Which veitnam map is the best?

mint narwhal
#

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. ๐Ÿ˜…

sinful bone
#

Vanilla conflict seems to only have InventoryItemComponent did you try that one?

mint narwhal
pure wyvern
#

@torn kayak So, for our map itโ€™s 100% done, problem we run into is placing light assets to light up Airbases they show theyโ€™re working in editor, then when you get in game/ test the map they donโ€™t work. Wondering if theirs any idea of why this is happening, no errors on the console logs either.

gaunt marsh
#

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?

gloomy tulip
#

hey guys. how i can set my finish .ent mission aso on my server right now

waxen nova
#

Does anyone know if it's possible to add a delay of like 5 minutes between samples in a .acp file?

native snow
#

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

waxen nova
#

Oooo

#

Does that silence apply every time it picks a sample?

native snow
#

every time that bank is called

waxen nova
#

Oh damn that might work, I'll give it a try. Thanks!

waxen nova
#

Hmm seems like silence doesn't stop the sample from playing, it just mutes it

loud hawk
#

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?

waxen nova
#

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.

blazing remnant
#

What are the rules about reuploading a mod by a banned author?

tropic zodiac
waxen nova
static shale
waxen nova
#

Yepp

#

Created both a soldier and lowres navmesh and have them in the AiWorld entity

static shale
#

created them yourself ?? for youre own custom map or ?

#

normaly most map will have a precreated navmesh

waxen nova
#

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

static shale
#

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

static shale
waxen nova
static shale
#

so u got the
tagmanager
scr_aiworld
perception manager
hitreg manager setup

waxen nova
#

Yepp, all of them

static shale
#

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

waxen nova
#

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

tropic zodiac
waxen nova
#

Is there much of a difference? The prefabs in there have AI too and it seems to work

tropic zodiac
waxen nova
#

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

tropic zodiac
#

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.

waxen nova
#

That's odd, but very good to know

tropic zodiac
#

I had to learn this the hard way just like you do now. ๐Ÿ˜‰

waxen nova
#

Everything now seems to be working properly when using groups

#

lol

#

Thanks a ton @tropic zodiac @static shale !

violet sandal
#

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

reef ferry
violet sandal
#

ok...? lol...not gunna drop names but other people are doing it

reef ferry
violet sandal
#

i'm not a rat... but if i've heard it, other people have heard it too

reef ferry
#

ยฏ_(ใƒ„)_/ยฏ

violet sandal
#

gotcha... guess i just gotta teach myself how to use blender...lol

fallen glen
# reef ferry you cannot pay someone else to make you a mod, since that would be a breach of t...

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

remote estuary
reef ferry
#

also, what @remote estuary said.

remote estuary
#

you can write all the code outside of workbench but it assumes it is perfect and never needs to be tested, so unrealistic

fallen glen
#

of course, which falls on the implementer and thus is their responsibility and can't be the responsibility of the commissioned person

remote estuary
#

unless working code is not a requirement of the contract kekw

fallen glen
remote estuary
#

I never test my code before shipping gigachad

fallen glen
#

that's what players and production are for

cloud zenith
sullen cove
bitter portal
tropic zodiac
#

With current 1.0.0.91 experimental my workbench is crashing like every couple minutes after hitting preview button in world editor.

static shale
#

i had this issues a while back need to check integrity of game files from steam then it worked afain

tropic zodiac
#

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. blobdoggoshruggoogly

static shale
#

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

sly summit
#

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

violet sandal
#

@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

static shale
#

will check thanks for info
is the disable when not used as hq a nescecity i wanted to create multiple hq / control point combinationa

violet sandal
#

if you want multiple than no

static shale
#

๐Ÿ‘Œ

pure holly
#

Hi! I was wondering if someone could answer a question for me about deleting a file in the workbench

pure holly
#

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

lethal mirage
pure holly
#

Yes I believe so

turbid mountain
#

If the .ent file is gone. Thats easy to fix.
If the .layer files are also gone, thats oof

pure holly
#

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.

lethal mirage
#

If he already published the mod, it might be possible to salvage things.

remote estuary
#

yes layer files can be extracted from published pak files

pure holly
#

He did yes, his name is even on it

lethal mirage
#

Then he should be able to recover most things, as bacon said.

pure holly
#

How would he go about doing that?

remote estuary
#

I don't know if I can tell you without getting in trouble

pure holly
#

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?

remote estuary
#

workbench does not just delete your files, it's usually some button you may accidentally press without realizing

native snow
#

AWS Codecommit is really cheap as well.

lethal mirage
pure holly
#

Ty @native snow I will make sure he does that from now on

remote estuary
#

there are plenty of ways to backup stuff, you don't have to go straight to some of the most complicated ones (like git)

pure holly
#

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?

loud hawk
#

@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?

turbid mountain
peak cedar
sly summit
remote estuary
peak cedar
violet sandal
#

@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

static shale
violet sandal
#

yeah, it took me a while to figure it out

static shale
#

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

fluid laurel
frail juniper
#

how to i fix this? keep appearing when i try to publish my mod...........

tight dune
static shale
#

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 ๐Ÿ™‚

static shale
#

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

sinful bone
#

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.

dull basin
#

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!

maiden junco
#

Bro my entire workbench is busted ๐Ÿ˜”

#

illegal read bla bla bla

#

Can't even open capture and hold

maiden junco
#

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.
maiden junco
#

I deleted my entire my games/reforger workbench..../ directory, that worked out

limber matrix
#

Only when in game and Iโ€™m making giant fire fights tho

sly summit
#

Peer #1 couldn't run. Check if your Executable or other settings are correct

maiden junco
#

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

cloud zenith
#

Well it's not.

maiden junco
#

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

static siren
#

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.

tight dune
#

ah, I noticed it with Procedural Animation Editor

#

but I thought my gpu drivers might be tricking me

static siren
#

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.

spiral totem
#

I have also had this problem when working on A10. Always when going back and forth from proc anim editor and world editor

peak cedar
#

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?

waxen nova
#

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????

waxen nova
#

NOPE

severe mica
#

NO BACK ARROW KEY?

waxen nova
#

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

severe mica
#

im so sorry bro..

waxen nova
#

This is actual insanity

#

The deleted files don't go to the Recycle Bin either

#

they just get voided

waxen nova
#

I think if it was my scripts folder I'd actually cry

broken robin
#

backup now

frail juniper
#

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

remote estuary
#

or dm it to me I don't care if you use a toaster to record it

frail juniper
remote estuary
frail juniper
#

@remote estuary sending a video in PM

blazing remnant
#

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

peak cedar
#

My workbench is still F$#@^ed... If I uninstall will it delete the workbench folder where all my mod source files are?

remote estuary
#

shouldnt but why not backup them anyway

peak cedar
#

Cuz I'm lazy lol think_turtle

maiden junco
#

git hub

waxen nova
#

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

remote estuary
#

can't, the engine doesn't really support scale yet

cloud zenith
remote estuary
cloud zenith
#

no it wouldn't

remote estuary
#

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

cloud zenith
#

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

remote estuary
#

ah dang so I guess it's been downgraded

cloud zenith
#

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

remote estuary
#

since it works for statics, you could still do it by enlarging the environment instead

#

de_rats style

cloud zenith
#

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

waxen nova
#

Awh damn, thanks for the info tho @remote estuary @cloud zenith

elfin gulch
#

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

gloomy plover
#

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 ?

reef ferry
gloomy plover
reef ferry
gloomy plover
#

This is my first time trying to create anything for Arma workshop, so the questions may look pretty stupid. I'm sorry ๐Ÿ™‚

reef ferry
peak cedar
#

uninstalled and reinstalled workbench but im still getting flickering white screen when i open anything in world editor... ๐Ÿ˜ข

sinful bone
#

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?

peak cedar
#

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... ๐Ÿคทโ€โ™‚๏ธ I guess Im just not meant to get any modding done on my days off. RIP me.

tight dune
#

when using experimental tools, I would recommend adding -profile CLI parameter

peak cedar
#

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

tight dune
#

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)

peak cedar
#

yes very strange, this started happening when experimental updated, but before i ever tried to open anything in experimental branch (game or tools)

remote estuary
#

maybe you accidentally added experimental game to workbench or something

#

before

#

idk

peak cedar
#

Ill have to try that parameter to separate them.

peak cedar
#

anyways at least i can see what im doing now lol thanks!

waxen nova
#

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:

cloud zenith
#

It's the PreviewRenderAttributes

waxen nova
#

Oh I totally overthought it

#

Yeah I just found that too lol

cloud zenith
#

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

drowsy geyser
#

Anyone know if its possible to inherit en-mass with a suffix?

#

Or have a script

cloud zenith
drowsy geyser
#

I want to inhert all prefablibrary->structures to my project and its tedious to right click on every one and manually suffix them

cloud zenith
#

You can probably write your own plugin for that

elfin gulch
#

How do you make modded weapons appear in the arsenal?

loud hawk
#

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?

loud hawk
#

You've broken my heart

spiral totem
drowsy geyser
#

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

tight dune
#

alternatively don't create new projects in same directory as where Reforger addons are located - I've seen many video tutorials repeating this mistake

graceful moon
#

Why does the project thumbnail need to be .png instead of .tif?

drowsy geyser
tight dune
#

because project thumbnail is not converted to edds - workbench is using PNG in this case. Same case as with custom component icons

cloud zenith
#

Can we add icons for our components? If so, how did i miss this? lol

tight dune
blazing remnant
#

When I Merge physics on a prefab added to a helicopter it sticks to 0,0,0 and it cannot be moved

feral verge
#

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

fluid laurel
static siren
#

The workbench does not let me login into my BI Account anyone that knows what I might be doing wrong?

remote estuary
#

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

waxen nova
#

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.

static siren
#

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 ....

elfin gulch
waxen nova
#

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

tropic zodiac
waxen nova
#

Oh wait what

#

But

#

Lets not talk about this

tight dune
mellow maple
#

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?

remote estuary
#

Workbench is much less stable after the recent update, already crashed twice for me in the span of 15 minutes

tropic zodiac
#

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....

lime forum
#

Anyone know how to add something to gamemaster so when I put the mod in server it can be placed down

lime forum
tight dune
lime forum
tight dune
#

Could you perhaps write down what you have done so far?

lime forum
#

I'm pretty new to this stuff

tight dune
remote estuary
#

does the peertool plugin still break when mods have spaces in their names?

knotty oar
#

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 :/ )

remote estuary
#

Is it the emissiveness that isnt visible or does the model just get culled?

knotty oar
#

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

remote estuary
#

Try tweak pixel size scale maybe

#

In meshobject component

knotty oar
#

it's set at 10 already ๐Ÿ˜ฆ

waxen nova
#

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?

waxen nova
#

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

cloud zenith
torn kayak
waxen nova
torn kayak
jaunty perch
#

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

unborn yew
#

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)

lethal mirage
unborn yew
#

Non-lobby missions throw vme's, but I've reported it for now

#

Was just curious from the workbench side

lethal mirage
#

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.

iron gyro
#

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

fair nova
#

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

weary crypt
#

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.

thick lake
#

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?

tropic zodiac
thick lake
#

Same here, i crahsed 5 times in the last 30 min... before the Update i had a crash all 2 - 3 hours

tropic zodiac
#

Yes tools/workbench has gotten worse by latest update.
Let's hope they can fix it in the next update.

brazen finch
#

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.

low depot
#

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.

remote estuary
#

add it to furniture base prefab?

low depot
#

not to base prefab, to all its childs

remote estuary
#

add it to base and its children will inherit it

low depot
#

ok i try it

#

thx

solemn tiger
#

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

cloud zenith
#

What? lol

loud hawk
#

@tight dune do we know why passengers jitter out of their position on vehicles?

unborn cipher
#

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.

dusky karma
eager lotus
#

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 ?

torn kayak
eager lotus
torn kayak
#

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

eager lotus
loud hawk
#

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.

remote estuary
#

how do I stop workbench from opening a dependency as the main project?

remote estuary
#

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

remote estuary
#

also how do I stop world editor from sometimes capping itself to 20 fps

peak cedar
whole lintel
#

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.

eager lotus
#

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 ?

lethal mirage
dusky karma
#

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 ?

eager lotus
lethal mirage
#

That's your download dir.

eager lotus
#

Ok, so i have to save it on another location ?

lethal mirage
#

You should

#

But check the folder content first

eager lotus
tight dune
#

Copy it to different location, remove pak files from the folder in new location and then add it to Enfusion Workbench Launcher

eager lotus
#

mmm top

eager lotus
#

my fault

tight dune
#

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

eager lotus
tight dune
#

yes but make sure it is not one driver directory

eager lotus
#

top

#

tnx a lot

tight dune
#

your documents folder is OneDrive directory

#

so make sure it is not over there

eager lotus
#

yes i got

brittle dagger
#

Anyone have the arland id?

arctic ice
#

How do I test radios and deployables in the workbench? Seems I can only do that in the actual game?

cloud zenith
#

Peertool

remote estuary
#

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

torn kayak
low depot
#

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?

torn kayak
low depot
#

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.

drowsy geyser
remote estuary
#

blue

gusty stone
#

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?

remote estuary
#

its called entity catalog

#

something like that

gusty stone
remote estuary
#

idk, items are in there for me

gusty stone
desert mauve
#

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

tight dune
hybrid vessel
#

hey, is there any way to get rid of this fog in world editor?

hybrid vessel
#

Nevermind, found the property

broken robin
#

Some workbench settings and configs are still saved in the registry in 2024 February?

#

Anyonne know for sure? ๐Ÿ˜„

burnt tundra
hybrid vessel
burnt tundra
turbid arch
#

Hi @lethal mirage, Maybe is this ^^ something for the FAQ.

wanton junco
#

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?

loud horizon
#

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.

loud horizon
loud horizon
remote estuary
#

experimental workbench crashes when opening ap2k xob for me

torn kayak
remote estuary
#

yup

#

I just wanted to check the LOD0 poly count

#

Crash GUID: f2c1bdac-7b1d-4e67-8772-545afe50d4ab

torn kayak
#

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

remote estuary
#

weird that the report doesnt contain this information already

torn kayak
#

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.

remote estuary
#

adding open files to log could help when people dont provide this information

torn kayak
thick lake
thick lake
remote estuary
#
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

remote estuary
#

until that crash with ap2k is fixed could anyone tell me what is the LOD0 poly count haha

remote estuary
#

thanks

noble snow
#

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

spark briar
noble snow
noble snow
#

It works again.

fringe stream
#

Is there any documentation on the workbench "Net API"?

remote estuary
#

sigh ok time to make LODs for a 25k triangle holo sight

drowsy plaza
#

hi, getting this issue while publishing. First time ever: Uploading failed! Reason: "data.asset should have required property 'summary'" any idea?

tight dune
thick lake
#

@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.

spark briar
#

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!

dapper depot
#

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

torn kayak
spark briar
cloud zenith
#

There was an update that included like 12 unplayable test maps.

storm harness
#

Hello,
I have some problem to use the WorkBench.
When i want edit a prefab the WB crash.
Can i have help ?
Thanks

neon ore
midnight wigeon
#

also look into the indicated log files for clues

storm harness
#

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 ๐Ÿ™

broken robin
#

When I close workbench/stop play mode with peer plugin / peer tool active
Sometimes workbench freezes, is this normal?

livid mason
#

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.

livid mason
junior wedge
#

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.

storm harness
broken robin
#

When you right click your base prefab in the Resource Browser, you can inherit

remote estuary
#

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

thick lake
#

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.

hallow grotto
#

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)

hexed kite
#

We agree its the good file to add equipement to the US arsenal ?

storm harness
hexed kite
storm harness
#

The best is copy past a line of the file and just replace the prefab by drag and drop them

hexed kite
#

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

storm harness
#

Check if it's a good SCR_EntityCatalogInventoryItem

hexed kite
#

i duplicated instead of override the file

storm harness
#

You need to override

hexed kite
#

Im just silly, yeah thanks for you help mate ๐Ÿ™‚

storm harness
#

No problem. If i can help, i do ๐Ÿ˜‰

cloud zenith
#

Rephrase that. Also stop cross posting.

gilded salmon
#

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

lethal mirage
#

You can't find it using the Search function, but if you own the game, it's in your Tools library.

red osprey
#

Hello guys is there a way to restore a project? Accidentally deleted it lol

torn kayak
torn kayak
# red osprey deleted from splash screen

Then all you need to do is add it back ๐Ÿ™‚ You can find it most likely under documents/mygames/armareforgerworkbench/adddons (if you did not select a different location to save it)

red osprey
whole lintel
#

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.

stoic fulcrum
#

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.

crude pewter
#

also some mods in game are not working.

reef ferry
stoic fulcrum
reef ferry
#

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?

stoic fulcrum
stoic fulcrum
reef ferry
stoic fulcrum
reef ferry
#

there should be a list errors in your console log

stoic fulcrum
#

That was a RHS mod error

reef ferry
# stoic fulcrum 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

stoic fulcrum
reef ferry
stoic fulcrum
turbid mountain
#

Yes it will
People will see ping, open the channel, search for it, not find it and go "wtf?"

reef ferry
stoic fulcrum
stoic fulcrum
crude pewter
#

This is getting off topic

turbid mountain
#

@crude pewter check your logs? There are probably script errors in error.log or console.log

crude pewter
#

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

remote estuary
#

why is my workbench capped at 20 fps?

torn kayak
remote estuary
crude pewter
turbid mountain
turbid mountain
crude pewter
remote estuary
#

correct, script editor opens up just fine

remote estuary
turbid mountain
# crude pewter

That blocked workbench from opening?
Looks like it actually opened at the end and stayed open for 3 seconds

vital canyon
#

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

crude pewter
#

yea i removed RHS from mod and everything works fine

turbid mountain
vital canyon
#

Script editor is available

turbid mountain
#

So workbench is not outright broken.

remote estuary
turbid mountain
#

Many workbench editors require scripts to work, they get disabled if scripts cannot be compiled.
So workbench is actually working fine then.

prime vector
#

Somebody know something about RHS? Is it gonna be update today or not?

spiral totem
#

Is it possible to downgrade to 1.0 to get a script that was removed in 1.1?

spiral totem
#

thanks

remote estuary
#

when is peertool fixed again?

crisp anvil
#

i cry ๐Ÿ˜ข

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 ?
true loom
#

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?

true loom
crisp anvil
#

i cannot open or override this GarbageSystem file should i report the issue somewhere else ?

true loom
torn kayak
#

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

true loom
#

Or Steam did not properly update... error log points to Reforger data

crisp anvil
#

did verif game file still same issue, i will nuke my game files

true loom
#

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

crisp anvil
#

GarbageSystem is not the new way ?

#

The GarbageMananger was replaced by the GarbageSystem. in changelog

true loom
#

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

crisp anvil
#

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

cobalt flame
vital canyon
sly horizon
#

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?

broken robin
#
{59AD59368755F41A}Missions/21_GM_Eden.conf

yes

sly horizon
#

its not working

sly horizon
#

Hey whats the deal with mods now? any mod not updated shouldnt be used at all?

lethal mirage
#

Have you checked your logs?

sour marlin
#

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.

remote estuary
#

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

river steeple
#

Does anybody know how to modify the rank requirement for spawning vehicles now? It's not in the vehicle catalog anymore

remote estuary
#

now styles are broken

pseudo lintel
#

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

tight dune
# pseudo lintel

is it showing in game master when you play it in World Editor?

pseudo lintel
river steeple
pseudo lintel
#

where should i look to see how to add it to GM

#

im looking at the "EditorModeEdit" and i think thats the right spot

pseudo lintel
lament kernel
#

Guys, has anyone already found how to change the price of equipment and the rank for its spawn on the server?

river steeple
remote estuary
#

how do I make log console in workbench wrap lines, horizontal scrollbars are stinky

stoic wigeon
#

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?

remote estuary
#

how do I clear the launcher projects again?

#

got it, delete projectList.conf from profile folder

chrome fulcrum
#

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

mild jasper
#

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?

lone mantle
#

So peer tool is still broken and now on stable too notlikemeow

#

Oh well, dedicated server tool it is then

lone mantle
crisp anvil
#

had to use diag executable tho maybe you didnt changed it?

lone mantle
#

Ah I see, the new diag exe does the trick, thanks!

remote estuary
#

omg hes multiplying

river steeple
torn kayak
chrome fulcrum
pseudo lintel
#

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?

river steeple
unkempt knoll
#

where can one find the setting for this option ? on the character

remote estuary
#

apply impulse in script

unkempt knoll
#

and what if i want to turn it off

river steeple
pseudo lintel
#

woah thanks homie

pseudo lintel
river steeple
#

I think you should make a copy of the SOV prefab and change the faction affiliation and add that to the US entity catalog

arctic dust
#

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 Iโ€™m getting myself into

remote estuary
#

how deep do you want to go? is it just a sector capture game mode or do you want to do more stuff?

arctic dust
#

I just wanted to make gear and maybe a map

remote estuary
#

ez

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3/10

#

assuming you have all the prerequisite skills

arctic dust
#

yeah, definitely, maybe

peak ledge
#

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

cloud zenith
#

Do a search in this discord. I'm sure an explanation has been give 100+ times.

arctic dust
#

I got a question, if I make gear thatโ€™s heavily based of something from another game but itโ€™s still made by hand is that fine and not illegal?

muted venture
#

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

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The actual reticle (I rotated it to be sure if something change on worldeditor)

#

The reticle on worldeditor

muted venture
#

Okay...The problem is bigger than I though

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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

remote estuary
#

did you edit your texture's alpha channel as well?

muted venture
#

mfg I'm the dumbest thing ever

#

Literally lost almost 2h with this and totally forgot the alpha channel

river steeple
chrome fulcrum
arctic dust
#

If I made a map thatโ€™s a city with most of the buildings not being enterable how much would it affect performance?

#

Like if I made this but you canโ€™t enter a large amount of the buildings how would it run

cloud zenith
#

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.

reef ferry
#

modding is non commercial = cannot be paid for @modern ridge

modern ridge
#

Iโ€™m sorry thank you

proud nimbus
#

Iโ€™ve been playing arma reforger for about a month now and I keep finding posts about the ch47 chinook but for some reason itโ€™s 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 modโ€™s seats are not there only the gunner and pilot seats are there)

gusty stone
#

has the CRX ai mod updated yet?๐Ÿ˜ข

gusty stone
pulsar cliff
#

The s1203 van has 3 suns in the skeleton. hmmyes

compact socket
#

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

compact socket
# pulsar cliff 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

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Ah ok, so its the standard advice, restart the editor and it makes the culling less aggressive! Thanks for your help @pulsar cliff ๐Ÿ™‚

pulsar cliff