#reforger_workbench
1 messages · Page 7 of 1
@low depot I can give you a hand if you need me too
Getting the following error when opening my .xob model in the workbench. I figure it has something to do with my materials. Help appreciated.
RESOURCES (E): Wrong GUID/name for resource @"{B4BD07EAA2871B86}MH-47_Chinook_hull.gamemat" in property "SurfaceProperties"```
One of my materials was showing as blank in the preview but shows correctly on the model. Clicking on it to edit it would kind of bug out the editor but it would open normally. Clicking on the link in the editor console gives "Cannot find given file". Reimporting didn't fix.
I'm trying to add a radio to a jeep. How do i make it move with it?
@cloud zenith Yes plz, i have to change 18 prefabs from duplicated to overrided status. If i give original ID in .et WB Will identify to overrided?
Nvm.. its maybe in .rdb file
duplicates have a lot more data than overrides so it would be good to remove things that are unchanged from the et also
hey guys quick question, my milsim wants to move to a vietnam map, problem is that there are no maps update to the new arma update, would that pose a issue with mods and shit?
Is it possible to create a map, a mod and then make it private? I am developing a map and want to open my server. I don't want my work to be used by others. The server will not be commercial, I can support it myself.
Anyone?
i don't understand the question, even after looking over the unnecessary use of mods and sheet maybe if you rephrase that you might get an answer. Also not sure what it is in this particular channel
what kind of sheets though
the kind you need sheets of paper for
im asking if an outdated map would affect a moded server, and the reason i put it here is bec, as modders you would know
mods affect servers when they are broken, date of upload doesn't mean a whole lot
cuz on the nam maps i noticed that that the ai dont respond to commands. was wondering if its related to it not being updated?
its true updates can change how the game works and break mods, but I don't know of changes in the recent update that break AI commands, so probably just not implemented on the map
you will need to ask the author of said map. also #reforger_questions or #enf_mods_feedback. This channel is for discussions in relation to the workbench (reforger's toolset)
understood thanks
Testing a vehicle I rigged and it spawns in, but the second it touches the ground it is launched well past orbit instantly lol. I can't see anything obvious in terms of issues but if anyone else has experienced anything similar I would appreciate the help.
hey, can anybody help me out setting up my mod in gamemaster? I followed the wiki but I mightve misplaced something...
Compare your colliders with the vanilla vehicles and set up the same as a test.
Generally entering orbit on Reforger is collider issues. Or improperly configured settings in your prefab.
wtf.... how?
model doesn't appear in world or in GM, but it does show up in the entity manager for some reason
I just figured out that deleting these fanthom assets will absolutely break GM... help
I had a hunch this was the case. Sucks that I decided to build a helicopter first lol. Wish there was helicopter specific documentation/tutorials but it's been a pretty fun experience so far.
I was hoping I could get some assistance. I am trying to develop a map however, I want to use some mods in its creation I just don’t know how to import them into the engine to use them on the map I have them downloaded and I have the files I just don’t know how to import the entire file into the engine. Can anyone help?
Thanks
can anyone point me in the direction of instructions for how to use bacon server admin tools?
thanks I didnt realise the info was on this discord haha
Hi anyone know why any of the factions won't show up when i add my custom faction to the server?
ive got the same issue
so it means we cannot have more than 2 dependencies? because everytime i add the third one it breaks
No, it means that this 3rd dependency is broken (missing dependency of dependency maybe?)
You can have 100 dependencies if configured correctly
I'll try to add another random mod as third dependency
Alright so how do i fix the third dependency. Is it something with its config that is incorrect?
Search here perhaps. I got to go now unfortunately
Alright thank you
Not sure if this the right place for my question but is it possible to make my own mod private? By private I mean can only be accessed once a person join my server or maybe a whitelist?
only those two ways:
- restrict usage by license (though youll have to report servers breaching the license yourself)
- restrict usage by making the mod not provide its functionality when run by servers you dont want to, through script
How do i add attachments maybe be like a box or spawn with it whatever
Can someone explain me how to test my mod before publishing it?
There's a green play button
It plays the currently loaded world
I do not see a green play button
In the world editor
what do i do next
Load some playable world
Which you can use to test your mod
Like GM_Eden
Depends on what your mod does
Its basically loadouts and characters (faction)
@lethal mirage are you avaible for watching a screenshare?
how to add the faction
is anyone willing to hop in a vc with me to help a hand? please
yeah i have created it
but it wont show when i was in the world editor testing
If it doesn't appear as an available factions in GM, you did not do everything from the tutorial
Did you add it to the FactionManager?
Just a curious question, is there a Carl Gustave in the works? Because the US is lacking a proper AT weapon the M72 is honestly not the greatest and the AT4 mod is ok but the Russians have the RPG which smacks and is reusable and I kinda missed when there was a M3 MAWS mod and being able to smack Russian armor.
There is the swedish defense forces mod
No idea why TF is this a feature but its pretty cool.
Oh to see the constellations ? Sweet
proper stars were always a thing in the series, even in OFP you could navigate just by them.
Sadly that one doesn't really pack any punch you have to fire a few heat rounds for a BTR to even start smoking
are you in multiplayer? there are a bunch of bugs that make it appear as if you are not dealing any damage
I'm in private gm
@remote estuary should I not be in private Game master to test these?
what's a private GM? either you are on a server or in singleplayer
Singleplayer my bad
I tested it out in singleplayer spawned a BTR I aimed for multiple week spots and nothing it took like 5 84 HEAT rounds to make it smoke a little bit
yea if its like this in singleplayer it's going to be worse in multiplayer
trying to run the plugin to create an editable entity. click it, doesnt work. run the shortcut, doesnt work. nothing happens in the console log. restarted workbench, still nothing. ive done this plenty of times before, it just dont work now
hey, can someone point into the right direction? I try to bundle the mod before publishing it to the workshop, as the wiki tells me to. Currently I can upload the mod, but it is not working and I believe it is due to not being bundled. Any tutorial I can follow?
If it uploaded then it bundled. It all happens together when you press the button to upload it iirc.
okay, then the problem lies elsewhere.
I'm having problems in Workbench using the "Create/Update Selected Editable Prefabs" plug-in. I had used this successfully in the past following the "new prop" tutorial (in 2023), but now it does not work for some reason. When I select my mod prefab entity (.et) file in "Prefabs" folder and then run "Create/Update Selected Editable Prefabs" it literally does nothing. No rows get added to the log. Nothing. I'm following instructions in documentation as best I can (https://community.bistudio.com/wiki/Arma_Reforger:Prop_Creation#Generating_placeable_entity and https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Editable_Entities_Configuration#Existing_Prefab)
I've also tested this using the Sample New Prop project. Same issue.
Any suggestions on how I can get this working?
could someone help me and explain how to launch a project with an addon?
i cant find any documentation on how to download and use addons in the workbench
i genuinely do not understand where to download addons from the "workshop"
anyone found solution?
ingame, download
that does absolutely nothing, i have 60 mods and nothing shows up in the workbench
not a singular one
copy Documents\My Games\ArmaReforger addons folder to ArmaReforgerWorkbench folder
so ArmaReforgerWorkbench folder must have addons folder inside with addons
Does anyone know how to resolve this if we can't use 'ref' anymore?
You can use ref, and need to even. We just added compile errors for the wrong positions of it. here you want it inside your map<K, ref V>
Anyone already had issues where prefab overrides are not working once the scenario is ran on a server ?
In my case everything is fine in the workbench, but our "prod" server just use default values (as if we never did any override) 🤔
Examples: changing radio ranges and frequency increments, vehicles supply cost
How do I solve this issue ?
Are you sure your mod is being run on server?
Yes, in this case, the Stryker mod. I did an override to change its supply cost and required rank.
- In the workbench : all good
- On server : uses default stryker supply cost and is available to everyone (as its rank restriction is not applied correctly)
What is the mod name?
Here you go : "STRYKER by TheSpaceStrider" https://reforger.armaplatform.com/workshop/5B02128D896F7DE8-STRYKER
But it's not only this mod that is "affected", it's any mod really... Something is going wrong but I don't get anything in the console 🤷♂️
I meant your mod which is making override
When making override, you are not changing original files but sort of patching them in another mod
does Workbench have a feature that will tell me if a texture, material or mesh is being used ANYWHERE in my project?
Find References is not reliable (or wasnt a month ago when I tried it last)
Find References is the feature
You could do it manually by Notepad++ searching through all files, or a tool like dnGREP which does the same but faster
yeah I think I will collect file names of all my assets and then do a recursive grep and save the assets that did not return any matches
filename might not be reliable. Better search for the {GUID} part, probably without the {} too
yeah I realize
I have like 120 mask textures and only want to ship the addon with ones that are in use
they are very small, but I don't like littering the project with unused content of any kind (at least not for projects that I take seriously like my current one)
Mod is unlisted. Meanwhile I managed to find out why... turns out our server guy put mods in the "wrong" order and by putting ours at the bottom it is now fine 🫠
Still, thx for the help
Anyone ever worked with telescopic launchers like the M72? I'm trying to get the rpg18 working and I've got the models for collapsed and extended. How do you go about making the launcher change models in hand when you extend it?
I havn't made any launchers or looked at the M72, but I would assume it doesn't change models; probably a bone is animated on the launcher
I believe it is an animation, check out the animation workspace for the M72 and you should see deploy/undeploy
ok, I noticed the m72 has an .xob for normal m72 and m72_extended. I will look at the animations, I see a bone for slide. Thank you
I'll keep digging
material assignment in prefab resets after saving material
also resets on world reload
I had to edit the prefab in notepad and reimport it for changes to stick
??????
Anyone figured out how we can set for vehicles higher rank than sergeant, when i set Lieutenant ID 4 it just show no rank in buyboard?
Ahh okay I'll try that, thank you!
wrong channel - use #enf_mods_feedback or #reforger_questions
Open project with addons -> only my project opens and nothing about missing dependencies in logs
Where can I post mod requests?
Does anyone know how to fix weapons floating when dropped via unconscious state? These are modded weapons I put together. Is there somehow to tell the engine to simulate physics when dropped. I duplicated existing weapons and replaced the .xob and magazine. Hand placement, aiming, reloading all functions just fine.
rigidbody component and colliders in the mesh
Thank you sir, colliders seem to be missing!
So I have made my first scenario in the workbench. Uploaded it to the Workshop and it actually worked, so pretty happy about that. However, there are a few things I want to add and haven't been able to find on google.
Can someone please point me in the direction of how to add:
- GM to my scenario - Be able to spawn is as a player and then be able to access GM via password on a dedicated server or local scenario.
- Load in spawn selection screen, and - Resolved - Under the SCR_RespawnSystemComponent I changed the logic to SCR_MenuSpawnLogic.
- How to stop insta death - I have ticked permit unconsciouness in the SCR_GameModeHealthSettings, but I still get insta killed every time.
For GM you need to add gamemode editor and remove the other gamemode. there are a couple of videos on youtube with spawn selectionsscreen, but with outdated versions. Check out a working addon and do it the same way.
I should of elaborated further with my orginal post. I want to be able to type in the admin password to gain access to GM on a dedicated server or local host, not spawn as GM straight away.
I tried that aswell, as far as I know you cannot have full access GM mission and also non-GMs spawning somewhere. I don't know much though.
I appreciate your time mate. If I find out, I will let you know.
When I hosted my mission locally, it added GM anyway. However, GM won't work if I run it as a scenario. Will test on my server when I get a chance/
It always seem to try to replace one gamemode with the other, but it will only allow one being present.
I'm having some confusion with trying to use Peer Tool. It can't find dependencies that I have set in the parameters for it unless I copy those dependency mods to my project folder.
But then I see in the Startup Parameters wiki that it should check my addons download folder in Documents/My Games/ArmaReforger/profile/addons, but oddly by default, my addons are in Documents/My Games/ArmaReforger/addons, not within the profile folder
Additionally, even when it does start to detect my addons when I copy them to my project folder, it still errors out on the launch of the Peer Tool and it seems to give me this in console.log
15:46:17.208 NETWORK : Starting multiplayer client using command line args.
15:46:17.308 NETWORK : Starting RPL client, connecting to address 127.0.0.1:2001
15:46:17.308 RPL : Starting client
15:46:17.408 RPL : ClientImpl event: connected (identity=0x00000000)
15:46:17.508 RPL : ClientImpl event: disconnected (identity=0x00000000), group=4, reason=6
15:46:17.508 NETWORK : Player disconnected: connectionID=0
Use the Diag .exes with WB
that solves the erroring issue, so thank you for that 😄 But still confused on the first part 🤔
Hey All, I've been working on a Map for the past few days. Currently it's in its babyshoes but I reached 220+ trenches. My Problem now is to add Sounds to fires. Can anyone tell me how to do it or give me a source?
"Sounds to fires" what you mean by that?
Burning cars or flames make sounds
But when I test it ingame there's no sound to it
I know where those soundfiles are in the editor but I can't find info how to attach them to things
Do I place those soundfiles in the world editor or does my Map have a file in the sound editor where I attach those files to the fire entities
Hey, Im just kindof getting started here, is there a way to make it so that the saved kits in the spawn menu dont cost any supplies when you spawn?
im assuming its in enfusion://ScriptEditor/scripts/Game/UI/Menu/DeployMenu/SCR_DeployMenuBase.c;100 but im not sure
so I seem to have found how it calculates the cost of the loadout here, but im unsure how I would go about making a mod for the workshop that changes this
the wiki is probably your best option to get started on how modding Reforger works 👍 https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding
Im just curious if its possible more or less, I want to reduce the amount that it calculates, but im not sure if it can be overridden by the default BI stuff
Can anyone explain where I put the sample mod from github for the tutorials? Also my work didnt save for some reason. Most of the time I was making edits the 'apply to prefab' option was greyed out
I know I can move with snap to grid but how do I place everything in a grid in the first place?
when dragging into the world
also, how common are hash collisions? with the GUIDs
bacon I need u brother
im using bacon loadout for the kits
what is the actual question?
Whatever I try I cannot reduce loadout cost, Im not sure if im using the config right to add it to my workshop mod
I have this edited and saved within my project, forgive me as I am an absolute beginner
what does this have to do with my loadout editor?
I didnt know if that would cause other behavior when saving the kits and alotting the amounts it costs
sorry I don't understand what you mean
Its hard to explain because im not even sure if I know what I mean
Whenever saving a loadout in bacon im not sure if the cost in supplies of that loadout is determined by bacon
you mean by the loadout editor? its saves are independent and dont care about supply cost
nothing in the loadout editor cares about supplies
got it, wanted to make sure before continuing to beat my head on this thing
So is inviting people to your project a thing now?
if so how would one go about inviting
When you publish, you can add people's emails
Anyone know the value to lock a vehicle behind LT or Captain?
is it a known issue that sometimes you have to restart the entirety of WB for overriding a config (at least for me with chimeraPresets.conf) to work?
Been scratching my head for like 30mins now as to why it kept erroring saying it couldn't find my new menu preset, and gave restarting WB a shot only to find that doing that fixed it and the menu preset works fine now lol
Hi there. I'm trying to contribute to a mod I like by providing french locales. However, it seems that the Workbench is using my first name for the LastChanged property of some files, despite my Bohemia account not using it at all. How to I change that ?
So apparently the Workbench is using the Windows' account name, which is clearly not ideal. I managed to change it by swapping my Microsoft account to a local account and changing my name, but this is far far from ideal. Why would the Workbench want to use data from Windows here ? 🤔
How to turn fastValidation to false when i use peer tool in WB?
They havent set up the profile thingies properly, i remember back in arma 3 everyone started with their windows user
Yall know how to switch where mdos are downloded to a drive cause my c drive cant handle all the arma mods
How do you even test your own mod
In the Workbench World Editor 😄
you load up a world, place what you need in the world's subscene, then give it a go!
I imagine its not all the easy to change the games AI? I want to mod the distance at which players can be seen by the AI but Im not sure how to hook into it. I was digging in the smart actions behaviour trees and found a few variables but would I have to trace those thru to the underlying script?
Is there an easy way to add RHS items to a conflict faction manager or do I genuinely have to sit here for 3 centuries adding each item
how do you even test scripts
Got an issue with a mission, AI are spawning when I test in workbench, but when I publish to reforger, it just spawns NO AI at all?
Absolutely stumped on this, works perfectly in workbench, just will not work in reforger, same mods and everything
set debug as game and see if you can catch it? dunno havent tested anything too deep yet
I've scrubbed the logs there's nothing indicating whats causing it
you know what to do
add a hell lot of prints
and see what doesn't reach
if you can print variables, print them, otherwise just print "reached blahblah", "done blahblah"
as certain languages wont let you print certain objects
I figured it out
Was trying to get the taliban mod to work for a conflict file
turns out if you have the taliban mod as a dependency for the MISSION it won't load
but if you add it to the server ONLY it works
so we now have a working afghan conflict mode, because none of the other ones work for me
yippee
Thank you butim not a tech person and i dont how to do that or how to move folders
Oh. Wrong discord then?
its literally copypasting two things on steam parameters
How do I enable saving on a conflict mission file
Can't say I've encountered that one
Enable exit saving in mission file, then put -LoadSessionSave param on your server
Hi, does anybody know a current guide how to make a placeable / editable prefab for GM or better, directly for the campaign building mode? I went dozen times through the two wiki tutorials to create E_entities including registration and all but they never show up in GM...
Similar issue here I think. I want to make it so the soviet team can build a modded helicopter (originally belonging to the us faction) in the helipad. I managed to get it so it's a soviet vehicle in the game master and such, but I just can't manage to make it show up in the build menu of the helipad.
Is there a debug console (like in A3) where I can run snippets of code while the game is running in workbench?
Answering myself: Remote Console in Script Editor
maybe you need to override the helipad and see if there is like a list of buildables there
sorta like you need to override factionmanager prefab to add nations
Did you manage to find a solution ?
Unfortunately not! 😦
Does anyone know what is causing this and how to get around it? This error pops up when trying to download a specific Workbench mod, both in-game in client and on server. ReadMissionHeader cannot load the resource ... RESOURCES (E): Failed to open
I've tried reinstalling and clearing all my clientside cache files, also had a friend from another region try and he got the same error. Is this an issue with the game version or mod version perhaps?
in-game UI it just says "Failed to download" and when I open error.log I see the above error message.
I dont have internet on main PC rn but I overrid a config in my mod, but I cant delete any of the items
Ill send a picture via my phone for example lmfao
It’s a config for which armbands to put in the arsenal but it won’t let me remove the colors I don’t want added
Nvm
I’m an idiot
I didn’t realize enabled was an option
Hey all
Just wanted to pop in and ask a quick Q.
Brand new to the workbench, went through some of the tutorials, I'm trying to set up a modified PvE variant of Conflict using the RHS AFRF units to replace OPFOR USSR and FIA.
USSR faction will just be the EMR factions and groups, FIA will be a custom group I've made using the SOF ATACS AFRF dudes.
I've mostly just been replacing the units in the Campaign Faction Manager using the similar names and pathfiles found in RHS. I save it and apply the transformations i made to the prefab, and it will play just fine, but when I close out of the workbench and reopen it, it resets the prefab to default.
Am I missing a step to make sure the prefab changes stay applied?
if you edit the prefab of the factionmanager ( which I don't know) you need to make sure to save it, otherwise it will ask you before closing the world and if you want the changes be saved.
In order to edit the prefab you need to duplicating it in the resource browser by dragging it there and then putting the duplicated one into the world again or you click on the loadoutmanager prefab and select "edit prefab", then an empty world opens, just for editing it.
Yeah, I did this step. I think my problem was my base world was the conflict PvE and I moved the original file down to my subworld. When I tried to replicate the problem tonight I ended up having all of the original files back in the base world and duplicate default prefabs in my sub world.
I think I'm gonna have to use a blank world subworld and then inherit and edit the prefabs into their own folder for the file.
All of the steps for the two procedures? Make a video and upload it.
Ah I'm off now, but I can lay it out:
- Open world editor
- Open world for Conflict pve mode with all game mode and scripts part of it
- Create a new subworld in the world
- Move SCR Campaign Faction Manager from base world to subworld
- Edit properties by replacing Characters and Groups with RHS Characters and groups.
- Apply Changes to Prefab
- Save World
- Play World, Go into GM and verify working. Confirmed.
- Close out world editor and workbench
- Reopen workbench, Open same project
- Check SCR Campaign Faction Manager, notice Faction Manager is duplicated back in base world and sub world, both are defaulted back to normal vanilla.
I've messed around with it today and found a Campaign Faction Manager in RHS that I'm gonna inherit from and use instead. I won't be using the conflict pve mode as a base world, but will instead build from scratch using the resources of it for reference
Messed with inheriting the Faction Manager and editing it and it saves and keeps the prefab just fine so I'm gonna stick with that
As I said, make a video, you are not following what I described either. You are also doing several things at the same time, moving a faction manager and editing one of the prefabs.
Yeah like I mentioned, I'm not doing those steps anymore.
I've found a method that works and will be doing that instead, which is what you described
great talk, couldn't see that you described something that was obsolete. Glad you could find a method on your own, that works. I did the same thing!
why the workbench by default throws errors? has bi not tested their own configurations and scripts?
Does anyone have or know of a tutorial on how to make your own scenario including adding mods to it? Trying to make a DayZ PvE sorta server for me and my friends but the tutorials I find on youtube are outdated.
you need to mix it up between old videos and bohemia interactive wiki. The biggest obstacle will be integrating the persistency with the framework.
Thanks. The wiki will be most helpful I'm sure as well as questions answered here. I have a basic understanding of code but the editor is new to me. When making servers on Arma 2 and 3 I more so just set up the server and added the mods and edited the config files to set them up as necessary. Actually having to build the world around the Everon map using the editor is a new concept to me so I'm probably gonna have a lot of dumb questions lol 😅 I haven't messed with an editor since Delta Force Black Hawk Down which was 20 years ago.
use the dedicated server tool.
Yea I did that for setting up the dedi but in order to make the game how we like it I have to basically create it from the scenario myself.
is there a way to go back to the launcher without having the restart the tools?
I don’t believe so :( Would be nice, though
Wanted to open one of my old terrains but I get
Access violation. Illegal write by 0x7ff6adb34b66 at 0x0
error. Any idea how to fix that?
Ive now changed the name of the default layer and I no longer get this crash but now im stuck on white screen in the workbench after selecting yes.
I had this yesterday with a world, you probably have a corrupted entity prefab in the world and need to delete it, then load the world. As far as finding out which one it is, kinda just delete and load until it doesn’t crash :/
Then you’ll probably have to remake the entity or figure out specifically in it what’s corrupted
there is only world
oh 
yeah no entitys for some reason
I’m not sure then, maybe a dev can chime in on possible solutions or an explanation. It’d suck if the whole world is corrupted, but might be something more to it than that
yeah that would suck, its just an old terrain that I wanted to finish
Is there a way to put a lock on a prefab door?
You would need to write that functionality yourself.
That's what I'm doing currently. Its just a long and slow process of trial and error lol
Where do the costs for the vehicle spawners live? I can add the vehicles, but I cant associate a cost to them, must be something Im missing
you have to change it by duplicating the prefab of the vehicle and editing it in the editable entity component.
Awesome, thank you I found it
Is it vehicles or campaign?
Also assuming cooldown is in seconds?
Question if you acquire a model to use for a future mod. What is the format you are looking for and where would be a place to find these models?
Format can be any, since you'll end up converting it to FBX (and getting it game ready using the Enfusion Blender Tools) anyway.
There are several places where you can buy models online, from sites like CGTrader or TurboSquid to the Unreal Engine Marketplace. One thing you should pay attention to is the license, otherwise Pufu might knock on your door.
Can you expand on the licensing part? I understand other modders have had their stuff taken down or removed. I don’t wanna do all that work just to have it removed. Thank you by the way that’s some good input.
Just make sure the models license allows this use case, some (like Editorial) have restrictions.
Also, don't rip or pirate stuff, obviously. That was the case with these mod takedowns.
Ahh yea I’m just starting wouldn’t even know how to do any of that. Really want a AAV in the game. That’s the first goal as a learning project
Quite ambitious for a learning project. Vehicles are fairly hard to do, comparatively.
But I would also love to see an AAV, so don't take this as discouragement :)
Vehicle tutorial if you haven't seen it yet https://community.bistudio.com/wiki/Arma_Reforger:Car_Creation
Thank you
is there a way to do a ignore but for workbench for folders?
So for example locally I've stored all the PSDs needed inside the project, but I dont want these to be shared
same with pngs, so only the actual needed materials are shared
Source files don't get packed.
Is there a .556 DMR mod out there, more specifically what I'm looking for is an identical M 110 mod but .556 not 7.62..
it seems like it's usually better to create an addon, edit gproj with dependencies, instead of using Open With Addons since that sometimes fails without errors in the log
If you lose your source addon to a drive failure, is there a way to recover with a workshop downloaded copy?
Yes, there's a tool for it
What's it called?
Thank you
has any one had issues where the resource browser doesnt refresh when you make new files or folders? any way to fix that without restart the whole workbench
even if I use F5, I see the indicator for refreshing but the new files I created are not there
but I see them in windows file explorer
Anyone figured out how we can set for vehicles higher rank than sergeant, when i set Lieutenant ID 4 it just show no rank in buyboard?
Is that rank configured in the nation?
no, in the prefab
I am also struggling with this, we had to set everything to sergeant or less 😄
Huh question about the stringtable editor, if you set a string to translation done is there a way to get it back into an editable state 🤔 ?
hey, i've created a custom faction with custom faction key playable in conflict, everything is working fine except the composition like vehiclemaintenance, When i spawn with my custom faction rifleman i'm unable to get the Addaction on the board to show the vehicle, but if i spawn in classic US faction i have the action.
I've duplicate the vehicle maintenance, and change everything linked to the faction affiliation. I'm missing something ?
Can a us soldier do the cations?
In the resource browser (The top view that is always a tree view) right click on the folder (addon) and then transfer to addon and it will transfer configs, prefabs, scripts, graphs, etc along with the entire directories
Nice, didn't realize this was a thing 👍
It will also take care of processing the paths in configs, prefabs, layouts, etc to the new ones
that is cool
Then theres like some setting on the car or the faction missing
doesnt work for transferring ArmaReforger to my addon
Check if theres somethimg in ur duplicated car that points to the us
It does (Testing on steam version)
But it takes a while
You can do specific folders
Certain files are blocked
Doesn't seem to be working correctly for me
It creates the folder structure, but doesn't actually add the files
i can't find anything that's why i'm asking, either in the faction, character, or composition
What did you try to transfer?
I was testing with RHS Terracore
what is this register option do and do I need to worry about it, and if I clicked it already how do I revert it?
Non registered assets do not get packed
so it's a good idea to register everything I'm about to publish?
Yes
Or if ypu want to work with them
Workbench and the game requires meta files for many things
Which only get created for your assets after you register them
are modded scripts considered assets because my mod is just a script, nothing else?
also when I clicked on Edit properties I accidently clicked on Parent: PC and it became Parent: none
what is that for?
If you're trying to change an existing material, just browse to the original and hit override.
This will create an override material for you.
yep but I want to change what the sign show, to do this I need to do a new .emat to put in the sign
example the sign shows "AMMO STORAGE" and I want to do show "CAIXA DE MUNIÇÃO" (ammo storage in my language)
Well, that's what overriding does.
You don't have to create a new emat, you can override the old one
The only use for creating an independent emat would be if you want to duplicate the sign as well, so that there's two versions (one with your texture and one with the default texture)
Hi... Do anyone know why these errors show after i open the workbench (Enfusion)?
And more important, how to fix them and launch without any errors no more?! 🤯
I did read that the "ERROR" is safe to ignore. But what about these warnings?
As far as I can see these are errors in the base game, nothing you can do
ah ok 🙂 Thank you for clarifying that
is this just a world editor preview bug? I'm equipping a default bag into the loadoutmanager and for some reason the in game icon breaks
shows the same icon if I drop the bag too
nvm just seems to be a weird icon cache issue with the tools
Is it possible to have multiple mods within a main project, and how can you manage them separately? Specifically, how can you publish and release updates for each mod individually without affecting the others? Is this recommended, or should each mod be kept in a separate project? For example, if you are working on a Car mod and a Weapon mod within one project, and you have a testing world where you try out both mods, what would the folder structure look like? Additionally, how easy is it to publish each mod separately from the same main project?
make them dependencies
or
load in workbench the main mod you want to work with with the rest from "load with addons"
if you loaded the unpacked mods with that, then you can modify all of them on the go
but only the main one will be published
So the workflow would be, create a main project with testing world, then make a separate project for the Weapon mod. Open the main project with "Open with Addons" and select the Weapon mod project. Test and edit the Weapon mod in the main project, save all and open Weapon mod alone and publish.
@neon ore is that good?
using this option you mean
yes and yes
open with addons sometimes doesnt work with no errors, but adding dependencies to addon.gproj and then opening it normally does work
Can you open the normal settings/esc menu when playing through the world editor?
F10 thank you very much ❤️
also for more keybind check options in the workbench for keybinds you should see them all
Where is garbage manager?
I have deleted a project from my workbench on accident it is published on the workshop am I able to delete it from the workshop so I can reupload it or is it stuck there forever?
anyone know why deeplinks would suddenly stop working for me? Links on the Biki like this enfusion://ResourceManager/~ArmaReforger:Configs/Factions/US.conf used to work for me and would open the relevant file in Workbench but now I just get the error: This file does not have an app associated with it for performing this action. Please install an app or, if one is already installed, create an association in the Default Apps Settings page.
I tried going into windows Default App settings and associating the file extension with the ArmaReforgerWorkbenchSteamDiag.exe but it just opens the Select Project page and then opens to whatever project i select, it doesnt open the file anymore like it used to
Does not exist anymore, is now a system. Check 1.1 stable release patch notes. You do not manually add it anymore if that is what you needed to know
Does making a Prefab Editable will make it apper for the game masters? or I need to add special component for that
Got it to work, thank you 😄
That fixed it, thank you so much! 🙂
Any one know the launch option that lets me change mod version via drop down in workshop? cant find it again for the life in me
ah nice, ty
is it possible to create a second window of script editor?
if not, pls make it possible, I'll beg
can this be unlocked again it's so frustrating
I load a locked world and can't even press the locate prefab button
"Edit Prefab" too, it's super annoying how you can't directly open them anymore
that's scary but I was just using locate prefab on a locked world, just fine.
yes please bring this back, I know it can create confusion for newbies when they wonder why their changes aren't saving... maybe an option somewhere to enable it
Yes as of like one update ago.
Yeah but that just creates another window within the script editor window, yeah? I’m talking two separate script editor windows that I can have on separate monitors
Yeah, that probably won't ever happen
They should just make the script editor tabs dockable though fr
guess i gotta invest in an Ultrawide if I don’t wanna be scrolling left and right constantly
My setup like this works fine, I just adjust the width when i need to use Find Symbol or Outline
Mine is similar, just currently what I’m doing requires like 10+ tabs open, just still not enough room.
And I want an excuse to get an Ultrawide lol
Shoot me a message when you're free.
Have anyone here do any project in coop here? how do you manage versioning and the addon not being stolen?
in the Prefab edit mode, with multiple prefabs opened, is it possible to copy a component from one prefab to the others, or copy the settings of the component properties atleast?
One of the solution is to create proper inheritance, so you don't have to copy paste such component.
another one might be using component templates https://community.bistudio.com/wiki/Arma_Reforger:Prefabs_Basics#Creating_component_prefab
What would be the proper way to add external workshop assets to my map? I already have my map and already added buildings and stuff. I now want for example to "subscribe" to https://reforger.armaplatform.com/workshop/5D84C738432BFE6A and add those buildings to my project.
I want to know this exact thing too
Brilliant bookmarked thank you so much
Thank you very much this has been a great help!
@tight dune
Hi, I have some "philospohical" question: Is there a reason why some folders are lower case and some not? For example the "worlds" or "scripts" folder.
legacy stuff - scripters always had some internal uncommitted stuff that they were afraid it might conflict after SVN rename
one day maybe it will be fixed - probably once development of AR slows down
Moreso just how to change its parameters if possible.
override the chimera systems config to put changes in there
Is it straightforward to use Git with Enfusion projects or are there any potential issues? For example, can I simply create a new repository in my project folder, or will this cause problems if I try to publish the project to the workshop with the hidden Git folder? Is the Git folder ignored?
RDB should not be synced apparently #enfusion_scripting message
AFAIK the folder would just be ignored since they're not registered
Otherwise I don't think there's any problems, but I haven't used it, so idk
@lethal mirage Thank you for letting me know! If anyone else is using Git/Github for version control in reforger modding, please notify me if there are any concerns.
I found this #enfusion_workshop message
by Arkensor, which is quite nice for version control of large files like textures and models etc, I need to look into that
Im making a custom conflict mod but AI arent spawning. Any clue what the issue might be? I made a custom conflict when I first started working with mods but can't remember how to do it properly now. Heres everything I've placed on the map, feel like Im missing something simple.
The logging options you see in diag mode, where does that data get saved too? such as "log damage on hit zones"
Probably just the normal console log output?
I have nothing in the console, hence my confusion

I assume this is the right console
uhhhh it should be there

ill take a look on monday
thanks buddy
Not sure if this is the place to ask, but, as a newbie to the world editor, I'd like to start small, and work my way up, as one would I suppose. I do have a whole map in the back of my head, and I was thinking, would it be possible to focus on a very small part of that map, and later on 'merge' it with the rest of it?
Not sure if my question makes sense lol
Does anyone know how to import a mod from the workshop onto my world I’m working on with the enfusion engine
I've tried adding dependencies to my project (Terrain), it disappeared on me and I verified my game and tool files, now I get this
I still get this error when I "manually" try to select the gproj file
Anyone know how to add modded vehicles to the list of spawn able vehicles in conflict? I had it working a long time ago(pre 1.0) but can't seem to figure out how to do it now.
You need to add it in the conf of the faction (i am assuming your are playing us)
It the same place where you add stuf like weapon
I've done that and it doesnt show up. I've tried it with a few different mods including the sample car mod with no luck. Not really sure what the issue is, adding weapons works tho.
which project are you selecting? Have you tried to click on Troubleshooting Guide?
It's of the project I'm trying to open in the first place, this applies to all the dependencies I have added aswell, asking me to select manually. I havent found any of the topic in the guide to reflect my issue
pop up is asking you to locate Arma Reforger base game project, not your project
Okay, where do I find the base games project?
see tutorial 😄
Okay, will come back about it later after I tried
The véhicule you want to add are in dependencie of your mod ?
Of you mod that is modifying the basic conflit
And when your are in game and you choose the placement option not the list from the mouse wheel select you dont see them
Can you tcheck if there are in the placement option (i managed to add véhicule in this menu but not in the list on thé prop)
The only cases where the damage shouldnt log is:
-When no damage is dealt
-Entity is destroyed
-Damage over time doesn't get logged either
Is it possible to make your own flora? Like trees, shrubs and so on?
Is it crazy hard? aha like, let's say what do I need to know to make one tree?
How to create models, how to uv unwrap, how to create materials, how to create textures, how to create a mod, how to publish a mod, how to use workbench, how to create prefabs, and any of the special things related to trees in Arma Reforger.
simple and straight, appreciate it :p althoguh the 'special things related to trees' do leave a question mark
You need to be concerned about learning the basics before those will even be a concern.
how can you scale up the overall workbench ui
I'm on 1440p screen and everything look too small for me
Is anyone able to provide a step by step on how to blacklist / hide arsenal items ? I really want to make an 80's PVE Conflict with a lot of certain changes but I need to be able to disable the Bacon M4's while retaining the ability to use his Arsenal on the server
Off the top of my head there is an arsenal blacklist config somewhere but I don't remember specifically where. Will check later.
Okay that worked, however my project is still missing it's conents, they exist in the original folder, but the workbench isnt letting me into the correct directory to pick it out
most likely you are missing dependency of your project - check logs for errors and clues
I understand that, but it isnt letting me adjust the dependencies either, I can neither add or remove them now, it's like the file is frozen in place
You will have to do it manually in text editor by opening your .gproj file
I did that and it didn't work initially, but I understand now that the game itself is also said dependency, all in working order again, thanks for the patience
hi bacon, you got a file and pathway for that config?
Hopefully i'm asking this in the right place. Is there a way in the workbench/world editor to toggle the visibility of an entity via trigger? I have some targets placed in a structure, and I would like to basically randomly make them visible upon a trigger being fired
Not the bacon you were asking, I'm a different bacon. There's an arsenal loadout save blacklist in ArmaReforger>Configs>Arsenal but I have a feeling you're trying to do something else. I don't know of any other blacklist conf, but that one blacklists what you can save in your loadout. If you're looking to populate your arsenal with certain things, and only those things, you'll want to make an entity catalog for your faction. Arsenals are populated from that, by faction. ArmaReforger>Configs>pick a faction to duplicate, modify to your liking, then add that to your faction either in your factions conf or just directly to faction manager under your faction.
Not the bacon you were asking, I'm a
Anyone figured out how we can set for vehicles higher rank than sergeant, when i set Lieutenant ID 4 it just show no rank in buyboard?
how does one make a *.et prefab placeable via Entity Browser? I tried following this:
https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Editable_Entities_Configuration
but it feels like i'm missing something. No matter what I do, my prefab does not show up in Entity Browser.
Send help
That looks like exactly what I need, taking a short break after trying to figure this out for an hour 
After that gonna go step-by-step with that link, thank you!
In the game mode I'm making, the camera can move ridiculously far when in build mode. There is a limit but it's half the length of Everon. Does anyone know where I should look to change it?
All works! Thank you so much!
glad to hear that - I've also updated wiki a little bit
Where would I change the radio frequency of a faction's squad? I've set the frequency in the faction conf and on the radio entity itself, radios work. I'm trying change what it says on the UI in the deploy menu, squad menu, radio menu, etc. I'm sure it's a conf somewhere that I'm missing, but I just can't find it. All my factions' squads default to 38 MHz.
how can i make scr_2dsightscomponent work for a basic "rmb to zoom in to certain part of vehicle"?
Hi @tight dune, when I create GEOMETRY_2D it take a lot of time and the progress bar doesn't move over 23% till the end. It seems also that it is not utilize all available cores. Is there some improvement planned?
Not sure what Geometry_2D is?
Kinda correcting my question - How can I use SightsComponent in a vehicle?
I'm having issues with workbench, not sure if anyone has had this problem, but everytime I create a new project, it appears in my launcher, and displays in the main workbench UI as its own folder on the left, separate from profile. Once I close the project and try to relaunch, it shows up under profile, and I can no longer publish it etc
like you loosing the possibility to modify it ?
@flat garnet I can still modify it, but I cant publish it/unpublish it
Ill post a screenshot, give me just a second
Thats how it should look, with the project in its own folder, separate from Profile
However, once I close it
Have like a ondrive installation or a google drive install ?
I think its on documents on onedrive
Thats what it does. It moves it into profile, and is no longer able to be published. I had it published last night as unlisted, and am trying to remove it from the workshop so I can make it public, and I cant get it to remove
I can get around it by making a new project, and not copying the .gproj file everytime, but that is going to make it a pain to update/edit the map that i'm making for our milsim community
It's already been stated numerous times not to use OneDrive as the save location for projects as it causes issues.
Thats wonderful, I didnt choose where it saves to. Its what defaulted, I have done everything I can do to get OneDrive off of my computer in general. Thanks.
does the workbench tend to crash a lot for anyone else?
not a lot, but sometimes i have to reload it. One common bug i experience is where the green play button is greyed out, but the minute i relaunch it, it fixes itself. The crashing really depends what you are making. If you are building a massive map its more likely to crash than say a small island map.
Is it possible to revert back to an older version of your own published mod? For example, say I released a version 1.1.2, can I revert back to 1.1.1 in the workbench?
(delete your local mod) you can connect to a server that is using the old version of your mod and you will have it i think
I don't think that will work as the local mod (workbench) is different format to a downloaded mod which would be locked.
I mean delete it from you arma reforger addon folder
I understand, but the workbench does not point to the reforger addon folder, but to its own location where the mod is saved in a different formate (not locked). Re-importing an older version of the mod from a server would not change my workbench version where I need to work on it.
i do not think that true if you moove the folder of your mod from the one you downloadde it will automatcly unlock it because inside the publish you put your bohemia account so it should recognise you as the creator
(for exemple pepole with old mod that they want to delete jsut need to download back their mod from the workshop in order to have acces)
But they look completely different in format.
First screenshot is from the mod after published (addons folder), second screeshot is from the workbench addons folder.
I will give it a go
yeah but if in your workbench you make the add existing folder and chosse the one from the worksop download
what does it make ?
I am going to revert back to a working version on my server and re-download from that
you sccefuly reopen in your workbenchj ?
Not yet, had to restart my PC
Its locked
Left mod is the add exsiting project, right one is the original
Pak Explore?
Thanks, I will have a look. Otherwise I will start again 😢
Restarting from scratch rarely makes sense. What's wrong with the current version?
When I added a helo into the 'Entity Catalog' for my USSR_Vehicles.conf and published, I couldn't connect to my server. I kept getting internal error. Tried a few changes and published, still the same error. Tried deleteing the helo and then publishing, same error. Revert back to a previous version on my server before I added the helo and it works. Now I can't delete an empty entity in my helicopters section as seen below.
You can't remove the entry?
nope
Is it greyed out when you right click, or left click and look at the minus button?
Is the config you opened your own override, or is it the original file?
Your own one I assume.
I used the original reforger USSR_Vheicles.conf and then right click 'overide to <mod name>'.
And have been working out of my mods version
In any case, you don't need to revert. You can just delete your override or edit it with a text editor.
I tried, it didn't work. I deleted and than performed the orginal steps to create a new version of USSR_Vehicles.conf in my mods Configs > EntityCatalog>USSR directory
@lethal mirage This screenshot is after I had done that. The No Prefab just reappears
Even after Workbench restart?
Are there any dependencies which may also be overriding?
yeah, I restarted my PC before
I don't think so.
Sounds weird, no idea what's going on honestly. If you want to send me the project files I can take a quick look, but otherwise I don't know.
Actually, the only thing I did different was open DarkGru Vehicle assests mod and have a look how they did their config. Then closed it down and relaunched the workbench with my mod.
But i didn't open it in my project, I started a new project and added all their dependencies.
I went back over ever mod and looked for a USSR_Vehicle.conf file. There was an empty prefab in the DarkGru PLA mod which seemed to have been causing the problem.
Thank you @flat garnet and @lethal mirage for helping me out. I really appreciate it 🙏
Np all the credit goes to @lethal mirage ^^
I will just rebuild my USSR config as I deleted it lol
It’s weird, I’m just trying to edit ConflictPVERemix on Everon and it’ll maybe crash once or twice during a 2 hour session of editing
Hey guys, i was wondering if someone would be willing to help a fresh modder lol. I think ive made some significant progress considering I havent a clue what I am at, but im trying! lol.
If you actually ask a question, maybe
Yeesh, okay my guy, keep your panties on lol.
Was just seeing if anyone was in the mood to help first before dropping the issue
Anywhoo, so the issue is like this; I've managed to get the scene and world loaded with the mod dependencies, ive managed to get what I wanted INTO the world, got the mod saved and uploaded, however when comparing it to another mod thats essentially the same idea and has prefabs in the world that is simply an add-on to the map of everon, as is my idea, but both file setups look NOTHING alike haha. My concept was to convern a small bit of the south west island in Everon into a small FIA HQ for the Combat Ops scenario. I got a command post (for the new spawn), supply points, maintenaince, hospital, helipad, etc. However when attempting to load it up into the server, it was a no go. And I did try with just the basic dependancies (RHS Supplies, RHS Status Quo, Desolate Everon) on the server and still no mini HQ on the island. Then, upon loading back into the Tools my placements were no longer nice and crisp and flush with the surrounding terrain. SO! I was wondering if anyone with experience in doing this sort of thing, might be able to point a feller in the right direction
The mod I used as a comparison by the way was the Cavalry Hill additions, got the trenches and that added to Cav Hill. Pretty neat little mod I wont lie
Generally people wont commit to helping before knowing the problem. Don't want to commit to helping because there is a vast amount of info/experiences/niches and your question may not fall within the scope of what the committed person knows. It's always best to just ask and not 'ask to ask', most efficient. On top of that, people are here from all over the world so if you dont get a response right away then maybe sometime the next day during EU hours for example you may find that someone sees your question and has help to offer ya :)
What exactly did you do? I assume you created a subworld and placed entities in it?
If so, did you also create a scenario config? Just making a subworld won't affect existing scenarios.
Ooooh, how would a feller make a scenario config?
And yes i managed to get the first part and slap into the world the facilities id like to atleast start with. Eventually ill add more and better stuff, buuuut one step at a time
Understandable. Just have had some really negative experiences just dropping my question on previous forums and discords, so i tend to ask first before getting meme bombed lol made out to look like a complete dunce
Doesnt feel very nice lol
Well my general suggestion is always 1) try to solve it yourself, 2) search for your problem to see if its been answered and 3) when finally asking, try to pick the most appropriate channel, specify what you're trying to do and what you tried. If you do those things then you'll get the best results, if you dont then you still wont get meme bombed in here but you'll get the best results if you put in that effort.
Though again, i do understand where youre comin from 🙂 atleast with this community, ill remember it for the future
Been through stage 1 and 2 for the better part of a day and a half
Been an amazing, braincell killing, but allbeit very enjoyful journey thus far.
Also @lethal mirage , if youre interested, i didnt lock my mod yet i dont think, so if you wanna just look at the stupidity i got on the go 🤣🤣🤣 by all means be my guest. All i ask is that you dont do anything to it, and instead point me towards the right doors to open.
Its called FIA Island HQ, can just type FIA and set Newest in filter.
The easiest way to make a scenario config is to duplicate an existing one of a similar scenario and edit it.
Scenario configs are found in ArmaReforger/Missions
Hmm , so maybe i could duplicate the cav hill mod and reconstruct it ? Since thats the only thing ive found thats remotely close to what im trying to achieve
Oooh im way off
It's not that complicated, you can figure it out independently
Righteous, i appreciate you a whole ton
You should also make sure your world has a gamemode.
If your world is a subworld of e. g. Everon, it won't have one and you'll have to add gamemode related things yourself.
If it's a subworld of GM_Everon, there will already be one.
Well its essentially made to be a personal addon for the RHS Supplies mod
But you can also change world inheritance
As it adds a command tent [fia] living quarters and stuff like that to the vacant island in the southwest of Everon.
Oh? What does that mean if you dont mind me askin, also i appreciate you takin the time to explain this stuff to a newbie
Also, at somepoint, would i be able to add you to the description of my mod to givr credit since youre doing me a HUGE favor in giving me this knowledge
I like to give thanks to those who help me achieve my goals
A scenario works like this: There's a playable scenario config, which launches a world.
This world will usually be a "gamemode" subworld of a terrain world.
For example, there's the Eden.ent world (which is the Everon terrain), on top of that is e. g. GM_Eden.ent (which adds Game Master logic, making the world playable), and this world is then referenced in the scenario config 21_GM_Eden.conf, which you can start ingame.
If you want to modify a world, you have to make a subworld "on top" of what you want to modify. If that's just Eden.ent, you won't have any gamemode logic and will have to add it yourself.
If it's GM_Eden, you'll already have a Game Master mode included in your inheritance tree, but you won't e. g. be able to also create a Conflict scenario.
The mod I have been working on to create a config to overwrite what vehicles are available at the conflict vehicle factories is working pretty well, however a few other mods we are running on the server seem to still insert their config files into the mission. What is the best way to ensure my mod/config has complete control on what vehicles appear in the factory menus?
Does anyone know how to disable the supplies system for arsenal boxes, feel like im missing somthing super simple any help is appreciated.
You can go into the game mode on the left side hierarchy, then the BaseGameMode component on the right hand side, within that at the bottom you'll see 'Disabled Resource Types' and you can hit the + and make sure 'SUPPLIES' is selected as shown in the screenshot. That will completely disable supplies for the scenario. https://i.imgur.com/fOVQnov.jpg
Cheers dude, I was doing a similar thing but using the SCR_ResourceComponent to disable them.
Why when I pick a specific prefab for this loadout dose it change to the parent one (or maybe random?)
Example, the pants are suppose to be the brown one and the bag is suppose to be the no cross one.
Looks like it was just an editor bug.
Reloading fixed it
how does mod load order work within workbench?
This post is about something slightly different but might still apply
It's down to the paths and in alphabetical order
Here is the post about mod dependency, not actually sure if it applies for mods too.
Hello hello! I have a question about btr-70 turret. How is the RMB assigned to the action of looking down sight? Is it in SCR_2DSightComponent? If so, where is it in the script?
Thanks for the help!
Ok so this is driving me crazy.
Which search boxes support fuzzy searching and which ones do not.
I feel like ever time I try it works like 50% of the time
Like the Resource browsers in both the Main workbench and the world editor definitely does.
But the Object Properties tab looks like it dosnt?
resource browser from my experience is way more fuzzt friendly than the object properties
i find it odd but welp
what prefab are you putting this into ?
It is likely using the animations from RGD-5, so the idle animation of the RGD-5 puts it there
I assume thats what it is
Yes but the XYZ location of the pin of the RGD-5 is likely where it puts the pin. Your grenade doesn't match the exact same position as the RGD-5
so you need your own animation using your location values
I've uploaded a mission to the workshop under test, however the information for the mission itself shows up as the screenshot, Conf file is filled in, but yet it still does the same thing, also tried removing then reuploading it. any help is appreciated.
Workbench crashes when I try to load my mission/level
Ive been working on this for a couple days now and I dont have any backups as this is my first project
Error
01:16:35.451 ENTITY : SpawnEntityPrefab @"{8B463E45142E42E9}Prefabs/Characters/Factions/OPFOR/USSR_Army/Character_USSR_RoadBlock_Commander.et"
01:16:35.451 WORLD : InitEntities 'world'
01:16:35.451 ENTITY : Init entity @"ENTITY:4611686018427392603" ('SCR_ChimeraCharacter','Assets/Characters/Basebody/Basebody_Male_01.xob') at <9281.109375 56.473999 2061.387939> @"{8B463E45142E42E9}Prefabs/Characters/Factions/OPFOR/USSR_Army/Character_USSR_RoadBlock_Commander.et"
01:16:35.452 INVENTORY (E): Couldn't insert item @"ENTITY:4611686018427392636" ('GenericEntity','Assets/Items/Equipment/Radios/Radio_R148/Radio_R148_01.xob') at <0.000000 0.000000 0.000000> @"{E1A5D4B878AA8980}Prefabs/Items/Equipment/Radios/Radio_R148.et" into storage @"ENTITY:4611686018427392613" ('GameEntity','Assets/Characters/Uniforms/Pants_M88/Pants_M88_01.xob') at <9281.109375 56.473999 2061.387939> @"{DCF980831E880F6A}Prefabs/Characters/Uniforms/Pants_M88.et" while spawning initial items inside the storage.
01:16:35.483 ENGINE (F): Crashed
01:16:35.788 ENGINE (E): Application crashed! Generated memory dump: C:/Users/Tyler/Documents/My Games/ArmaReforgerWorkbench/logs/logs_2024-04-28_01-16-10\ArmaReforgerWorkbenchSteamDiag_2024-04-28_01-16-35.mdmp
CrashLogs
------------------------------------
28.04 2024 01:16:35
Unhandled exception
Program: E:\SteamLibrary\steamapps\common\Arma Reforger Tools\Workbench\ArmaReforgerWorkbenchSteamDiag.exe
Reason: Access violation. Illegal write by 0x7ff6142d0bad at 0x48
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff6142d0bad
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff6142d10ba
[zlibVersion]: ??? addr:0x7ff614ceee7a
[zlibVersion]: ??? addr:0x7ff614cdc444
[zlibVersion]: ??? addr:0x7ff614cdc2fa
[zlibVersion]: ???```
addr:0x7ff614cdc363
[zlibVersion]: ??? addr:0x7ff614d62d59
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff6137ce502
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff613745994
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff613745543
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff61374d36b
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff613644e95
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff6136e3cae
[QMimeData::urls]: ??? addr:0x7ffd774d9c0b
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff6136d3f64
[QMimeData::urls]: ??? addr:0x7ffd774d9c0b
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff613880951
[QMimeData::urls]: ??? addr:0x7ffd774d9c0b
[QAbstractItemView::mouseDoubleClickEvent]: ??? addr:0x7ffd8045e112
[QWidget::event]: ??? addr:0x7ffd8025b0dc
[QFrame::event]: ??? addr:0x7ffd80300097
[QAbstractItemView::viewportEvent]: ??? addr:0x7ffd80465af9
[QCoreApplicationPrivate::sendThroughObjectEventFilters]: ??? addr:0x7ffd774bc3d4
[QApplicationPrivate::notify_helper]: ??? addr:0x7ffd80237569
[QApplication::notify]: ??? addr:0x7ffd80235281
[QCoreApplication::notifyInternal2]: ??? addr:0x7ffd774b9b19
[QApplicationPrivate::sendMouseEvent]: ??? addr:0x7ffd802388e2
[QSizePolicy::QSizePolicy]: ??? addr:0x7ffd80283a73
[QSizePolicy::QSizePolicy]: ??? addr:0x7ffd80281587
[QApplicationPrivate::notify_helper]: ??? addr:0x7ffd8023757d
[QApplication::notify]: ??? addr:0x7ffd8023551f
[QCoreApplication::notifyInternal2]: ??? addr:0x7ffd774b9b19
[QGuiApplicationPrivate::processMouseEvent]: ??? addr:0x7ffd7fb7c1c9
[QWindowSystemInterface::sendWindowSystemEvents]: ??? addr:0x7ffd7fb66fab
[QEventDispatcherWin32::processEvents]: ??? addr:0x7ffd77506fb7
[qt_plugin_query_metadata]: ??? addr:0x7ffdc05c3049
[QEventLoop::exec]: ??? addr:0x7ffd774b59c1
[QCoreApplication::exec]: ??? addr:0x7ffd774b880b
[nvtt::CubeSurface::toGamma]: ??? addr:0x7ff613620906
[zlibVersion]: ??? addr:0x7ff615bfa917
[zlibVersion]: ??? addr:0x7ff615bf5cce
[BaseThreadInitThunk]: ???```
addr:0x7ffe029e7344
[RtlUserThreadStart]: ??? addr:0x7ffe034826b1
[RtlUserThreadStart]: ??? addr:0x7ffe034826b1
Workbench mode
Please send the crash in the crash reporter dialog, and share the GUID that will be listed in the reporter log file in documents/mygames/armareforger/logs
regarding the use of older flags, can I get a guidance of which flags might be a nono? also "paramilitary" groups flags
1a5bae5d-a9a2-4160-8340-e46ceefae836
Go into your world layer files and remove all trigger entities. Make a backup first. then it should load and you can add them back one by one until you find the faulty one. We'll have a look how this crash even happens but until then this is how you can recover your project and contiue on it 🙂
Ah, I was just making one during that session, so I bet that's the culprit.
Yep it was this guy
SCR_CharacterTriggerEntity : "{47D49EA6A216CFD5}Prefabs/ScenarioFramework/Triggers/TriggerCharacterSlow.et" {
coords -17.516 -2.207 18.039
angleY 18.337
TriggerShapeType "Oriented Bounding Box"
SphereRadius 35.9
BoxMins -29.8 9.7 20
BoxMaxs 42.3 -2.8 -30.2
DrawShape 1
TriggerActivationType "First change"
m_sOwnerFactionKey "US"
m_eActivationPresence PLAYER
m_bSearchVehicleInventory 0
}
Actually can you send me the faulty version of the full map so perhaps I can use it to reproduce? Can you try putting it into an isolated new test world and see if that also crashes?
Ya ill give that a try
I pasted it into a copy of the MP test empty and it loaded without issue
Ill pack up the faulty version and DM it to you
Unexpected Titanfall, sadly no idea on what could be causing that.
if a workbench plugin alters the state of a prefab, such as turning off a specific component (setting enabled to 0) and you run the save all tool, the prefab doesnt seem to save any of the changes made
and there's no Resource.Save call or anything, so how am I suppose to save the changes made?
Use world editor api to save current world
Is there an alternative to Shift+Esc to use the Esc key when playing in editor?
you can go in your option and go to shortcut in order to put whatever key you want
does duplicate -> rename change the GUID of a file?
duplicate always changes guid? Or do you mean if its going to change seed of GUID generation in this case?
actually, I mean to ask if rename changes guid
no
hmm is there a change guid button then? when I duplicate something, and then move it to a folder, I expect the guid to change as the path changes, but instead there is no change and random mods override my duplicated files
There is no such button. There is GUID generator in Resource Manager top tab which you can use to manually change GUID of your asset
alternatively you can also always duplicate your asset again and delete original one 🙈
yeah, not great UX
I can delete the meta file and reimport but we don't have a whole lot of mods on the workshop now and I already get random conflicts, so it will be much worse in the future if the workshop grows
I think there is idea to per addon unique seed so such conflicts can be avoided
so i.e. $myAddon:/test.emat will generate different guid from $myAddon2:/test.emat
and as for changing guid - this is conscious decision so people don't mess with GUIDs. If you need to change GUID in project then most likely you have to use search & replace across multiple files anyway since other prefabs, dependent on that resource, will contain obsolete reference
Hello 👋, is there any help or advice on how to setup a database for things like an atm , player saved location , etc . Just like elan life
hi guys i have quite a huge problem : im creation a arma reforger version of brdm, and in the et editor im right now at adding Action Contexts, but when i do the "create User Action from bones" and i choose some bones click ok, none Actions are added? How do i fix that ?
Does anyone know if using a 'google drive' project location causes similar issues to if you use a 'onedrive' location? I assume yes since the concept is very similar.
Assuming you are using 'mirror files' and not streaming them
are you doing in prefab edit mode or did you placed your vehicle in world editor?
Hey everyone I was wondering if there are any tutorials out there to help with my JPC mod.
I imported the model successfully from blender to the enfusion workbech and did all the texturing. However I'm stuck on how to put it inside a box and make it wearable
what is JPC? A car? A weapon?
https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Tutorials/Assets there are various tutorials over here
Plate carrier
then there is tutorial for a vest on page that I've linked above
I saw, much appreciated
Hello 👋, is there any help or advice on how to setup a database for things like an atm , player saved location , etc . Just like elan life
my best advice is checking the wiki, there are loads of guides on there
any one know where these presets are saved?
registry
ty sir
HKEY_CURRENT_USER\Software\Bohemia Interactive\Arma Reforger Workbench\Game Project Manager\AddonPresets
as soon as i hit a key its like im playing kerbal space program. any ideas?
as soon as i land it operates as a normal boat 😐
any idea for why when i add a modded vehicle to my ussr_vehicles.conf, i properly setup the entry but they dont show in the buy vehicle menu but i can see the mod is loaded and can spawn the vehicle through gm
Has anyone played around the the PrefabSpawnerManager and the PrefabSpawnPoints? I'm trying to have different managers control different spawns to randomize spawning of the prefabs in individual buildings
Anybody know how to stop hierarchy from expanding world everytime i delete something in my subscene? It's so annoying having to collapse it every time
bro I feel that, I DO NOT LIKE what resource browser does to folders when I do stuff
duplicate something and it closes the folder I had open previously
You can press backspace to go quickly to where you were before (Not ideal still)
Might be a stupid question but is there a way to access the field manual when previewing the game through world editor?
ESC just brings me back to the editing mode
Found it -> F10
shift + esc skips the WB esc functionality, also you can change this keybind in settings
Cheers
Is localisation bugged in the Scenarios menu?
My mod missions show the locale IDs on the scenarios list, but once I load the mission it is shown with the correct values, even during loading screen
Any chance someone could give me a crash course in DMs on how to make a custom Arsenal that links mod packs to them? Wanna make a custom arsenal for my server 🙂
More or less wanna add the Operation Overlord weapons, clothing, and gear into the FIA Arsenal for Combat Ops
Because WW2 stuff for the win
Did you ever find a solution to this issue? Its happening to me with building prefabs now
Im able to ADD things to a prefab but not remove them
if they aren't yours, best to override them into your mod
I'm creating a civilian faction for my scenario and I was wondering if anyone had any success randomising loadouts. By which I mean randomly selecting the hat/trousers/etc from a list? Not assigning a random pre-ordained loadout.
Is there any way to disable AI reacting to combat outside of a certain range? I have some checkpoints set up and I want the groups guarding them to not react to combat 300 metres away. Danger Event Range doesn't seem to work
would anyone know why my spawn breaks and drops me in the ocean when adding scr_arsenalmanagercomponenet to my gamemode? im getting issues being unable to save loadouts
think i worked it out, i needed the serializerinventorystoragemanager attached to basegamemode. i also added a _ to the start of the name for hierarchy
Is -addonDownloadDir broken? I am adding -addonDownloadDir D:/ReforgerMods and its just not working. Can anyone help?
how to automatically load a mod in the workbench with all it's dependencies without the need to add all the dependencies individually in the Enfusion Workbench Launcher, because there is alot of dependencies.
Would love to know if this is possible as well.
I have a map mod that I use on my servers, which has a CameraManager that I believe is causing my FOV issues (players not being able to change FOV). How can I remove it from the base mod so that I can add it to my mission? I have tried the 'Override in <Modname>' option with no luck as the original manager is still present.
there was a script at some point that added them all to the workbench but you still have to open them up to load them in your mod
I can add them to my workbench launcher. Its just when you want to load a mod and you need to make sure you find all the dependencies which can be a pain.
anyone try persistence with helmet attachments and weapon attachements? cant quite figure out how to respawn a player with the exact weapon and helmet loadout they exited with. keeps resetting to the base prefab
when other people load my mod into their project, it "corrupts" the project until you remove it
how am i suppose to fix this? ive seen it with other peoples mods as well
seems like something about not loading the correct directory or something? it works if you copy the mod from the game addons to workbench addons
but thats not a proper way and should not be required
What do you mean by corrupt? Can it not load the mod? Is there an error?
dont see any error that gets thrown but it cant load the mod
like, adding my mod as a dependency makes their mod not load at all
my mod doesnt have any dependencies besides the game so not sure 
Can you open the downloaded mod on its own?
Any specific errors in the console?
Yeah, works just fine for me but my friend tries and it doesn't work
but his does not throw any errors
If it works for you, maybe your friend did something wrong.
Like only adding the dependency in the project settings, but not as a Workbench project.
Either way, there should be some kind of error in the console.
IIRC something like "dependency could not be added".
i watched him make a brand new project and add it as a dependency 😂 it doesn't really make sense cause it doesnt throw any errors
but if he moves the mod to his workbench addons, and reload the project it works no problem
INIT : Workbench startup
ENGINE (E): BackendDebug:: HttpClient Cleanup
INIT : Workbench Init Engine
ENGINE (E): Addon 'New Project' dependency '5E0AB16BEB16D6A4' can't be added
ENGINE : GameProject load
INIT : GameProject load project data @"C:/Program Files (x86)/Steam/steamapps/common/Arma Reforger/addons/data/ArmaReforger.gproj"
RESOURCES (E): Wrong GUID/name for resource @"{C014582791ECBF24}Language/localization.st" in property "StringTableSource"
i was able to find a mod that did it for me and have this pop up
afair this is caused by Reforger project. Stringtable (.st files) are not distributed with packed data yet they are referenced by Game Project (gproj). Nothing to worry here
did anyone has issue when steam overlay does not work in workbench?
No, I have the exact opposite issue.
what did you exactly copy to where to fix this issue if you don't mind sharing
nvm so you meant just copy the core folder to your main projects directory well that fixed that
now the peer tools launch for me, but it crashes immediately with this error
NETWORK (E): Trying to register connection of possibly unauthorized client.
WORLD : UpdateEntities
RPL : rpl::Pip::ProcessNetToGame
NETWORK (E): RplConnection::ValidationError isDevBinary value does not match! local=1 remote=0
logs says this
12:06:30.289 NETWORK : Starting multiplayer client using command line args.
12:06:30.388 NETWORK : Starting RPL client, connecting to address 127.0.0.1:2001
12:06:30.389 RPL : Starting client
12:06:30.490 RPL : ClientImpl event: connected (identity=0x00000000)
12:06:30.590 RPL : ClientImpl event: disconnected (identity=0x00000000), group=4, reason=6
12:06:30.590 NETWORK : Player disconnected: connectionID=0
12:06:30.590 NETWORK : Total number of players: 0
12:06:30.590 RPL : Pip::Terminate
12:06:30.590 RPL : IReplication:: Terminating
12:06:30.690 RPL : Pip::Destroy
12:06:30.690 NETWORK (E): Unable to connect as client to ''
12:06:30.889 ENGINE (E): Unable to initialize the game
12:06:37.960 ENGINE (E): BackendDebug:: HttpClient Cleanup
12:06:37.975 ENGINE : Game destroyed.
12:06:37.988 RPL : Pip::Destroy
This one fixed it for me
except I had to use the Diag version as an exec
else peer tools will crash
copy "core" addon from steamapps...armareforger/addons to addons dir
That's old I think I dont even copy the diag exec anymore, I'll share more tonight
I'm heading to work please Sen help us I wasted 3+ hrs trying to get this to work properly, once and forever!
my peer tool setup
kothreforged is my mod which has ArmaTowerReforged has dependency
Wen starwars
thank you very much, do you know which Executable you using diag or normal for peertools I'm trying to get the most authentic testing that simulates my mods being on servers with peer tools
I dont think you can use non diag version
which got me super confusing and I think that was my main problem this video is 1yr old and shows that you can do that, timestamped video straight to the point link
https://youtu.be/YSPg4MAhDfc?si=XZTNc6AVotjlmAMm&t=241
he even double down on it in the comment of the video
now I don't know if that was the case and it's not longer possible
it was changed and explained in one of the dev reports
Okay, I understand the first path pointing to your unpacked mod projects ArmaReforgerWorkbench\addons\... which are the targeted mods to be loaded, but what about the second path pointing to the ArmaReforger packed mods in ...\ArmaReforger\addons?
I guess what's the benefit of having the second path?
because my mod has the tower mod has dependency
Oh, ok, so one of your dependencies is packed inside that folder, and you are not loading anything from it, just pointing to it so it can automatically load dependencies from here?
That's very nice to know incase I bumped into issues where my mod dependent on another mod which is packed and I need to load my mod in PeerTools!
Thank you guys very much we got it @crisp anvil @remote estuary
most likely arma 4, i say that based on the fact if you want a good starwars mod with all the custom balster, lightsabers ,vehicles etc that look nice it will take a while. For reference some of the best current weapon mods on reforger took a year or so to make and thats for like 10-20 weapons. So to make starwars you are looking at a lot more time.
There will never be an actual Star Wars mod. That IP is owned by Disney. We do not have the legal rights to use copy written/trademarked IP.
*if someone makes a starwars inspired mod, aka renamed different characters, different story (space themed stuff)
but yeah with IP it sucks
That wouldn't be a Star Wars mod, that would be a Star Wars inspired mod.
Anybody have any idea why object properties won't display coordinates and such? Persists through restarts and reload scripts.
I can't figure out what setting it belongs to or where to start with getting it to reappear..
i have never seen that error
try expanding the box to see if maybe its hidden
also which tool do you have selected?
Not hidden, persists through all of the tools, ground manipulation, move tool, etc.
I have no idea why it's doing this lol
that is really strange, i would ask a dev maybe
very unusual
I managed to fix it by opening another world and then opening the one I'm editing ¯_(ツ)_/¯
Any solution for applying an emissity to a PBRMulti?
I have a question, how do I make a item spawnable in GM, or make it a entity at all, honestly I am struggling to comprehend this, in short I have .fbx, txo, and xob files as well as the emat and edds applied to the objects but I have no idea how to make it a actual prop. Making signs if that says anything
Just have no idea how to turn it into a GM spawnable entity
been messing with it for about 4 or 5 hours now trying to figure it out and I can't seem too, following the wiki and youtube tutorials
First learn how to make a prefab
https://community.bistudio.com/wiki/Arma_Reforger:Prefabs_Basics
thank you this is exactly what I needed and couldnt find
Well, I have them all made into prefabs, with containers, I essientially coppied the containers from a item I know can be spawned in via GM minus the destruction side of it
I created a config of PlaceableEntitiesRegistry and it still doesnt show
not sure what I am missing here
Try https://discord.com/channels/105462288051380224/976159689668722718, your question have been answered numerous times.
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
Ok I did a quick search in discord but couldn't find the answer, how on earth do I invert my mouse when I play from the world editor??
Or the better question is how do I get it to use the same keybinds I have in Reforger itself?
I duplicated a scenario I was trying to edit and made some changes (added an arsenal) however now that I try and load the scenario in game using the local method, it doesn't let me load it at all. There's no play level button or a host button, what did I miss?
I duplicated the mission, the layer from the original game mode, then the layer from the custom scenario, and added the custom world all in the same place it should go with correct paths
okay, now I redid the whole thing and it won't show up at all in the scenarios, but I know that the game is loading the addon since I added that in the game properties and it automatically loaded the mod dependencies
okay, I am now back to the initial issue: there is no prompt to play the level itself
Whens all the A3 and A2 modders moving to reforger
they already have for 2 years 💀 , its jsut that there are no starwars mods due to intelectual property, also there are vast differences between the engines used so a lot of stuff like RHS is completely revamped
Theres fallout servers how do they work with the IP
well they shouldn't, but.....
it comes down to whether or not you will get a cease and desist notice from one of the big companies
Yeah thats a fair point,,, at that point wouldn't the creator just be able to change the name and like small visuals to get around it
basically, but it depends if Disney smells blood if you know what i mean
if its a crappy low poly looking mod they wouldnt be asked, but if you start selling that mod and make an RP server out of it with lots of people, then your ass is getting sued
by BI and disney
How would I go about editing an existing faction?
What exactly do you want to edit?
Want to change the USSR faction so when I play Combat Ops - Everon it can be a different faction, there's similar ones that change them to PMCs or Modern Russians
Took those apart and think I figured out how it works, so I'm trying my hand at that
You want to make a Combat Ops version with a different faction?
Basically yes
I believe you would have to copy the entirety of the Coop_CombatOps_Eden world and change all faction related parameters to the faction.
You can't do this using a single option, because the faction is referenced in lots of places, not just the faction manager.
For example in Scenario Framework task components.
There's faction replacer mods that worked in the combat ops mission such as the taliban, slavic militia mod, and the PMC ones. I'm just changing the loadouts that the factions spawn with is all
If you just want to replace the loadouts by editing the FIA faction (instead of choosing another one), it's fairly easy
yeah that's really all I'm doing here since I think the other way, while more complete, is more effort than is needed
I'm just changing the soviet faction loadouts and leaving it at that
The way I'm doing that is by copying the directories of the faction loadouts, then editing them so they'll "overwrite" so to speak
Also override the FIA.conf faction config
didn't know that, thanks I'll check that out too, anything in there I should look for?
You can change everything about the factions appearance in there, from name to body types
awesome, thanks so much
For the loadouts, you'll have to override them directly, unfortunately
with the .et files? That's what I've been doing so far
Yes, the character prefabs
You can't do this on a faction manager level unfortunately
do I need the factionIndentity_Fia.conf as well?
I copied and pasted the loadout files from a mod that I made a dependency then renamed the files (after putting them in the correct folder) but the loadouts don't change when I load the mod in game
You would have to override the existing loadouts
Whatever loadouts are used in CombatOps_Edens LoadoutManager
even to make a mod like this? : https://reforger.armaplatform.com/workshop/61512E1366B485A0-REBELPMC
I'm trying to mess with the loadouts for the whole faction rather than just the game mode. Did me simply copying and renaming the loadout files (again, place in the right directories) somehow mess it up? Do the loadout files need to be made from scratch?
Basically I want to replace the USSR with the RHS Americans
Not to make a faction mod, but to bring their gear into the existing gamemode.
Just adding new characters to your mod is not going to have any affect on Combat Ops.
I would assume the mod is exactly doing that, modifying character prefabs to carry different gear.
well it would be replacing the existing USSR loadout prefabs in the base game, which is how the above mod works if I understand correctly, since it works in all game modes that uses the default factions
Going to check out the CombatOps_Eden loadout manager though
I know you can change the scale of objects, but is it possible to change the scale of characters (AI) and have it save? Once you change the scale in the workbench and hit play, they go back to normal size. Is it possible to force them to stay at the scale you set in the workbench?
Not anymore, you could originally but it caused issues with animations or something along those lines so they removed it.
Thanks
I distinctly remember scaling the character down and running around in houses at some point.
Haha, I wanted to have mini grimlin style soldiers or a character a bit larger. All for a Xfiles themed campaign
Can anyone help me with debugging and finding out why my workbench instantly closes when I load my project all of a sudden? Tried scanning console.log and error.log in the documents but nothing highlights why the application instantly closes.
Do you have two projects with the same GUID? I had this recently with a locked version and then a repo version of the source code for that same project that was also downloaded via workbench.
Turns out it was a corrupted perfab that loaded the preview of it everytime the workbench opened.
That could do it.
anyone know why i get this trying to open EXP tools?
yes. i ran the exp game prior to opening tools
does it appear on every launch?
I personally sometimes have issue that it loads different core addon and its ok on second launch.
Best to check logs to see from where it loads addons (data and core)
only with EXP, yeah, no matter if i wanna open an existing project or create a new one. I get the splash screen before that happens
then this pops up
and are you sure that it loads correct core and data? Its printed at the beginning of logs
weird as it sounds, when trying to open the A3 exp branch, it was doing the same. Had to restart steam after poiting towards the right core data
cheers for the fast reply though...
does anyone know what config i need to use in order to make signs be used in gm?
Not sure if here is the right place to this, but I'm trying to work on a vehicle I made previous 1.0 and when I try to open the prefabs, the workbench crash with this on console
Does it open a crash reporter window?
Yes
Send it and then go into your documents folder, ar, logs and crashreporter.log and send me that please
I was going to make it crash again to give you the logs and suddendly all worked 🤡
me when trying to show someone something cool, never works when they are looking
It's the law
Hi! I've made a new Compaign world that contains some few points and radio relays, but my AI doesn't spawn on a control points. Any idea why is this happening?
i want to remove old mods of mine of wich i dont have the files anymore so i cannot remove.them from within tools are there some webtools in wich i can manage my uploaded workshop files
Only way I can think of right now is re-download the mod from the Workshop, import the mod, open it and then try and remove it from the workshop.
Guys, any idea how can I kill player if he is behind the map coordinates?
What event I need to use to check so?
in experimental workbench I got a VME, I hit stop, now my camera controls dont work
I can select prefabs and hit F to focus on them and it works
but I cant control the camera myself
have to restart workbench every time I get a VME 
I'll try modding after next exp update
what was the fix for workbench suddenly sleeping for 2 seconds every time I click something in the world editor?
Is there any way to duplicate a prefab but also ensure it gets a new GUID, besides manually editing the prefab file?
duplicate into a different name
Suddenly my peer tool stops working. It was fine yesterday (I didn't change anything). No idea what I'm supposed to do about "isDevBinary". Any ideas?
chose the diag executable for the peer tool
Thanks, now it shows
I tried those several times already. Do I need to publish to workshop?
Ah no, then you are missing some parameters for the setup. Are you using mods with dependencies? if so the peer tools needs them as arguments
Ah I see. I am creating a mod with dependency, and I had the folders already added to the parameters.
basically i provided the addons dirs where to find the dependencies
maybe that is not needed for an addon the peer tool could locate in the main game downloaded ones, never tried.
last possible cause is different defines. if you have some -srcdefine params on either wb or peertool and they are not the same this can create a mis-match
Hmm, yeah I have the addon dirs set up to find the dependencies. The strange thing is that the peer tool was working yesterday just fine. I did not change any defines (that I'm aware of)
So I deleted the profile folder in the PeerPlugin folder and now it works again
Shift F7 to reload scripts and now it doesn't work again
odd I definitely did that and it still had the same GUID
Is this the correct chat to ask about mods?
You're making it? Probably yes.
when trying to link my bi account to exp (works just fine on stable tools)
then i try to login via google account on BI website then i get this
really dont know where to report this either then the game bug tracker.
Sure I am being utterly stupid but why can't I move prefabs and slots within the transformation cords?
I entered the cords but they just ended up going in the middle of the sea.
SCRIPT (E): Entity(GenericEntity<0x000001F70CB2E010> @"ENTITY:2305843009213693976" ('Layer1', GenericEntity) at <29531.777344 127.511002 24730.72 ID:0x2000000000000018 {} Name: Layer1) has invalid position <29531.777344, 127.511002, 24730.724609>
SCRIPT (E): Entity(GenericEntity<0x000001F70CB2DCE0> @"ENTITY:2305843009213693977" ('SpawnPoint_TB', GenericEntity) at <44280.789063 190.981018 3 ID:0x2000000000000019 {} Name: SpawnPoint_TB) has invalid position <44280.789063, 190.981018, 37096.656250>
SCRIPT (E): Entity(GenericEntity<0x000001F70CB2E670> @"ENTITY:2305843009213693978" ('Arsenal_TB', GenericEntity) at <44280.507813 191.356995 3709 ID:0x200000000000001A {} Name: Arsenal_TB) has invalid position <44280.507813, 191.356995, 37096.496094>
SCRIPT (E): Entity(GenericEntity<0x000001F70CB2DAC0> @"ENTITY:2305843009213693981" ('MapMarker_TB', GenericEntity) at <44280.789063 190.981018 37 ID:0x200000000000001D {} Name: MapMarker_TB) has invalid position <44280.789063, 190.981018, 37096.656250>
No idea why it is giving that error as I moved it to, what I think is a valid location.
My Area moved there fine.
Just everything under it seemed to be very unhappy about moving there 😅
Hey all Where in the resource browser heirarchy can I expect to find Reforger string tables? I am not seeing any when filtering for *.st or when trying to open one from within the string editor.
I am a bit annoyed by the Duplicate function creating new folders constantly because it doesnt ask me where to put the duplicate, it just assumes I want it in the same folder, and then I end up with 50 empty folders
Also on top of this when I move my prefab to a different folder its guid is not regenerated
Also x2 still having an issue with World editor taking minimum 1 second to highlight something I click
Anyone know anything about this error? I'm pretty sure I've lost all progress on my Map because of it
ENGINE : GameProject load
INIT : GameProject load project data @"D:/SteamLibrary/steamapps/common/Arma Reforger/addons/data/ArmaReforger.gproj"
RESOURCES (E): Wrong GUID/name for resource @"{C014582791ECBF24}Language/localization.st" in property "StringTableSource"
This.
this is feature as it was mentioned before
this is standard Reforger error which is harmless - .st stringtable files are not part of packed data yet Game Project (gproj) is referencing it. It doesn't cause any issues for you. You can perhaps say what kind of error you have
I guess you placed your addon in same folder as Arma Reforger addons as some old community tutorials suggested, then upload mod to workshop and ended up with packed & unpacked mod in same folder
or you cannot load it because of missing dependency 🔮
I wouldnt complain about it if Duplicate would ask me where to put the prefab instead of making folders I don't want
Since I pretty much always have to move the prefab file after it's duplicated
Oh, that answers my question: the strings aren't part of the project.
Hi guys, good morning, can someone please update the Ied Emporium 2.0 mod? its the only mod with working ieds and our EoD unit wants to use ieds, and we appreciate arma saying they are adding a c4 element but you modders do a way better immersive job... and we cant wait so long...
only the author(s) can update said mod.
is there a tutorial for getting started with modding in an item, i want to make something like immersive cig ,like cigarette that can be light up with lighter
in exp, whenever I have the particle editor open, or the sound editor, along with world editor, fps goes down to like 20
so what do I need to do for workbench to not wait minimum 1 second to do things in world editor?
Is there a way to open another instance of the workbench or, another instance of world editor?
When you add an item to the inventory, where do you modify the title name? The orange text. I duplicated an item as a dependency and I'm not seeing that field.
Thank you.
Trying to upload a map but it keeps giving me a Timeout
BACKEND (E): Curl error=Timeout was reached
BACKEND (E): Http Error (TIMEOUT)
BACKEND (E): [RestApi] ID:[11] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Timeout
DEFAULT (E): Uploading failed! Reason: "TIMEOUT"
RESOURCES (E): Publishing failed
Any ideas as to how i fix this?
Are you able to push a test mod to the workshop?
Not a solution, but if a test mod doesn't upload to the workshop, it might not be your map mod that's the issue.
"Even as a test it hangs on 0% on the "Publishing project" phase. after that just times out and that it.
just thinking about making a RAR and send it to the people that want to use it
Try putting your ArmaReforger and ArmaReforgerWorkbench in your Windows Security Exclusions and try checking the integrity of your Arma Reforger files.
Probably won't work but has fix some odd issues for me at times.
I'll try that tomorrow for now a launched a Mega upload for that RAR (not sure if allowed to share in my map thread) so it'l be on request. it's kinda stupîd how these things supposed to streamline the process kinda gives others a brickwall to bud heads against.
if you send me the file I will take a look and see if there are any issues
also you should speak to Cholerakk in #enfusion_workshop give him the guid, issue etc
sure but don't be surprised by the amount of ineptitude. it's my first map and maybe my last. i know i still have a bunch of map issues itself but i'm stuck as to why i can't upload a early alpha version.
yeah I meant more about seeing if theres anything blocking it from being uploaded
not the actual map itself, dont worry 😄
👍
oh i see your also in the Conflict in Europe server, the link is also on that one, creating the map for these guys actually
yes ive been watching your progress as a potential WCS map 👀
If somebody provides a sample template edds file in Enfusion Workbench, how does one export it so they can use it in a photo editor?
screenshot, I guess
Oof...
How do I save an entity I modified some properties on as a prefab?
Nvm: I couldn't save it as a prefab because my entity had the disabled flag set.
Hmm, had a question regarding the scale, lets say for instance Im using a mod as a dependency and using a object from it that I duplicated over and I want 2 variants of the item, 1 being normal 1 scale and the other being scaled to 0.545, how do I get it to actually scale.
In GM when selecting the object it shows it scaled down but upon it being placed it just places at full normal scale.
Is there any way for this or is it because it physically relies on the xob model and the scale means nothing to the object
When adding an attribute, how do I select the actual name of the action to see in the component portion of the prefab editor
[""Attribute(UIWidget.Font, "this is the description")]
Where does he actual name go instead of it just saying Action Name
Where should the mods I'm working on be placed? They are in documents/mygames/reforgertools/addon/mymod at the moment
Now all i seem to be getting is this error
DEFAULT : Loading WB plugins
RESOURCES (E): Wrong GUID/name for resource @"{CC8CDD184A67C624}someMapExportSettings.conf" in property "m_ConfigResource"
SCRIPT : GetResourceName 'script'
RESOURCES (E): Wrong GUID/name for resource @"{CC8CDD184A67C624}someMapExportSettings.conf" in property "m_ConfigResource"
Hey guys for some reason right clicking and overriding files isn't working for me.
When I try and test it in the editor it just uses the default
What kind of file?
If it's a conf then you need to restart workbench completely before the changes will take effect
replacing sound files
I even tried to override the Character Voice Code.acp
But it still uses the default
Im following the modded weapon tutorial and it tells me that i have to save the world to apply changes to the prefab - does this mean i have to have a basically empty world file in "every" mod? Or am I getting this wrong due to language barrier? Im not sure where to save this world either, probably as part of the mod folder structure?
All prefabs are opened in a world when you are editing them.
prefabs are modified in the world editor
But there is no need to have a world or even one open for it
There is prefab edit mode, which opens when you go to resoruce manager, and click on edit prefab
That's a world. It may be in a different mode, regardless it's a world.
When the tutorial says save the world, it means save the prefab.
If you don't want it to be called a world it probably shouldn't clearly have a world entity in it and B.I. employees writing tutorials shouldn't be calling it a world. (Schrödinger's World?)
God damn
any way to invert mouse in both world editor, and play test?
I searched, can't seem to find, I saw someone else asked same question on here a little while ago, but it never got an answer
I don't think it's possible to do in world editor.
I may be wrong though
tutorials were written when prefab edit mode was not the thing - it probably should be updated.
In any case, having some editable world will be most likely desired anyway, since otherwise it will be rather difficult to test a change. World can even consist of 2 entities to be playable
as for how to save it - yes, you can place it somewhere inside of your mod in some subdirectory (do not save in root of the mod - its a bad practice) like Worlds - you can take a peek at structure of worlds either in vanilla data or in sample mod
…there is no m240 in the base game
I meant the m249 but I figured it out I was using the wrong version
Hi! I just installed workbench and the viewport is completely unresponsive. How to fix it?
I have the latest gpu drivers installed
I also get these errors when i open "Options" tab. Can these errors cause the viewport problem?
Scene rendering is working fine tho. Prefab model and textures are loaded and properly shaded. Scene fps seems to be fine too, since the fx emitter is emitting sprites. Navigation and buttons (shading, view, options etc.) are completely unresponsive.
you can ignore that error
anyone know if it's possible to launch peer tool clients on secondary screen?
I tried changing X,Y in the Peer Config, but it's only affecting the position on my main screen
maybe there is a param ?
last time I checked if you move it to another screen, it will open on that screen next time you launch it
alternatively windows + shift + left/right arrow
Ok, thanks
Any thoughts on how to fix the viewport performance?
This is the worst type of problem. Fresh install, no errors, no logs. Simply doesn't work from the start. I don't even know what might be wrong.
Anyone know how to get PeerTools to work?
I'm getting this error:
RplConnection::ValidationError remote rdb checksum does not match
My mod is using two dependencies so I had to add my other addon dir to the Params:
-addonsDir "C:\Users\USERNAME\Documents\My Games\ArmaReforgerWorkbench\addons,C:\Users\USERNAME\Documents\My Games\ArmaReforger\addons" -addons MyMod
I'm also using ArmaReforgerSteamDiag.exe as the executable.
Looking in the PeerTools logs it looks like my mod and the dependencies loads. So I can't really find anything telling me what's wrong other than the error above.
Don't use -addon. If your mod is in either of those folders it will load correctly.
If your mod exists in both. I.E. a download version and a source version. Then delete the downloaded version.
All right. I fixed the issue. The problem is in HDR. Windows literally can't properly operate with HDR turned on.
I have the same problem with Photoshop. UI is flashing and extremely slow with HDR.
Ok, super new and starting with modding. I followed the weapon modding tutorial, now I would like to try it.
How do I manage to spawn in as a player, so I can pick up the weapon?
I assume I need to place in some kind of entity prefab, but using the Campaign_US_Player does not seem to work
Ah, ok. Just selecting that I want to play from the camera position solved it
Hey friends!! How do I make my terrain saveable/loadable in Gamemaster? I’ve done it before with my other map but I can’t remember how to do it. I know it’s a click of a button but I can’t find it. Any help would be appreciated!
Question: currently i have all the original files like TIF Textures and FXB Models in my MOD-Folder. If i now go to publish the Mod, will this files removed automaticle?
will not be published, but will remain local
Hey, I got a game mode object, how could i make it so it has also the gamemaster properties so that thing works without the bottom right warning
im guessing it needs components?
from the editor full object maybe?
(the other gamemode, i think that one has the gamemaster functionality)
I figured it out, in case anyone wants to know I just had to copy the object INSIDE the editor gamemode and paste it in mine, and it seems to add gamemaster, so awesome (if i fucked up let me know)
Is there a way to find out which Prefab cause the JIP Error in PeerTool?
RPL (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (item=0x4002ABF0 layout=script::Game::BaseUniversalInventoryStorageComponent con=0x0)
RPL (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (item=0x4002ABF1 layout=script::Game::InventoryItemComponent con=0x0)
RPL (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (item=0x4002ABF2 layout=script::Game::SCR_InventoryStorageManagerComponent con=0x0)
RPL (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (item=0x4002ABF3 layout=script::Game::ActionsManagerComponent con=0x0)
RPL (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (item=0x4002ABF4 layout=script::Game::RplComponent con=0x0)
RPL (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (item=0x4002ABF5 layout=script::Game::SCR_DestructionMultiPhaseComponent con=0x0)
WORLD : UpdateEntities
RPL : rpl::Pip::ProcessNetToGame
Guys... why i need to care about the RPL setting in default Prefabs?? For example, if i just place {B547CF929FCC6BB7}Prefabs/Props/Military/Sandbags/Sandbag_01_end_high_burlap.et and launching the world with PeerTool, it Crashes with JIP Error... so i need to change RPL state to runtime. But why?? So i had to check every stupid prop if the RPL is correct?
Good morning. Same with: "{FB26A800AC01D85A}Prefabs/Compositions/Slotted/SlotFlatSmall/Antenna_S_FIA_01.et" and "{795D20A26B62F82F}Prefabs/Compositions/Misc/SubCompositions/Tents/Tent_Barracks_FIA_01.et"
Hello, this is a bug with world editor current saved state in memory vs what is saved on the world on disk.
Just close the world editor and reopen it again to force it to reload the data correctly for the time being.
Because of this difference, what you loaded in world editor game is different from what was loaded in Peer Tool. As workbench used it's cached version of the world and Peer Tool used what it read from the world file.
And thus made you run into this issue with loadtime items which is explained here https://community.bistudio.com/wikidata/external-data/arma-reforger/EnfusionScriptAPIPublic/Page_Replication_LoadtimeAndRuntime.html#WhatAreThese_LoadtimeItems
Please do not fix by making the prefab have an RplComponent with state override to Runtime, nor add unnecessary RplComponents as that could hinder performance a lot
Another workaround for the time being is to not use PeerTool and workbench game but Dedicated Diag Server + Diag Client which can be ran as easily as peertool + WB within World Editor
Is there any Doku how i can set this up?
hi , i need help on using Enfusion Workbench
i make the debug menu appear
and i d'ont know the keyboard shortcut to make it disappear
nevermind, just rebooting whole workbench was enought to resolve
Press left control + windows key + alt. (Alt is optional but if on windows 11 prevents a stupid menu from opening)
It shouldnt have gotten stuck though, usually once the keys are released it goes away
thank you very much
in reality the shortcut was entered with a xbox pad. maybe that's why it was not disappearing. and I d'ont know the shortcut i have done on the pad to make it appear

Is there a way to rebind the controls for camera elevation in the workbench?
Going down is "Y" usually is it?
I find that to be rather inconvenient.
Is there a Shortcut in Worldeditor, to move the current selected object to cursor position?
ctrl + v lol
this is paste..
Anyone know of a tutorial other than the BI one for creating a GM placeable object from scratch?