#reforger_workbench

1 messages · Page 7 of 1

low depot
#

Is there a way to change my prefabs from duplicated to inherited in WB?
i see only ID number differences in .et files.

cloud zenith
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@low depot I can give you a hand if you need me too

mortal widget
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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.
stable quartz
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I'm trying to add a radio to a jeep. How do i make it move with it?

low depot
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@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

remote estuary
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duplicates have a lot more data than overrides so it would be good to remove things that are unchanged from the et also

sly horizon
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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?

brazen plaza
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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.

reef ferry
# sly horizon 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

remote estuary
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what kind of sheets though

reef ferry
sly horizon
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im asking if an outdated map would affect a moded server, and the reason i put it here is bec, as modders you would know

remote estuary
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mods affect servers when they are broken, date of upload doesn't mean a whole lot

sly horizon
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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?

remote estuary
#

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

reef ferry
sly horizon
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understood thanks

mortal widget
#

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.

mortal widget
rugged turtle
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hey, can anybody help me out setting up my mod in gamemaster? I followed the wiki but I mightve misplaced something...

plucky basalt
rugged turtle
#

wtf.... how?

rugged turtle
rugged turtle
#

I just figured out that deleting these fanthom assets will absolutely break GM... help

mortal widget
brittle ivy
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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?

brittle ivy
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Thanks

velvet barn
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can anyone point me in the direction of instructions for how to use bacon server admin tools?

velvet barn
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thanks I didnt realise the info was on this discord haha

gusty stone
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Hi anyone know why any of the factions won't show up when i add my custom faction to the server?

grand echo
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ive got the same issue

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so it means we cannot have more than 2 dependencies? because everytime i add the third one it breaks

tight dune
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You can have 100 dependencies if configured correctly

grand echo
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I'll try to add another random mod as third dependency

grand echo
tight dune
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Search here perhaps. I got to go now unfortunately

grand echo
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Alright thank you

plush horizon
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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?

remote estuary
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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
gritty bear
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How do i add attachments maybe be like a box or spawn with it whatever

grand echo
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Can someone explain me how to test my mod before publishing it?

lethal mirage
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It plays the currently loaded world

grand echo
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Where tho

grand echo
lethal mirage
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In the world editor

grand echo
grand echo
lethal mirage
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Load some playable world

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Which you can use to test your mod

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Like GM_Eden

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Depends on what your mod does

grand echo
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Its basically loadouts and characters (faction)

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@lethal mirage are you avaible for watching a screenshare?

lethal mirage
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Not right now

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If you added the faction to GM, GM_Eden should be good for testing

grand echo
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how do i add my mod in there

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?

grand echo
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is anyone willing to hop in a vc with me to help a hand? please

grand echo
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but it wont show when i was in the world editor testing

lethal mirage
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If it doesn't appear as an available factions in GM, you did not do everything from the tutorial

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Did you add it to the FactionManager?

summer ermine
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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.

torpid mountain
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There is the swedish defense forces mod

fluid laurel
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No idea why TF is this a feature but its pretty cool.

pulsar cliff
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Oh to see the constellations ? Sweet

fringe stream
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proper stars were always a thing in the series, even in OFP you could navigate just by them.

summer ermine
remote estuary
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are you in multiplayer? there are a bunch of bugs that make it appear as if you are not dealing any damage

summer ermine
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I'm in private gm

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@remote estuary should I not be in private Game master to test these?

remote estuary
summer ermine
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Singleplayer my bad

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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

remote estuary
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yea if its like this in singleplayer it's going to be worse in multiplayer

open sky
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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

blissful saffron
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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?

fluid laurel
blissful saffron
tribal current
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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?

bronze elbow
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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

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i genuinely do not understand where to download addons from the "workshop"

chrome fulcrum
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anyone found solution?

bronze elbow
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chats seem dead

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so

chrome fulcrum
bronze elbow
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not a singular one

chrome fulcrum
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copy Documents\My Games\ArmaReforger addons folder to ArmaReforgerWorkbench folder

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so ArmaReforgerWorkbench folder must have addons folder inside with addons

waxen nova
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Does anyone know how to resolve this if we can't use 'ref' anymore?

torn kayak
limpid marsh
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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 ?

tight dune
limpid marsh
# tight dune 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)
limpid marsh
tight dune
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I meant your mod which is making override

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When making override, you are not changing original files but sort of patching them in another mod

remote estuary
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does Workbench have a feature that will tell me if a texture, material or mesh is being used ANYWHERE in my project?

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Find References is not reliable (or wasnt a month ago when I tried it last)

turbid mountain
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Find References is the feature

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You could do it manually by Notepad++ searching through all files, or a tool like dnGREP which does the same but faster

remote estuary
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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

turbid mountain
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filename might not be reliable. Better search for the {GUID} part, probably without the {} too

remote estuary
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yeah I realize

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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)

limpid marsh
jade anchor
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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?

fluid laurel
sharp juniper
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I believe it is an animation, check out the animation workspace for the M72 and you should see deploy/undeploy

jade anchor
remote estuary
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also resets on world reload

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I had to edit the prefab in notepad and reimport it for changes to stick

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??????

chrome fulcrum
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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?

waxen nova
reef ferry
remote estuary
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Open project with addons -> only my project opens and nothing about missing dependencies in logs

errant notch
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Where can I post mod requests?

jade anchor
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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.

remote estuary
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rigidbody component and colliders in the mesh

jade anchor
stoic wigeon
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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.
blissful saffron
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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.

stoic wigeon
blissful saffron
stoic wigeon
stoic wigeon
blissful saffron
balmy cradle
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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

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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
balmy cradle
fiery anchor
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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?

chrome fulcrum
fiery anchor
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Burning cars or flames make sounds

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But when I test it ingame there's no sound to it

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I know where those soundfiles are in the editor but I can't find info how to attach them to things

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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

slow turtle
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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?

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im assuming its in enfusion://ScriptEditor/scripts/Game/UI/Menu/DeployMenu/SCR_DeployMenuBase.c;100 but im not sure

slow turtle
balmy cradle
slow turtle
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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

worn sentinel
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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

remote estuary
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I know I can move with snap to grid but how do I place everything in a grid in the first place?

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when dragging into the world

remote estuary
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also, how common are hash collisions? with the GUIDs

slow turtle
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im using bacon loadout for the kits

remote estuary
slow turtle
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Whatever I try I cannot reduce loadout cost, Im not sure if im using the config right to add it to my workshop mod

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I have this edited and saved within my project, forgive me as I am an absolute beginner

remote estuary
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what does this have to do with my loadout editor?

slow turtle
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I didnt know if that would cause other behavior when saving the kits and alotting the amounts it costs

remote estuary
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sorry I don't understand what you mean

slow turtle
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Its hard to explain because im not even sure if I know what I mean

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Whenever saving a loadout in bacon im not sure if the cost in supplies of that loadout is determined by bacon

remote estuary
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you mean by the loadout editor? its saves are independent and dont care about supply cost

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nothing in the loadout editor cares about supplies

slow turtle
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got it, wanted to make sure before continuing to beat my head on this thing

lyric ocean
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So is inviting people to your project a thing now?

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if so how would one go about inviting

broken robin
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When you publish, you can add people's emails

stable quartz
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Anyone know the value to lock a vehicle behind LT or Captain?

balmy cradle
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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

thin urchin
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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 ?

thin urchin
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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 ? 🤔

low depot
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How to turn fastValidation to false when i use peer tool in WB?

tropic kite
cyan laurel
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Yall know how to switch where mdos are downloded to a drive cause my c drive cant handle all the arma mods

tropic kite
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How do you even test your own mod

balmy cradle
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In the Workbench World Editor 😄

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you load up a world, place what you need in the world's subscene, then give it a go!

subtle quail
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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?

uncut vault
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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

tropic kite
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how do you even test scripts

uncut vault
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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?

uncut vault
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Absolutely stumped on this, works perfectly in workbench, just will not work in reforger, same mods and everything

tropic kite
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set debug as game and see if you can catch it? dunno havent tested anything too deep yet

uncut vault
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I've scrubbed the logs there's nothing indicating whats causing it

tropic kite
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you know what to do

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add a hell lot of prints

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and see what doesn't reach

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if you can print variables, print them, otherwise just print "reached blahblah", "done blahblah"

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as certain languages wont let you print certain objects

uncut vault
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I figured it out

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Was trying to get the taliban mod to work for a conflict file

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turns out if you have the taliban mod as a dependency for the MISSION it won't load

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but if you add it to the server ONLY it works

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so we now have a working afghan conflict mode, because none of the other ones work for me

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yippee

cyan laurel
tropic kite
uncut vault
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How do I enable saving on a conflict mission file

uncut vault
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Can't say I've encountered that one

paper ocean
pseudo spindle
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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...

barren geyser
#

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.

real sentinel
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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

tropic kite
#

sorta like you need to override factionmanager prefab to add nations

limpid marsh
chrome fulcrum
buoyant pagoda
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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?

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in-game UI it just says "Failed to download" and when I open error.log I see the above error message.

slow turtle
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I dont have internet on main PC rn but I overrid a config in my mod, but I cant delete any of the items

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Ill send a picture via my phone for example lmfao

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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

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Nvm

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I’m an idiot

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I didn’t realize enabled was an option

charred bone
#

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?

blissful saffron
# charred bone Hey all Just wanted to pop in and ask a quick Q. Brand new to the workbench, wen...

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.

charred bone
# blissful saffron if you edit the prefab of the factionmanager ( which I don't know) you need to m...

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.

blissful saffron
charred bone
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Ah I'm off now, but I can lay it out:

  1. Open world editor
  2. Open world for Conflict pve mode with all game mode and scripts part of it
  3. Create a new subworld in the world
  4. Move SCR Campaign Faction Manager from base world to subworld
  5. Edit properties by replacing Characters and Groups with RHS Characters and groups.
  6. Apply Changes to Prefab
  7. Save World
  8. Play World, Go into GM and verify working. Confirmed.
  9. Close out world editor and workbench
  10. Reopen workbench, Open same project
  11. Check SCR Campaign Faction Manager, notice Faction Manager is duplicated back in base world and sub world, both are defaulted back to normal vanilla.
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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

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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

blissful saffron
charred bone
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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

blissful saffron
tropic kite
#

why the workbench by default throws errors? has bi not tested their own configurations and scripts?

mighty pier
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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.

blissful saffron
mighty pier
# blissful saffron you need to mix it up between old videos and bohemia interactive wiki. The bigge...

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.

blissful saffron
mighty pier
surreal stag
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is there a way to go back to the launcher without having the restart the tools?

balmy cradle
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I don’t believe so :( Would be nice, though

winged crater
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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?

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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.

balmy cradle
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Then you’ll probably have to remake the entity or figure out specifically in it what’s corrupted

winged crater
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there is only world

balmy cradle
#

oh hmm

winged crater
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yeah no entitys for some reason

balmy cradle
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Did it originally have some entities?

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If so, might be the issue

winged crater
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yes a lot

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terrain was 60% done

balmy cradle
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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

winged crater
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yeah that would suck, its just an old terrain that I wanted to finish

stable quartz
#

Is there a way to put a lock on a prefab door?

cloud zenith
stable quartz
slow turtle
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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

stable quartz
slow turtle
scenic pasture
#

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?

lethal mirage
scenic pasture
#

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.

lethal mirage
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Just make sure the models license allows this use case, some (like Editorial) have restrictions.

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Also, don't rip or pirate stuff, obviously. That was the case with these mod takedowns.

scenic pasture
#

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

lethal mirage
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Quite ambitious for a learning project. Vehicles are fairly hard to do, comparatively.

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But I would also love to see an AAV, so don't take this as discouragement :)

scenic pasture
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Thank you

tropic kite
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is there a way to do a ignore but for workbench for folders?

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So for example locally I've stored all the PSDs needed inside the project, but I dont want these to be shared

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same with pngs, so only the actual needed materials are shared

cloud zenith
#

Source files don't get packed.

late dagger
#

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..

remote estuary
#

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

queen surge
#

If you lose your source addon to a drive failure, is there a way to recover with a workshop downloaded copy?

queen surge
lethal mirage
#

PakExplorer

#

Bacon also answered your question in another channel btw.

queen surge
#

Thank you

surreal stag
#

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 Hmmge but I see them in windows file explorer

ornate ore
#

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?

tropic kite
#

Is that rank configured in the nation?

river steeple
river steeple
cinder cairn
#

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 🤔 ?

left bobcat
#

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 ?

tropic kite
#

Can a us soldier do the cations?

left bobcat
#

yes

#

on the vanilla vahiclemaintenance, and my duplicate

neon ore
# lethal mirage PakExplorer

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

lethal mirage
#

Nice, didn't realize this was a thing 👍

neon ore
#

It will also take care of processing the paths in configs, prefabs, layouts, etc to the new ones

remote estuary
#

that is cool

neon ore
tropic kite
remote estuary
#

doesnt work for transferring ArmaReforger to my addon

neon ore
tropic kite
#

Check if theres somethimg in ur duplicated car that points to the us

remote estuary
#

oh wait its a background task

#

standby

#

wow its so slow

neon ore
#

But it takes a while

#

You can do specific folders

#

Certain files are blocked

remote estuary
lethal mirage
#

Doesn't seem to be working correctly for me

#

It creates the folder structure, but doesn't actually add the files

remote estuary
#

look at top right if its still working

#

its a background task

lethal mirage
#

Not the issue, it finished and still didn't create any files

#

Just the folders

left bobcat
neon ore
lethal mirage
#

I was testing with RHS Terracore

sullen island
#

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?

neon ore
sullen island
#

so it's a good idea to register everything I'm about to publish?

neon ore
#

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

sullen island
#

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

sullen island
#

what is that for?

obsidian flax
#

How I do a .emat file ?

#

I trying to change the Image in the ammo storage SIGN

lethal mirage
#

This will create an override material for you.

obsidian flax
#

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)

lethal mirage
#

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)

thorny goblet
#

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?

turbid mountain
#

As far as I can see these are errors in the base game, nothing you can do

thorny goblet
#

ah ok 🙂 Thank you for clarifying that

surreal stag
#

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

surreal stag
#

nvm just seems to be a weird icon cache issue with the tools

sullen island
#

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?

neon ore
#

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

sullen island
#

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

neon ore
sullen island
#

that sounds exactly what I'm looking for

#

thank you very much ❤️

remote estuary
#

open with addons sometimes doesnt work with no errors, but adding dependencies to addon.gproj and then opening it normally does work

nova remnant
#

Can you open the normal settings/esc menu when playing through the world editor?

sullen island
#

I think F10 or F9

#

go through the F keys

nova remnant
#

F10 thank you very much ❤️

sullen island
#

also for more keybind check options in the workbench for keybinds you should see them all

mighty pier
#

Where is garbage manager?

dull basin
#

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?

buoyant pagoda
#

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

torn kayak
rough bluff
#

Does making a Prefab Editable will make it apper for the game masters? or I need to add special component for that

rough bluff
buoyant pagoda
surreal stag
#

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

surreal stag
#

ah nice, ty

balmy cradle
#

is it possible to create a second window of script editor?

#

if not, pls make it possible, I'll beg

remote estuary
#

can this be unlocked again it's so frustrating

#

I load a locked world and can't even press the locate prefab button

lethal mirage
#

"Edit Prefab" too, it's super annoying how you can't directly open them anymore

sullen island
remote estuary
#

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

cloud zenith
balmy cradle
cloud zenith
#

Yeah, that probably won't ever happen

#

They should just make the script editor tabs dockable though fr

balmy cradle
#

sadge guess i gotta invest in an Ultrawide if I don’t wanna be scrolling left and right constantly

cloud zenith
balmy cradle
#

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

cloud zenith
tropic kite
#

Have anyone here do any project in coop here? how do you manage versioning and the addon not being stolen?

sullen island
#

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?

tight dune
surreal bay
brazen plaza
surreal bay
sullen island
turbid arch
#

@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.

tight dune
#

one day maybe it will be fixed - probably once development of AR slows down

mighty pier
torn kayak
sullen island
#

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?

lethal mirage
#

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

sullen island
#

@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

zinc flint
#

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.

surreal stag
#

The logging options you see in diag mode, where does that data get saved too? such as "log damage on hit zones"

torn kayak
surreal stag
#

I assume this is the right console

sacred glen
surreal stag
sacred glen
#

ill take a look on monday

surreal stag
#

thanks buddy

tiny condor
#

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

brittle ivy
#

Does anyone know how to import a mod from the workshop onto my world I’m working on with the enfusion engine

west lava
#

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

zinc flint
#

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.

flat garnet
#

It the same place where you add stuf like weapon

zinc flint
tight dune
west lava
tight dune
west lava
#

Okay, where do I find the base games project?

tight dune
#

see tutorial 😄

west lava
#

Okay, will come back about it later after I tried

flat garnet
#

Of you mod that is modifying the basic conflit

flat garnet
# zinc flint Yes

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)

sacred glen
tiny condor
#

Is it possible to make your own flora? Like trees, shrubs and so on?

tiny condor
#

Is it crazy hard? aha like, let's say what do I need to know to make one tree?

cloud zenith
tiny condor
cloud zenith
sullen island
#

how can you scale up the overall workbench ui

#

I'm on 1440p screen and everything look too small for me

restive hamlet
#

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

remote estuary
#

Off the top of my head there is an arsenal blacklist config somewhere but I don't remember specifically where. Will check later.

west lava
tight dune
west lava
#

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

tight dune
#

You will have to do it manually in text editor by opening your .gproj file

west lava
restive hamlet
soft urchin
#

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

runic rune
# restive hamlet hi bacon, you got a file and pathway for that config?

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.

restive hamlet
#

Not the bacon you were asking, I'm a

ornate ore
#

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?

polar grove
polar grove
#

After that gonna go step-by-step with that link, thank you!

verbal lagoon
#

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?

polar grove
tight dune
#

glad to hear that - I've also updated wiki a little bit

runic rune
#

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.

polar grove
#

how can i make scr_2dsightscomponent work for a basic "rmb to zoom in to certain part of vehicle"?

turbid arch
#

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?

tight dune
#

Not sure what Geometry_2D is?

turbid arch
#

It is the .topo file necessary for ingame map

#

(Export Map data Tool)

polar grove
soft urchin
#

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

flat garnet
soft urchin
#

@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

flat garnet
#

Have like a ondrive installation or a google drive install ?

soft urchin
#

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

cloud zenith
soft urchin
#

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.

restive hamlet
#

does the workbench tend to crash a lot for anyone else?

ornate geyser
# restive hamlet 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.

stoic wigeon
#

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?

flat garnet
stoic wigeon
flat garnet
stoic wigeon
# flat garnet 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.

flat garnet
#

(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)

stoic wigeon
#

First screenshot is from the mod after published (addons folder), second screeshot is from the workbench addons folder.

#

I will give it a go

flat garnet
#

yeah but if in your workbench you make the add existing folder and chosse the one from the worksop download

#

what does it make ?

stoic wigeon
#

I am going to revert back to a working version on my server and re-download from that

flat garnet
#

you sccefuly reopen in your workbenchj ?

stoic wigeon
stoic wigeon
#

Left mod is the add exsiting project, right one is the original

flat garnet
#

you can try to pak explorer it ?

stoic wigeon
stoic wigeon
lethal mirage
stoic wigeon
# lethal mirage Restarting from scratch rarely makes sense. What's wrong with the current versio...

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.

lethal mirage
#

You can't remove the entry?

stoic wigeon
#

nope

lethal mirage
#

Is it greyed out when you right click, or left click and look at the minus button?

stoic wigeon
#

Delete is greyed out and can't click the minus button

lethal mirage
#

Is the config you opened your own override, or is it the original file?

#

Your own one I assume.

stoic wigeon
#

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

lethal mirage
#

In any case, you don't need to revert. You can just delete your override or edit it with a text editor.

stoic wigeon
#

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

stoic wigeon
lethal mirage
#

Even after Workbench restart?

#

Are there any dependencies which may also be overriding?

stoic wigeon
#

yeah, I restarted my PC before

stoic wigeon
lethal mirage
#

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.

stoic wigeon
#

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.

stoic wigeon
#

Thank you @flat garnet and @lethal mirage for helping me out. I really appreciate it 🙏

flat garnet
stoic wigeon
#

I will just rebuild my USSR config as I deleted it lol

restive hamlet
amber fjord
#

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.

lethal mirage
amber fjord
#

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

ocean sinew
# amber fjord Was just seeing if anyone was in the mood to help first before dropping the issu...

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 :)

lethal mirage
#

If so, did you also create a scenario config? Just making a subworld won't affect existing scenarios.

amber fjord
#

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

amber fjord
#

Doesnt feel very nice lol

ocean sinew
# amber fjord Understandable. Just have had some really negative experiences just dropping my ...

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.

amber fjord
#

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.

lethal mirage
#

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

amber fjord
#

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

lethal mirage
#

It's not that complicated, you can figure it out independently

amber fjord
#

Righteous, i appreciate you a whole ton

lethal mirage
#

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.

amber fjord
#

Well its essentially made to be a personal addon for the RHS Supplies mod

lethal mirage
#

But you can also change world inheritance

amber fjord
#

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

lethal mirage
# amber fjord Oh? What does that mean if you dont mind me askin, also i appreciate you takin t...

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.

stoic wigeon
#

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?

ionic fossil
#

Does anyone know how to disable the supplies system for arsenal boxes, feel like im missing somthing super simple any help is appreciated.

ocean sinew
ionic fossil
signal abyss
#

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.

signal abyss
#

Looks like it was just an editor bug.
Reloading fixed it

surreal stag
#

how does mod load order work within workbench?

tepid thicket
#

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.

#enfusion_scripting message

polar grove
#

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!

signal abyss
#

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?

ornate geyser
#

i find it odd but welp

pulsar cliff
#

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

ionic fossil
#

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.

signal abyss
#

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
torn kayak
tropic kite
#

regarding the use of older flags, can I get a guidance of which flags might be a nono? also "paramilitary" groups flags

signal abyss
torn kayak
# signal abyss 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 🙂

signal abyss
#

Ah, I was just making one during that session, so I bet that's the culprit.

signal abyss
# torn kayak Go into your world layer files and remove all trigger entities. Make a backup fi...

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
   }
torn kayak
signal abyss
#

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

ornate tree
surreal stag
#

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?

tight dune
signal abyss
#

Is there an alternative to Shift+Esc to use the Esc key when playing in editor?

flat garnet
remote estuary
#

does duplicate -> rename change the GUID of a file?

tight dune
#

duplicate always changes guid? Or do you mean if its going to change seed of GUID generation in this case?

remote estuary
#

actually, I mean to ask if rename changes guid

tight dune
#

no

remote estuary
#

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

tight dune
#

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 🙈

remote estuary
#

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

tight dune
#

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

remote estuary
#

nice

#

what is the chance for a hash collision as file paths get longer?

tight dune
#

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

magic python
#

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

lapis rose
#

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 ?

drowsy geyser
#

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

cerulean grail
#

I dont know I just use my storage because its the best

#

ive disabled one drive

tight dune
crisp mirage
#

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

tight dune
#

what is JPC? A car? A weapon?

crisp mirage
tight dune
#

then there is tutorial for a vest on page that I've linked above

crisp mirage
magic python
#

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

ornate geyser
surreal stag
#

any one know where these presets are saved?

remote estuary
#

registry

surreal stag
remote estuary
#

HKEY_CURRENT_USER\Software\Bohemia Interactive\Arma Reforger Workbench\Game Project Manager\AddonPresets

sullen cove
#

as soon as i land it operates as a normal boat 😐

raw mulch
#

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

soft urchin
#

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

tender heron
#

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

remote estuary
#

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

neon ore
orchid kelp
#

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

neon ore
orchid kelp
#

Cheers

wary rivet
#

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

amber fjord
#

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 🙂

amber fjord
#

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

drowsy geyser
#

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

raw mulch
verbal lagoon
#

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.

wary rivet
#

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

viral flicker
#

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

tight spade
#

Is -addonDownloadDir broken? I am adding -addonDownloadDir D:/ReforgerMods and its just not working. Can anyone help?

sullen island
#

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.

stoic wigeon
#

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.

drifting ledge
stoic wigeon
viral flicker
#

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

raw mulch
#

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

lethal mirage
raw mulch
#

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 shrug

lethal mirage
raw mulch
#

yeah no issue on that

#

only when its added as a dependency to an existing mod

lethal mirage
#

Any specific errors in the console?

raw mulch
#

can try again in a few mins

#

lyk

raw mulch
#

Yeah, works just fine for me but my friend tries and it doesn't work

#

but his does not throw any errors

lethal mirage
#

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".

raw mulch
#

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

tight dune
dire relic
#

did anyone has issue when steam overlay does not work in workbench?

cloud zenith
#

No, I have the exact opposite issue.

sullen island
#

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

sullen island
#

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
sullen island
#

This one fixed it for me

#

except I had to use the Diag version as an exec

#

else peer tools will crash

remote estuary
crisp anvil
sullen island
#

I'm heading to work please Sen help us I wasted 3+ hrs trying to get this to work properly, once and forever!

crisp anvil
timid spade
#

Wen starwars

sullen island
crisp anvil
sullen island
#

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

remote estuary
#

it was changed and explained in one of the dev reports

sullen island
#

I guess what's the benefit of having the second path?

crisp anvil
sullen island
#

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

ornate geyser
# timid spade Wen starwars

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.

cloud zenith
ornate geyser
#

but yeah with IP it sucks

cloud zenith
cosmic iris
#

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..

ornate geyser
#

try expanding the box to see if maybe its hidden

#

also which tool do you have selected?

cosmic iris
ornate geyser
#

that is really strange, i would ask a dev maybe

cosmic iris
#

I managed to fix it by opening another world and then opening the one I'm editing ¯_(ツ)_/¯

trail blade
#

Any solution for applying an emissity to a PBRMulti?

wild sorrel
#

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

wild sorrel
#

thank you this is exactly what I needed and couldnt find

wild sorrel
#

I created a config of PlaceableEntitiesRegistry and it still doesnt show

#

not sure what I am missing here

cloud zenith
mellow narwhal
#

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??

mellow narwhal
#

Or the better question is how do I get it to use the same keybinds I have in Reforger itself?

astral mortar
#

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

astral mortar
#

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

timid spade
ornate geyser
timid spade
ornate geyser
#

it comes down to whether or not you will get a cease and desist notice from one of the big companies

timid spade
#

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

ornate geyser
#

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

astral mortar
#

How would I go about editing an existing faction?

lethal mirage
astral mortar
#

Took those apart and think I figured out how it works, so I'm trying my hand at that

lethal mirage
#

You want to make a Combat Ops version with a different faction?

astral mortar
#

Basically yes

lethal mirage
#

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.

astral mortar
#

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

lethal mirage
#

If you just want to replace the loadouts by editing the FIA faction (instead of choosing another one), it's fairly easy

astral mortar
#

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

lethal mirage
#

Also override the FIA.conf faction config

astral mortar
#

didn't know that, thanks I'll check that out too, anything in there I should look for?

lethal mirage
#

You can change everything about the factions appearance in there, from name to body types

astral mortar
#

awesome, thanks so much

lethal mirage
#

For the loadouts, you'll have to override them directly, unfortunately

astral mortar
#

with the .et files? That's what I've been doing so far

lethal mirage
#

Yes, the character prefabs

#

You can't do this on a faction manager level unfortunately

astral mortar
#

do I need the factionIndentity_Fia.conf as well?

lethal mirage
#

If you want to

#

But editing the FIA.conf should already give you access to it

astral mortar
#

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

lethal mirage
#

Whatever loadouts are used in CombatOps_Edens LoadoutManager

astral mortar
# lethal mirage You would have to override the existing loadouts

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?

Arma Reforger

----- WORK IN PROGRESS -----

Overhaul the USSR to look like a modern US PMC.

For the Arma Civil War Server, as US vs US PMC

#

Basically I want to replace the USSR with the RHS Americans

lethal mirage
#

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.

astral mortar
#

Going to check out the CombatOps_Eden loadout manager though

stoic wigeon
#

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?

cloud zenith
cloud zenith
#

I distinctly remember scaling the character down and running around in houses at some point.

stoic wigeon
versed steppe
#

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.

brave folio
versed steppe
reef ferry
#

anyone know why i get this trying to open EXP tools?
yes. i ran the exp game prior to opening tools

true loom
reef ferry
#

then this pops up

true loom
#

and are you sure that it loads correct core and data? Its printed at the beginning of logs

reef ferry
#

cheers for the fast reply though...

analog surge
#

does anyone know what config i need to use in order to make signs be used in gm?

muted venture
#

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

torn kayak
muted venture
torn kayak
#

Send it and then go into your documents folder, ar, logs and crashreporter.log and send me that please

muted venture
#

I was going to make it crash again to give you the logs and suddendly all worked 🤡

remote estuary
#

me when trying to show someone something cool, never works when they are looking

stoic fulcrum
#

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?

static shale
#

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

high helm
stoic fulcrum
#

Guys, any idea how can I kill player if he is behind the map coordinates?
What event I need to use to check so?

remote estuary
#

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 duckthumbsup

#

I'll try modding after next exp update

remote estuary
#

what was the fix for workbench suddenly sleeping for 2 seconds every time I click something in the world editor?

surreal stag
#

Is there any way to duplicate a prefab but also ensure it gets a new GUID, besides manually editing the prefab file?

remote estuary
#

duplicate into a different name

undone pagoda
#

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?

torn kayak
undone pagoda
torn kayak
#

shift F7 to reload scripts

#

alternatively restart workbench

undone pagoda
#

I tried those several times already. Do I need to publish to workshop?

torn kayak
#

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

undone pagoda
#

Ah I see. I am creating a mod with dependency, and I had the folders already added to the parameters.

torn kayak
#

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

undone pagoda
#

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

surreal stag
mossy geyser
#

Is this the correct chat to ask about mods?

tidal girder
#

You're making it? Probably yes.

shrewd elm
#

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.

high helm
#

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 😅

solemn nova
#

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.

remote estuary
#

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

thick cipher
#

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"

tight dune
tight dune
#

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 🔮

remote estuary
#

Since I pretty much always have to move the prefab file after it's duplicated

solemn nova
#

Oh, that answers my question: the strings aren't part of the project.

sly horizon
#

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...

reef ferry
devout onyx
#

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

remote estuary
#

in exp, whenever I have the particle editor open, or the sound editor, along with world editor, fps goes down to like 20

remote estuary
#

so what do I need to do for workbench to not wait minimum 1 second to do things in world editor?

high helm
#

Is there a way to open another instance of the workbench or, another instance of world editor?

static pulsar
#

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.

cloud zenith
static pulsar
opal fulcrum
#

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?

stoic wigeon
#

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.

opal fulcrum
#

"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

high helm
#

Probably won't work but has fix some odd issues for me at times.

opal fulcrum
#

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.

surreal stag
opal fulcrum
surreal stag
#

yeah I meant more about seeing if theres anything blocking it from being uploaded

#

not the actual map itself, dont worry 😄

opal fulcrum
#

👍

#

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

surreal stag
#

yes ive been watching your progress as a potential WCS map 👀

static pulsar
#

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?

remote estuary
#

screenshot, I guess

static pulsar
#

Oof...

unkempt gull
#

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.

wild sorrel
#

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

final vortex
#

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

thick cipher
#

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"

thick cipher
#

SCRIPT : GetResourceName 'script'
RESOURCES (E): Wrong GUID/name for resource @"{CC8CDD184A67C624}someMapExportSettings.conf" in property "m_ConfigResource"

torn rover
#

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

cloud zenith
#

If it's a conf then you need to restart workbench completely before the changes will take effect

torn rover
#

replacing sound files

#

I even tried to override the Character Voice Code.acp

#

But it still uses the default

brazen plaza
#

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?

cloud zenith
neon ore
#

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

cloud zenith
#

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?)

final vortex
#

God damn

flat sierra
#

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

cloud zenith
#

I may be wrong though

tight dune
#

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

reef ferry
#

…there is no m240 in the base game

analog surge
stoic geyser
#

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.

sullen island
#

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 ?

surreal stag
#

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

stoic geyser
#

Any thoughts on how to fix the viewport performance?

stoic geyser
#

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.

unkempt gull
#

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.

cloud zenith
#

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.

stoic geyser
#

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.

neon raven
#

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

charred hedge
#

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!

thick lake
#

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?

reef ferry
high rivet
#

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?

high rivet
#

(the other gamemode, i think that one has the gamemaster functionality)

high rivet
#

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)

thick lake
#

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
thick lake
#

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?

thick lake
#

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"

neon ore
#

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.

#

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

neon ore
thick lake
wintry egret
#

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

wintry egret
#

nevermind, just rebooting whole workbench was enought to resolve

spiral totem
#

It shouldnt have gotten stuck though, usually once the keys are released it goes away

wintry egret
north mirage
#

Is there a way to rebind the controls for camera elevation in the workbench?

#

Going down is "Y" usually is it?

north mirage
#

I find that to be rather inconvenient.

thick lake
#

Is there a Shortcut in Worldeditor, to move the current selected object to cursor position?

remote estuary
#

ctrl + v lol

thick lake
#

this is paste..

opal rune
#

Anyone know of a tutorial other than the BI one for creating a GM placeable object from scratch?

gray charm
#

So friend, I want to know how I can put a new texture on a vest, for example from RHS

#

Can anyone help me?