#reforger_workbench

1 messages · Page 8 of 1

lethal mirage
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Do you want to add it to the Arsenal?

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Or what is your issue exactly?

gray charm
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I want to modify the RHS version, and put it in the arsenal without replacing the original

lethal mirage
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This is how you add things to arsenals

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You will obviously have to add it to an RHS entity catalog if it should be an RHS faction item

gray charm
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So, shouldn't I duplicate the file to apply the new texture?

lethal mirage
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Yes, you should be

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After that you do the think I linked

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Then your own version will be in the factions arsenal in addition to the old one

gray charm
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I want to change the texture of an RHS vest, but when I do this it applies it but in the game it keeps the original texture

lethal mirage
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Duplicating will not affect the original prefab

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If nothing changes, make sure the thing you are looking at is actually yours and not the original one

gray charm
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but when I apply the texture to the duplicated version, will it remain?

lethal mirage
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On the duplicated prefab? Yes.

gray charm
remote estuary
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when I have multiple projects with the same GUID in workbench launcher it never opens the right one unless its in the addons dir

mellow narwhal
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OK I give up, where are the options to change keybinds in the world editor? I want to switch shift+esc and esc

cloud zenith
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In the options menu. File>Options>Keybinds iirc Workbench>Options>Shortcuts

gentle scarab
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Anybody know why an fbx file would import into the tools as black instead of the normal white/grey

sharp juniper
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often is vertex colours embedded in the model the tools don't recognise

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go to the geometry tab and see if there's anything under uhh colour attributes that's not sharpness or UV

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if so, delete and try importing again

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another option could be your normals being inside out

merry pawn
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My question: is spawning a player into a vehicle possible?

So I'm toying around with changing spawn logic on bases currently being captured into something a little closer in line with what a QRF would look like. For simplicity, closest base with a light vehicle maintenance station spawns a vehicle driven by an AI. Each of the seats in the vehicle then becomes a spawn slot for the QRF and while the vehicle is traveling towards the base, players can spawn into empty slots on the vehicle. It'll set respawns up to occur in waves on contested bases, while preventing spawn camping on the base itself.

I know AI taking control of a vehicle is currently only experimental, but if this is workable, the options can be made a lot wider and feel more "coordinated" on chaotic conflict servers where QRF coordination requires a lot more people to be working together. Not only do players need to coordinate which base to spawn from, someone needs to grab the vehicle and head wait for people to spawn in. If you can intuitively express intent to defend a contested base, while also being herded into a group of players making their way towards the base it'll lead to a more cohesive feel.

orchid jay
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Is there anyone here with the knowledge of how to make custom patches and flags that would be willing to help me through it? We can discuss further in DMs if it makes it easier.

sullen island
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If a mod has a space in it's project name ID how are you suppose to launch it in the peer tool config params?
e.g mod: https://reforger.armaplatform.com/workshop/5D58A217A9611AFB
can't be launched by saying -addons Dead Everon in the peer config params, it will just take the first word.

is it possible to launch mods that has a space in their project name in peer tools?

remote estuary
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Someone said at some point that you can do this really weird thing and put the entire argument in quotes (like "-addon Dead Everon" or something).

tight dune
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anyway, it is also interesting case - someone probably manually added that space to ID. I've just checked and Workbench is removing spaces from ID

sullen island
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yeah I tried both stringifying like Bacon said and GUID still it take the first word only

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yes it in the project ID

tight dune
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GUID is a "single word" so I don't understand this sentence?

sullen island
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the guid part is fine in the console log crash it tries to launch it with the first name only

tight dune
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so GUID is working?

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its quite unclear sentence without interpunction signs

sullen island
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when I put the GUID in like this -addons 5D58A217A9611AFB it attempt to launch the peer client but it crashes, then I check the console logs for that crash it says

11:30:14.873 ENGINE       : CLI Params: -gproj C:/Program Files (x86)/Steam/steamapps/common/Arma Reforger/addons/data/ArmaReforger.gproj -addonsDir -addons WolfsBuildingPack,Dead -window -forceupdate -nofocus -client -rpl-reconnect -rpl-timeout-disable -profile PeerPlugin1 -addonsDir C:\Users\USER\ArmaProjects,C:\Users\USER\OneDrive\Documents\My Games\ArmaReforger\addons -addons 5D58A217A9611AFB```
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as you can see in that snippet it does -addons WolfsBuildingPack,Dead cutting of the rest of the addon name

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if we check the addon.gproj
this is how they set it up

 ID "Dead Everon"
 GUID "5D58A217A9611AFB"
 TITLE "Dead Everon"
 Dependencies {
"5D84C738432BFE6A"
 }
}
remote estuary
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but you are not posting why it crashes?

sullen island
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because the space in the name I assume, because peer clients working fine with any mod that doesn't has a space in it's name it's just these mods that are setup with spaces

tight dune
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I guess you can remove that space from gproj on your end

sullen island
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I did as well change it everywhere in the mod files

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but I guess it's baked in some of these files I can't edit

tight dune
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and what happened?

remote estuary
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feel free to assume but it might be better if you share why it crashes so that we can try to help you

tight dune
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Are you sure addon is loaded from correct place?

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also,
addons WolfsBuildingPack,Dead -window -forceupdate -nofocus -client -rpl-reconnect -rpl-timeout-disable -profile PeerPlugin1 -addonsDir C:\Users\USER\ArmaProjects,C:\Users\USER\OneDrive\Documents\My Games\ArmaReforger\addons -addons 5D58A217A9611AFB you have two times addons defined

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first one I assume is auto added by peer tool

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second one is simply ignored

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since you can have only single CLI param

remote estuary
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I guess he could try to start the server first and then start peer client manually without the broken param

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a lot of issues with spaces in the tool and game in general

sullen island
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I check discord bacon you had this same issue a while ago idk if you got around it

remote estuary
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I did, I was complaining about it because it feels surreal to experience issues from 1990s in 2024 (or 2023 is probably when I was dealing with it)

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so you can try starting the diag binary with the correct params, or rather all params except the broken one

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if you have mod *AFB in only one of those addons directories it should work

tight dune
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"C:\Users\USER\ArmaProjects,C:\Users\USER\OneDrive\Documents\My Games\ArmaReforger\addons " if you have that Dead Everon addon in two places, then last one will be launched by peer tool

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Peer Tool is generating title ID based on what WB loaded, so if you are loading from ArmaProjects folder, then there might be mismatch

remote estuary
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on that note if I have the same addon in a location outside addons dir in workbench launcher, and I have a copy of it inside my addons dir, workbench will open the one in the addons dir even though I want it to open the one I am clicking on which is outside

tight dune
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please make a feedback ticket for it - perhaps someone other from team will have time to take a look at it. I guess PeerTool could as potential improvement pass GUIDs, instead of IDs

sullen island
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could you please tell me where we can do that?

wise basin
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Guys hi I'm trying to bring in helucopter into game

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I tried editing existing one but u always end up with errors

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Saying missing physic material and failed to spawn entity

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I'm trying to get the hind 24 in game BTW

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Idk why the RHS team left it

reef ferry
wise basin
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Mi 24 mod

reef ferry
# wise basin Mi 24 mod

there was never an Mi24 mod for reforger made by RHS. so not sure what you are talking about

edgy otter
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file data structure of the world is obsolete arma

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what does this mean^ crached and reopened file now thiss, everytime i test play it crashes

devout nest
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is there a way to edit a prefab without unloading the world im in? i basically want to have two world editors open at once

brazen plaza
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You should be able to edit the current instance of the prefab thats inside the world @devout nest

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When youre happy with your changes, you can right click the prefab in the list and "apply changes to prefab" or something similar. Saves a lot of time, i wish i had known that earlier 🥲

devout nest
flat mica
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Hi! Does anyone have experience of creating a custom tool for World Editor or any other editor?

prisma trail
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Hello, I could ask you for some advice. I have a problem with Arma Reforger Tools, everything is locked. When you create something on Arland, I can't move things around or delete them, they're simply locked. Could someone help me unlock it?

remote estuary
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I wanna say it's locked for a reason but I still have no reply from BI if this is intentional or not

prisma trail
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THX 😉

hardy quest
jaunty frigate
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Virtual Machine Exception

Reason: NULL pointer to instance

Class: 'SCR_MapMarkerManagerComponent'
Function: 'OnMapPanEnd'
Stack trace:
scripts/Game/Map/Markers/SCR_MapMarkerManagerComponent.c:570 Function OnMapPanEnd
scripts/Game/Map/SCR_MapEntity.c:1385 Function PanUpdate
scripts/Game/Map/SCR_MapEntity.c:1471 Function UpdateMap
scripts/Game/Map/SCR_MapEntity.c:1495 Function EOnFrame

I'm trying to load the mapEntity with geogetry data and a background. Each time that I switch to game mode I get this error. I'm also getting a similar runtime error that starts once you get past role selection screen. The map itself functions fine. Does anyone have any ideas on how to fix this?

remote estuary
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peertool logs in workbench console window pls

surreal stag
jaunty frigate
surreal stag
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salute problem solved

hardy quest
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how do you fix custom scenario not loading in reforger? just freezes up loading.

lethal mirage
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Check for log errors, then try removing stuff until it goes back to working - etc

hardy quest
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the arma loading screen just starts flickering

lethal mirage
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Flickering?

hardy quest
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lemme get a clip of it

vagrant wing
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Hey, I'm new in workbench. When I open an addon or add something as a dependency to my project it shows no files of the addon, I have only these

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I am doing something wrong?

neon ore
vagrant wing
surreal stag
unborn cipher
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I’ve got dependencies, specifically RHS, but when I try and open my own project it decided to open the RHS project instead.

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Keep getting an error for the Arma reforger gproj

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C014582791ECBF24 language localization is apparently the wrong name

unborn cipher
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I’m trying to use TFM Uniforms as a dependency and when I add it and its dependencies, my workbench just crashes

atomic heart
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Is there any way to export an asset from one map to another? Like the castle from Everon to other maps?
or if you use the existing component of the castle to build a new version of it and want to export it ?

unborn cipher
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I need some help setting up a faction - specifically dealing with the integration with the in-game editor.

unborn cipher
edgy otter
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is there a way to make world presets? or should i just build a base world and make my worlds under a subs

unkempt knoll
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is there a way that i can own asset not let rain through ? currently it rain straight through the roof ...

tiny bison
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i keep getting this in the log RESOURCES (E): Can't remap 'Models/Board/WoodenBoard.xob' material from 'Material' to 'Assets/Props/Industrial/CargoContainer_01/Data/CargoContainer_01_10ft_Grey.emat'. Source material do not exist

tiny bison
tame perch
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Hello everyone, i just got into making my own missions and i came across a problem i can't solve and i can't find any solutions online so i hope someone can help me🙏 !

My problem is with the SCR_AIWORLD. If i want to add this SCR into my world (modded map) i get this long error as shown in the picture. It says that there is already a SCR_AIWORLD but i am pretty sure there isn't, at least i can't find it anywhere. After that i can add the Navmesh with no problems and the AI will spawn when i test the mission in Tools but there isn't any AI spawning when i put the mission on the server.

glass musk
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Getting a really weird interaction with the "duplicate to" menu button. I'm assuming this was the preferred way to create overriden vanilla classes, but it's not creating a copy according to the script editor explorer and has inconsistant behavior when I attempt to open the script file in the workbench to edit.

tight dune
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unless you really want to fully replace vanilla script (replace is not same as override)

calm python
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HI there everyone, Hoping you could help.
I am simple trying to get my intel deliver mission to loop once completed. I have tired the onTaskFinish with the spawn object action but nothing happens when I re-enter the trigger area. Could someone give me a better idea would appreciate it!!!

winged agate
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hello guys, i looking how to reduction the damage i take from AI and make player more durable before unconsciousness, any help guys ?

glass musk
tight dune
glass musk
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I ment relative location i.e.

  • Vanilla: ArmaReforger/scripts/Game/UserActions/SupportStations/SCR_BaseDamageHealSupportStation.c
  • Modded: <mod_name>/scripts/Game/UserActions/SupportStations/SCR_BaseDamageHealSupportStation.c

I mainly was confused why "Duplicate to" wouldn't be doing the same exact thing as copying the file over.

tight dune
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that will be same location for engine

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in case of scripts, engine see only scripts/Game/UserActions/SupportStations/SCR_BaseDamageHealSupportStation.c

glass musk
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So it's not nessessarily a recommendation to use a prefix, but a requirement if not wanting to overwrite it

tight dune
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you can use prefix, different folder (script sample is using folder "modded" iirc) or any other method so prefix is rather recommendation as most clean solution in this case

glass musk
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Gotcha. The File Structure header the scripting page had me believing I could use a direct copy. Thanks for clearing that up!

glass musk
tight dune
glass musk
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That's perfect, thanks so much for the help!

valid quest
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Hey ya'll currently trying to upload my mod to test but i keep getting this error, any tips?

BACKEND   (E): [RestApi] ID:[13] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:401 - Unauthorized, apiCode="Unauthorized", message="Unauthorized"
DEFAULT   (E): Uploading failed! Reason: "Unauthorized"
RESOURCES (E): Publishing failed```
neon ore
winged ether
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I cannot copy anything by dragging and dropping into the workbench. I have to open the folder and copy-paste the files. Why?

tight dune
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You are lucky that your project is even being loaded - move your Addon to some other location (outside of one drive) and try again

glass musk
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Can't figure out how to get the damage manager from an IEntity user input, but I haven't been able to identify a link?

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I feel like maybe I'm going about it the wrong way

winged ether
iron fjord
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I’m having issues with my buildings, not having collision

devout nest
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Is there a keyboard shortcut to copy resource name?

tight dune
hardy pelican
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What are the rules on making an addon locked/only usable in my server?

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does that break workshop ToS?

remote estuary
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unclear on tos still waiting for BI to post their "clarification post"

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my take on it is that you can create a mod that simply does not activate on "unlicensed" servers, as in functionality does not run, but you should not make any attempts to crash or shutdown a game or server

hardy pelican
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awesome thank you

hardy pelican
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@remote estuary I imagine there is no fool proof way of doing this? At the end of the day someone could make an addon, add mine as a depenency and mod the class that handles authorized servers to run it etc

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unless of course I obfuscate tf out of the class lol

remote estuary
devout nest
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I'm getting this error every time I open any project in the experimental workbench (including the base Arma Reforger project):
Can't compile "GameLib" script Module! scripts/GameLib/generated/RoadNetwork/Road.c(12): Invalid inheritance, 'Road' must inherit from 'BaseRoad'
I did verify my game and tool files on steam. Has anyone else encountered this problem?

thick lake
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Hi, is there a way to hide all Waypoints and Triggers in the Worldeditor? If you have a lot of WPs and Triggers, you can see the Terrain anymore 😄

boreal stump
devout nest
buoyant pagoda
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is there any way to get a list of all the existing stringtable entries? I see ones like #AR-MapLocation_Kermovan but I wanted to add some new locations and didnt want to use something that's already being used elsewhere.

storm harness
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Hello, how to remove all project add to the workbench launcher ?

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I dont want remove one by one xD

remote estuary
storm harness
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Thanks 😍

remote estuary
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you can use this registry file to clear all "addon presets" (the thing when you right click -> open with addons)

storm harness
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very nice to have that. Big thanks 🥰

devout nest
devout nest
# boreal stump I am also getting this. did anyone find a fix?

I can't find the forum post I originally read, but essentially what I had to do was make sure the experimental tools were using the addon.gproj file of Arma Reforger Experimental instead of regular Arma Reforger.

You configure this when you initially open the tools when you're selecting a project. Select 'add existing' and navigate to the experimental game files, then find the addon.gproj and use that.

boreal stump
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Had a strange issue yesterday when follwoing a tutorial on making a scenario.
My scenario would not show up in the workshop section, or the mod maanger section. But it did show up in the scenarios section, however it was not playable, only favorite-able. Anyone else had anything like that?

devout nest
boreal stump
proud quarry
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When I try to upload my mod to the workshop I am met with multiple errors. BACKEND (E): [RestApi] ID:[64] TYPE:[EBREQ_WORKSHOP_CreateAssetUpload] Error Code:400 - Bad Request, apiCode="ValidationError", message="Referenced dependency doesn't exist or isn't accessible"
DEFAULT (E): Uploading failed! Reason: "Referenced dependency doesn't exist or isn't accessible"
RESOURCES (E): Publishing failed

wild sorrel
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Have a question, have a premade composition fob that is placeable however unable to delete it

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in gm

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or even edit the entities inside, it is madeup of sandbags

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how do I fix this

wild sorrel
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I see, all the sub entities need SCR_EditableEntity is there a way I can mass apply it

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or have it inherit that component from its parent?

visual torrent
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I launched the experimental workbench and when it asked me to choose the core .gsproj file, I set it to the release Reforger one by accident. Now I can't seem to change that for the Experimental Tools and fix it.

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Does anyone know how I can wipe that setting?

visual torrent
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Oh weird. It was just because I had a ArmaReforger.gproj in the project list. Removing it now allows the Workbench to open as expected.

remote estuary
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how do I duplicate/send to my project a bunch of materials from multiple folders?

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nvm

static shale
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Is there a way to configure gamemaster gamemode so that ai will only spawn or be activate within a certain range of players ?

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Like the way it possible in scenario framework ?

civic pendant
remote estuary
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finally a way to see the string table

wild sorrel
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Is there anyway to add dependencies to a mod after it has already been published?

smoky turtle
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Does anyone know if the peertool is broken? I am trying to test some things out and It seems to work within the workbench but the clients hosted from peertool do not.... Not sure what's going on?

remote estuary
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no, it works correctly for me

nocturne sundial
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I had an issue also. Completely exiting Arma Reforger Tools and relaunching it fixed it

final vortex
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How do you access the experimental version of Reforger Tools?

lethal mirage
tight dune
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which requires also experimental version of the game

light frost
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How to add mods to a user made campaign? Can't seem to figure it out. Trying to add Enfusion Persistent Framework and Database mods to Combat Ops, so I can save progress. I have created a save game from the Workbench with Combat Ops entities pasted in, but can't figure out how to input/install the required mod files from EPF mods. Anybody have a clue on how to do this?

torn kayak
# light frost How to add mods to a user made campaign? Can't seem to figure it out. Trying t...

What does EPF have to do with your edits in workbench? If a mission works with some mods out of the box then you just need to load the mods in main menu and hit play on the mission. some things need mod specific integration so then you need to make a subscene of the missions world file and do what ever setup is needed and then pack and publish the inherited version of the mission to play with some mod dependencies.
Either way I can tell you that I did not add any support to Combat Ops for EPF. A good integration for it will take longer than a vanilla save/load solution to be added most likely. Ideally you should wait for that. EPF is not a drag and drop install, its a framework designed for expert users to build custom persistent gamemodes with

light frost
torn kayak
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You only need what is in the readme (not sure why you copy paste it here btw), but then only the framework is setup. Combat ops needs a full respawn system integration, and all the logic for the scanrio framework so the tasks etc all stay. Doing this is nothing for beginners.

light frost
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...figured it was a little more plug-and-play than it seems to be. Guess I'll wait for BI to add it.

torn kayak
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For many other use cases it is, for this specifically no. But if things go well you won't have to wait too long for this 😉

light frost
torn kayak
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Savegames aside, if you make a mission using the scanrio framework it is only a few steps yes. Make project with depencencies, make your mission, publish, play from main menu - where it will select the mods needed for your mission automatically - because your mission is part of the mod you make and load.

light frost
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Ok, makes sense, thank you!

stark latch
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Question:

My mod is locked after i published it.. how do i unlock it ? so i can add more stuff

lethal mirage
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If not in the launcher, at least on disk. Maybe you can re-add the missing one if it's not there, might also be related to its location.

stark latch
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it's not there i only got one

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best to create a new mod?

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where can i find them others ?

lethal mirage
stark latch
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now i only got 1 mod and its locked

lethal mirage
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It'll still be somewhere on your disk.

winged agate
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hello guys, i downloaded a map from workshop. i open it in workbench to make a mission but the AI can't open doors and know what object is. i setup the navmesh file that mod provides me in SCR_AIWorld.et but nothing. i try to generate a new one but not working. any idea what i do wrong ?

stark latch
lethal mirage
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Appears to be the correct path. I've heard of this issue before, but I don't 100% remember what its origin was.

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I think it was connected to where the source files were saved

stark latch
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🤔

lethal mirage
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Maybe try moving the source folder to a Reforger unrelated place and readding it

stark latch
lethal mirage
#

For example. Not sure if it'll work, but try it.

stark latch
#

the source folder is 'AAAAAAA' folder right ?

lethal mirage
#

Yes

stark latch
stark latch
lethal mirage
#

Looks like a bug with the Workbench launcher

remote estuary
#

could you screenshot the project folder?

stark latch
remote estuary
#

somehow you merged downloaded addon with source project

stark latch
#

hmmm

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idk how the f i did that lol

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so i have to create a new mod ?

remote estuary
#

no, you could separate the packed mod contents from the source contents

stark latch
remote estuary
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you could check how packed files look like by opening any other downloaded addon, and remove those from your project folder

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not sure if that will fix it or not

stark latch
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What kind of files and foldes do i need to remove? to make it look-a-like ?

remote estuary
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you could also create a new project to see what source project folder looks like

stark latch
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heeey it worked !! clap

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I removed the data.pak / addon.gproj, meta file, resource file etc. etc. !

remote estuary
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addon.gproj is important, should probably have kept that in

stark latch
#

oh

stark latch
remote estuary
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you said addon.gproj, I mean addon.gproj, not addon.gproj.somethingsomething

stark latch
#

my bad sorry i meant "addon.gproj_1.0.1_manifest"

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i removed the "addon.gproj_1.0.1_manifest"

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I dont have the addon.gproj in the mod

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oh wait

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ofc i do

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nvm

remote estuary
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ok

stark latch
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it's still in the mod folder

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Thank you very much for the help sir !

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been struggling with this for +7 days now

stark latch
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Question: do i need to add the game-mode/scenario into my mod, if i want to change the heavy depot spawn of vehicle?, I have to add T72 tank dependency, but do i need to add the game-mode/scenario too for get this to work ?

sullen island
#

is it possible to have two world editors with two worlds opened at the same time?

iron spruce
remote estuary
#

horizontal scrollbar needs to get deleted from the log console tab

stark latch
#

Any kind fella, can help me solve this issue, Please DM/PM

remote estuary
stark latch
#

Any kind fella, can help me solve this issue, Please DM/PM

stark latch
remote estuary
winged agate
dapper depot
#

how do i update tools

lethal mirage
dapper depot
#

verify game files?

lethal mirage
#

Or what tools do you mean?

dapper depot
#

workbench

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arma tools

lethal mirage
#

If Steam doesn't show you an update, there is no update.

dapper depot
#

ok dope, thanks

brazen plaza
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no longer downloadable

hexed crest
#

let me guess BI has server issues tonight

civic pendant
storm harness
#

Does anyone have the same problem as me for uploading an update with the Workbench ?

remote estuary
storm harness
#

How okay i dont have see the workshop is down. Thanks for the info.
I just arrived home after work and launched the workbench directly to make some change

remote estuary
manic pelican
#

This is a marvelous experience

deep osprey
#

are arma reforger mods licensed collectively by bohemia to be redistributable or does each individual mod have its own licensing

seperately, are you allowed to copy existing mods and modify them in reforger? (i've tried doing this just to mess around but the assets for them are locked and i can't duplicate them to a new project, specifically the .xob for a AKM from a mod)

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it copies the folder structure but leaves the asset files behind like the .xob file

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despite the checkbox for the .xob file being checked in the copy procedure

lone silo
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Hope, what could it be, the workshop accepts the mod, everything is fine, but the changes made to the vehicle are not appearing in the game. Following all configuration parameters. Previously with the same procedure it worked correctly, now not anymore. Has anything changed since May?

reef ferry
plucky jungle
#

When I am editing weapons & ingame items. Should I be modifying the ITEM.et or ITEM_base.et, what is the general difference between these?

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In the tutorials ITEM.et (e.g., Rifle_AK74.et) is used, what makes it different from its _base version?

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same for the newly added DemoBlocks

plucky jungle
#

pedantic, but there is a typo in the 400g demoblock

remote estuary
#

Damn also Inventory action and detonator isnt capitalised like all the other properties

violet field
#

i can't open my mission after the Update 😦
This is what it says, any idea?
I can't even open world editor.

`SCRIPT (E): Can't compile "Game" script module!

Scripts/Game/Weapon/Sights/SCR_2DPIPSights1P21Component.c(24): Function 'SelectNextZoomLevel' is marked as override, but there is no function with this name in the base class
ENGINE (E): Cannot create new instance of World Editor because its dependent on working scripts`

sick widget
violet field
plucky jungle
#

how do I remove the above text, whenever I hit windows+ctrl to switch desktops it enables menus like this

#

Now when I hit win+ctrl it only shows 1 option, enable/disable debug menu that turns on a different one...

sullen island
#

Ctrl + win + backspace navigates back in Diag menu, if that’s your question

#

Navigate to Statistics > and disable the second option called General, use ctrl + win + arrowLeft/arrowRight to go in menus and to switch things off
@plucky jungle

plucky jungle
#

Thank you, I appreciate it. Thats also the windows desktop changing keybinds, i'll have to close the other desktops i guess

sullen island
#

You can disable windows conflict with this keybind

sullen island
# plucky jungle Thank you, I appreciate it. Thats also the windows desktop changing keybinds, i'...

That reg file disabled win widgets for me which was conflicting with Diag menu shortcut
https://www.elevenforum.com/t/enable-or-disable-widgets-feature-in-windows-11.1196/#:~:text=Disable_widgets_feature_for_all_users.reg

#

@plucky jungle If you have a numpad you can also use LCtrl+num2 multiple times to cycle through that setting mode until it get disabled

drowsy geyser
torn kayak
stark latch
#

How do i fix this bug?, What did i press on my keyboard?..

iron spruce
#

Somebody can Help me ? when i resize the Ent. and go ingame it changes back to normal size

#

Do i need to make an Override for this to work?

remote estuary
#

size/scale is not supported

#

especially not for animated entities

iron spruce
#

crap

#

that destroyed my rescue the kids mission

clever glen
#

Why are there a million SCR_SaveFileManager session uploaded to workshop?

ornate ore
#

Sorry for this amateur question. I created and published a customized duplicated vehicle addon, but when I download and test it in Arma Reforger, it doesn't show up for spawning. What am I missing? Please help

solemn tiger
ornate ore
tight dune
#

No worries 🙂

stark latch
#

What is going on?? .. I got the rank, i can't spawn this vehicle, 6500 supplies in depo

iron spruce
#

Anybody know how i can add an AI Driver to the prefab in workbench ?

#

Searched in wiki but couldnt find anything related to this topic

hybrid vessel
#

Hey, I've opened the workbench for the first time after the update, and I see the prefab properties like this. Does anyone know what's happening or how to fix it? I've already tried to create a new project with no dependencies and even reinstall the workbench

hybrid vessel
#

Just ignore my previous post... Thanks lol

tight dune
#

haha, no problem. It happened to me once too

spice quartz
#

Afternoon all, not sure where to ask so here is as good as any, for some reason I cannot get any of the AI to move in a game master scenario I have made in the workbench. They can shoot at each other and will run on their own when 'alerted' but will not follow any move commands. Ngl, bit lost as what to do 😂

midnight linden
#

Model Question, When I import a converted p3d to FBX and drag it into the tools, isnt the tools supposed to convert it to a XOB so I can see it in the world editor?

#

right now its just sitting as a fbx file and never converting, am I supposed to do something?

plucky jungle
#

right click the FBX then click register & import

#

@midnight linden

#

had me confused at first on my first import ngl

polar zealot
#

hey yall

#

anyone have an issue about this menu simply

#

not actually transfering the files?

tight dune
midnight linden
plucky jungle
#

reimport, but I figure that means it was registered already & there should be an xob near where it was in the dir

midnight linden
#

where wouild it put the xob

#

it says its already registered

plucky jungle
#

this is how it works for me

midnight linden
#

kk tried that but not getting the xob

#

ill start oiver

#

lol

#

but i dont see it anywhere

#

which is the wierd part

plucky jungle
#

do you have any filters in your viewport?

midnight linden
#

ill chk

#

hmm maybe its stuck on importing

muted venture
#

Have this "Workbench is not running or Net API feature not enabled in Workbench options!!!" all the time, Workbench is open and "Enable Net API" is checked

plucky jungle
#

Can anyone direct me to a tutorial, ideally textual, but video is fine for configuring & running the peer tool

#

searching "peer tool" on the BI wiki didn't lead me to anything of note

sullen island
#

Is it possible to debug a peer client with breakpoints in the script editor?

#

Also does anyone know how to dynamically open the latest console.log of a peer client, instead of manually navigating to the latest console.log file of that peer client, each time you reload world editor aka relaunching peer client ?

slender estuary
#

How to get rid of that Radio bug for the Conflict missions the Bases spawn without any radio signal

pulsar cliff
#

God the workbench is unstable as hell, I've had to report 3 crashes within like 2 hours.

remote estuary
#

those are rookie numbers

pulsar cliff
#

4th crash.

solemn tiger
#

me rebuilding all my cars ^

pulsar cliff
#

God I don't even want to imagine. 🤣

#

All the doors and shit

solemn tiger
#

all my prefabs are broke

#

have to rebuild them through text file

#

main changes i noticed are basecompartmentmanager

#

if you delete it from the prefab then rebuild it in workbench it should 'fix' the prefab to the point where all the components show back up

#

not to mention i have to rebuild every animation workspace for my vehicles

sullen island
#

how to disable fastValidation for the listen server in workbench ?

#

where is the config for that?

sullen island
#

Bump

sullen island
#

or which entity atleast

grizzled python
#

can someone give me a hand i cant get my prefab to spawn in GM

astral mortar
#

where should I look to edit AI difficulty for combat ops?

#

Do I want to edit the mission files itself or is there somewhere else I should look?

plucky jungle
#

is there a guide on setting up the peer tool?

sullen island
remote estuary
#

prob adjust your addons dir to your addons dir

blazing remnant
#

I want to render out some Preview images for my mods, however IDK how to do them, I would need some help to get me going

blazing remnant
#

Where is this window at?

plucky jungle
# remote estuary

Where do you reach the "configure peer tool" screen? Its not in my plugins list, the closets I have that has similar options is the dedicated server plugin.

remote estuary
plucky jungle
remote estuary
#

settings on top??????????

plucky jungle
#

you know maybe im an idiot

remote estuary
#

relatable

blazing remnant
#

It seems the Mi8 is being placed in the same place as the camera, I dont know how to move it

plucky jungle
#
09:57:26.016 ENGINE       : CLI Params: -gproj G:/SteamLibrary/steamapps/common/Arma Reforger/addons/data/ArmaReforger.gproj -addonsDir C:/Users/sooth/Documents/My Games/ArmaReforgerWorkbench/addons/Refactor GMC_OnEntityRequested/,C:/Users/sooth/Documents/My Games/ArmaReforgerWorkbench/addons/FacVicLimits by Type/ -addons RefactorGMCOnEntityRequested,FacVicLimitsbyType -window -screenWidth 1080 -screenHeight 720 -maxFPS 60 -forceupdate -nofocus -client -rpl-reconnect -rpl-timeout-disable -profile PeerPlugin1 -addonsDir C:\Users\sooth\Documents\My Games\ArmaReforgerWorkbench 
09:57:26.019 ENGINE       : Addon dirs:
09:57:26.019  ENGINE       : dir: 'G:/SteamLibrary/steamapps/common/Arma Reforger/addons/data/'
09:57:26.019  ENGINE       : dir: 'C:/Users/sooth/Documents/My Games/ArmaReforgerWorkbench'
09:57:26.019  ENGINE       : dir: './addons'
09:57:26.019  ENGINE       : dir: 'C:/Users/sooth/Documents/My Games/PeerPlugin1/addons'
09:57:26.019 ENGINE       : Available addons:
09:57:26.019  ENGINE       : gproj: 'G:/SteamLibrary/steamapps/common/Arma Reforger/addons/data/ArmaReforger.gproj' guid: '58D0FB3206B6F859' (packed)
09:57:26.019  ENGINE       : gproj: './addons/core/core.gproj' guid: '5614BBCCBB55ED1C' (packed)
09:57:26.019 ENGINE    (E): Addon 'RefactorGMCOnEntityRequested' not found
09:57:35.842 ENGINE       : Addon dirs:
09:57:35.842  ENGINE       : dir: 'G:/SteamLibrary/steamapps/common/Arma Reforger/addons/data/'
09:57:35.842  ENGINE       : dir: 'C:/Users/sooth/Documents/My Games/ArmaReforgerWorkbench'
09:57:35.842  ENGINE       : dir: './addons'
09:57:35.842  ENGINE       : dir: 'C:/Users/sooth/Documents/My Games/PeerPlugin1/addons'
09:57:35.842 ENGINE       : Available addons:
09:57:35.842  ENGINE       : gproj: 'G:/SteamLibrary/steamapps/common/Arma Reforger/addons/data/ArmaReforger.gproj' guid: '58D0FB3206B6F859' (packed)
09:57:35.842  ENGINE       : gproj: './addons/core/core.gproj' guid: '5614BBCCBB55ED1C' (packed)
#

I'm reading my console.log for my peer, its saying it couldn't find one of the addons i've got as a dependency.

remote estuary
plucky jungle
#

Should I direct it to the published path? instead I guess? I kinda assumed it would work with the source files

#

Image was raw asf ngl

remote estuary
plucky jungle
#

lol... thank you

#

maybe i ought to drink my coffee

remote estuary
#

ideally one that has your project and your dependencies

#

you can also have multiple addons dirs but it might end up being an equivalent of crossing the streams in ghostbusters, try to avoid it

hardy pelican
#

Is it just me or does anyone else experience a JIP error by doing literally anything

#

I've dropped a vanilla perception manager into a unedited vanilla map and boom JIP errors

#

This wasn't an issue before the 1.2 issue

#

never even seen a JIP before this update

sullen island
#

Same

turbid comet
#

The tools are very polished and advanced, yet you need to turn off two-factor auth to link the workbench to your Bohemia account. Interesting.

atomic heart
#

what happened to HitRegManager? I cannot seem to find it

surreal stag
devout nest
#

Are there component prefabs? I'm trying to set up SCR_CampaignBuildingManagerComponent on my custom gamemode with the same parameters as the component instance in Gamemode_Campaign, which has 61 entries for Composition Layouts. I can't find a way to copy the contents of the campaign gamemode's component into the component in my gamemode (tried copying group properties already).

There's no way bohemia expect users to manually enter 60+ composition outline entities every time they want to set up a gamemode with base building, ...right?

sullen island
#

@devout nest Creating a new Component Prefabs (.ct) can be done in two steps. Assuming that you have already selected some entity with required component, you need to perform the following actions:

  1. drag the component item from Object Properties window and drop it into Resource Browser window (see the picture).

  2. after drop, enter a prefab name into dialog (picture). That's all. Your component prefab file will be created.

devout nest
#

@sullen island That's fantastic. Thanks for the info, I appreciate it

drowsy hazel
#

So, I'm just digging into workbench, and I'm learning from a video by uslessfodder. Are there any special considerations with the recent update that the 2 year old video might not mention, is there another promo resource to learn from, and one more question; I notice certain things that he does/has on the video I don't. There's a Garbage collector ent file in prefabs that I can't find to save my life, even in a search. Anyway simple, yet important things....

cloud zenith
late pumice
plucky jungle
#

Ran into this bug earlier so I left my replay buffer on to see if I'd catch it again. Unsure why this is caused, but I shouldn't be touching any code relevant to it.

#

I repeated it 4 times in a row the first time when I destroying vehicles with lightning. As soon as I began recording it had stopped, until I caught this again

#

this is where it brought me upon debug. i'm still in the debugging view atm, wish I knew how to possibly export the watch panels info

#

probably nbd

plucky jungle
# plucky jungle Ran into this bug earlier so I left my replay buffer on to see if I'd catch it a...
 WORLD        : Frame
  SCRIPT    (E): Invalid SmartAction id!
WORLD        : UpdateEntities
 WORLD        : Frame
  SCRIPT    (E): Invalid SmartAction id!
WORLD        : UpdateEntities
 WORLD        : Frame
  DEFAULT   (E): BaseProjectileEffect::ApplyEffect has not received an instigator...
WORLD        : UpdateEntities
 WORLD        : FixedFrame
  SCRIPT    (E): Virtual Machine Exception

Reason: NULL pointer to instance. Variable 'component'

Class:      'SCR_ResourceSystem'
Function: 'OnUpdate'
Stack trace:
scripts/Game/Systems/SCR_ResourceSystem.c:68 Function OnUpdate
  SCRIPT    (E): Virtual Machine Exception

Reason: NULL pointer to instance. Variable 'component'

Class:      'SCR_ResourceSystem'
Function: 'OnUpdate'
Stack trace:
scripts/Game/Systems/SCR_ResourceSystem.c:68 Function OnUpdate
  SCRIPT    (E): Virtual Machine Exception

Reason: NULL pointer to instance. Variable 'component'

Class:      'SCR_ResourceSystem'
Function: 'OnUpdate'
Stack trace:
scripts/Game/Systems/SCR_ResourceSystem.c:68 Function OnUpdate
WORLD        : UpdateEntities
wanton mesa
#

How do I edit the default Everon conflict game mode? And can I add buildings to Main bases by default?

visual torrent
#

Would anyone happen to have a convenient way to take 'product' renders of their mods. I'm really looking for something where I can set up a fixed camera and re-render at the same resolution and lighting each time.

visual torrent
#

Thank you.

surreal stag
#

Is any one having issues with the localise plugin crashing their workbench, trying to use it on a weapon prefab. Just crashes my tools no matter what I try to do.

My weapon prefab has its UIInfo WeaponUIInfo and ItemDisplayName WeaponUIInfo filled in with the name and description, not sure if I missed something or misunderstanding how this works.

I selected my localization.st file and tried with and without a prefix.

------------------------------------
03.07 2024 12:03:39
Unhandled exception

Program: E:\SteamLibrary\steamapps\common\Arma Reforger Tools\Workbench\ArmaReforgerWorkbenchSteamDiag.exe
Reason: Access violation. Illegal write by 0x7ff734b90337 at 0x20


Class:      'LocParserManager'
Function: 'Run'
Stack trace:
scripts/WorkbenchGame/LocalizationEditor/LocParserManager.c:336 Function Run
scripts/WorkbenchGame/LocalizationEditor/LocParserManager.c:484 Function Run#45267
scripts/WorkbenchGame/LocalizationEditor/SCR_LocParserPlugin.c:27 Function Run
barren oasis
#

i am getting this error today trying to make a very minor texture change. I was able to pubish it yesterday. Changed a texture within the mod itself and now I can't publish it

#

i only have my one mod and 3 dependencies that obviously i cannot publish

remote estuary
#

any chance you have my loadout editor or the m4 in dependencies? I removed both for now

barren oasis
#

thanks for letting me know... ill just work on some stuff internally and not worry about publishing it

remote estuary
barren oasis
#

one of the red dots had two dots lol...

remote estuary
#

ah ok well the suppressors pack also needs the loadout editor removed agonylmfaoo

#

you can still use it locally to test via the Open With option, as long as you keep the version downloaded forever

#

no dependencies necessary

barren oasis
#

gotcha. thanks. that makes sense. the other thing ive been doing is working in a main file then just creating a second project with the editor to test. that seems to work too buts inflating my project folder like crazy lol

quaint plinth
#

I should clarify, GMs cant give AI move orders at all regardless if in my vehicles or not

dim jolt
#

how would i go about adding items to a faction, i did it via campaignfactionmanager component but when i try to save loadout in arsenal it tells me the items arent belonging to the faction

past tapir
#

Hey, Im New to Reforger Modding etc, After the Update yesterday my Workbench wont start anymore. It gives me this and a lot of others errors, some are class failes and some cfgs

its a new Project. Im just trying to Modifiy Everonlife.

tropic zodiac
past tapir
#

How i do it?

tropic zodiac
#

Hmm... Sorry guess you don't have to.
I'm using a weird setup where i have to.

obtuse citrus
#

Me and my buddies are trying to collaborate working on a mission via github. But everytime someone does any change the resourceDatabase.rdb file change, and since it is binary we cannot merge. Does anyone have experience with this and how to actually set it up for collaboration succesfully? Cheers, grateful for advise.

tight dune
obtuse citrus
#

Really, that works?

tight dune
#

yes, thats how Reforger is developed

obtuse citrus
#

Haha OK, I guess it was not a big problem anyway. Cheers!

tropic zodiac
past tapir
#

still cant load World editor and so on

tropic zodiac
#

Was the Everon Life already updated to work with latest .76 build?

#

Something is using a class called "IsWeightOK" which does not exist.

past tapir
#

ah

#

nah

#

they diddnt updated it

torn kayak
tropic zodiac
#

@past tapir

past tapir
past tapir
past tapir
obtuse citrus
#

I'm trying to create custom player selectable loadouts for our mission, it works fine when just overriding existing loadouts like Character_US_Rifleman.et, but whenever I try to add a loadout prefab to the selection screen that has been renamed to like Character_US_Rifleman_Late.et for example, some of the stuff like the US Jacket, armored vest and gloves revert to vanilla. It's weird because I have specified exactly what items the character should be wearing in BaseLoadoutManagerComponent. Happens everytime I duplicate a loadout and rename the prefab to something else. Grateful for pointers.

urban pawn
#

Guys, how can I get PlayerSteamUID? Not player identity that looks like GUID?
Is it possible at all?

sullen island
#

If I have an Entity ID, how can I navigate to or select that entity in the world? I want to be able to use the ID to easily locate and select the entity, similar to how it's done in a world editor console log where clicking on the entity id link selects it and centers the view on it.

dim jolt
#

is anyone able to tell me how to add prefabs to a custom factions base building for conflict, the docs on creating a custom faction say it is done in SCR_CampaignFaction but i dont get the option to edit any except for hq& spawnpoints

visual torrent
#

It would be very helpful to have keyboard shortcuts when editing config files so it's easy to set up a lot of fields at once.

dim jolt
#

doing it vs code speeds up the process a lot

rare estuary
dim jolt
#

yeah its not looking good im still stuck

dim jolt
#

hopefully one of the bohemia guys sees and can help

plucky jungle
#

I guess editing a pre-placed prefab is a nogo

amber dawn
#

what does this mean ?. I click the play button in the map tools and this has been popping up every time I go to test my map to just run or drive around.

#

Also I get this error message bottom right

#

that continues to pop up in the bottom right of the preview window after I have pressed the play button.

lethal mirage
#

Did you configure it in any way?

rare estuary
#

None notlikeEresh

dim jolt
#

yeah i really cant figure it out i thought maybe adding faction to EditableEntityCore.conf would fix it but that didnt seem to work

#

@true loom sorry for ping but would you mind helping us please?

amber dawn
#

I don't touch any settings unless I know what I am doing. I don't want to break anything

lethal mirage
#

Are you using the TimeAndWeatherManager prefab?

amber dawn
#

as in what ? like changing time of day etc ?

lethal mirage
#

If you added this prefab to your world.

amber dawn
#

The video I watched said to add it so yes.

lethal mirage
#

And it's the prefab, right? Not the entity from the Create tab.

amber dawn
#

let me go check real quick.

#

should the file end in .et ? or .c ?

#

That's what I see in the higharchy

lethal mirage
#

Blue icon in the hierarchy means prefab, pink means not

amber dawn
#

okay. which one do I want ? the blue one ?

#

This is the one I have placed in the map.

lethal mirage
amber dawn
#

will do thanks

#

perfect thanks for the help 🙂 fixed it.

#

I do have another question for both US & USSR spawn sides. which files do I need for that ?

cloud zenith
#

A game mode, US and USSR spawn points, the USxUSSR factionmanager and loadoutmanager.

barren trail
#

I'm trying to wrap my head around this, what exactly broke my mod that overrides the btr-70 base prefab and adds seats to it?

#

i know that 1.2 added doors to be opened and closed, but how did that make my overidden prefab to disappear from existence?

barren trail
solemn tiger
hearty tusk
#

hello, anyone knows how to make the supply remnants replenish themselves? or what I should use

dim jolt
#

@rare estuary just woke up please tell me youve figured it out

dim jolt
#

@rare estuary got the solution, have to change the faction label here

dim jolt
#

does anyone know why i am able to only add one conf? when i try to add the items conf it updates the list but when i reopen tools it goes back to default

dim jolt
#

nvrmind figured it out just have to do it through vscode

rare estuary
terse gull
#

Howdy friends. What Prefab setting do I need to change to accomplish the following:

  • Allow only for USMC faction as option for spawn
  • Allow for selection of specific USMC MOS during selection by user
    Bonus: if you can tell me how to edit correctly load outs. Will state changes and include original license info for RHS, etc.

Currently, playing around with prefabs: FactionManagers, LoadoutManagers, SpawnPointsManager for different factions.

Thanks!

turbid comet
#

with the dedicated server launcher inside the world editor, it seems like you can't specify a mission conf (even if you paste the path in), so that you can run with flags like SpawnVehicles and Metabolism

barren oasis
#

anyone know the keys to turn this off in the viewport... my kid turned it on by mashing the keyboard and i cant find the keybinds to turn it off lol

plucky jungle
#

windows + ctrl and it opens a menu you can nav with arrows keys

#

mess with the settings at the top

barren oasis
stoic wigeon
#

Is it possible to have two prefab edit mode windows open?

dim jolt
sullen island
torpid blade
#

Thank you

sullen island
atomic heart
#

Other than Scripting, is there any way to hide a radio Transmitter from showing up on opposing team’s map?
I also, need the MOB to rotate by doing the changes to Radio tower

remote geyser
#

anyone happen to have a powershell script that turns reforger mod preset jsons into enfusion addon presets?

stable quartz
quaint plinth
#

So my workshop tools crashed mid upload to workshop and now I get this. What can I do?

#

Nevermind I guess workshop is down?

atomic heart
stable quartz
remote geyser
# remote geyser anyone happen to have a powershell script that turns reforger mod preset jsons i...
$active_mods = -join("[", $(Read-Host "paste in json of mods from reforgor"), "]") | ConvertFrom-Json
$active_mods.Count
$all_mods = ls "~/Documents/My Games/ArmaReforger/addons"
$all_mods.Count
$preset=@()
foreach ($mod in $active_mods.modId) {
    $path=Resolve-Path(-join("~/Documents/My Games/ArmaReforger/addons/", $($all_mods.Name -match $mod), "/"))
    $gproj=-join($path, $(Get-ChildItem -Path $path -Filter *.gproj -Recurse -File -Name))
    if  (Test-Path($gproj)) {
        #Write-Host $gproj -ForegroundColor Green
        $preset += "$gproj" -replace "\\", "/"
    }
    else {
        Write-Host $gproj -ForegroundColor Red 
    }
}
#Get-ItemProperty -Path "HKCU:\Software\Bohemia Interactive\Arma Reforger Workbench\Game Project Manager\AddonPresets" 
Set-ItemProperty -Path "HKCU:\Software\Bohemia Interactive\Arma Reforger Workbench\Game Project Manager\AddonPresets" -Name "Preset 8" -Value $preset
#Get-ItemProperty -Path "HKCU:\Software\Bohemia Interactive\Arma Reforger Workbench\Game Project Manager\AddonPresets"

pain

undone shoal
#

is it possible to export edds texture files?

plucky jungle
wicked minnow
#

anyone else on here attempting to run the workbench on linux? i got it to work. but it crashes when i look at prefabs

amber dawn
#

I want to add spawn areas for USSR and USA Sides for TDM also can't figure out which file I need for the TDM script to run TDM on my map. Thanks, MIke.

wild sorrel
#

workshop still scuffed?

plucky jungle
smoky turtle
#

Anyone know how to fix this issue?

I am trying to launch using peer tool and this is the error I am getting

wild sorrel
#

@cloud zenith no clue if this causes any issues, but Zel_JacketClothing_Base_1 and Zel_HandsClothing_Base_1 have Parent Node From Parent Entity enabled on the RPL component

#

saw bacon said they lead to stalled crashes a few days ago and noticed them

cloud zenith
wild sorrel
#

No worries, I was making fixes for stary armory and task force mattock untill they update their mods so I went ahead and peaked at the dependencies too

#

@cloud zenith another thing, with your mod, you should take the vanilla gloves and port them over to your hand slot so they work just a idea,

#

for some reason it places the gloves in a non-existant slot that sits ontop of the helmet so in the fixes I finished I overrode it myself to fit in your handslot

cloud zenith
#

Na, I just made my old glove slot an extra slot

wild sorrel
#

I gotcha

cloud zenith
wild sorrel
#

is that current or in what your gunna upload

cloud zenith
#

Everything works fine.

#

That's the update for the current game version.

wild sorrel
#

alright I see, may have just been something stupid I did lol

remote estuary
#

drug dealer RP inventory be like

wild sorrel
#

Will mods that relied on that slot still work properly

cloud zenith
#

They just need to change the attachment type to the vanilla glove slot.

wild sorrel
#

I gotcha, thats exactly what I needed to know, time to go do that with stary armoury and task force mattock 😭

cloud zenith
#

With the next update my glove prefab will use that slot instead of my old one.

#

I just can't update rn, workshop is broken

wild sorrel
#

so it'll auto shift it over

#

?

cloud zenith
#

If the gloves in whichever mod are actually inheriting from my prefab like they should be

wild sorrel
#

oh I see makes sense

#

thats convenient

cloud zenith
#

My favorite thing: When you try to update and it fails but, so you try again and it claims that the version that you're trying to update to already exists.

wild sorrel
#

yep my unrealeased fixes are sitting at v 1.10 now instead of 1.00

cloud zenith
#

yeah, that's stupid.

wild sorrel
#

but seems to be good, arsenal opens up with no lag at least in workbench though, wont know till I can upload

#

I noticed that Nightvision mod had a lot of RPL errors on almost all of his prefabs

#

but I went the extra distance with the fixes, overrode every single prefab from it and the dependencies and fixed the rpl issues on every single one

#

which I can thankfully undo yours since your updating it

#

as I dont want my overrides to mess up future updates of the dependencies

torpid blade
#

Hey does anyone know if its possible to download models from reforger like a jacket, and then edit it in blender?

wild sorrel
#

dont think so

torpid blade
#

dang wish it was possible

wild sorrel
#

I also wish it was possible to upload/update mods

paper ocean
torpid blade
paper ocean
#

If it's a vanilla asset you have to do some janky shit to retexture it, I took a screenshot the texture, opened it in photoshop and did it that way, but it's such a pain, I don't think I'll be retexturing more vanilla stuff in the future

torpid blade
#

daym yeah that sounds like a lot of work, was thinking of rexturing the default uniforms so i might have to do it that way then

wild sorrel
#

If you use gimp, I have the bcrmaps for the patrol cap, boonie hat, pasgt, pants, pants tucked, jacket and jacket rolled in a 1200x1200 size

torpid blade
#

yeah i use gimp that would actually be really helpful

wild sorrel
#

just need whatever camo or whatever ya want thrownas a layer underneath

torpid blade
#

yeah thats true probably wont be too diffecult then

wild sorrel
#

I dmed em to ya

whole lintel
#

is anyone else having trouble publishing rn?

wild sorrel
#

Services be broke for uploading mods

kindred swan
kind swallow
zinc flint
#

Am I crazy or was overriding gamemode prefabs a thing before 1.2?

remote estuary
#

yes to both questions

kindred swan
half thicket
wild sorrel
#

Yeah sure

sullen island
#

I'm trying to use Dedicated Server Tool in WB, to test my mod in a dedicated environment, but I'm getting an infinitive loading screen when I attempt to join the server through my local IP with port 2001

#

This is my setup

#

When clicking on run seems fine and running up

#

When going in-game using Direct Join with the local IP address and port 2001, I get an infinitive loading screen, an error after waiting a few seconds throw in WB:

BACKEND   (E): !!! Identity authentication failed
BACKEND   (E): [RestApi] ID:[204] TYPE:[EBREQ_IDENTITY_Auth] Error Code:401 - Unauthorized, apiCode="", message="ErrID: c19ccafa-1f06-49d8-b8c4-fa233092fa39: Authorization failed, check your token."
#

When attempting again using the ArmaReforgerServerDiag.exe executable instead of ArmaReforgerServer.exe I still get infinitive loading screen, but without that error.

#

note this Profile parameter I just typed in a name ProfileTest it doesn't exist anywhere maybe it's that?

#

Although when I join it with the Run Peers option it launch a peer client fine and joins the server, is this tool intended to only be used with Run Peers option, are you not suppose to join this server that's launched via Dedicated Server Tool using your normal steam game client through direct connect?

sullen island
#

@crisp anvil This is the final setup to run Diag Dedicated Server + Diag Peer Client using Dedicated Server Tool located in Workbench, World Editor, Plugins.

crisp anvil
#

probably should be pinned IMO. without dev reforger history its kinda of hard to deduct 👆

wild sorrel
#

any clue how i can fix this? made a Task force mattock rhs edit

#

rhs nightvision sits off too much

kindred swan
#

I have a query on removing all Civilian items from the US Arsenal when running Conflict scenarios. I have disabled items I do not want to appear including the arsenal data in both InventoryItems_EntityCatalog_US.conf and InventoryItems_EntityCatalog_CIV.conf - This is working for US items, but Civilian Items are still apearing as a part of the US Arsenal. Any help much apreciated.

dim jolt
kindred swan
dim jolt
#

if you want to add multiple catalogs like i have you have to open it in vscode and then add it that way

kindred swan
dim jolt
#

hopefully it works im new to the tools so i might not be remembering the process a 100%

dim jolt
#

does anyone know why the victory timer disappears when the last cp is captured? this is the only error i get: ```WORLD : UpdateEntities
WORLD : Frame
SCRIPT (E): Virtual Machine Exception

Reason: NULL pointer to instance

Class: 'SCR_CampaignMilitaryBaseComponent'
Function: 'RefreshTasks'
Stack trace:
scripts/Game/Components/Locations/SCR_CampaignMilitaryBaseComponent.c:806 Function RefreshTasks
scripts/Game/Components/Locations/SCR_CampaignMilitaryBaseComponent.c:1059 Function OnFactionChanged
scripts/Game/Components/SCR_FactionAffiliationComponent.c:23 Function OnFactionChanged
scripts/Game/Components/Locations/SCR_MilitaryBaseComponent.c:494 Function SetFaction
scripts/Game/Components/Locations/SCR_MilitaryBaseComponent.c:748 Function OnRequiredPointsCaptured
scripts/Game/Components/Locations/SCR_MilitaryBaseComponent.c:686 Function OnPointCaptured
scripts/Game/GameMode/Components/SCR_SeizingComponent.c:496 Function RpcDo_OnCaptureFinish
scripts/Game/GameMode/Components/SCR_SeizingComponent.c:745 Function EOnFrame
WORLD : UpdateEntities

#

just realised it happens on every cp, it still lets me go capture the next one though

midnight wigeon
midnight linden
#

Can we get a generic terrain in the prefab editor so its easier to build prefabs something like this

wild sorrel
#

@midnight wigeon I see ty

spring harness
#

What does one do when your project crashes and WB doesn't open it anymore? DEFAULT (E): Unknown class 'SCR_InputButtonData' at offset 4741(0x1285)
DEFAULT (E): Unknown class 'SCR_InputButtonData' at offset 4862(0x12fe) DEFAULT (E): Unknown class 'SCR_InputButtonData' at offset 4983(0x1377) DEFAULT (E): Unknown class 'SCR_InputButtonData' at offset 5104(0x13f0) RESOURCES : GetResourceObject @"{D5738ACCEC62D418}Configs/System/Devices/GenericJostick.conf" DEFAULT : Config load @"{D5738ACCEC62D418}Configs/System/Devices/GenericJostick.conf" RESOURCES : GetResourceObject @"{66D8E8AB799004F3}Configs/System/Inputs/JoystickAxis.conf" DEFAULT : Config load @"{66D8E8AB799004F3}Configs/System/Inputs/JoystickAxis.conf" DEFAULT (E): Unknown class 'SCR_InputButtonData' at offset 176(0xb0) RESOURCES : GetResourceObject @"{2DBFBC00EDD5C1EC}Configs/System/Inputs/JoystickAxisX.conf" DEFAULT : Config load @"{2DBFBC00EDD5C1EC}Configs/System/Inputs/JoystickAxisX.conf"

#

I just added a component to a prefab. I have no joystick or controller or anything. Can I save the edited files and throw them back in a new project? I know what prefab caused the crash but deleting didn't do anything. PS: Thanks for no backup jokes. Copying the folders into a new project works perfectly, which is surprising tbh.

unborn yew
#

Do we have a fix for this?

"model" should have a HierarchyComponent because it is spawned by an EntitySlotInfo in "source"
#

The only hierarchy components available don't fix this by default

tiny pewter
#

The name of the component is Hierarchy. You should put it on the item in the slot

livid python
#

Hello, i am in the process of doing some retextures but i am curious how i get the original texture from reforger out for retexture, maybe i am just stupid haha but if anyone can guide me lmk! :))

elder tiger
#

hi, don't know if there is an appropriate channel for that
but i was wondering how can i add an "inventory" to a headwear
not really to put items in
but to add glasses or something like that to a headwear

#

i added this like i saw on vests prefabs (img bellow)
but first it doesnt seem to add any inventory (maybe i missed a parameter but don't see wich one)
and secondly i don't think it will add ONLY accessories like headwear

devout nest
#

On a peertool instance, how can I reconnect to my workbench server? I'm trying to connect using 'direct connect' on the multiplayer menu. I've tried 127.0.01, 192.168.1.x, and 0.0.0.0, none work

sullen island
#

What does this prefab icon mean

#

the circle

#

you find it in parent prefabs with no components

carmine oracle
#

Why is this happening?

sullen island
#

nvm this icon refers to Flags > Editor Only option enabled
And it means;
//! Do not spawn this entity in game app
EDITOR_ONLY,

fervent hedge
#

anyone else experiencing that the procedural animation editor is just crashing when launching it ?

elder tiger
fervent hedge
carmine oracle
#

Where do you find your Scenario ID?

lethal mirage
carmine oracle
#

Is it possible to show me where it is? @lethal mirage I have people waiting for me to finish my server

lethal mirage
lethal mirage
#

Your mod page

#

Find it here and go to the Scenarios tab

carmine oracle
lethal mirage
#

Did you create a mission header?

#

When your mod is enabled, do you see the scenario in the scenarios menu?

lethal mirage
#

Then click the link and do what it says

carmine oracle
#

Tysm

carmine oracle
lethal mirage
carmine oracle
lethal mirage
#

A subscene where you place the GM gamemode entities, saved as a separate world

carmine oracle
#

Wow this is complicated I'm so lost 😭

devout nest
#

Hey everyone, I'm trying to customize the nametag system for my Reforger mission. I'm able to customize nametags within one zone just fine. What I can't figure out is how to get multiple zones to work. I'm having an issue where the first zone I have in my list will work fine, but as soon as I go out of range of that zone and go back within range, nametags in that zone no longer work. Has anyone else run into this problem before?

lethal mirage
# carmine oracle Wow this is complicated I'm so lost 😭

It's all explained in the document. First do what is says there, then:

  1. Go to ArmaReforger/Missions, duplicate the GM_Arland.conf mission header, name it to GM_YourTerrain
  2. Edit the duplicate. Change a) scenario name b) author and c) the world path to your GM subworld
carmine oracle
#

I doubt you have the time to guide me? I could probably figure it out I'm just trying to get through this as quick as possible.

lethal mirage
#

I'm about to go to bed so unfortunately not

#

But as I said, it's all explained already - you'll figure it out

carmine oracle
#

All good tysm for the info tho

devout nest
carmine oracle
#

Where is that?

#

Just the hierarchy?

lethal mirage
#

Just your project folder

#

Also note that the linked guide assumes you have your terrain opened when creating the subworld, it doesn't instruct you to

#

The guide also includes alternative mission header creation instructions, so you can ignore what I said about duplicating

dim jolt
#

is there a way to have vehicles respawn on a timer?

plucky jungle
#

Checkout the CTI missions, they have vehicles that respawn over time (given the original one has been destroyed)

dim jolt
#

thankyou ill check it out

barren oasis
#

Blender enfusion tools is telling me net api is not checked or workbench is not running but both are fine and its not letting me set up colliders. anyone get this issue before?

dreamy heart
#

can anyone help me learn to do some british rifles

reef ferry
dreamy heart
#

like the basics to building them in the workbench and making them compatable with modern attachments n things like that

reef ferry
dreamy heart
#

Soliddddd thank you

carmine oracle
stoic wigeon
#

Is there an ideal method of backing up your mod projects? Or is simply copying them to another location suitable?

carmine oracle
surreal stag
stoic wigeon
surreal stag
#

Nope, all my repos are all directly inside the workbench folder so they can be pushed/pulled on the fly, basically the only way to effectively work as a team on mods.

Only think I would suggest is having a .gitignore file in each repo with *.rdb, and let people generate their own resourceDatabase.rdb files when workbench runs.

sullen island
#

Having access to both plugins in WB, Peer Tools, and Dedicated Server Tool
How do you simulate one client disconnecting from the server and then reconnecting with the disconnected client whenever you choose to?
I can disconnect the client by simply "Exit to main menu" but I can't connect back

#

I tried direct connecting to every type of IP of the main machine

127.0.0.1:2001
0.0.0.0:2001
LocalIp:2001
RemotePublicIp:2001

Doesn't connect.

devout nest
sullen island
sullen island
#

Ok so, how do you disconnect a peer client from a Listen Server or Dedicated Server Tool in WB and then reconnect the disconnected peer client to the server for testing purposes:

Assuming you have disconnected/closed one of the peer clients from the server already, while the server is still running

  1. Copy your addon project folder to C:\Program Files (x86)\Steam\steamapps\common\Arma Reforger\addons
  2. Open one of your Peer Client logs, and look for CLI Params: -gproj C:/Program Files.... copy your cli params everything after the :
  3. Open CMD CD into C:\Program Files (x86)\Steam\steamapps\common\Arma Reforger where ArmaReforgerSteamDiag.exe is located
CD C:\Program Files (x86)\Steam\steamapps\common\Arma Reforger
  1. Now type in CMD ArmaReforgerSteamDiag.exe Your_CLI_Params_Step2
    This will launch a peer client and connect to the listen server or dedicated server tool you have running with your addon

Now, this will work, but having to do step 1 makes it unreliable in the long run, this means you have to copy your latest project addon folder over every time you do changes to the project, if someone can figure out a more dynamic way, and essentially have one batch file to do this dynamically with any project you have open in WB that will be awesome.

sullen island
#

if there is a better way to do this please @ me

naive juniper
#

make this bat file and run works perfectly, thanks for the tip btw

cd {Path to ArmaReforgerSteamDiag.exe directory}
start ./ArmaReforgerSteamDiag.exe -gproj "{path to steam folder}/Arma Reforger/addons/data/ArmaReforger.gproj" -addonsDir {Path to your addon} -addons {your addon name} -window -forceupdate -nofocus -client -rpl-reconnect -rpl-timeout-disable -profile PeerPlugin2 -addonsDir "{Path to workbench addons typically in dokuments},{Path to game addons typically in dokuments},{path to your addon directory if its not in workbench dir}"

just replace all the stuff in {}

sullen island
carmine oracle
#

Where is the "Import Settings tab"

sullen island
#

It should be on the right bottom sub tab when double click a texture

carmine oracle
#

Found it thx

carmine oracle
#

How to fix?

atomic heart
#

or use Xbox app

#

Plus I am sure he can just copy&past the text

hollow badger
#

PepeDisappointed having double /* ends up breaking various context functions, wondering if this can be addressed in a future version of workbench, it's not a big deal but is slightly annoying as I thought I was losing my mind when one half of my class I could use goto declaration and the other half I couldn't.

remote estuary
#

it is trying to teach you clean code

hollow badger
#

when you're going through mass commenting sections out during testing clean code is the furthest thing in the back of your head. That's for production and even then it's never clean.

slender estuary
#

how to increase the View distance in the workbench im stuck with like 1,5km view distance

remote estuary
#

top left of the view window Camera then Far Plane

#

you may need to reload the world after changing this

slender estuary
dim jolt
#

is there a way to export a map with conflict capture points displayed via the workbench?

slender estuary
#

anyone know how to increase the range of the Radio antenna you can build on the points they are 2000m right now how can i increase that?

ivory shell
#

@remote estuary Hi Bacon, i saw that you are the creator of the mod Server Admin Tools that we use in our server, and is the closest mod to what i want to do, i was thinking of creating a admin UI that has a few things like, access to both factions radio and can comunicate with them, has godmode, noclip and invisibility. And you being the one, i would like to ask if you think its possible how hard could be and where i could start looking to learn how to do it

remote estuary
#

I think it's possible, you will need scripting

carmine compass
#

Any way to export xob / models from the workbench?

final vortex
#

No and it's not allowed to edit vanilla models anywahs

civic pendant
static siren
#

So I have a big Problem, every time I open the ProcAnimEditor the Game Crashes with this Exception. "Exception: Access violation. Illegal read by 0x7fffb0352a70 at 0x98" It also fails to send that error if I try to send it to BI. I tried deleting my Profile and clearing everything loading with nothing just Reforger. Reinstalling the workbench nothing works it keeps crashing. its a bit dissapointing. the Logs and the Dump file also tell me basically nothing.

torpid knoll
#

I'm trying to export the basebody mesh from Workbench to Blender so I can use it to make custom clothes but I can't figure out how.

#

I installed the blender plugin

#

But I can't find where the models are located.

reef ferry
torpid knoll
#

Ah okay

woven mortar
static siren
remote estuary
#

just edit your thing in notepad to disable the component or something

static siren
remote estuary
#

ahhh just opening proc anim editor

static siren
#

yeah it just crashes the workbench for no reason

remote estuary
#

well the no reason is probably some kind of file that doesnt work

static siren
#

i mean I reinstalled the workbench so idk

remote estuary
#

try removing this registry key to clear proc anim editor settings Computer\HKEY_CURRENT_USER\Software\Bohemia Interactive\Arma Reforger Workbench\Procedural Animation Editor

static siren
#

didnt think about that lol

remote estuary
#

I guess this app just like a lot of others on Windows does not clear those settings when uninstalled

static siren
#

Bruh

remote estuary
#

imo all apps should run in some kind of sandbox and when I press uninstall Windows should make sure all of their content is wiped

woven mortar
remote estuary
#

I have to reinstall my Windows once per year to debloat it because of lazy developers not cleaning up after themselves littering garbage in my AppData and Registry

woven mortar
remote estuary
#

my condolences

tight dune
remote estuary
#

yes I hate this a lot

#

easier to just reinstall windows and install what I need than bother cleaning up after uninstalling

static siren
#

ok weird even after clearing it multiple times and it working sometimes after openning multiple PAP files and restarting the workbench it crashes again

#

And after deleting the Hkey again it works again.....

static siren
#

the editor is also a bit broken where I cant see the fucntions in the PAP even though I should

carmine compass
devout nest
#

I'm trying to load a mod on my peertool instance, but I keep getting the following errors (with variations depending on my params). In this case, it's Kex's Player Map Markers mod, but I'm having this exact same issue with other mods.

#

I have the mod installed in my workbench addons folder. It's not present in the arma reforger addons folder. I've tried all the following variations of my peer config params:

  1. mod guid -addons 5E92F5A4A1B75A75 -addonsDir "C:\Users\Paul\Documents\My Games\ArmaReforgerWorkbench\addons"
  2. mod name + guid (name of the actual mod in my addons folder, btw) -addons PlayerMapMarkers_5E92F5A4A1B75A75 -addonsDir "C:\Users\Paul\Documents\My Games\ArmaReforgerWorkbench\addons"
  3. just the mod folder name -addons PlayerMapMarkers -addonsDir "C:\Users\Paul\Documents\My Games\ArmaReforgerWorkbench\addons"
  4. the mod ID -addons FriendlyPlayerMarker -addonsDir "C:\Users\Paul\Documents\My Games\ArmaReforgerWorkbench\addons"

I get this in my peertool logs every time:

15:41:50.558 NETWORK      : Starting multiplayer client using command line args.
15:41:50.657 NETWORK      : Starting RPL client, connecting to address 127.0.0.1:2001
15:41:50.657 RPL          : Starting client
15:41:50.757 RPL          : ClientImpl event: connected (identity=0x00000000)
15:41:50.857 RPL          : ClientImpl event: disconnected (identity=0x00000000), group=4, reason=2
15:41:50.858 RPL          : Pip::Terminate
15:41:50.858 RPL          : IReplication:: Terminating
15:41:50.957 RPL          : Pip::Destroy
15:41:50.957 NETWORK   (E): Unable to connect as client to ''
15:41:51.157 ENGINE    (E): Unable to initialize the game
15:41:55.347 ENGINE       : Game destroyed.
15:41:55.362 RPL          : Pip::Destroy

Can anyone please highlight what I'm doing wrong here?

sullen island
muted breach
#

:/ kinda wish the error popup didnt take key input in the workbench. Was walking before the error popped up, pressed w and apparently that was able to select one of the buttons

#

editors frozen now too oof

#

ah it hit ignore lol, had to force close my workbench

devout nest
# sullen island Simply try this dynamic Peer Client Params ```cs -addonsDir "C:\Users\Paul\Docum...

Same issue 😢

console.log excerpt:

23:04:31.281 NETWORK      : Starting multiplayer client using command line args.
23:04:31.381 NETWORK      : Starting RPL client, connecting to address 127.0.0.1:2001
23:04:31.381 RPL          : Starting client
23:04:31.482 RPL          : ClientImpl event: connected (identity=0x00000000)
23:04:31.582 RPL          : ClientImpl event: disconnected (identity=0x00000000), group=4, reason=2
23:04:31.582 RPL          : Pip::Terminate
23:04:31.582 RPL          : IReplication:: Terminating
23:04:31.683 RPL          : Pip::Destroy
23:04:31.683 NETWORK   (E): Unable to connect as client to ''
23:04:31.882 ENGINE    (E): Unable to initialize the game
23:04:33.082 ENGINE       : Game destroyed.
23:04:33.098 RPL          : Pip::Destroy
remote estuary
#

your peertool addons dir is not the same as workbench, or addons loaded in workbench are not in the same folders as addons dir in peertool

devout nest
remote estuary
devout nest
#

would you mind sharing your peertool params and a screenshot of where/how your addon directory is set up? I'd like to try to replicate your setup later when I'm home

remote estuary
unkempt knoll
#

Hopefully todays update is gonna fix a lot of the crashing issues and the super shitty inventory20menu Crash

devout nest
atomic heart
woven mortar
brazen plaza
#

Does anyone know a mod that adds the RHS vehicles to the US side for Conflict, as there are the only ones working i believe.

vagrant wing
#

Hey, maybe somebody could help me. I'm fixing some weapon mod that was broken after 1.2 update. For now i fixed everything and work fine except physics when the weapon is dropped. Rifles from this mod after pressing TAB+X simply flyies and dissapears under the ground. When I drop launcher from that mod it just levitates. When I drop them via inventory they work fine, just lay in the grass. What could be broken? A component in prefab config or something different?

hollow badger
#

Any chance of getting a duplicate context action in the configure peer tool window in a future update? inserting, copying and pasting is so tedious when trying to launch 12x peer clients 😫 oh and multiple selection for deletion hehe

remote estuary
#

I mean copy once paste 10 times

#

you can copy paste the whole tree

hollow badger
#

that's a lot of work brooooo i just wanna dupe with 1 action 😔

remote estuary
#

no like

hollow badger
#

it's bad when i'm trying to quickly launch like 16-20 clients and then quickly delete later when done 😩

remote estuary
#

yeah I feel you

hollow badger
#

Might be a bit less bad if you were able to use keyboard shortcuts like ctrl + v

remote estuary
#

maybe it can be scripted to have a button to launch 20

hollow badger
#

Oh or that, have a extra property field for how many clients of that profile to launch

#

That might be better

devout nest
#

I'm getting incredible error spam when I try to start the game with peertool this morning. I'm using the exact same test mission and peertool config that I verified was working perfectly yesterday, here: #reforger_workbench message

Could this have to do with the update today?

vagrant wing
#

Hey, trying the lastest Tactical Flava Dev mod and their TIGR's seems to have manual transmission set by default. Made an override of a prefab and set transmission to automatic, published a fix but nothing changed, in game it uses still only manual transmission. Any help?

surreal stag
vagrant wing
#

But still it doesnt change the gears automaticly

surreal stag
vagrant wing
brazen plaza
# vagrant wing Full assistance. If I drive it rides very slowly (1 gear i think) if I change to...

RND tickbox works as intended in my own vehicle test mod. Not sure why youre able to shift manually when it only displays RND in game, but what youre describing with the TIGR not being able to shift on assistance/auto transmission, it sounds like they set it up as a manual and didnt bother setting up the automatic shift points correctly. Those shiftpoints are used both for auto gearboxes and assisted driving. I think they can also be found in carcontrollercomponent, its kinda fiddly to figure those out as the RPM values dont quite correspond with the actual shift values shown ingame.

#

Oh, now i understand your text, yeah, disregard the first point. The auto shift points are definitely not set up correctly from what youre describing. Sadly, I'm not home rn so i cant look up which controller those settings were in. there's upshift rpm, downshift rpm, uphill/downhill modifiers in there. You probably also need to tweak throttle curves, but Im not sure if its in the same component

vagrant wing
brazen plaza
#

open the config file in a text editor and search for "upshift", there youll get the right component to look in ^^

vagrant wing
#

Okay, changed it by myself. Changed Max Power and Max Torque and tweaked some vaules in Gearbox sections. Now tigr are driving fine. Thanks for help guys

surreal stag
#

bit of an odd question, has any one else noticed weird things happening with the weather and wind in workbench since yesterday's 1.2.0.92 update?

surreal stag
#

good news im not crazy (yet), they change the weather start state to Overcast instead of Clear

#

which monster wanted overcast in workbench? thonk

errant hare
#

does it exist any "light theme" for reforger workbench?

solid topaz
#

anyone know the entity to spawn helicopters? the helipad doesnt have the spawner attached

surreal stag
#

you'll need to set vehicle type and faction

solid topaz
#

thanks

sullen island
#

Now after the latest update, when using peertools or the dedicated server tool, and having a game mode that has all 3 states pre-game/game/post-game, when the gamemode ends and or restart, now it disconnects the peered clients with the following message:

WORLD        : UpdateEntities
 RPL          : rpl::Pip::ProcessNetToGame
  DEFAULT   (W): Another connected player with the same identity found. Dropping this connection request and disconnecting the client  

This wasn't the case prior to the latest update 1.2.0.92, the peered clients would connect and spawn with no issues, this issue can be repro by simply loading an MPTest or CTI_Campaign world, and use the DiagMenu Gamemode "End Session" or "Restart Session", or GM End Session.

mortal widget
#

Encountering "Model is already registered" on workbench despite the fact it's deleted lol. Not sure how to fix this.

Solution: open the addons folder located in My Games/Arma Reforger Tools/addons/... and delete the offending resource's .meta file. Reimport after.

solid topaz
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does anyone have any more info about spawning helis i tried using the SCR_AmbientVehicleSpawnPointComponent but i couldnt get it working

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my gamemode is FFA if that matters

ashen breach
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trying to use a mod as a dependency but i dont have an addon.gropj file

quaint plinth
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I can't even sign in to workbench anymore

ashen breach
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I know should be patient

spring harness
ashen breach
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Thank you so much

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Also, i cant find my downloaded mods in the file it says i need to look

lethal mirage
ashen breach
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No i dont think i did

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Is it called addons (i probably sound really dumb for asking this)

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cuz only my projects that ive made are in there

plucky jungle
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the video is nigh unviewable, post a screenshot pls. But it looks like you're in your downloads dir? not your addons dir?

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if you're including a mod as a dependency that you downloaded from the mod manager, the folder will look something like this

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you'll find the .gproj in each of those files

ashen breach
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My addons doesnt have any of my downloaded mods

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Just my projects for some reason

atomic heart
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@plucky jungle what is the Radio range of an Antenna?
I know I can change the radio range of a base, but I would like to know what is the range of an antenna we build after capturing it.

quaint plinth
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I still can't login to workbench

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It just gets stuck on "Linking" and never completes login

quaint plinth
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This pops up immediately upon opening workbench and I can't link my account anymore

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Nevermind now it works?

remote estuary
quaint plinth
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All I did was load a new project

remote estuary
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yeah it resolved for me on its own too

quaint plinth
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Is there a way to add someone to a mod to have access to publish updates for it? Like multiple accounts capable of publishing updates?

reef ferry
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no (or not yet anyways)

swift sonnet
quaint plinth
quaint plinth
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Wish I knew this sooner

solid topaz
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@surreal stag do you have anymore information on spawning the helis with SCR_AmbientVehicleSpawnPointComponent i tried messing with it but i couldnt get it working

surreal stag
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this will spawn a random US helicopter at the start of the game

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the respawn period is how long it takes for it to respawn after the vehicle is destroyed

solid topaz
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is that in seconds or minutes?

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thanks for the quick reply really appriciate it

surreal stag
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seconds

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these tags can be found on the respective vehicles in their EditableVehicleComponent, you can add additional ones to narrow it down to spawn a specific helicopter etc

solid topaz
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awesome thanks

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what is the blank object called? or can i put the spawner on the actual helipad

swift sonnet
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should be these guys

solid topaz
worthy slate
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Is the "Create/Update Selected Editable Prefabs plugin" bugged or am I missing something? I follow the prop creation Tutorial on the wiki but im stuck. No log information is showing up. The button does nothing to my prefab files. No new folders or files.

swift sonnet
latent mist
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I’m playing combat ops on a dedicated server with some friends how do I get it to save our progress do I need a mod?

lethal mirage
latent mist
lethal mirage
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It should auto save every now and then

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Maybe also before shutdown, haven't checked

latent mist
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one last question how do I load saves

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think I found it nvm

civic grove
barren oasis
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i had to reinstall the addon tools from the zip in reforger to blender and then restart it. I guess i didnt unzip the updated toolkit into blender

civic grove
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Thanks that worked!

torn pike
torn pike
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Welcome to the donut gang

carmine oracle
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So I have my other map that has lots of stuff in it with everything setup and I want to edit it. But I also don't want to change the original file and project. How do I essentially copy and paste this project into another?

dim jolt
swift sonnet
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Gui tags?

dim jolt
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nvrmind i cant even change any of that atm, i forgot that my world is doing this rn

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does anyone know what is causing this?

atomic heart
dim jolt
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oh wow, im on a diff level of stupid thanks for that

dim jolt
atomic heart
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try to remove the Dependencies and re add em

dim jolt
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i got the world working thanks for that, i accidentally removed it from dependencies last night and didnt realise

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now im trying to get the ambientvehiclespawn working

atomic heart
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you have the map navmesh added?

dim jolt
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had no plan on using ai and thought it was only for that so ill try adding it

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thanks again'

atomic heart
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NP

dim jolt
atomic heart
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that shows you how to add navmesh

dim jolt
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yeah looks like even with the navmesh no vehicle is spawning with ambientvehiclespawnpoint

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thats what i have set, even if i untick require all included it doesnt spawn any vehicle

grave elm
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How to switch to the MapMode in World Editor?

stoic wigeon
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For those who you Github, is there any issues with linking the Github desktop tool to the default reforger tools mod location or should I create a new location for creating new mods and point github to it?

swift sonnet
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I don't use the GitHub desktop tool, I use tortoise git - but there shouldn't be any problem creating a repository in the add-on folder. It's just extra files and nothing is locked or held in memory, So it can't really interfere with the workshop.

I'd keep things simple for yourself, put the repo right in the add-ons development area.

remote estuary
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terminal or ur a scrub

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i use vim btw

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on arch btw

swift sonnet
crisp anvil
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only thing i would suggest is to not use a onedrive folder (think i remember someone having issue with it) and exclude all WB and Arma folders from windows defender

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+1 for git in terminal running powershell with oh my posh for nice colors 🚥

swift sonnet
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OneDrive aka share drive/remote drives. That sort of stuff always causes problem.

broken robin
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overriding gamemode_base breaks the game now?

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What should I override for RplProp and RPC now?

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nvm???

remote estuary
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nvmed successfully

broken robin
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  1. Open GameMode_Base.et in main workbench
  2. Run conflict in world editor
  3. Virtual Machine Exception
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restart workbench with GameMode_base.et open in the main window

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The stuff open in the main window is leaking into the world editor hmmyes

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no override required ✅

dim jolt
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is anyone able to tell where to edit max supplies a vehicle can carry?

atomic heart
remote estuary
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how do I get this filter to save lol its always on supply

atomic heart
remote estuary
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I did set this up to say supply somehow but when I change the text it goes back to supply next start anyway

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its a lil weird

atomic heart
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Its not stranger than when the game favored some community servers that I never been there or heard of

plucky jungle
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To the peertool startup params

glad tree
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which of OrangeDealers mods r working atm?

spring harness
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I don't quite understand the inventory weight system, I'm also a bit tired today.. This is the 100 round M249 ammo box. It's shows as weighting 350 grams in wb but in game its 3.15 Kg? Is this a bug? Do we have to edit some inventory file for the values to match?

spring harness
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The M67 hand grenade is correct (400g)

spring harness
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I need to sleep more... Here, have a Slava 11% alcohol.

tight dune
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😄

cyan salmon
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how do i view a map overview in world editor?

small swan
stable pine
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A question. I saw it was already asked several times but I still couldn't find a proper answer.
When I download a map from workshop it has all its layers locked. Is there a way to unlock it? I already tried unpacking .pak file and just copying layers to my copy of the map but that didn't really work becasue everything is messed up (e.g. a road just floats 100 meters above ground)

kindred swan
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Hoping someone can assist here. For the life of me I just cant remove the civilian equipment from the arsenal loadout. I have **disabled **all civilian equipment in the Configs\EntityCatalog\CIV\InventoryItems_EntityCatalog_CIV.conf and in the Configs\Factions\CIV.conf
I have also made sure no civilian equipment is represented in Config\Factions\US_Campaign.conf which is where I maintain my campaign enabled equipment for US faction. Regardless of civilian equipment being disabled (where ever it is present) it is still appearing in the US Aresenal. RHS mod only in use. Hope someone can point me in the right direction here. Thanks

dim jolt
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does anyone know if there is a way to change the background on the loading screen to a server?

tight dune
kindred swan
tight dune
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What items are you seeing exactly? You can check us faction config and see what entity catalogs are assigned there

kindred swan
grizzled python
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Is there anyway to add a usable radio for the civilian faction?

tight dune
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Not entity catalogs in conf format

kindred swan
tight dune
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Are they overriden?

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in any case, I've launched vanilla conflict with RHS loaded and I don't see any civilian clothing, so perhaps you are loading something extra

kindred swan
kindred swan
scarlet patrol
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hi I'm running reforger tools on linux via Proton and running into an issue when setting dependencies in my project:

INIT         : Workbench startup
 INIT         : Workbench Init Engine
  ENGINE    (E): Addon 'WBConflict' dependency '5F221132A12BF9B1' can't be added

I'm guessing this is to do with the way WINE/Proton maps paths (and how reforger tools expects them to exist) as I had to add the reforger and core projects manually due to Reforger Tools being unable to detect them.

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I tried making a symlink so that Reforger Tools used the main Reforger compatdata directory (and Wine prefix) but made no difference to this error

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However, when first adding the dependency to the project the name is correctly read from the target mod's addon.gproj. I have a hunch this is due to the addon existing outside of Refoger Tools' addon paths (I couldn't see a way to add more or configure the existing ones)

scarlet patrol
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doh of course thanks

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I'm a out of the loop, just starting to get back to messing with reforger after life stuff

iron spruce
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Maybe someone can help me here, every time I try to add the clouds-volumetric.emats this happens by nighttime.

Yesterday I nuked my Hole PC and used no mods and I am still running into this issue

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Can anyone help me ?

iron spruce
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Things I tried.

  • reconstruction of the Hyrachi
  • dice around the planet preset.
  • detelting reforger + Data + tools
  • Nuking my hole frigging PC.
  • using no mods.
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Still no success

remote estuary
iron spruce
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I did but to no success

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This is just the screenshot from yesterday

iron spruce
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thank you

hearty tusk
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how can I create a magazine well that only accepts one type of ammo? id like to make a launcher that just accepts my own rocket

hearty monolith
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Surprised no onees brought back Nogova, Maldens too easy, and Kolgujev is brought back just not very well other than be shaped like lanzarote

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But Nogova was a bigger and better island design than BI ever could do, was god damn perfect

tribal current
worn void
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Where do I find in Tools the point where I can edit the map, that I can add points, names, places and so on

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So the location map

worthy slate
atomic heart
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A question when I override a prefab how do I make the game to use my overridded prefab?

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Instead of the original ones

remote estuary
atomic heart
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I am trying to override the Antenna to change the range, but it wont change in the game

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I override Antenna_s_US_01 and Antenna_s_USSR_01 is that the right one for conflict?

unkempt knoll
hearty tusk
unkempt knoll
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// 22
class MagazineWell22_Class
{
}

MagazineWell22 MagazineWell22_Source;

class MagazineWell22 : BaseMagazineWell
{
}

Just change the 22 to whatever it needs to be and add it in Scripts/Game/

hearty tusk
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ok, got another question, is "Scripts/Game/" a directory I should be able to access?

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idk where to find it