#reforger_workbench
1 messages · Page 8 of 1
Quer adicioná-lo ao Arsenal? Yes
I want to modify the RHS version, and put it in the arsenal without replacing the original
This is how you add things to arsenals
You will obviously have to add it to an RHS entity catalog if it should be an RHS faction item
So, shouldn't I duplicate the file to apply the new texture?
Yes, you should be
After that you do the think I linked
Then your own version will be in the factions arsenal in addition to the old one
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
Duplicating will not affect the original prefab
If nothing changes, make sure the thing you are looking at is actually yours and not the original one
but when I apply the texture to the duplicated version, will it remain?
On the duplicated prefab? Yes.
ok, I'll try
when I have multiple projects with the same GUID in workbench launcher it never opens the right one unless its in the addons dir
OK I give up, where are the options to change keybinds in the world editor? I want to switch shift+esc and esc
In the options menu. File>Options>Keybinds iirc Workbench>Options>Shortcuts
Anybody know why an fbx file would import into the tools as black instead of the normal white/grey
often is vertex colours embedded in the model the tools don't recognise
go to the geometry tab and see if there's anything under uhh colour attributes that's not sharpness or UV
if so, delete and try importing again
another option could be your normals being inside out
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.
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.
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?
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).
you can also use GUID, so -addons 5D58A217A9611AFB
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
yeah I tried both stringifying like Bacon said and GUID still it take the first word only
yes it in the project ID
GUID is a "single word" so I don't understand this sentence?
the guid part is fine in the console log crash it tries to launch it with the first name only
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```
as you can see in that snippet it does -addons WolfsBuildingPack,Dead cutting of the rest of the addon name
if we check the addon.gproj
this is how they set it up
ID "Dead Everon"
GUID "5D58A217A9611AFB"
TITLE "Dead Everon"
Dependencies {
"5D84C738432BFE6A"
}
}
but you are not posting why it crashes?
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
I guess you can remove that space from gproj on your end
I did try that
I did as well change it everywhere in the mod files
but I guess it's baked in some of these files I can't edit
and what happened?
feel free to assume but it might be better if you share why it crashes so that we can try to help you
Are you sure addon is loaded from correct place?
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
first one I assume is auto added by peer tool
second one is simply ignored
since you can have only single CLI param
I guess he could try to start the server first and then start peer client manually without the broken param
a lot of issues with spaces in the tool and game in general
I check discord bacon you had this same issue a while ago idk if you got around it
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)
so you can try starting the diag binary with the correct params, or rather all params except the broken one
if you have mod *AFB in only one of those addons directories it should work
"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
Peer Tool is generating title ID based on what WB loaded, so if you are loading from ArmaProjects folder, then there might be mismatch
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
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
could you please tell me where we can do that?
you are referring to this https://feedback.bistudio.com/project/profile/66/ ?
yup
Guys hi I'm trying to bring in helucopter into game
I tried editing existing one but u always end up with errors
Saying missing physic material and failed to spawn entity
I'm trying to get the hind 24 in game BTW
Idk why the RHS team left it
sorry what? left it where?
Mi 24 mod
there was never an Mi24 mod for reforger made by RHS. so not sure what you are talking about
file data structure of the world is obsolete arma
what does this mean^ crached and reopened file now thiss, everytime i test play it crashes
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
You should be able to edit the current instance of the prefab thats inside the world @devout nest
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 🥲
thanks for the tip, I'll try it out today
Hi! Does anyone have experience of creating a custom tool for World Editor or any other editor?
https://community.bistudio.com/wiki/Arma_Reforger:Workbench_Plugin_Tutorial there is tutorial and sample on github
- https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Tutorials/Scripting/Workbench there are few more specialized tutorials over here
Thx!
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?
I wanna say it's locked for a reason but I still have no reply from BI if this is intentional or not
also #enfusion_terrain
THX 😉
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?
peertool logs in workbench console window pls
background as in the TGA that gets generated from the map tools or an actual custom background?
it was a .edds satellite background. For whatever reason I loaded up the editor today and I am no longer getting any of the errors from yesterday
problem solved
how do you fix custom scenario not loading in reforger? just freezes up loading.
That depends on why it's frozen. Can't really give you a better answer, you'll have to test yourself.
Check for log errors, then try removing stuff until it goes back to working - etc
there arent any log errors as im loading the scenario in reforger
the arma loading screen just starts flickering
Flickering?
lemme get a clip of it
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
I am doing something wrong?
You are probably missing the dependencies of the dependency. Check the logs
That would make sense 🤣 Thank you, will test out
it should tell you at the top of the console log if you're missing a dependency
I’ve got dependencies, specifically RHS, but when I try and open my own project it decided to open the RHS project instead.
Keep getting an error for the Arma reforger gproj
C014582791ECBF24 language localization is apparently the wrong name
Okay so I believe this is not related
I’m trying to use TFM Uniforms as a dependency and when I add it and its dependencies, my workbench just crashes
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 ?
I need some help setting up a faction - specifically dealing with the integration with the in-game editor.
Fixed that - but now my mod is timing out when I attempt to upload it.
is there a way to make world presets? or should i just build a base world and make my worlds under a subs
is there a way that i can own asset not let rain through ? currently it rain straight through the roof ...
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
you can go into the map and click it and copy it Ctrl-C and then load into your map and paste it
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.
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.
overrides of scripts is done via "modding" keyword
unless you really want to fully replace vanilla script (replace is not same as override)
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!!!
hello guys, i looking how to reduction the damage i take from AI and make player more durable before unconsciousness, any help guys ?
So overloading classes I just manually create a file (likely in the same relative location as vanilla)?
Also, I'm needing to define a new reason for a support station to be invalid, but I don't think you can redefine enums, would the expected action be to completely override the vanilla enumerator while just adding a single record?
No, if it will have same name and location then it will fully replace original one
https://community.bistudio.com/wiki/Arma_Reforger:Scripting_Modding take a look here and on scripting section in general
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.
that will be same location for engine
in case of scripts, engine see only scripts/Game/UserActions/SupportStations/SCR_BaseDamageHealSupportStation.c
So it's not nessessarily a recommendation to use a prefix, but a requirement if not wanting to overwrite it
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
Gotcha. The File Structure header the scripting page had me believing I could use a direct copy. Thanks for clearing that up!
In the case an enumerator, is there a preferred method over just overwriting it and provided additional enum values?
do you want to expand it? If yes, then you can use modded keyword like i.e. here https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation#Adding_new_faction_to_in-game_editor
That's perfect, thanks so much for the help!
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```
Prefix it with an unique folder, for example MyModName instead of common things like modded as you could land in the situation where you replace what another modder did if they went for something common like that
I cannot copy anything by dragging and dropping into the workbench. I have to open the folder and copy-paste the files. Why?
Because of one drive
You are lucky that your project is even being loaded - move your Addon to some other location (outside of one drive) and try again
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?
I feel like maybe I'm going about it the wrong way
Thanks 🙏
I’m having issues with my buildings, not having collision
Is there a keyboard shortcut to copy resource name?
What are the rules on making an addon locked/only usable in my server?
does that break workshop ToS?
unclear on tos still waiting for BI to post their "clarification post"
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
awesome thank you
@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
unless of course I obfuscate tf out of the class lol
if your mod is licensed ND and someone creates a mod that directly modifies yours then they would be violating your license
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?
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 😄
I am also getting this. did anyone find a fix?
@boreal stump I found out it has to do with the addon.gproj file that you select when opening a project. I found a forum post about it. Will link it soon
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.
Hello, how to remove all project add to the workbench launcher ?
I dont want remove one by one xD
delete Documents\My Games\ArmaReforgerWorkbench\profile\projectList_app.....conf file
Thanks 😍
you can use this registry file to clear all "addon presets" (the thing when you right click -> open with addons)
very nice to have that. Big thanks 🥰
Sorry, not sure of that. I will let you know if I find any info on that though
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.
interesting thanks
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?
dealt with this too... #reforger_capturehold message
Unfortunately no one seemed to have any answers. My best guess would be with how the mission header file is configured, but I never got it to work
dam interesting we both happen to run into that same issue.
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
Have a question, have a premade composition fob that is placeable however unable to delete it
in gm
or even edit the entities inside, it is madeup of sandbags
how do I fix this
I see, all the sub entities need SCR_EditableEntity is there a way I can mass apply it
or have it inherit that component from its parent?
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.
Does anyone know how I can wipe that setting?
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.
how do I duplicate/send to my project a bunch of materials from multiple folders?
nvm
Is there a way to configure gamemaster gamemode so that ai will only spawn or be activate within a certain range of players ?
Like the way it possible in scenario framework ?
The "Configuration to String Table (conf2st)" plugin converts internal game language .conf files into a localization.st file format. This file is created within the player's profile directory.
https://reforger.armaplatform.com/workshop/61A94824EE0B0CB9-conf2st
The "Configuration to String Table (conf2st)" plugin converts internal game language .conf files into a localization.st file format. This file is created within the player's profile directory.
finally a way to see the string table
would be good to post in #enfusion_resources
Is there anyway to add dependencies to a mod after it has already been published?
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?
no, it works correctly for me
I had an issue also. Completely exiting Arma Reforger Tools and relaunching it fixed it
How do you access the experimental version of Reforger Tools?
It's a separate tool on Steam
which requires also experimental version of the game
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?
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
Yea, I figured as such. I want to add persistent saves, but seems a bit more involved than what's in the github readme....
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.
...figured it was a little more plug-and-play than it seems to be. Guess I'll wait for BI to add it.
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 😉
So if I make a basic mission in Workbench, is it just a matter of including the dependancies and loading them in the main menu or more involved?
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.
Ok, makes sense, thank you!
Question:
My mod is locked after i published it.. how do i unlock it ? so i can add more stuff
You should have two projects, one that is locked and one that isn't.
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.
it's not there i only got one
best to create a new mod?
where can i find them others ?
It's still on your disk where you intitially created it, right?
No idea, after i published it made it locked.
now i only got 1 mod and its locked
It'll still be somewhere on your disk.
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 ?
where to find ?, I can only find one in ArmaReforgerWorkBench & ArmaReforger -> Addons. Both locked
Appears to be the correct path. I've heard of this issue before, but I don't 100% remember what its origin was.
I think it was connected to where the source files were saved
🤔
Maybe try moving the source folder to a Reforger unrelated place and readding it
Move it to desktop and add it again ?
For example. Not sure if it'll work, but try it.
the source folder is 'AAAAAAA' folder right ?
Yes
okay give me a mom
still locked
Looks like a bug with the Workbench launcher
could you screenshot the project folder?
yes
somehow you merged downloaded addon with source project
no, you could separate the packed mod contents from the source contents
okay, how do i do that ? Sry i'm new to this
you could check how packed files look like by opening any other downloaded addon, and remove those from your project folder
not sure if that will fix it or not
What kind of files and foldes do i need to remove? to make it look-a-like ?
you could also create a new project to see what source project folder looks like
heeey it worked !! 
I removed the data.pak / addon.gproj, meta file, resource file etc. etc. !
addon.gproj is important, should probably have kept that in
oh
the addon.gproj_1.0.1_manifest ?
you said addon.gproj, I mean addon.gproj, not addon.gproj.somethingsomething
my bad sorry i meant "addon.gproj_1.0.1_manifest"
i removed the "addon.gproj_1.0.1_manifest"
I dont have the addon.gproj in the mod
oh wait
ofc i do
nvm
ok
it's still in the mod folder
Thank you very much for the help sir !
been struggling with this for +7 days now
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 ?
is it possible to have two world editors with two worlds opened at the same time?
Open workbench twice
Sounds like the map creater didnt set up the navmesh properly
horizontal scrollbar needs to get deleted from the log console tab
Any kind fella, can help me solve this issue, Please DM/PM
Any kind fella, can help me solve this issue, Please DM/PM
Could you help me in few hours?
it says the map entity is missing, consider adding a map entity and configuring a map in your world, there should be some information about this in #enfusion_terrain
thanks a lot, i try a different map right now but i get some crashes :/
how do i update tools
How you can update the Workbench? Via Steam.
verify game files?
Or what tools do you mean?
If Steam doesn't show you an update, there is no update.
ok dope, thanks
Does anyone know of a working dersert us vehicle retexture, like https://reforger.armaplatform.com/workshop/597CA1847E310D99
no longer downloadable
let me guess BI has server issues tonight
The "Arma3 XML Stringtable Importer (xml2st)" plugin converts external Arma3 stringtable.xml files into a localization.st file format.
https://reforger.armaplatform.com/workshop/61B29DA0E2DA5B60-xml2st
The "Arma3 XML Stringtable Importer (xml2st)" plugin converts external Arma3 stringtable.xml files into a localization.st file format.
Does anyone have the same problem as me for uploading an update with the Workbench ?
I think you will not be able to upload to workshop when it's down
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
in the message you posted it says it was not able to reach workshop
This is a marvelous experience
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)
it copies the folder structure but leaves the asset files behind like the .xob file
despite the checkbox for the .xob file being checked in the copy procedure
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?
each mod has its own license.
you cannot copy over 3d assets or unlock the original files
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?
In the tutorials ITEM.et (e.g., Rifle_AK74.et) is used, what makes it different from its _base version?
same for the newly added DemoBlocks
pedantic, but there is a typo in the 400g demoblock
Damn also Inventory action and detonator isnt capitalised like all the other properties
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`
RHS has to be updated, wait a bit
ah sh**t!, you right i forgot about RHS... ma bad and thank you man 🙏
Np 🙂
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...
https://community.bistudio.com/wiki/Arma_Reforger:World_Editor i'm not seeing any mention of the keybinds on this wiki page
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
Thank you, I appreciate it. Thats also the windows desktop changing keybinds, i'll have to close the other desktops i guess
You can disable windows conflict with this keybind
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
This tutorial will show you how to enable or disable the widgets feature for all users in Windows 11.
Widgets are small windows that display dynamic info on your Windows desktop. They appear on the widgets board, where you can add, remove, arrange, resize, and customize them to reflect your...
@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
How do we fix this for unlicensed mods?
There is nothing to fix, if a mod has no license all rights are reserved by the creator of that content.
How do i fix this bug?, What did i press on my keyboard?..
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?
Why are there a million SCR_SaveFileManager session uploaded to workshop?
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
lctrl + x
Thank you, I hadn't seen the first link on the wiki. I will be more attentive. Thank you very much
No worries 🙂
What is going on?? .. I got the rank, i can't spawn this vehicle, 6500 supplies in depo
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
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
No, it cannot be hahaahahaha
Just ignore my previous post... Thanks lol
haha, no problem. It happened to me once too
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 😂
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?
right click the FBX then click register & import
@midnight linden
had me confused at first on my first import ngl
hey yall
anyone have an issue about this menu simply
not actually transfering the files?
its not for transferring files but changes from file in mod A to mod B
its greyed out
reimport, but I figure that means it was registered already & there should be an xob near where it was in the dir
after a register & import
this is how it works for me
kk tried that but not getting the xob
ill start oiver
lol
but i dont see it anywhere
which is the wierd part
do you have any filters in your viewport?
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
Might be related
the api port changed
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
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 ?
How to get rid of that Radio bug for the Conflict missions the Bases spawn without any radio signal
God the workbench is unstable as hell, I've had to report 3 crashes within like 2 hours.
those are rookie numbers
4th crash.
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
how to disable fastValidation for the listen server in workbench ?
where is the config for that?
Bump
or which entity atleast
can someone give me a hand i cant get my prefab to spawn in GM
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?
is there a guide on setting up the peer tool?
I need something more useful than this like an entity or a prefab or something
prob adjust your addons dir to your addons dir
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
theres a really annoying plugin that does it https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Image_Generation_Tutorial
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.
world editor under plugins i think
this is the world editor plugin screen🥲
settings on top??????????
you know maybe im an idiot
relatable
I somewhat figured it out however
It seems the Mi8 is being placed in the same place as the camera, I dont know how to move it
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.
do be pretty cinematic tho
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
your addons dir should be set to the addons dir
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
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
Same
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.
what happened to HitRegManager? I cannot seem to find it
you dont need it any more
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?
@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:
-
drag the component item from Object Properties window and drop it into Resource Browser window (see the picture).
-
after drop, enter a prefab name into dialog (picture). That's all. Your component prefab file will be created.
@sullen island That's fantastic. Thanks for the info, I appreciate it
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....
I'd say in a lot of cases a 2 year old video isn't viable information now.
Really annoying is the word. I can never seem to get it to work correctly
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
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
How do I edit the default Everon conflict game mode? And can I add buildings to Main bases by default?
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.
Thank you.
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
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
any chance you have my loadout editor or the m4 in dependencies? I removed both for now
thats the one... yeah... i was looking on the workshop and m4 is gone...
thanks for letting me know... ill just work on some stuff internally and not worry about publishing it
you dont need neither the m4 or the loadout editor for your suppressors pack lol
this one is the optics pack. i could likely remove the dependency because i usually load your stuff to make sure its compatible with that. And i use the loadout editor to test cuz i cant stand searching the arsenal lol
one of the red dots had two dots lol...
ah ok well the suppressors pack also needs the loadout editor removed 
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
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
Can someone take a look at my mod files and tell me why it causes AI to not be able to move? Like GMs cant order AI to do anything
https://reforger.armaplatform.com/workshop/61C6FBE0B5D635AA-GodsCursedChariots
I should clarify, GMs cant give AI move orders at all regardless if in my vehicles or not
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
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.
Did you update your Arma project in workbench?
Like the Arma data thing.
You need to update it after each patch.
Nah, i diddnt knew that
How i do it?
Hmm... Sorry guess you don't have to.
I'm using a weird setup where i have to.
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.
add resourceDatabase.rdb to git ignore list
Really, that works?
yes, thats how Reforger is developed
Haha OK, I guess it was not a big problem anyway. Cheers!
how u did it?
I'm talking about:
https://community.bistudio.com/wikidata/images/d/df/armareforger_modsetup-launcherwindow-reforgerfound.png
https://community.bistudio.com/wiki/Arma_Reforger:Mod_Project_Setup
Does it work if you don't use a mod project and just double click the "Arma Reforger" icon?
i did it already
still cant load World editor and so on
Was the Everon Life already updated to work with latest .76 build?
Something is using a class called "IsWeightOK" which does not exist.
I did update it for 0.76 and the weightok stuff should be fixed already. Please make sure you have the latest version of the mod 🙂
@past tapir
thx buddy
ye is saw it, thanks for the answer. im extremly new to this all haha
can u send ma Discord invite for the everlonlife dc ? the on in the docs is expired
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.
Guys, how can I get PlayerSteamUID? Not player identity that looks like GUID?
Is it possible at all?
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.
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
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.
doing it vs code speeds up the process a lot
I'd be glad if you find out about it, because i'm also stuck at that point!
yeah its not looking good im still stuck
hopefully one of the bohemia guys sees and can help
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.
Something with your TimeAndWeatherManager
Did you configure it in any way?
have you made any progress?
None 
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?
Not sure what you mean by configuring it ?. I haven't touched anything just been designing my map this whole time.
I don't touch any settings unless I know what I am doing. I don't want to break anything
Are you using the TimeAndWeatherManager prefab?
as in what ? like changing time of day etc ?
If you added this prefab to your world.
The video I watched said to add it so yes.
And it's the prefab, right? Not the entity from the Create tab.
let me go check real quick.
should the file end in .et ? or .c ?
That's what I see in the higharchy
Blue icon in the hierarchy means prefab, pink means not
Delete it, try the blue .et prefab from the resource browser and check if the error still happens.
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 ?
A game mode, US and USSR spawn points, the USxUSSR factionmanager and loadoutmanager.
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?
how are you doing it through text file?
you can open the .et with a text editor
hello, anyone knows how to make the supply remnants replenish themselves? or what I should use
@rare estuary just woke up please tell me youve figured it out
@rare estuary got the solution, have to change the faction label here
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
nvrmind figured it out just have to do it through vscode
Sadly not the solution for me 
Glad you found out for your things tho!
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!
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
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
windows + ctrl and it opens a menu you can nav with arrows keys
mess with the settings at the top
That didnt seem to do it... i couldnt fin anything in the diag menu but shutting it down and restarting got rid of it thankfully
Is it possible to have two prefab edit mode windows open?
sounds like your already onto it, if you still need help feel free to dm
@torpid blade
Have a read on this page it will guide through opening/creating projects
https://community.bistudio.com/wiki/Arma_Reforger:Mod_Project_Setup?useskin=darkvector
Thank you
After that you can look at this page that you can choose what you want to do to get you started
https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Tutorials
Thank you!
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
anyone happen to have a powershell script that turns reforger mod preset jsons into enfusion addon presets?
IDK how to do the radios but to rotate MOBs just don't assign it using the Faction Affiliation and they should rotate
So my workshop tools crashed mid upload to workshop and now I get this. What can I do?
Nevermind I guess workshop is down?
I know that that was not my point
MY B
$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
is it possible to export edds texture files?
check -> #enfusion_workshop uploading backend is down rn + its the weekend, probably gotta wait until whenever office hours are for bohemia
no
anyone else on here attempting to run the workbench on linux? i got it to work. but it crashes when i look at prefabs
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.
workshop still scuffed?
Yep, same issue.
Anyone know how to fix this issue?
I am trying to launch using peer tool and this is the error I am getting
@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
Thanks for reminding me. I already had that fixed and hadn't pushed an update yet.
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
Na, I just made my old glove slot an extra slot
I gotcha
is that current or in what your gunna upload
alright I see, may have just been something stupid I did lol
drug dealer RP inventory be like
Will mods that relied on that slot still work properly
They just need to change the attachment type to the vanilla glove slot.
I gotcha, thats exactly what I needed to know, time to go do that with stary armoury and task force mattock 😭
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
If the gloves in whichever mod are actually inheriting from my prefab like they should be
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.
yep my unrealeased fixes are sitting at v 1.10 now instead of 1.00
yeah, that's stupid.
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
Hey does anyone know if its possible to download models from reforger like a jacket, and then edit it in blender?
dont think so
dang wish it was possible
I also wish it was possible to upload/update mods
Wish it was, trying to retexture without substance really humbled me
so the only way to make textures is inside the workbench?
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
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
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
yeah i use gimp that would actually be really helpful
just need whatever camo or whatever ya want thrownas a layer underneath
yeah thats true probably wont be too diffecult then
I dmed em to ya
is anyone else having trouble publishing rn?
Services be broke for uploading mods
"Publishing project. Please wait ...." for a long time - even on a very very small mod - then a Publish Failed message. Still down by the looks of it. Does anyone have any status on when this will be working again ?
oh ya same here
Am I crazy or was overriding gamemode prefabs a thing before 1.2?
yes to both questions
Publishing appears to be working
any chance i could get those as well?
Yeah sure
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?
@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.
probably should be pinned IMO. without dev reforger history its kinda of hard to deduct 👆
any clue how i can fix this? made a Task force mattock rhs edit
rhs nightvision sits off too much
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.
have you tried removing it from the multilist in US_Campaign.conf?
Thanks Med'Red - I have checked the multilists in Campaign_conf and they are not reflected there either.
might need to drag the inventoryitems onto the items multilist for it to reflect
if you want to add multiple catalogs like i have you have to open it in vscode and then add it that way
Thanks @dim jolt I'll give this a try
hopefully it works im new to the tools so i might not be remembering the process a 100%
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
the attachment point on the helmet needs to be adjusted for the NVG slot. Do it in some base class from which all his other helmets derive
Can we get a generic terrain in the prefab editor so its easier to build prefabs something like this
@midnight wigeon I see ty
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.
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
The name of the component is Hierarchy. You should put it on the item in the slot
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! :))
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
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
What does this prefab icon mean
the circle
you find it in parent prefabs with no components
nvm this icon refers to Flags > Editor Only option enabled
And it means;
//! Do not spawn this entity in game app
EDITOR_ONLY,
anyone else experiencing that the procedural animation editor is just crashing when launching it ?
so no one has an answer to my question ?
interesting was able to open it yesterday, but if i open it today it crashes instantly lol
Where do you find your Scenario ID?
The Scenario ID is the resource name of the mission header.
RNs can be copied after right clicking the file in the WB.
For published mods, they are also listed on the Workshop page.
I don't see it
Is it possible to show me where it is? @lethal mirage I have people waiting for me to finish my server
On the workshop, the option when right clicking the mission header, or the mission header itself?
Where in the workshop?
It's my own custom map I'm making and it won't show up in scenarios either.
Did you create a mission header?
When your mod is enabled, do you see the scenario in the scenarios menu?
No I did not
Then click the link and do what it says
Tysm
So I did a quick read and I don't want all the fancy tdm stuff. I just want a GM mode on a custom map. Does this mean I only need to do the first part?
You did create a GM subworld, right?
Subworld?
Wow this is complicated I'm so lost 😭
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?
It's all explained in the document. First do what is says there, then:
- Go to ArmaReforger/Missions, duplicate the GM_Arland.conf mission header, name it to GM_YourTerrain
- Edit the duplicate. Change a) scenario name b) author and c) the world path to your GM subworld
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.
I'm about to go to bed so unfortunately not
But as I said, it's all explained already - you'll figure it out
All good tysm for the info tho
with further testing, it also seems like the Zone Start parameter doesn't work. Maybe I misunderstand what it's supposed to be doing, but I would think that with these config params, I should only be able to see nametags between 10-15 m away. however, I can see them from 0-15 m away
project directory folder structur
Where is that?
Just the hierarchy?
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
is there a way to have vehicles respawn on a timer?
Checkout the CTI missions, they have vehicles that respawn over time (given the original one has been destroyed)
thankyou ill check it out
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?
can anyone help me learn to do some british rifles
help you with what precisely?
like the basics to building them in the workbench and making them compatable with modern attachments n things like that
a bit vague. You don't really build them in reforger, you configure them in reforger. but there are samples for that #reforger_samples
Soliddddd thank you
I don't see any prompt for creating a subworld
Is there an ideal method of backing up your mod projects? Or is simply copying them to another location suitable?
NVM I got it
github, gitlab, or some self hosted solution like forgejo or gitea
Anything special you need to do with reforger workbench when copying back to PC?
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.
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.
i was having this same issue. haven't found a solution either unfortunately
I found the solution I will post here when I have it polished
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
- Copy your addon project folder to
C:\Program Files (x86)\Steam\steamapps\common\Arma Reforger\addons - Open one of your Peer Client logs, and look for
CLI Params: -gproj C:/Program Files....copy your cli params everything after the: - Open CMD CD into
C:\Program Files (x86)\Steam\steamapps\common\Arma ReforgerwhereArmaReforgerSteamDiag.exeis located
CD C:\Program Files (x86)\Steam\steamapps\common\Arma Reforger
- 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.
if there is a better way to do this please @ me
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 {}
Nice thank you I will test when I get back
Where is the "Import Settings tab"
It should be on the right bottom sub tab when double click a texture
Found it thx
How to fix?
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.
it is trying to teach you clean code
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.
how to increase the View distance in the workbench im stuck with like 1,5km view distance
top left of the view window Camera then Far Plane
you may need to reload the world after changing this
oh yes thank you so much would have never seen that
is there a way to export a map with conflict capture points displayed via the workbench?
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?
@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
I think it's possible, you will need scripting
Any way to export xob / models from the workbench?
No and it's not allowed to edit vanilla models anywahs
AR, Arma3, OFP Stringtable Importer
https://reforger.armaplatform.com/workshop/61B361DAAC593B43-StringTableImporter
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.
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.
the basebody is available in the samples.
You cannot esport meshes back from workbench for obvious reasons
Where are the samples?
Ah okay
crash log available? it seems like those crushs I have collected in game. any mod used?
crash log tells me nothing no mods used atall, I even deleted the Profile for the workbench and reinstalled still nothing
just edit your thing in notepad to disable the component or something
its the whole Editor that is not working it not the component or the game itself I cant use the editor xD
ahhh just opening proc anim editor
yeah it just crashes the workbench for no reason
well the no reason is probably some kind of file that doesnt work
i mean I reinstalled the workbench so idk
try removing this registry key to clear proc anim editor settings Computer\HKEY_CURRENT_USER\Software\Bohemia Interactive\Arma Reforger Workbench\Procedural Animation Editor
That worked Much Love Bacon <3
didnt think about that lol
I guess this app just like a lot of others on Windows does not clear those settings when uninstalled
Bruh
true
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
something like containers in linux
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
yea. That's why I put win10 in virtual box with my linux PC. and gaming through proton.
my condolences
yea, not only a lot of apps are not cleaning reg but also they leave plenty of mess in Windows/Installer folder. Once this folder grew to around 25GB on one of my machines
yes I hate this a lot
easier to just reinstall windows and install what I need than bother cleaning up after uninstalling
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.....
the editor is also a bit broken where I cant see the fucntions in the PAP even though I should
Ah i see ty for info
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:
- mod guid
-addons 5E92F5A4A1B75A75 -addonsDir "C:\Users\Paul\Documents\My Games\ArmaReforgerWorkbench\addons" - 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" - just the mod folder name
-addons PlayerMapMarkers -addonsDir "C:\Users\Paul\Documents\My Games\ArmaReforgerWorkbench\addons" - 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?
Simply try this dynamic Peer Client Params
-addonsDir "C:\Users\Paul\Documents\My Games\ArmaReforgerWorkbench\addons,C:\Users\Paul\Documents\My Games\ArmaReforger\addons"
:/ 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
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
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
Isn't the purpose of those startup params to tell the peertool instance where to grab addons from?
my peertool params only have one addons dir and all my used mods are in that addons dir and I do not see this issue, so I am probably not going to be of much help with it
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
Hopefully todays update is gonna fix a lot of the crashing issues and the super shitty inventory20menu Crash
This works for me. Thank you kind sir
there was an update? or is it gonna be later today?
later today. Czech is midnight now.
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.
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?
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 
that's a lot of work brooooo i just wanna dupe with 1 action 😔
it's bad when i'm trying to quickly launch like 16-20 clients and then quickly delete later when done 😩
yeah I feel you
Might be a bit less bad if you were able to use keyboard shortcuts like ctrl + v
maybe it can be scripted to have a button to launch 20
Oh or that, have a extra property field for how many clients of that profile to launch
That might be better
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?
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?
does this setting even work? I think it just gets overridden by whatever setting you have on your client
Yeah this component works. If I check the transmission RND it actually changes it to RND
But still it doesnt change the gears automaticly
I think that part specifically is controlled in the client, what is your driving assistance set to in settings?
Full assistance. If I drive it rides very slowly (1 gear i think) if I change to no assistance I can drive normally but with with gears changing. Other cars and vanilla have no problems, only tigrs from tactical flava so i want to fix them
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
Problem is somwhere inside VehicleWheeledSimulation i think
open the config file in a text editor and search for "upshift", there youll get the right component to look in ^^
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
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?
good news im not crazy (yet), they change the weather start state to Overcast instead of Clear
which monster wanted overcast in workbench? 
does it exist any "light theme" for reforger workbench?
anyone know the entity to spawn helicopters? the helipad doesnt have the spawner attached
SCR_AmbientVehicleSpawnPointComponent
you'll need to set vehicle type and faction
thanks
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.
yes
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.
does anyone have any more info about spawning helis i tried using the SCR_AmbientVehicleSpawnPointComponent but i couldnt get it working
my gamemode is FFA if that matters
Yes. I was afraid they broke the weather component. Random changing weather didn't seem to work before (only random starting weather), no sure if it works now since there was nothing in the logs.
Thank you so much
Also, i cant find my downloaded mods in the file it says i need to look
Did you move your mod folder?
No i dont think i did
Is it called addons (i probably sound really dumb for asking this)
cuz only my projects that ive made are in there
the video is nigh unviewable, post a screenshot pls. But it looks like you're in your downloads dir? not your addons dir?
if you're including a mod as a dependency that you downloaded from the mod manager, the folder will look something like this
you'll find the .gproj in each of those files
@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.
I still can't login to workbench
It just gets stuck on "Linking" and never completes login
Think you can help me regarding my issue?
This pops up immediately upon opening workbench and I can't link my account anymore
Nevermind now it works?

All I did was load a new project
yeah it resolved for me on its own too
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?
no (or not yet anyways)
Automate a GitHub action that loads up a VM of WB and walks though the publishing steps?
yes, see contributors option https://community.bistudio.com/wiki/Arma_Reforger:Mod_Publishing_Process#Interface
That actually allows someone else to continually publish updates to a mod even though they weren't the original publisher?
yes
Wish I knew this sooner
@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
this will spawn a random US helicopter at the start of the game
the respawn period is how long it takes for it to respawn after the vehicle is destroyed
seconds
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
awesome thanks
what is the blank object called? or can i put the spawner on the actual helipad
should be these guys
what i ment is do i add them in as a component into the object of choice or do i just use the ambientvehiclespawnpoint.et? because when i use ambientvehiclespawnpoint.et it doesnt seem to work even the faction ones
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.
Add Campaign faction manager and campaign game mode and it should work.
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?
It's saved to the profile/.save/sessions folder
does it autosave? or save when it shuts down or anythjing
It should auto save every now and then
Maybe also before shutdown, haven't checked
I have the same issue, you found a fix?
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
Thanks that worked!
Sometimes you'll need run blender as administrator
Idk why but I had that issue then went away
Oh yeah, blender addon you NEVER unzip
Welcome to the donut gang
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?
is there a way to specify a certain vehicle?
Gui tags?
nvrmind i cant even change any of that atm, i forgot that my world is doing this rn
does anyone know what is causing this?
did you forget to load your world
oh wow, im on a diff level of stupid thanks for that
it doesnt seem to be working for me either, did you have any luck?
try to remove the Dependencies and re add em
i got the world working thanks for that, i accidentally removed it from dependencies last night and didnt realise
now im trying to get the ambientvehiclespawn working
you have the map navmesh added?
had no plan on using ai and thought it was only for that so ill try adding it
thanks again'
NP
im using scr_aiworld and it doesnt seem to of fixed the issue, any other ideas?
yes that what you need
I dmed ya
that shows you how to add navmesh
yeah looks like even with the navmesh no vehicle is spawning with ambientvehiclespawnpoint
thats what i have set, even if i untick require all included it doesnt spawn any vehicle
How to switch to the MapMode in World Editor?
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?
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.
Honestly valid. I like the GUI for when I have to do brain surgery on someone's screwed up merge 😂
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
+1 for git in terminal running powershell with oh my posh for nice colors 🚥
OneDrive aka share drive/remote drives. That sort of stuff always causes problem.
overriding gamemode_base breaks the game now?
What should I override for RplProp and RPC now?
nvm???
nvmed successfully
- Open GameMode_Base.et in main workbench
- Run conflict in world editor
- Virtual Machine Exception
restart workbench with GameMode_base.et open in the main window
The stuff open in the main window is leaking into the world editor 

no override required ✅
is anyone able to tell where to edit max supplies a vehicle can carry?
iirc there is a mod for it
how do I get this filter to save lol its always on supply
maybe if you delete this Documents\My Games\ArmaReforger\profile that helps but also might delete your bindings 
I did set this up to say supply somehow but when I change the text it goes back to supply next start anyway
its a lil weird
Its not stranger than when the game favored some community servers that I never been there or heard of
Incase you never found your answer (I was searching disc for it myself). Add -debuggerPort 555 the port # can be whatever you like then open the script editor Debug>Debug Custom set port to whatever you chose (e.g., 555)
To the peertool startup params
which of OrangeDealers mods r working atm?
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?
350 is weight of empty magazine
The M67 hand grenade is correct (400g)
oh shit I forgot!! We talked about this before.
I need to sleep more... Here, have a Slava 11% alcohol.
😄
how do i view a map overview in world editor?
I doubt that this is possible but also would love to have it.
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)
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
does anyone know if there is a way to change the background on the loading screen to a server?
which assets are you seeing in arsenal? US arsenal items are in US conf. CIV is a separate faction
For some reasons I am consistantly seeing both in the Arsenal. I have customized the Config\Factions\US_Campaign.conf entity catalogs to a select few items which is working correctly and only these items are appearing in the inventory but also the civilian items. The Arsenal ssems to be pulling these in from who knows where.
What items are you seeing exactly? You can check us faction config and see what entity catalogs are assigned there
Hi Reyhard. US conf are only US based items, which I have reduced by disabling several. These are correctly displaying in the Arsenal. No civilian items are in the US config. However the are appearing in game, As an experiment i disabled all the items in this CIV config and they are still appearing. So strange.
Is there anyway to add a usable radio for the civilian faction?
I mean faction config
Not entity catalogs in conf format
Both CIV.conf and US_Campaign.conf are in Configs\Factions yes
Are they overriden?
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
Yes they are.
Interesting. Thats good to know thanks mate - I'll keep looking it must be something else yes
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.
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
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)
doh of course thanks
I'm a out of the loop, just starting to get back to messing with reforger after life stuff
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
Can anyone help me ?
Things I tried.
- reconstruction of the Hyrachi
- dice around the planet preset.
- detelting reforger + Data + tools
- Nuking my hole frigging PC.
- using no mods.
Still no success
You already asked in terrain makers and I linked you to this and from your screenshot I see you did not follow it #enfusion_terrain message
I have to apologize, u were right. it seems like i didnt read it right. the entitys instead of config it myself fixed it
thank you
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
Surprised no onees brought back Nogova, Maldens too easy, and Kolgujev is brought back just not very well other than be shaped like lanzarote
But Nogova was a bigger and better island design than BI ever could do, was god damn perfect
I had the exact same probalem months ago. I mentioned it here - zero response. I was hoping it was fixed with latest release. Did you get a response or get it working?
bump :)
Where do I find in Tools the point where I can edit the map, that I can add points, names, places and so on
So the location map
I was tired of endless trial and error. So I just created the editable prefabs manually by myself
A question when I override a prefab how do I make the game to use my overridded prefab?
Instead of the original ones
an override means you are changing an existing prefab, so no additional action should be necessary
I am trying to override the Antenna to change the range, but it wont change in the game
I override Antenna_s_US_01 and Antenna_s_USSR_01 is that the right one for conflict?
youll need to make a own magazinewell and add it on the ammo and on the weapon
I know, the question is how? it's a script, right?
// 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/