#reforger_workbench
1 messages Β· Page 9 of 1
that same direcory is used for every other script I suppose, no?
yep
game and workshop? or just the game's ones
workshop we talking modding here not basegame stuff
just add a folder in your project called Scripts then in there one called Game , add a script in that folder name it TAG_MagazineWell_name , add the script to it and shift f7
Is it just adding and configuring those 2 components? Do you need to do more than that?
understood, thx
your script can be called anything, and please make sure you do not actually call it "TAG_" but use your desired tag instead
Is there anyway I can pull up the debug ctrls without using windows+ctrl? I would like to use this feature but it causes my windows to resize & my other desktops to open. Disabling windows+ctrl in windows isn't an option, needs to be in workbench
use the other alt lol
left alt doesn't do it for me, my keyboards been reprogrammed tho so it might not be the normal left-alt key
Anyone have a clue of how to enable the mapdebug info? I found its layout, its in (by default) my MapConfigComponent in the GameMode
if you pop up the "keyboard in screen" from windows and press something it should highlight the key pressed
Yeah I could just open the app i flashed the keyboard with too, its nbd to me
might've found what I was looking for, didn't realize I could jump another lvl higher in the win+alt menu
Im new to to the workbench. I just imported my first objects but yes, as described in the wiki "Game Master: Editable Entities Configuration" . I also looked at other settings from editable prefabs to understand whats going on
Hi team - just trying to add additional supply storage capacity to the UH1H - is there a single variable that specifies, such as the Resource Value Max in the SCR_ResourceContainer ? Or do I need to add additional SupplyStorage_slots to the **SlotManagerComponent **in the UH1H.et prefab. Thanks in advance. Am experimenting but not having much luck.
You have to add another physical container. But in the future you will hhave the option to just define a max capacity and the containers will be expanded or shrunk accordingly. And wrong channel.
Is it possible to chamge where the game spawns the Starting Vehicles ? like if I wanna have helis at the start it would spawns it so close that I cannot fly away safe bc of the Command tent Antenna
You can do anything with a mod, if your asking for the devs to do it, this is the wrong channel - me thinks.
Anyone ever had workbench start to have 5 second lag spikes on many actions in world editor? I get it when placing, deleting or renaming entities to name a few and this happens seemingly on any project I open even a fresh everon copy. I've monitored gpu and cpu util and it isn't bottlenecking, everything outside of the tools seems normal. Anyone have any suggestions? Been editing fine for 40 or so hours and today its crapping out.
Check if you currently have a folder open with many unrendered prefabs. processing their previews can be an issue. but if you had it open for a moment it should no longer. feel free to make a clip of your issue and report via feedback tracker.
I'm seeing the issue regardless of what I have open in the resource browser, ill redirect the info to the feedback tracker with a clip. thanks
same issue for me, no clue what it is but it sure is annoying
Not relieved to hear others are getting it too but I did start to wonder if i was going crazy π
for me its like 1-2 seconds though
When I attempt to open a project I just created, the resource browser doesn't have the folder of my new addon. The title of the workbench also doesn't read the mod's name, but instead just says reforger.
whats the log say
Thank you friend. I was loading dependencies incorrectly.
How would I re upload my mod with a different Mod ID?
Just change it in the addon.gproject file, reopen and republish
If you're changing the GUID (not text id), make sure to remove the old mod first
The Workbench has a tool to generate GUIDs
Prefabs, entities, components and attachments. I'm a bit lost. The biki has an entry about slots, slaps and setting up a rifle. Attachments are used extensively in the game, but there are different ways to set them up. The flashlights use one method, the bayonet uses another, etc. Attaching objects to pouches is proving hard to do. Is it because the objects don't have the necessary "points". For example the soviet entrenching tool and its respective pouch. Its no problem to attach a pouch to a belt but to attach an object to a pouch is not working after trying a few different ways.
HELP
!
Wow I just followed that and the difference is night and day, must have been a sneaky windows update or something on my end that triggered this yesterday. Thanks for the help
Soviet men fought with sticks between their cheeks? Well if its historically accurate it should be done... I guess? Looks inappropriate still.
Oh so if anyone knows anything about attachments, please share.
hmm yes indeed, but it doesn't even work yet. And placing these damn things is the worst thing ever (especially the inflated positions).
That said, it would probably get in the way of carrying two rifles. Same reason water containers moved up a little as well.
Yes yes but after tryin different methods and crashing WB I'm running out of ideas. I need help with attachments
.
Why are the WB top, side, front views black/dark? I was happy to find these since they would help with measuring but I can't see anything!
Hello, guys! Is there a tool to remove selected entites outside of defined radius?
You might be able to do this in multiple steps, like:
- Select the entities, move them to an empty layer, which you make active.
- Using the Selection Brush (set to Active Layer) with your radius, deleting selected entities.
- Move the rest back.
thanks
If you need to do this a lot (like, for hours) and want a quicker way, you can also script a new world editor tool.
do i have to keep the format for the base callsigns or can i just change it to whatever i want the name to be?
or could someone explain what the #AR-Campaign does?
https://community.bistudio.com/wiki/Arma_Reforger:Mod_Localisation I think it might be necessary to have localized string there due to rather weird behaviour when concatenating strings. You can verify it though
is there a cheat menu for conflict for instant building etc?
ok wow it popped up when i spawned
got an .fbx into the enfusion workbench, but when i use EBT to import into blender, the materials are simply gone
i'm a noob to blender and the workbench and trying to get into weapon modding, so directions would be greatly appreciated
materials and textures are not automatically converted by the workbench. You will need to do that yourself, and assigned texture maps to materials slots
material name and vertices/face groups are kept
so how do i do that
There are any cache for Workbench? It just fucked up and throw error during addon packing for non existing file that have 0 links in any file (even binary)
I'm going to throw the link in here too because it kind of applies to both #enfusion_scenario message Feel free to remove if it doesn't
Guys... there is something wired in workbench today.. last night all worked like it should. Today i started Workbench and can not Freelook anymore. Everytime i hit ALT, it changing AABB Debug settings....
Reboot fixet this. Dont know what happend.
Is there anything I can do, so that the modded helis can be placed on the helipad? Does anybody know why is this happening?
good new just found out how to do reload animations!!
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Animation/Advanced_Tutorial
there's nothing on here
is there any other page or tutorial for this?
Alt button on keyboard was glitching, itβs a windows thing
the helipad has a white list component on it
SCR_CampaignBuildingObstructionExceptionComponent
you need to override the helipads and add your custom prefabs to the list
jesus fucking christ THANK YOU so much!
The component actually was not on the helipad prefabs, I had to add it, but seems to work great!
is the "allocation limit" of memory based on how much RAM you have and it won't let itself try to use more? asking in context of a paging file
concerning question 
is it? the paging file should be usable
Happened to me today but just required a restart.
What's going on with the disappearing walls on ShedMetal_02_walls.et ?
Happens with similar ShedMetal prefabs too
Workbench view versus Game view
Lol it's still cursed?
Can you help me with creating a custom faction?
probably not but fortunately there is a comprehensive guide available here https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation
Yeah I wen't through it and it's going far beyond what I need
you can take what you need from it
Fixed it, needed to untick "editor only" 
I noticed those too, Base Levie, saint pierre, military bases, etc. In order to fix these you have to edit Everon or just the prefab/prop/whatever?
Noticed objects placed in world Editor sometimes hover above ground and sometimes are half buried. Is it something that can be set up in the editor or is it how its setup in the modeling softwares? Havent found anything on this in the biki, havent seen anything on this in world/prefab editor.
facing the same issue here. Did you find a way, by any chance?
I just did it manually in the end
Manual job time it is! Thanks mate! π
Is there a way to remove objects from a map in the editor for a mission?
Like a way to l hide or remove trees or buildings
As far as I know. No. There's two types of things. Base map, and stuff that gets added. Obviously you can remove stuff that gets added, but the base stuff is locked - unless you go into the editor and build a new world.
!verify
Check your messages!
Ok
I need a little bit of advice
currently making a map, and could do with a handful of custom objects that are in current workshop listed mods.
These mods have what I need, but also have extra stuff I don't need.
I was looking to ideally open these mods, compile what I need into one, and pack that so that when it comes to downloading the map, users only have to download the required objects.
All licenses are APL
Could someone potentially advise me?
have those checked but still visible in first person
ParametricMaterialInstanceComponent?
If that's an "attachment" on a helmet and not an actual helmet then you'll have to mod the first person camera script
How do you plan on "compiling what you need" into one?
There is no means of extracting data from other peoples mods without breaking the TOS, regardless of their license.
hm
Could you elaborate on that?
it isnt a attachment, uses one of your extra slots
Which one?
extra2
You can't extract models from other peoples mods without breaking the tos.
That slot is already set up to hide in frist person
first*
You need a parametric material instance component
Did you inherit from the ZEL_Extra2Clothing_Base prefab?
it already has the component you need.
let me give that a wirl, endedd up swapping it to zel_head slot makes more sense there, then inherited it from your head slot
THat Really sucks
Not being able to hide map objects for replacement is a tremendous loss of capability which will really hamper mission development efforts for ArmA 4 and should be fixed as soon as possible. That's an absolutely terrible design choice and BI seems totally blind to their audience if they go forward with such a design.
Its just stupid
still visible in first person, def gotta be something I did with the emat, gunna tinker around a bit with it
Just duplicate on of the vanilla helmet materials, rename it and change the textures.
one*
Create a subscene of the empty world and then copy and paste from the populated world.
So for one mission I have to make a copy of an entire map just to delete some trees or mess with a town?
No worries, glad it worked.
If I want to make a mission that takes place in the aftermath of a large fire, in Arma 3 I could just use the hide terrain objects module, remove some trees, and then replace those trees with burnt versions, add craters and smoke effects, and create the illusion. I'm just gonna stand by this being a dumb decision on Bohemia's part, we need a better way to make minor, reductive alterations to maps without having to balloon our mission size by several GB and spend hours recreating an entire terrain.
its the alpha mul that caused the issue smh
Its both not worth it for singular missions and reduces the quality of missions that can be produced with no clear benefit
but also makes it more see through in 3rd person, this a bit of a headache ngl
I want it to be a little less see through in 3rd person but upping the alpha mul which does what I want makes it visible in 1st person
That has to do with Cull and Sort in your material iirc
Cull should be none and Sort should be whichever looks best
I guess the transparency is just kinda stuck at what itll be as the alpha is linked to how first person perceives it as well, decreasing the transparency of it by changing the alpha multiplicator makes it visable in first person while making is less transparent in 3rd, just a double edged sword so guess itll just have to be what it be
hmm let me tweak with it some more
also have to do some color adjustments anyways
gotta lower the model slightly too
None the less looking good. Swamp things π
I think the second one looks more real. The first one you can tell is transparent. Especially around the top edges. But because people like looking at their gear, I think you're probably better off with the top one.
People aren't likely to use stuff if it blocks their look (Even though that's exactly what it's made for)
I wanted just a bit of tranparency but lots of people telling me they want it to be blocked
Oh well, then color me completely wrong π. I guess the people you're talking to want proper realism.
You need a photo that's dark with him coming out of the water. It's a little odd on land.
I assume this is frogman scrim? Versus the sniper/solider hide scrim?
yeah
Here's the kind of transparency non wet.
Maybe do the second one, with the faintest amount of let through. Just so people can kind of make out facial features or the contour of the head.
its gunna end up solid, cant get it to work how I want it to
so we truly have frogs now in arma reforger.
you can hide/remove anything from the base maps
you need to play around with these two values:
set alpha Test to 1.0 and make sure the emat is then fully invisible. If not, tweak the multiplier until it is. This is important for the invisibility in first person as what the game does in the background is just set the Test to 1.0. Once invisible, lock in the multiplier value and start pulling back the Test value to a place where you like the transparency.
Hide terrain objects module in A3 can already be implemented in AR already, just no one did it. You don't need to copy the entire map to modify things. You can just hide them like A3, just there is not this option in the base game by default compare to A3
sorry, asking again:
is there a way to get better fps in enfusion world editor when playtesting a map? when i open a empty test world i get 9-15 fps constantly. i tried setting everything to low under Workbench -> Game Project -> engine but it does not make a difference
I get 75fps or so, with nothing changed. Only "low fps" when you don't have the map in focus.
i swear god i had it running at 150 fps one time
and i changed absolutely nothing
but the next day it was back to 20 fps
π₯²
i think its not propperly using my gpu
no idea why
Yeah I'll mess around with it a bit more, appreciate it
Hmm and how big of a file do you end up with if you don't mind me asking?
Because this doesn't sound very nice
SCRIPT (E): 'SCR_BaseSupportStationComponent' 'EOnInit': 'SCR_DestructibleBuildingEntity<0x000001F22E516F70> @"ENTITY:463500" ('SCR_DestructibleBuildingEntity','Assets/Structures/Comme' Support Station is set to use supplies but it has no SCR_ResourceComponent SCRIPT (E): 'SCR_BaseSupportStationComponent' 'EOnInit': 'SCR_DestructibleBuildingEntity<0x000001F22E5170C0> @"ENTITY:463506" ('SCR_DestructibleBuildingEntity','Assets/Structures/Comme' Support Station is set to use supplies but it has no SCR_ResourceComponent SCRIPT (E): 'SCR_BaseSupportStationComponent' 'EOnInit': 'SCR_DestructibleBuildingEntity<0x000001F255E63750> @"ENTITY:858977" ('SCR_DestructibleBuildingEntity','Assets/Structures/Comme' Support Station is set to use supplies but it has no SCR_ResourceComponent
no clue
π Hmm. Maybe the devs will get rid of these dependencies in the future.
according to the devs theres another method
Indeed but probably wont fix the errors.
We kinda did with ACE Chopping ;D
those errors are meaningless, dw about them
You can 'fix' them by editing the prefab if you so wish
I don't think that works, because it creates even more errors, and I can't sleep well with a console log full of errors. The game already produces tons on errors. Open a config = errors, place a prefab = errors, errors everywhere! 
What would cause meshes that have an armature attached to be offset in workbench? The look correct in blender but are in different positions in workbench
Example being trigger and charging handle
Heyyyy, any of you have an example mission I can port into my Workbench that has AI that actually MOVES from waypoints?
Question... what can it be that I try to open a project with add ons and some of them load, some of them don't and sometimes not even the project I want to work on will open.
Dunno what I'm doing wrong but I had no problems like this before.
That's usually because one dependency could not be found. Check the log for related errors.
Thanks, I'll check again
If you search for "dependency" in the error log console, it should show up.
attempting to upload project. Bundle creates successfully but doesnt publish. getting a "Referenced dependency doesn't exist or isn't accessible" error. Anyone experience this or know a possible solution. Thanks for any help!
What are the dependencies?
How can I change the spawn location of Starting Vic, I need to spawn an Mi8 near the RUS command tent but bc of the flag and Antenna I wont be able to turn it on or it breaks the rotter blades
- I have overridden the Command tent prefab and moved the location of the Antenna (Near the flag) - Didnt help, still positioned the the same place
- Also, I resized the Antenna to lower it below the Blades but some how changes the Signal range
can you transform the actual starting vic location itself?
Otherwise, maybe create the starting tent without a prefab, or un-nest it, that way you can (probably) move the antenna without the game yelling at you
(I should probably do this so you see things, hope you're having a lovely day/night/morning/time)
I could not find anything. All I know is that it spawns them counterClockwise
hello, a question, whe using the world editor, when i hit the "play" button, is there a way to edig the game configuration? like graphics, keybinds and stuff? i can't since when i press escape the game finish and returns to edit
shift + escape maybe would not bring you out of play mode
it is possible to change this keybinds?
yup in workbench options you can change escape to anything else
good, thx guys
hi team - could anyone please point me to where i can assign additional prefab characters to appear in the ROLE SELECTION menu prior to deploying
Hmmm, I passed out just after, what exactly thing are you using? Iβll see if I can play with it after work today
Its all the vanilla game setting, but I wish there was a specific location for where Vic spawns
Gotcha, which prefab?
Headquarter ussr
I was looking nto relocating the Antenna but for some reason it keeps the original form even if I have changed it
I got it fixed
I went down the pipe and re-sized the Antenna itself and its working fine, have no idea why didnt work couple days ago ???
I wish for the antenna they would do it like when you build Antenna boost the signal by a % rather than a said range
That would add more flexibility to create more interesting scenario
That is bc it is easier to manipulate the range to your liking for each individual base.
Or
Gives us an option to say if this base gets an Antenna boost the signal 30%
Ah damn true
@silk wind would you check your dm please whenever you get a chance?
I'm spawning my vehicle in world editor via test world and it's stuck floating in the air and non-interactable in play mode. Not sure why this is.
- Fixed - have to switch to GM via Shift+Escape, then move the vehicle.
random workbench crashes truly making me cry
Save often. Save deep.
in world editor diag menu, how do I go back to main from a sub menu?
How do I make custom components/Make components work with a script?
backspace?
a question, i remember that i saw a way to get my "scenarioId" in the workbench, how can i get it? if i hit rmb in the .conf is not showing the option "Copy Resource Name"
are u sure u clicked the conf file
yes
register
what this "register" does?
it registers
ah very explainatory
yes
register to where? or what?
he was not owning the file created insie the scenario with all the config to run the own scenario which is already running well inside the world editor?
weird stuff
if the meta file is gone yes
all good, thx, working now but trying to undertand stuff
now, i saw that there was a option "register and import"
now i'm wondering if i should import it to somewhere?
π€
how do i know that is working fine?
if it's not available it means it's already imported
bet
question, how can i edit the ai spawn distance?
Quick question for the inevitable future, is there any way to save my workbench from an accidental for loop made spawning entities
hey, still a noob with the enfusion engine... is there any guide that explain how to make vehicles lockable? π
I have a bug where when you attach the scope on my gun from the arsenal, it moves the scope down near the playerβs feet. Only happens when you attach from the arsenal. Works great if you put it in the inventory first. I did everything I could to make my prefab match the M21 scopeβs prefab and canβt find a fix.
I know other people have had this issue as well so idk if itβs just a bug with Bohemia. Anyone have any ideas or know how to fix it?
How can i open several World Editors at once?
Or maybe i am just using it wrong...
I open the "world" where i edit my mission, but everytime i need to edit some prefab, it closes the world and loads the prefab instead.
After i make the change to the prefab, i have to load the world again, which is quite annoying.
How do i avoid this annoyance? (beyond making all the prefabs, that i don't even know i will need, in advance)
If you check the object properties of a placed prefab, you can press the "Apply to Prefab" to save any changes you made to this instance to the prefab.
But editing the prefab ditches the loaded mission world and loads the prefab "world" instead.
You don't have to open the prefab file.
You can just drag the prefab into your current world, make the change there, apply to prefab, and delete that instance.
Aha, thank you! (unfortunately this crashes the whole workbench, but good to know there should be a way, maybe after some fixes...)
It should not result in crashes
I agree, nothing should result in crashes π
If you can narrow the issue down to a specific situation in which crashes occur, report it on the FB Tracker
btw. are prefabs consisting of various meshes somehow optimized for performance (at some point, maybe when publishing?), compared to placing objects individually?
Or is it just for the convenience during the editing process?
(ie. am i loosing performance if not using then too much?)
That's just for convenience. Any such optimizations would have to be done on a 3d modelling level.
I guess using prefabs would very slightly decrease file size if you're reusing them, but that's nothing significant in the grand scheme.
Is there a way to open conflict mode in workbench, so we can inspect things, to see how they're working?
Yes, the world is called CTI_Campaign_Eden / _Arland.
would this be the channel a clueless person could ask a question about mods in ?
About making mods, yes
okay my bad, i just hosted a server and had questions about certain mods not working
Maybe their author has a thread in #1049297536617291827
Hi, i posted my map on workshop (https://reforger.armaplatform.com/workshop/62049A699ED13268-Voksa), but i've problem.
- Dependancies doesn't appear
hmm.. I added the dependencies after the first upload
Hello ya'll I'm brand new and Im following a YT tutorial on setting up the scenario framework. When go to plugs in an go to Game Mode Setup it asks to create a header. I say yes create then get this error:
Should I hit ignore?
Yes. You can make one later or copy and edit from another scenario I think.
I hit ignore and so far it seems to be working. Can you please explain what this message is saying in laymans terms?
Not really. I think its saying that the code tried to do something but couldn't, so instead of crashing the program, freezing your computer and setting your house on fire it threw an error instead, which is not so bad.
Hey guys... is there a way to set vehicles to locked in the workbench?
If you use ScenarioFramework you can use this for example. For other way idk, i just disable ActionManager on that vehicle, so its unusable π -- > https://community.bistudio.com/wiki/Arma_Reforger:Scenario_Framework#Lock_or_Unlock_Vehicle
have anyone manage to make work the plugins > dedicated server tool?
Can I use the map in the world editor to move around? I would like to create a custom Conflict Scenario on Everon and traversing Everon in 3D-Space only is kinda cumbersome. So I'm looking for a way to open up the map and get some kind of action like "Move Camera to here".
press F to focus camera where your mouse pointer is? does this help?
you can do the same thing with prefab selection in layers
but no "map"
Is there some shortcut key for "unlocking" the cursor from a running game preview window in World Editor?
I press F5 "switch to game mode" and the window where the game is running steals the cursor once you get through initial spawn menus (if any).
Which is all good and desired, but then i would like to have means to detach the cursor again, until i click back into the window.
Sure, current workaround is Alt + TAB, but that is annoying to do, in case i want to stay on the World Editor (maybe i just want to scroll up the console log to see previous messages, etc.)
Yeah I only know of alt tab. Would be nice if there was a hotkey like shift F5 or cntrl + alt + F or something
ideal would be to let the user decide the shortcut key, but if it couldn't be changed, i vote for Left Win key
PLEASE, PLEASE, for the love of all holy and such!
Give us the ability to change the Workbench World Editor's "game preview" closing key from Esc to something else.
I bet most people have a strong muscle memory from using Esc to close inventory, or any other menus, etc., and not only in this game - i don't think i recall any SW or game where Esc would be the equivalent of Alt + F4.
It is bad, BAD design choice.
Please, help us retain our remaining sanity, give us means to change the key.
Oh it's so painful. How many times I hit esc to close inventory π
Change Esc to End in settings
Before i wrote that, i did that 3 times in a row! π
That is why i snapped π
it do be a bit weird
So it is already possible? Where do i find those settings?
and what kind of dark ritual is needed for that magical window to appear? π
Workbench - Options in top left corner π
Workbench >> Option
Oh... i see, i was expecting the World Editor related settigns to be somewhere in the World Editor, but i guess it makes also sense to have all settings in one place
I hear you, and I agree
Oh nice! I didn't even know there was options
There is a lot of useful settings - i can even lower the graphics quality, so the GPU can get some breathing room and don't need to run at 70'C all day long nonstop while i am in the editor!
Or, when needed, i can probably also increase the view distance, which "inability to do so" was one of my recent complaints.
This is great.
Is there any trick to make the Workbench more "eco friendly"?
...while i am in the Script Editor, i don't need the GPU to run at maximum power doing who the hell knows what.
Surely, typing in a Script Editor shouldn't be pushing the GPU to the max temps.
So clearly, there is something wrong in how the Workbench works - no matter where you are, the World Editor keeps chugging out frames for the preview windows like there is no tomorrow.
It is really unnecessary.
I lowered the graphics settings in the options to the minimum that can be set there, including limiting FPS to 30, but it helped just a little.
It is still wasting energy and producing heat for absolutely no reason.
That's not cool man, not cool. Not cool indeed.
when I only have script editor open my gpu fans are practically idle
Of course, but try it with the World Editor open and a world loaded.
Even if i minimize the World Editor window and switch to Script Editor, it still consumes a lot of power (look at task manager) unless you Alt+Tab out of Workbench to some non-related app, and has heavy GPU usage (look at whatever you are using to watch the GPU temps, system wattage, etc.
That isn't practical π¦ Ideally it should be addressed by the devs at some point.
One thing is playing a game for 2 or 3 hours, another thing is spending 12 hours per day working on a mission while the computer keeps cooking itself (and me next to it).
Why would AI not spawn in when using dedicated server tool plugin in world editor? Is it broken? They spawn in just fine when using world editor like a listen server. O.o π€·ββοΈ
are you using ambient patrol scripts? they check if players are connected to the server and disable AI when there aren't any... not sure if relevant
is there any settings to avoid selecting the "parent" or the "main" world stuff like that:
another question, how to i set the world editor time and weather to always stay day and clear?
Switch it to "active layer"
Thx mate π
hello, how can I come to know what the following means: 15:24:39.948 NETWORK : Starting multiplayer client using command line args. 15:24:40.038 NETWORK : Starting RPL client, connecting to address 127.0.0.1:2001 15:24:40.039 RPL : Starting client 15:24:40.138 RPL : ClientImpl event: connected (identity=0x00000000) 15:24:40.238 RPL : ClientImpl event: disconnected (identity=0x00000000), group=4, reason=6 15:24:40.238 RPL : Pip::Terminate 15:24:40.238 RPL : IReplication:: Terminating 15:24:40.338 RPL : Pip::Destroy 15:24:40.338 NETWORK (E): Unable to connect as client to '' 15:24:40.538 ENGINE (E): Unable to initialize the game 15:24:48.646 ENGINE : Game destroyed. 15:24:48.664 RPL : Pip::Destroy?
It's from the peertool log
It turns out using the ArmaReforgerSteamDiag.exe executable is the solution.
still no button to clear those mod presets in launcher
can we PLEASE have the ability to duplicate/inherit into a specific folder so I don't have to do this delete metafile and reimport thing
or does Reimport after I move a prefab elsewhere do it?
is there a way to select multiple prefabs and change in all the same property at once?
i mean, select in the hierarchy
got it, they must be the exact same prefab
I deleted my mod from the workshop and now I can't publish it again. I'm getting this error every time I open the publish menu:
Is this expected? Do I need to create a new project from scratch and upload that instead?
hi Paul. I am not sure if there is a "fix" for this. I had the same issue and the only way I could resolve it was to generate a new GUID and rename my project, uploading it as a new one.
Probably a stupid question, but how can I change the settings of the World Editor? I'm running Linux and would like to adjust the render distance to have less fog in the World Editor to better navigate.
You get to the options from the "Workbench" - not the "World Editor" as most probably expect (as i did).
So, Workbench, main menu in top left corner - Options
And in the Options it still isn't under the "World Editor" tab, but under the "Game Project" tab (just go through all the options, you'll see it)
Oh wait. You are not asking where to find the general gfx options.
You know where that is, but you want to know what setting to change to get greater viewdistance...
My bad. Then i can't help you, because while there are bunch of settings that may play a role in this, i don't really know.
Thanks for your answer nevertheless. I previously thought that the view distance in the World Editor is as low as mine for everyone, but after watching a couple of YT tutorials I saw that others have a way higher view distance in the World Editor than I have.
The only thing that comes to my mind is to try setting higher details overall - view distance is likely to be tied to some of it.
Also, lets not forget any weather/environemnt settings in the world - set via whatever is used for that, some component on GameMode, or the like.
...you may have the greatest view distance, but if your world is set to be full of fog, you may still nto see far.
That's how it looks on my end
compile scripts, crash
right click in a config, copy, crash
both within last hour
in the world editor, not playing, editing the scenario, is there a way to open the map to move the camera to a point instead of flying searching something?
Place a object, search for it and click.
not a solution, i want to navigate the map
On Terrain Tool panel, Manage tab and then on Tile Map.
Ctrl + scroll wheel to zoom in and out.
RMB to drag the map.
Double LMB to teleport.
There's that too. If you want to keep that tab open.
Wouldn't be a bad thing to have a mini map or cntrl+k then a number camera teleport bindings
the map you see in game is not really a world thing but an entity in the world, so it makes sense
I mean, you can mod it in, either in WB game directly or a plugin
Yeah actually that's true. Not a big concern for me. I just fly everywhere. Just throwing it out there.
Thx, thatβs something
is thre a specific reason why my testworld keeps ignoring my overridden us_campaign.conf and keeps pulling the vanilla?
I did it once, it worked. Since I haven't found out how to open my mod1 and save it as mod2 - I recreated everything from scratch again. and the second time it doesn't work anymore.
that one tool that i can't activate?
You need source data for that
I thought you were implying on your own terrain
nope, just editing a mission in everon
Hi guys, is there any difference (functionality wise) except visibility in the mod shop when I'm publishing unlisted?
Or, are there any limits which mods should be published as unlisted?
https://community.bistudio.com/wiki/Arma_Reforger:Mod_Publishing_Process here you have some notes about various visibility settings
Hi team
I have a project of which RHS is a dependency. Strangely today it has started failing to upload to the workshop.
It completes to 99% then reports a failure.
The log refers to the following errors :
ENGINE : GameProject load
INIT : GameProject load project data @"D:/SteamLibrary/steamapps/common/Arma Reforger/addons/data/ArmaReforger.gproj"
RESOURCES (E): Wrong GUID/name for resource @"{C014582791ECBF24}Language/localization.st" in property "StringTableSource"
INIT : GameProject load project data @"D:/My Files/Documents/My Games/ArmaReforger/addons/RHS-StatusQuo_595F2BF2F44836FB/addon.gproj"
RESOURCES (E): Wrong GUID/name for resource @"{0AFDD005CD669892}Language/rhs_localization.st" in property "StringTableSource"
DEFAULT (E): Addon processing failed
RESOURCES (E): Publishing failed
DEFAULT (E): Addon processing failed
RESOURCES (E): Publishing failed
Just wondering has anyone has experienced this ?
Hey quick question I wanna start making vehicles are they allowed to have emblems or is that a no? Copy right infringement is only technically a violation if your making profit or for commercial use so I would believe so but just wannna clarify Bohemia ToS!!!
Technically Copyright infringment is at anypoint, but enforcement requires proven "loss" - so you can fly under the enforcement radar, but BI could take a loss, so they will likely enforce other peoples IP rights.
(US/CAN law btw)
World Editor keeps activating some strange colored wireframe view.
It has to be some keyboard shortcut that activates it, but i can't find it.
Restarting it doesn't help. How to set it back to normal?
It looks like this
Never mind, found it: Alt + Numpad 6
It's the secret level π
π
I added someone to my list of contributors and they don't have any invitations, am I missing something?
Have they uploaded anything in the workshop before?
No, but they have their workbench linked with their account, should I make them publish a small thing?
I made him publish a small test mod but he still doesn't have an invite pending
He needs to publish something first
Then send the invite after
He just published something and he doesn't see it
Should I update the mod removing him from contributors and update it again readding him?
Yeah you need to readd him
Copy, thanks π
Also make sure that he published something on the same version
Exp is not the same workshop as stable
Which mod is it and who is your friend? (BI handle)
4thID - Scenarios
"SoupFromChicken"
He shows up as contributor on the page, so idk if that is it but he did not accept any invitation
And well, he cannot edit the mod so I imagine there is something I'm doing wrong
He shows as contributor
He has to download it on WB
then he can publish it (Aka update it)
We added it as a project from the main arma reforger folder and it shows as locked, how does he have to download it otherwise?
We readded the project by clicking add existing project but it's still locked
He needs the source
So I send him my mod folder?
yes, then he has to load that
Make sure that he does not have the packed mod in the addons folder of Workbench
what happen here?
it looks like the Server Connection Failed. Publishing not available.
π
@devout imp@solid hatch i got it too, after i waited abit to try again, now every time i try load my project it loads one of the dependency's over mine, tf is happening??
why did you created your project in profile?
Move it to some sensible location
@tight dune i did the folder isnt showing in the menu
just noticed it in profile aswell
where is it located then?
addons folder
@tight dune where should i put it?
still doesnt explain why tf its loading the dependent over the main project?
Addons? It shouldn't be there too
Log Console will contain hint
it shouldn't? i'm confused
there is the correct place for your addons, isn't it?
I thought he ment ArmaReforger addons, not ArmaReforgerWorkbench, my fault
ah idk, where is your addon folder @white prism ?
show the entire path
just like i did
I would check this first #reforger_workbench message
docs/mygames/armareforger/addons
ok, so it is incorrect as I thought - that is first issue
ok, you have it in the game, instead of in the workbench folder
docs/mygames/ArmaReforgerWorkbench/addons
close all, move the entire folder to the correct place
this is the error i get in console and opps i meant armareforgerworkbench/addons sorry
correct?
yep and its forced on this one addon and wont show mine?
you have 0 dependencies listed, but i bet you must have dependencies on terrains right?
yeah
there 126 errors - copy whole log maybe
he cannot do it since addon is not loaded
https://community.bistudio.com/wiki/Arma_Reforger:Mod_Project_Setup#Arma_Reforger_Workbench_loads_without_selected_mod you can also search for error that is mentioned here
i see
some friend of me have the same mess, is doing a terrain dependant on another stuff that is not listed as adepencendy, he just hit "open with addons" and keep working like that
when he publish this thing will not work i guess
this is the console after loading the terrain
i think all what it says Wrong GUID/name for resource @"{ means a dependency that can't be found, you have to fix dependencies(theory)
read what reyhard post above and see if that help
@tight dune @solid hatch you guys a legends!!!! so went into addon.gproji and removed all dependants and its working perfectly
mate, you didn't understand, you must fix them, not remove them
if you terrain/mission/scenario/whatever depends on stuff it must have it as a dependency
i allready readded them back as dependants and now it loads as it should not being overwritten. should be fixed right??
check the dependencies in options
btw, i saw that you moved these dependencies/addons to your folder docs/mygames/ArmaReforgerWorkbench/addons
i'm not sure if they are getting updated in there, if they don't you will have outdated dependencies
so, what i would do is import these from the docs/mygames/ArmaReforger/addons, you can update dependencies in-game workshop
looks good now
why the project folder name is "profile"? that's wo weird and why does have a different color?
No idea π€£ cheers tho much appreciated ill do that now
it is not project probably - just the terrain
I assume author started doing world in profile, instead of his addon
so this will not work at publish time?
what can you tell me about that @tight dune ?
read only addons download by Reforger should stay in ArmaReforger
ArmaReforgerWorkbench is more for projects
ok, this fits with what i suggested
although I don't remember atm now - if they are in ArmaReforgerWorkbench/addons then they might get automatically detected by Workbench
since it is one of the folders that is automatically detected
(if Workbench is launched)
having there read only addons means that they are no longer updated via Workshop
ok, just what i tough, good to confirm that, thx
nope, you have to import manually or scan for projects and chose the folder, atleast in the projects screen
btw, arma reforger is not required to be imported anymore right?
yes, only manually added things are visible in Enfusion Workbench Launcher
but, things in ArmaReforgerWorkbench/addons will be visible to engine
14:20:07.085 INIT : INIT : Workbench Init Engine
14:20:07.085 ENGINE : Initializing engine.
14:20:07.103 ENGINE : Addon dirs:
14:20:07.103 ENGINE : dir: 'D:/Reforger/Respositories/rhsreforger/'
14:20:07.103 ENGINE : dir: 'D:/SteamLibrary/steamapps/common/Arma Reforger/addons'
14:20:07.103 ENGINE : dir: 'D:/SteamLibrary/steamapps/common/Arma Reforger Tools/Workbench/addons'``` you can check that in logs
but this will not break my stuff, i mean, if these are visible, can i use stuff from these even if is not a dependency? i guess not, but just i case nvm, obviously not
Any ideas when openning up my addon, its not visible in workbench. I can select it at the start, but opening it then checking the options just loads the ArmaReforger Addon.
Tried removing, readding nothing seems to load it correctly. is this a common issue?
Resolved, was a dependency issue, had to open project config and manually remove dependency.
Objects that are marked as cluttered don't show the objects, only when clicking play they show up
better explanation, entities that have sub entities for compositions, the sub entities do not show on the workbench
Restarting it makes it work
World Editor still has bad weather. Procedural animation editor still crashes at launch. 
omg, serious xD
and it's full integration or only logs?
i have to install svn right? i used this elder stuff like 10+ years a go with Java, then been always git
just a basic integration - https://community.bistudio.com/wiki/Arma_Reforger:Resource_Manager:_Options#Use_SVN_integration
is there a way to override a single attribute from a prefab and not the whole prefab?
Well yes, that's what overrides do.
It won't override anything you didn't actually modify.
Good morning!
can I ask you a development question?
I've been making a map for a long time and I don't understand the difference between prefabs/prefabLibrary?
Is there no difference between?
Reforger Modding FAQ This document answers some of the most common Workbench related questions. If you see someone ask a question covered in here, just send them the link. Content: Why does my grass look weird? 2 How can I add dependencies? 3 Why do vehicles not drive smoothly on my terrain? ...
how can this be so bad configuring it, what i'm doing wrong, every time is complaining that can find my addon
step 1 use one addons dir and store project and dependencies there
this is a suggestion, not a general rule
so you mean that this may wrongly work:
in the event that you have the same mod in both folders it will pick the wrong one to load
I'm not 100% sure this is the issue, but I think the addon path is supposed to be:
-addonsDir "C:\first\path,D:\second\path", not
-addonsDir "C:\first\path","D:\second\path"
i do not, i delete it to avoid that
oh yeah path might be incorrectly defined
let's see
it is required to restart the workbench every time i touch this config like i just heard in a video?
now is not complaining about the addon
13:56:30.254 NETWORK (E): Unable to connect as client to ''
13:56:30.455 ENGINE (E): Unable to initialize the game
13:56:33.910 RESOURCES (E): ==== Resource leaks ====
``` a lot of leaks
No, you don't have to restart
What's happening on the screen?
Does it start the game and work for the host, but the peer client won't connect?
the cliet thows error saying about read the log and closes
but in the world editor keep going working
now, if i run this config from plugins>dedi_server>run, then works fine, same config
but hitting the play + server+peer is not working
Not working at all, or just the client not connecting to the otherwise working game?
The second, right
working from world editor, but the other client the peer it closes saying to read the log which i paste
Can you post console.log instead of error.log?
let me generate a new one
2 screens
Audio device initialization failed, result = 7 hmm
let me try something
fixed the audio but still errors
Can you post another picture of your PeerTool configuration?
yep
Peer Tool Config
Dedicated Server Config, which works fine
i know, there is "game.exe" and "ArmaReforger.exe", i have them both
Maybe try ArmaReforgerSteamDiag.exe
Your peertool, yes that ^^
log after audio fixed
only relevant i can find is
14:17:49.344 NETWORK (E): Unable to connect as client to ''
14:17:49.543 ENGINE (E): Unable to initialize the game
14:17:57.644 ENGINE : Game destroyed.
14:17:57.665 RPL : Pip::Destroy
and then 14:17:57.678 RESOURCES (E): ==== Resource leaks ====
but why does work just fine with the dedicated server?
also, running the dedicated server is connecting me to the localhost, so i assume that there is a running server in localhost
but then, i open the game, try direct connect and the server is not found
is working with this one, why?
should i use the server diag so i will find the server with the normal game?
π€
Because that's the one you're supposed to use as of, one of the updates.
I think @peak cedar could tell you.
but then why is working fine with the normal one when running from dedicated server pluggin?
Because peer tool and the server plugin were designed to work differently?
are they different? having the same name?
Are PeerTool and the Dedicated Server Plugin different?
It would seem to be so if one exe works and the other doesn't. I'm 95% positive that we were specifically told to use "ArmaReforgerSteamDiag.exe" for PeerTool in some patch notes.
I think his issue is actually connecting to the server locally after using the plugin.
it looks like you cannot connect with the normal client
It has to be diag
Always
In any way wb is comnected
Diag
For server and fpr client
i have to copy them from the game/server into workbench right? these are not inside the workbench files
Also the executable for the dedicated one has to be the server diag for servers
And for peers the diag game
I think i saw gramps doijg the wrong one
No
D:\SteamLibrary\steamapps\common\Arma Reforger\ArmaReforgerSteamDiag.exe
Path to executable.
if you configure the dedicated server plugin with both with the normal exe it works
and the server?
but this is the workbench executable, i'm talking about the game/client and server
Bit its wrong
It will misbehave π
now i know, but is working, so i letting you know
Executable path should be the path to your serverDiag.exe, Peer Executable should be to the ArmaReforgerSteamDiag
but i have to copy these from the other folders, not comming inside workbench files, or they are?
There is no need to copy executables
That should be correct yes.
you know that i copied them into the workbench folder and it worked? xD
Yes that's fine but, there still isn't a reason to copy them.
all good, i want to know the correct way
So I guess that's why I couldn't get ai to spawn using the normal exe's. Thanks I'll have to try this tonight!
errors are good yeah?
red makes things go faster
does anyone know why my ai grenadier is running to the left instead of straight ahead to his waypoint in the direction of the cps? his mate also just doesnt move so i have one guy stuck in place and one running away from everything
they are ai that spawn with a ambient patrol
they keep wanting to head left but they move now until they get stuck on rocks, is there anyway to prevent it or is it more a navmesh issue
doesnt matter where i spawn them either they always want to go south
navmesh bug in map
thankyou, ig ill have to leave that one up to kiok
actually nvrmind just had a look and from what i can tell i can generate a new navmesh, do you think that would fix the issue?
How do I get another person the ability to work in the same project file as mine?
It would appear based on some functions I'm seeing in workbench that this is possible
looks like it has
is there a way to restrict ai from entering a certain area?
Is there any scopes that can be used with nvgs
wrong channel
guys, in the world editor we create layers, is the most used
but, there is also folders, what are the usage of these?
So you can further organize layers into groups
so you put folders inside layers since you can't put layers inside layers
yes
i see, thx
well, the other way around
layers into folders
e. g. you might have a "roads" folder with a "roads_asphalt" and "roads_dirt" layers
the hell is that
SCRIPT (E): Virtual Machine Exception
Reason: NULL pointer to instance. Variable '#return'
Class: 'SCR_CampaignMilitaryBaseComponent'
Function: 'EvaluateDefenders'
Stack trace:
scripts/Game/Components/Locations/SCR_CampaignMilitaryBaseComponent.c:2214 Function EvaluateDefenders
scripts/Game/game.c:927 Function OnUpdate
SCRIPT (E): Virtual Machine Exception
Reason: NULL pointer to instance. Variable '#return'
Class: 'SCR_CampaignMilitaryBaseComponent'
Function: 'EvaluateDefenders'
Stack trace:
scripts/Game/Components/Locations/SCR_CampaignMilitaryBaseComponent.c:2214 Function EvaluateDefenders
scripts/Game/game.c:927 Function OnUpdate
i'm not coding/overriding, just using the prefab
Wassup ma boys. I try to add refraction(thermal refraction) effect on my particle in AIR. How i can do it?
the hell buttons did i hit?
omg, not even closing and opening si setting this back to default
https://community.bistudio.com/wiki/Arma_Reforger:Diag_Menu see usage section and especially part about saving/loading of diag menu
Ok, I thought you didn't know since you wrote it like you were surprised that diag settings can persist
does anyone knows what is that parameter used for?
what does that means?
i'm not 100% but what i saw is something like increasing number of groups per weave
#1 wave = 1 group
#2 weave = 2 groups
#3 weave = 4 groups
all this with 1.5
Hi! How to make buttons and submenus on top of own WB tool? (like Terrain Tool / Sculpt / Smooth)
[ButtonAttribute("Height Tool")] make button only on bottom part.
[Attribute(category: "Buttons", uiwidget: UIWidgets.Button, desc: "TestButton")] - no example for this...
guys, basic question here.
Is it possible to select more than one project to open in the Launcher?
use case : I want to pen a character project and a terrain project, on which I want to take screenshots. I do not want the world to be set as a dependency.
Don't think so. But you can run 2 workbench same time, use wb exe in steam folder and run as administrator.
Right click the project in the launcher, Open with Addons, choose addon.
Thanks guys!
what is the correct way to add like weapons and gear from RHS to the US faction w/o adding the entire faction?
i did copied the entity catalog items group by group, but, is there any faster and better way?
reading the wiki, there is not US_InventoryItems.conf to override???
did the name change?
US_InventoryItems.conf -> InventoryItems_EntityCatalog_US.conf ?
its been like that for a while now, not sure when its changed
ok, thx, sometimes going crazy with the wiki info
Music - Bagpipes Mod: bahuma made a wonderful mod for music. We can play the piano or organ. How can we contact them?
It would be wonderful to have some bagpipes as equipment during the game.
Could anybody help create a bagpipes mod? (And maybe a kilt mod to go along with it?!)
trying to make a mod be like
crash guid 7bc47147-7efc-4e44-9a58-6c81becfa80f
someone save me
what does the car controller component want now that I dont have and crashes me?
I dont get it I had it added then I removed it and re-added it and it crashes every time I hit play, obviously it follows the principle of not logging what's wrong so I don't know where to look
I have noticed that sometimes removing or disabling something doesn't "stick" and you have to delete, re-override or redo the .et
What would cause a Mod download to hitch around the 48-50% mark? I've uploaded a mod to the workshop and it downloads much slower than mods of comparable size. It continues to hitch during download and takes an excessively long time to download. The Arma Reforger logs show no errors during downloading and the only error on Workbench are the GUID Texture errors.
if anyone can help me out would be fantastic
Why would ai not spawn when using the dedicated server tool, but it does when running an actual dedicated server?
Yeah I had the same problem. I wasted like 14 hours yesterday and it turns out I just had to delete and rebuild. There's some funky engine stuff when it comes to properties not applying.
I too wasted some hours wondering why something didn't work, which was resolved by reimporting the .et 
All of my points seem to be correct yet nothing is rendering in my scope, and it shows its like behind me?
Does anyone know, where can I now set how often are supplies replenished in conflict bases etc.? I am pretty sure it was set in Campaign_GameMode prefab, but none of the components there are used to set the supply system. Did it move somewhere else?
Does anyone know how to add assets to the map Iβm developing this is my first time developing a map in any game and thereβs a couple things I would like that isnβt in the default map maker.
If the assests are from base game you just go to prefabs and find em there and add to your map (you need to creat a sub layer)
If using someone elses assets out side of vanilla you need to open your project along with it (them) and also have em as your dependency when publishing it
check SightsComponent offsets in the weapon you are applying it too
specifically Sights position and pivot ID
adding assets is as simple as drag and dropping the prefabs, if its a vic or somthing else it might throw JIP error when loading scenario though as stuff like that has to be placed 1 frame after game start
if its a Placeable Entity then it should not be there on map start unless you are not interested in save/load functions
What? So you have to spawn stuff into the map to use the save/load functions?
No. Editable entities coming with map are saved as placed by user and thus duplicate on load, since the map ALSO places them
How does the localization work? i did everything manually like in the wiki but the names are not replaced for vehicles. when i try it with Plugins localise selected files the editor crashes
in the string editor UI there is you have to find "Build Runtime Files" somewhere in the menus
i did that but still
Table>Build Runtime Table
then most likely its displaying some other string that you did not localize.
Very often it happens that some prefab has multiple components with UIInfo and when the string is displayed it might be coming form a UIInfo that you didnt expect
so i localization i have the id MyMod-Car and the source of the car selected and in the car prefab i have in editor component uiinfo set #MyMod-Car
So no matter what I do, I get this error when my peer tool tries to spawn in as my custom faction in a custom conflict scenario. It never did this before the big update back in June/July, so I'm wondering if there's a fix for this
when making a plugin, I want to make my keybind Ctrl + /, but shortcut: "Ctrl + /" doesnt seem to do it. How should I go about this?
disregard, cant have spaces
woops
is there any plans to add proto external void GetSelectedRows(notnull out array<int> rowsIdx); to the script editor? or is there a current way/workaround to get multiple selected lines?
Hello fellow reforgers...
Very new to this, can anyone point me in the right direction to creating a custom ammo box?
Coming back to reforger after a long break. Is there no more garbagemanager.et anymore or is it called something else?
SCR_GarbageSystem
Arma Reforger, Enfusion Workbench tools, mission making, and modding quick tips.
This video I review how to make changes to the setting of the Garbage collector now called Garbage System.
The Config file you need to mod is: ChimeraSystemsConfig.conf
Check out full VODs here: https://www.youtube.com/playlist?list=PLCaYbxUNEJMEUcrZEO6o-zPXR5p...
as a linux user am i unable to utilize the workbench?
I did use it before under proton, but you will need to do some rain dance with the paths for mods beforehand
But do not expect support from us as we do not support it officially
Is there any posibility to export edds ? π
no
BACKEND (E): [RestApi] ID:[10] TYPE:[EBREQ_WORKBENCH_GetAsset] Error Code:400 - Bad Request, apiCode="workshopApi.assetDeleted", message="Asset is deleted" thats the fault i keep getting when trying to publish my mod anyone have any ideas
Hello, looking to get help on this issues causing it not to let us load in.
12:32:39.956 RPL (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (con=0x0)
But there are no details in the console π
nothing red in the console details?
usually when i get those its the directory issue.
Not a single log ._.
Ahh only the log file shows the error. But I know I deleted the project. I want to reupload it 
(E): [RestApi] ID:[11] TYPE:[EBREQ_WORKBENCH_GetAsset] Error Code:400 - Bad Request, apiCode="workshopApi.assetDeleted", message="Asset is deleted"
hmmm not to sure on that one buddy. im kinda new to this whole thing to but ie ran into some issues when publishing my custom conflict world.
I got the same issue trying to login with Reforger Workbench Experimental. No issues when I login with Reforger Workbench stabile. Also tried after deleting my ArmaReforgerWorkbench folder, didn't fix it.
cant say anything for certain in your case, but iirc when I had that issue it was because my mod, which made overrides to gramps mod, had a duplicated version of grams scenario/world included in it.
it was my mission folder going to the wrong world.
now i got it going but its spawning me in the ocean and not at the starter base
havent experienced that before, so I couldnt give ya any suggestions sadly
getting a lot of these (E): RpcError: Calling a RPC from an unregistred item script::Game::CharacterAnimationComponent right now in the console logs
I'm trying to edit the damage that an ammo type does to humans, I set it to 400 to make sure it did something and the damage doesn't seem to have changed. Am I editing the wrong values?
(I have been following the reforger weapon modding tutorial but didn't want to make an explosive weapon like it shows)
kinetic damage is calculated differently and you cannot set it via damage type https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation/Prefab_Configuration#Damage
Thank you! Much appreciated
sneeky buggers
||experimental branch||
Can you even login into WB with 2FA? Cause I get this: (But there is no 2FA Check or Input field
)
[RestApi] ID:[7] TYPE:[EBREQ_USER_DirectLogin] Error Code:422 - Missing data, apiCode="", message="Missing 2FA token"
So now I have to deactivate 2FA, login into WB, enable 2FA again. 
trying to add more guns to gun dealers in over throw any tips?
Contact the author.
Anyway to regenerate the .meta's after renaming files?
Delete and re-register?
Why do you want to change them?
Re-reg doesn't rebuild the metas it seems. I needed to rename my files, and the auto linker was doing ok, and then it wasnt
I don't think renaming a file would require changes to the meta content
ok so this all being wrong isn't a problem?
the guid I assume is ok, with no errors
The paths didn't get updated
The resource name in the meta doesn't have to actually reference the current file path, it's just a name/id, not a path
I believe file and meta are linked together simply by file name
If you change the name of the file, it changes the name of the meta
I never observed any issues arising from the resource name not changing
rgr
And even in general, I don't think the non-GUID part of the resource name matters at all, not even as an identifier
I'm pretty sure you could change it to anything, and references to the old name would still work as long as you left the GUID intact
It seems to exist only for display purposes, so you can see what the GUID is associated with
So looks like if you upload and then remove a mod you can no longer upload it again, cause "asset is deleted".
There is a workaround:
You can generate a new GUID from the Utilities menu and replace the old one in your project settings, restart WB and you can upload again.
try this ^
It definitely should though. Or at least it does for me.
Maybe it doesn't for some file types?
Rgr. I might be that it was just nackkered. I blew away the repo and repulled. Thanks for the info though, i'll know for next failure π
Anyone know what I can do to fix conflict missions that have broken radio setups? I spawn in, and the main base is not part of a radio network, so I can never capture any points. Building radio repeaters does nothing and building antennas does nothing. Here's a pic of what I mean:
No matter what I do, that yellow icon in the top right of the base never goes away and I never get any objectives.
Do you have the radio setting right?
- Make sure you have Radio manager added
- Then go to MHQ (MOB) and make sure SCR_CoverageRadioComponent is Turned on
Most likly you didnt set the** Is source** tp be Active
- FYI: you should have this one only for your main base active.
how do I dump all registered GUIDs?
I'm getting the following errors:
ENTITY : Create entity @"ENTITY:2305843009213693969" ('SCR_AIGroup') at <4625.973145 10.236000 12425.155273> @"{CB58D90EA14430AD}Prefabs/Groups/OPFOR/Group_USSR_SentryTeam.et"
AI (E): No AIWorld is present in the map. Move handlers won't be created.
WORLD : InitEntities 'world'
ENTITY : Init entity @"ENTITY:2305843009213693969" ('SCR_AIGroup') at <4625.973145 10.236000 12425.155273> @"{CB58D90EA14430AD}Prefabs/Groups/OPFOR/Group_USSR_SentryTeam.et"
SCRIPT (W): Cannot spawn team members of group <0x00000172F45D9EB0> SCR_AIGroup, AIWorld is missing in the world!
ENTITY : Create entity @"ENTITY:2305843009213693973" ('SCR_AIWorld') at <6389.271973 158.806091 6419.781250> @"{70CCCF16487C927F}Prefabs/AI/SCR_AIWorld_Eden.et"
PATHFINDING : Navmesh Init 'Soldiers'
My AI does not move to waypoints. It seems like the AIWorld ent is created after all AI has been placed.
How can I fix this?
not even the ScenarioFramework.conf with the Game Mode Setup plugin works...
is there a way to influence in which order the entities are created?
well I'm getting similar issues with the tutorial world...
I need more informations of what is your scenario and what did you do to build it. Did this error occur when you do a fresh "GM_Enden" world and just spawn your entity ?
Hello, please tell me how to attach the sound of an explosion after destroying an object? only with a script or is it possible in another way?
Yeah, so I've...
- Created a sub-scene of EdenEmpty.
- Used the 'Game Mode Setup' plugin with the 'ScenarioFramework' config.
- Configured the Navmesh component of the AIWorld entity to use 'MP/CTI_Eden'
4, Create a waypoint and AI. Create a static waypoint for the AI group to 'Move' towards.
But nothing happens and the log shows the same errors:
- Creating the AI Group and complaining there's no AIWorld entity
- Creating the AIWorld entity π
okay I fixed it, I needed to provide the LowRes navmesh as well
Help please ππ«Ά
Having a issue, for some reason all of the materials for my vest is forcing me to be in uv mode 2 but that is making is look wierd, whats causing this?
When I do that the texture breaks for some reason and just goes jet black
but in game with UV set 2, it kinda transparent and doesnt look right at all
Then your uvs are wrong.
Does anyone know why when I publish my sound mod it does not work? Its just one overide (Finalmix) When I test it in workbench it works fine. I published this mod once before and it worked. Am I missing something in order for it to properly overide finalmix.afm in game?
final mix overrides dont work in game only workbench, I found out the hard way too
I had sort of working earpro stuff and then it didnt work in game lol
I made a ticket for it: https://feedback.bistudio.com/T184420
Does this happen on stable as well?
Dang it I missed it π
all good, one for stable one for experimental
It would be looked into tomorrow probably
hey, there is no channel for scenario framework?
will ask here so
how the hell can i make this thing to work?
the Hint
also, wth?
@remote estuary thatβs a huge bummer was this recent? Because I had it working even after they updated finalmix. But one day recently it stopped working, I even remade it from scratch multiple times π₯²
Hey there, using the Diag Menu, would you guys know how to disable any AI movement?
I've tried Disable AI actions but the Ai characters still looking around, and thus keep messing up my screenshots :/
Did the hit zone cursor debug option get moved/removed? I can't seem to find it anywhere, unless I'm just blind or something is wrong with my workbench
If there is a "A.I. Simulation" 0-10 put it on 10 and they should freeze.
Thanks man, I'll try that
Hello can anyone point me to where I might find the setting to disable the AI base budget in the living quarters for conflict?
probably bone/slot is rotated incorrectly (-90 degrees in this case)
yup
When naming prefab how do I use the #AR name system
https://community.bistudio.com/wiki/Arma_Reforger:Mod_Localisation hashtag indicate localized string
Appreciate it
I observed an issue where running the Dedicated Server Tool would somehow "merge" the specified world with another world of the same name (dependency addon) despite different GUIDs.
Has anyone ever heard of this?
It results in entities from both worlds being loaded, both for server and client.
how would you turn on physics view to see if Fire Geo is on?
how about layer files? same name maybe
Could be, not sure how it works.
The files would have the same path, at least, and no GUIDs.
generally same folder path/file name is a conflict
@river spire That zombie update took them out of gm mode
no longer placeable for some reason
faction is empty
Hey gamers I'm trying to find how to use bacon's server tools
Can anyone direct me to the right place pls
the man himself
ty π«‘
WB server died again ?
Whole workshop seems to be down at the moment
ufff
Dedicated cant start because of Workshop π¦
yea we are down aswel , only if the server is already running but yea restarts will kill it :/
workshop seems to be back up. it has loaded at least.
edit: spoke to soon π¦ not loading again
Any idea when it will be up again?

I cant localize
when I try to run Localize Selected Files makes me ctd
each prefab only has 1 uiinfo
table is built
hmm not working, trying to do it manually
Do anyone know how these shooting range managers, networks etc... works? π
managers generally dont work
Is there a reason why animations work correctly in Game Master but not in Work Bench? All this time I thought the Mi-8 passenger get in animation was broken, but in game master its fine. Same with the BTR. I'm on stable, if anyone can confirm this I would apretiate it.
What type are you placing in Workbench? Blue prefab?
Yeah.
Tested Mi8MT_armed.et and Mi8MT_unarmed_transport.et, can't see any differences between workbench and the stable branch game
Thanks dude.
anyone know why my camera seems like its hitting invisible walls in the middle of this terrain ive created? I thought 3km squared was plenty small for the map editor, but the way the camera acts, it seems like its massive
Thats a bug, id ask here #enfusion_terrain
will do
Is it cool to move files/folder between open WB projects (overridden files) or does it break the GUID's?
guids don't change if you move files around
Phew Yes its fine.
this is a new one to me, what does this mean?
It's an NPE from Reforger Lobby
The exception is already fixed on GitHub, it'll probably disappear with the next release
alrighty then, thanks
Turns out disabling completely unrelated actions in the ActionManagerComponent can break animations? I don't even...π€¬
what does this mean?
Could someone simplify what the APL-ND license mean ?
There's a chart here https://www.bohemia.net/community/licenses
I was already reading the license, just want a better understanding for them as they kinda contradict each other. I wanna be able to make my mods without someone just using it as their own.
I also just want to understand the license better, an which ones are used for which.
The only difference between APL and APL-ND is that ND prohibits you from sharing adapted material.
Adapted Material is "material [...] derived from or based upon the Licensed Material and in which the Licensed Material is translated, altered, arranged, transformed, or otherwise modified".
So if I copy something from a mod, then publish my own project without that mod as a dependency, is that a problem?
If the mod is licensed under APL-ND, you are not allowed to do so even if it is a dependency.
If it's under APL, you are allowed to copy+modify, then share the adapted material, as long as you comply with the other parts of the license (e. g. attribution).
Same for APL-SA, except that the adapted material must also be distributed specifically under APL-SA.
If you want to prohibit others from sharing modified versions of your content, you should choose APL-ND or a custom license.
The main thing I don't know is how exactly to interpret the definition of "adapted material".
Duplicating a prefab would certainly fall under that, but inheriting? Making a subworld? Just referencing (e. g. placing) it somewhere, without reuploading it?
I think these would still be allowed under ND, but I'm not 100% sure. There was supposed to be a FAQ at some point but I'm not sure if that's still happening.
Interesting. Who/what enforces those licenses? Because based off what you're saying, I see a lot of violations on the workshop already.
Also, who is to say they didn't just figure something out the same way. What proof would there be of copying? Especially if it was tweaked enough to not be an exact copy.
On the Workshop, BI enforces the license, if requested by the author.
I don't know if there are that many violations, most mods are not even ND.
Even for ND mods, the author might still have given individual permission or be tolerating it in most cases.
How to determine if something was copied? It depends. There might still be remaining indications.
As you know there are plently of videos out there on learning the reforger framework. Would you recommend any to avoid time sinks and not current information? Thanks in advance.
the official bohemia wiki. there are tons of videos that are wrong
The wiki is good. I am looking for scenario framework video content. I am more visual learner and follow the wiki as backup.
New to map modding here, can anyone help me with uploading a map I have made to the workshop so I can get it onto a server.
Thank you in advance.
You need to set your new world to be loaded in the mission config of your addon. Then load that scenario (mission) on your server config.
Will BI even allow an "all rights reserved" licence?
BI does allow custom licenses, with these restrictions:
The custom license of your choice must be in compliance with all applicable documents regulating the use of this ARMA REFORGER Workshop and the use of the content you used for creating the Content. The custom license shall explicitly prohibit the use of the Content for any commercial purposes, shall explicitly prohibit any direct or indirect monetization of the Content and shall explicitly prohibit the use of the Content outside Our own products. The custom license shall also not limit the functioning of this ARMA REFORGER Workshop and shall support its purposes.
https://reforger.armaplatform.com/workshop-terms
All rights I'm allowed* licence π
Do you have a video that may help me with this?
why do i have a black viewport?
I saw parking lots on some maps and zebras over the street, how to make these on my own enfusion map? Or is it custom textures?
hi, I'm editing a mission in the world editor but when I put an AI group I don't get the models as such of the PJs, only spawn when starting the mission, is it necessary to activate something or configure something?
Nah I don't but you want I can try to explain it in more detail.
It's broken since a while.
So A.I. characters will not show up in edit mode.
workbench needs to stop collapsing my folders every time I navigate to some prefab, gosh this is frustrating
Amen π
how do i set up a workshop arsenal in a box, i have seen on the WCS servers that they use one mod and i would like to use it for my mission, i have the mods in enfusion workbench but i don't see any prefab with the arsenal and i don't know if i have to call the class with a script to change the vanilla arsenal for the WCS one or how to do it.
[SOLVED] i need the WCS loadoutEditor
Yeah there really is some stuff which is super annoying.
Not sure how often i've already closed the two folders top of script editor cuz i never use them.
Must be > 1000x.
Why can't they just stay the way they were?
It's working in other tools why not in script editor?
I'm trying to place the UH-60 from the project readline but I get errors and it doesn't load, I have the project dependency loaded, I don't understand what is missing.
RESOURCES (W): Cannot load preset settings file "$profile:ResourceViewerPresets/"
RESOURCES : GetResourceObject @"{3E1F7B5E0FFF569E}Prefabs/Vehicles/Helicopters/R3D_UH60/UH60_base.et"
WORLD : Entity prefab load @"{3E1F7B5E0FFF569E}Prefabs/Vehicles/Helicopters/R3D_UH60/UH60_base.et"
RESOURCES (E): Wrong GUID/name for resource @"{E660EE17895B49EF}Sounds/Vehicles/_SharedData/Rain/Vehicles_Rain_Helicopter.acp" in property "Filenames"
WORLD (E): Unknown keyword/data 'm_vMins' at offset 2535(0x9e7)
WORLD (E): Unknown keyword/data 'm_vMaxs' at offset 2557(0x9fd)
WORLD (E): Unknown class 'ContextName' at offset 11657(0x2d89)
WORLD (E): Unexpected end of scope at offset 11855(0x2e4f)
WORLD (E): Unexpected end of scope at offset 11863(0x2e57)
WORLD (E): Unexpected end of scope at offset 12014(0x2eee)
WORLD (E): Unexpected end of scope at offset 13492(0x34b4)
WORLD (E): Unexpected end of scope at offset 13497(0x34b9)
WORLD (E): Unexpected end of scope at offset 44747(0xaecb)
WORLD (E): Unexpected end of scope at offset 44750(0xaece)
ENTITY : Create entity @"ENTITY:1" ('Vehicle') at <0.000000 0.000000 0.000000>
ENTITY (E): Vehicle is missing component SignalsManagerComponent as required by component SCR_HelicopterSoundComponent
ENTITY (E): Vehicle is missing component VehicleHelicopterSimulation as required by component SCR_HelicopterControllerComponent
ENTITY (E): Vehicle is missing component SignalsManagerComponent as required by component SCR_HelicopterControllerComponent
Guys, how to turn off despawn of corpses?
anyone have a method to edit everon now? when I create a sub scene with correct folder structure and copy stuff over; it always crashes. Even if I do it in 1/20th's when i get to the last few things it crashes for some reason
my arma reforger tools wont open through steam, i click launch and they will open for like 2 mins but then go back to the idle state. i have reforger installed as well as paid for in my libary. any fixes?
ive also tryed reinstalling steam multiple times as well as both the game and the workbench
Idk. Arma been acting up Yesterday workshop was down
Hey guys, im running into a issue, When using the mine components to make another item placeable, when i try to place my item my character just stands there and i can not move unless i jump.?
It sounds like you were editing code or disabling stuff. When you place the mine it goes and does an animation and then releases control of the player. If you've buggered that up then your character is going to freeze.
@velvet glacier what's the mods name for your garrison uniform? need this in my life.
If I wanted to change the color of a humvee, or add props to it, could I just use the work bench ? Iβd do I need a different program .
hmm thanks i will have a better look at it, also Does the mine have 2 models? one for holding in hands and one once placed? And if so where do i finde how to change the in hand model?
I feel like iv looked up and down
The mine is the same object, in inv and placed.
You can just add the components to your prefabitem, right?
PlacableInvComp does most of the work, then MineComp does the rest of the work
Must be Arks code, reads like EV life's 2H code.
I haven't looked at them yet, but from the mine thing you just need the animations. The jerrycan should be similar but with different anims. The mine method should work nicely to transport ammo cases π .
Thats what we are using for alpha.
Why can I not edit everon? It shows locked and that I cannot edit anything.
you need to create a subscene
that white paper looking button in the top left
Will I be able to edit the original map?
yes I believe so
Hello all. I am running into an issue as well. Let's say I want to make a vehicle like an electric scooter or ATV players could pick up into inventory. I have "InventoryItemComp" added to vehicle and the weight/vol set. I am getting this console log, I am assuming it is due to the way vehicle data is handled but maybe I am just missing something. Not sure if there is an example vehicle or anything to look at? Is this even possible? Thanks for any help!
Reason: NULL pointer to instance
Class: 'SCR_InventoryMenuUI'
Function: 'MoveItem_ResourceContainer'
Stack trace:
Scripts/Game/UI/Inventory/SCR_InventoryMenuUI.c:3879 Function MoveItem_ResourceContainer
Scripts/Game/UI/Inventory/SCR_InventoryMenuUI.c:3158 Function MoveItem
Scripts/Game/Feature/Quantity/SCR_InventoryMenuUI.c:94 Function MoveItem
Scripts/Game/UI/Inventory/SCR_InventoryMenuUI.c:2905 Function Action_Drop
Scripts/Game/UI/Inventory/SCR_InventoryMenuUI.c:2767 Function SimpleFSM
Scripts/Game/Feature/Quantity/SCR_InventoryMenuUI.c:454 Function SimpleFSM
Scripts/Game/UI/Inventory/SCR_InventoryMenuUI.c:4423 Function Action_DragUp
how do i test mods and stuff out in the workbench itself
Could use some assistance on what i feel like requires a minor solution.
I made my own pouch preset folliwing RHS's guide on their page. I did everything correctly. when i tested it in a test world, it appeared in box and everything correctly. When i was done testing, i renamed it and now it doesnt appear in my server's arsenals. how do i fix it?
it saves it as a world and not an object
Making two mods. One depends on the other. When I am inside the dependent mod I am not seeing things that should be there
The disable budget bit doesn't appear. As far as I can tell the addon.gproj doesn't contain a version? Just a guid which seems to point towards the mod on disk. I can verify that by right click -> show in explorer -- which takes me to where that mod. It's the same folder used by the core mod project.
Any ideas why I could be missing things? FYI the dependent mod DOES NOT modify the edit.conf.
Hello, i got this error when i try to update a mod BACKEND (E): [RestApi] ID:[20] TYPE:[EBREQ_WORKSHOP_CreateAssetUpload] Error Code:500 - Internal Server Error, apiCode="remoteRequestFailed", message="Internal Server Error"
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
I'm lost
Are the runway decal prefabs bugged? Seem to only show up as a white square.
Before the last update I think they may have been classed as GenericEntity rather than DecalEntity, wonder if something broke.
I noticed same.
Is it possible to disable an overwrite that you made? I meant to duplicate an item
I duplicated the overwrite item and then deleted the overwrite file
What?
Nevermind, I figured it out, I was explaining it poorly
When someone explains poorly you have to understand poorly? In this case It breaks the inheritance so I think not.
Yeah what I meant to say was I overwrote an entity, I meant to instead duplicate it, I worked on the overwrite a bunch without realizing this mistake and looked to try and make it so that way it no longer was an overwrite. I duplicated the entity (the one I made as an overwrite on accident) then deleted it. This solved the problem
You deleted the override but the duplicated was still good. AH! I didn't think that worked.
BACKEND (E): [RestApi] ID:[12] TYPE:[EBREQ_WORKBENCH_GetAsset] Error Code:400 - Bad Request, apiCode="workshopApi.assetDeleted", message="Asset is deleted"
Anyone else?
Workshop is a mess.. i have to upload 5 - 8 times until it works (4GB - 30 min each)
my upload speed to workshop maxes out at 15 mbps for some reason
even using multiple different connections
My world editor looks like this, what happened? Or how do I fix it? It appears like this in all projects
I have already uninstalled and installed it and the problem persists. If I press play it shows me an error and closes the program.
I cant see any spawnlogic / spawn point? Is play from camera checked?
how do I clean these up?
RESOURCES (E): Wrong GUID for resource in property "NMOMap"
have reimported it, reassigned it just keeps giving it to me
fixed it
Hello,
I have a question. Iβm almost done with my map, but Iβve been facing a problem since I started working on it. Now itβs urgent to solve it. After loading the project, all roads, both asphalt and dirt, just disappear under the map. I have to select them all and snap them to the ground for them to show up again.
how do I disable the feature that does not immediately save the things I am saving? so I can avoid the feature that reverts my saved changes after crashes and after changing something
Can anyone help me understand how to fix this error with peertool?
21:00:19.550 RPL : ServerImpl event: authenticating (identity=0x00000000, address=127.0.0.1:52887)
21:00:19.550 RPL : ServerImpl event: connected (identity=0x00000000)
21:00:19.578 WORLD : UpdateEntities
21:00:19.578 NETWORK (E): Trying to register connection of possibly unauthorized client.
21:00:19.687 WORLD : UpdateEntities
21:00:19.688 RPL : rpl::Pip::ProcessNetToGame
21:00:19.688 NETWORK (E): RplConnection::ValidationError remote rdb checksum does not match! local=0x424673C032C60C68 remote=0xD94DB5809EFC7631
21:00:19.688 WORLD : UpdateEntities
21:00:19.688 RPL : rpl::Pip::ProcessNetToGame
21:00:19.688 DEFAULT : Disconnecting identity=0x00000000: group=4 reason=1
21:00:32.658 RPL : Pip::Terminate
21:00:32.658 RPL : IReplication:: Terminating
21:00:32.659 RPL : Pip::Destroy
I feel like I've tried everything. I had it working for a little a few weeks ago but it has always been finnicky and crashes 90% of the time. Here are my settings too
Just started to dip my hand in workbench, this is gonna take a minute to learn isn't it...
Depends on what you want to do but, yes.
What's the best way to learn Reforger modding?
Honestly the best way is to think of a mod you want in the game and then find all the info to make it work
For example I wanted an ak with black furniture so I worked towards that
It's better to work on something you want in the game
Honestly thats gonna help me learn to.
Hey guys , i want to create a mod for vehicles ? but i never did before not even for arma 3 so where i can start ?
https://community.bistudio.com/wiki/Arma_Reforger:Car_Creation
Be advised that this is an advanced project and will take some time.
okay so is it easier if i took one of the existing vehicles and change the body and almost everything about it from outside but keep the functionality? @lethal mirage
to be honest im thinking about something similar to JLTV
https://www.youtube.com/watch?v=m7ZHPMuw9mc&t=2s&pp=ygUdYW1yYSByZWZvcmdlciBKb2ludCB0YWN0aWNhbCA%3D
maybe if i change that mod alittle, i think that means i can use it as dependencies
No, "change the body and almost everything" is a lot easier said than done. If you want to add a vehicle, you should follow the tutorial.
If you want to start with an easier project, Car Modding might be a thing you could do, but you're just not going to make something new there, just e. g. change color or driving characteristics, helping you get familiar with that aspect of car creation.
https://community.bistudio.com/wiki/Arma_Reforger:Car_Modding
I see well then seems if i want a different vehicle i must create from zero , damn this is hard i tried to follow that document but couldn't understand anything lol
That's why you start with an easier project, and not something massive like a new vehicle.
Also noticed i. That document it says to be updated
It's going to be fine mostly
I better find group of people interested in creating mod
One more question does creating vehicle like JLTV require programming?
No
I mean, just making a car doesn't, but some systems like onboard displays will if you want to get into that
at some point yes
but thats fine for me
My map bounds are glitched i can't go past them while my map is there, what was the fix again?
like in the editor its like a wall i can't go trough but when playing character i can
Where can i find mission dependencies version numbers? I need get for server config.
By mission, you mean scenarios included in a mod? These don't have inherent dependencies, only the mods do, and they don't specify version numbers, just GUIDs.
i found versions on workshop, but don't see where is it in Workbench. Info not in .grpoj
Interesting, maybe it's just the version from when the mod was uploaded.
thanks!
- In server config, version is optional
- It is not possible to specify a dependency version of a mod, so it assumes any version is OK
guys if im going to make missions is it the arma tools i am doing it in, or can missions be made with game master and still uploaded?
There is currently no official way to share GM saves, no
If you want to distribute missions for the whole community, you have to make a mod
You will want to use World Editor for this, and check out Scenario Framework. There's some bugs in it atm which should be fixed in the next patch. Also check BH6's tutorials and
YT stuff.