#reforger_workbench

1 messages Β· Page 9 of 1

unkempt knoll
#

just add new folder in your project

hearty tusk
#

that same direcory is used for every other script I suppose, no?

unkempt knoll
#

yep

hearty tusk
#

game and workshop? or just the game's ones

unkempt knoll
#

workshop we talking modding here not basegame stuff

hearty tusk
#

I mean workbench

#

srry

unkempt knoll
#

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

tribal current
#

Is it just adding and configuring those 2 components? Do you need to do more than that?

remote estuary
#

your script can be called anything, and please make sure you do not actually call it "TAG_" but use your desired tag instead

plucky jungle
#

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

plucky jungle
#

alt? its win+ctrl

#

oh win+alt... im stoopid

#

ty

remote estuary
#

left alt does the moving screen around thing

#

so I have to use right alt

plucky jungle
#

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

hearty tusk
plucky jungle
#

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

worthy slate
kindred swan
#

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.

neon ore
atomic heart
#

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

swift sonnet
#

You can do anything with a mod, if your asking for the devs to do it, this is the wrong channel - me thinks.

silver minnow
#

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.

torn kayak
#

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.

silver minnow
#

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

remote estuary
silver minnow
remote estuary
#

for me its like 1-2 seconds though

silver minnow
#

clip from my end

lapis fog
#

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.

plucky jungle
#

whats the log say

lapis fog
grizzled python
#

How would I re upload my mod with a different Mod ID?

remote estuary
#

I still get it having done that btw

#

I wonder if I missed a dir

lethal mirage
#

The Workbench has a tool to generate GUIDs

spring harness
#

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.

#

HELPmeowsweats !

silver minnow
spring harness
#

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.

tight dune
#

It should be more to the side

spring harness
#

hmm yes indeed, but it doesn't even work yet. And placing these damn things is the worst thing ever (especially the inflated positions).

swift sonnet
#

That said, it would probably get in the way of carrying two rifles. Same reason water containers moved up a little as well.

spring harness
#

Yes yes but after tryin different methods and crashing WB I'm running out of ideas. I need help with attachments meowsweats .

spring harness
#

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!

verbal frost
#

Hello, guys! Is there a tool to remove selected entites outside of defined radius?

lethal mirage
verbal frost
#

thanks

lethal mirage
#

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.

wild sorrel
#

cant get anything to show up in my faction for some reason

dim jolt
#

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?

dim jolt
#

or could someone explain what the #AR-Campaign does?

tight dune
remote estuary
#

is there a cheat menu for conflict for instant building etc?

#

ok wow it popped up when i spawned

urban river
#

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

reef ferry
#

material name and vertices/face groups are kept

indigo quail
#

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)

fallen basin
#

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

thick lake
#

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....

thick lake
river steeple
#

Is there anything I can do, so that the modded helis can be placed on the helipad? Does anybody know why is this happening?

final warren
urban river
#

is there any other page or tutorial for this?

sick ruin
surreal stag
#

SCR_CampaignBuildingObstructionExceptionComponent

#

you need to override the helipads and add your custom prefabs to the list

river steeple
#

The component actually was not on the helipad prefabs, I had to add it, but seems to work great!

remote estuary
#

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

remote estuary
#

is it? the paging file should be usable

final vortex
final hedge
#

What's going on with the disappearing walls on ShedMetal_02_walls.et ?

Happens with similar ShedMetal prefabs too

Workbench view versus Game view

remote estuary
#

Lol it's still cursed?

surreal wasp
remote estuary
surreal wasp
remote estuary
#

you can take what you need from it

final hedge
spring harness
spring harness
#

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.

craggy shoal
#

facing the same issue here. Did you find a way, by any chance?

surreal stag
craggy shoal
#

Manual job time it is! Thanks mate! πŸ˜‰

solemn bramble
#

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

swift sonnet
#

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.

dawn lily
#

!verify

half belfryBOT
clever garden
#

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?

wild sorrel
#

have those checked but still visible in first person

cloud zenith
#

If that's an "attachment" on a helmet and not an actual helmet then you'll have to mod the first person camera script

cloud zenith
#

There is no means of extracting data from other peoples mods without breaking the TOS, regardless of their license.

clever garden
#

hm

wild sorrel
cloud zenith
wild sorrel
#

extra2

cloud zenith
wild sorrel
#

is where I had it in

cloud zenith
#

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.

wild sorrel
#

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

wild sorrel
solemn bramble
#

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

wild sorrel
#

still visible in first person, def gotta be something I did with the emat, gunna tinker around a bit with it

cloud zenith
#

one*

cloud zenith
solemn bramble
wild sorrel
#

will do appreciate it

#

that did it, works now

#

appreciate the help

cloud zenith
solemn bramble
#

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.

wild sorrel
solemn bramble
#

Its both not worth it for singular missions and reduces the quality of missions that can be produced with no clear benefit

wild sorrel
#

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

cloud zenith
#

That has to do with Cull and Sort in your material iirc

wild sorrel
cloud zenith
#

Cull should be none and Sort should be whichever looks best

wild sorrel
#

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

cloud zenith
#

I got decent results.

wild sorrel
#

hmm let me tweak with it some more

#

also have to do some color adjustments anyways

#

gotta lower the model slightly too

swift sonnet
#

None the less looking good. Swamp things 😁

wild sorrel
#

@swift sonnetTell me which one looks better please

swift sonnet
#

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)

wild sorrel
#

I wanted just a bit of tranparency but lots of people telling me they want it to be blocked

swift sonnet
#

Oh well, then color me completely wrong πŸ˜‚. 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?

wild sorrel
#

yeah

swift sonnet
#

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.

wild sorrel
wild sorrel
#

its gunna end up solid, cant get it to work how I want it to

woven mortar
#

so we truly have frogs now in arma reforger.

plucky jungle
#

you can hide/remove anything from the base maps

midnight wigeon
#

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.

tiny pewter
final warren
#

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

swift sonnet
final warren
#

and i changed absolutely nothing

#

but the next day it was back to 20 fps

#

πŸ₯²

#

i think its not propperly using my gpu

#

no idea why

wild sorrel
crude pewter
spring harness
#

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

spring harness
plucky jungle
spring harness
#

Indeed but probably wont fix the errors.

fringe stream
plucky jungle
#

You can 'fix' them by editing the prefab if you so wish

spring harness
lyric quarry
#

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

minor void
#

Heyyyy, any of you have an example mission I can port into my Workbench that has AI that actually MOVES from waypoints?

obsidian wing
#

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.

lethal mirage
obsidian wing
#

Thanks, I'll check again

lethal mirage
#

If you search for "dependency" in the error log console, it should show up.

burnt sentinel
#

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!

atomic heart
#

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
minor void
#

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

minor void
# atomic heart

(I should probably do this so you see things, hope you're having a lovely day/night/morning/time)

atomic heart
solid hatch
#

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

remote estuary
#

shift + escape maybe would not bring you out of play mode

solid hatch
#

it is possible to change this keybinds?

surreal stag
solid hatch
#

good, thx guys

kindred swan
#

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

minor void
atomic heart
minor void
#

Gotcha, which prefab?

atomic heart
#

Headquarter ussr

#

I was looking nto relocating the Antenna but for some reason it keeps the original form even if I have changed it

atomic heart
#

I went down the pipe and re-sized the Antenna itself and its working fine, have no idea why didnt work couple days ago ???

minor void
#

Huh, odd

#

You can also place another antenna for it to jump off of nearby

atomic heart
#

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%

minor void
#

Ah damn true

atomic heart
#

@silk wind would you check your dm please whenever you get a chance?

mortal widget
#

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.
muted breach
#

random workbench crashes truly making me cry

swift sonnet
#

Save often. Save deep.

peak cedar
#

in world editor diag menu, how do I go back to main from a sub menu?

proud quarry
#

How do I make custom components/Make components work with a script?

solid hatch
#

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"

remote estuary
#

are u sure u clicked the conf file

solid hatch
#

yes

remote estuary
#

are u sure that u are sure

#

like no cap

solid hatch
#

yep

#

if i do the same with the world it show the option

#

but not with the .conf

remote estuary
#

can u do like a screenshot

#

I dont think I have ever seen that

solid hatch
remote estuary
#

maybe u need to IMPORT it

#

at the top somewhere

#

register

solid hatch
#

register

#

hmm let me see

remote estuary
#

register

solid hatch
#

what this "register" does?

remote estuary
#

it registers

solid hatch
#

ah very explainatory

remote estuary
#

yes

solid hatch
#

register to where? or what?

remote estuary
#

to mod

#

it tells the mod hey u own this file now ok

solid hatch
#

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

remote estuary
#

if the meta file is gone yes

solid hatch
#

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?

#

πŸ€”

#

how do i know that is working fine?

remote estuary
#

if it's not available it means it's already imported

solid hatch
#

this is what i tough, but i ask just in case

#

thx

remote estuary
#

bet

solid hatch
#

question, how can i edit the ai spawn distance?

muted breach
#

Quick question for the inevitable future, is there any way to save my workbench from an accidental for loop made spawning entities

brazen plaza
#

hey, still a noob with the enfusion engine... is there any guide that explain how to make vehicles lockable? πŸ™‚

unreal ginkgo
#

I have a bug where when you attach the scope on my gun from the arsenal, it moves the scope down near the player’s 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 scope’s prefab and can’t find a fix.

I know other people have had this issue as well so idk if it’s just a bug with Bohemia. Anyone have any ideas or know how to fix it?

foggy cliff
#

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)

lethal mirage
foggy cliff
lethal mirage
foggy cliff
lethal mirage
#

It should not result in crashes

foggy cliff
#

I agree, nothing should result in crashes πŸ™‚

lethal mirage
#

If you can narrow the issue down to a specific situation in which crashes occur, report it on the FB Tracker

foggy cliff
#

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?)

lethal mirage
#

I guess using prefabs would very slightly decrease file size if you're reusing them, but that's nothing significant in the grand scheme.

brazen plaza
#

Is there a way to open conflict mode in workbench, so we can inspect things, to see how they're working?

lethal mirage
elfin violet
#

would this be the channel a clueless person could ask a question about mods in ?

elfin violet
restive hearth
#

hmm.. I added the dependencies after the first upload

drifting ether
#

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?

spring harness
drifting ether
spring harness
brazen plaza
#

Hey guys... is there a way to set vehicles to locked in the workbench?

hollow plover
solid hatch
#

have anyone manage to make work the plugins > dedicated server tool?

ashen nimbus
#

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".

remote estuary
#

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"

foggy cliff
#

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.)

swift sonnet
#

Yeah I only know of alt tab. Would be nice if there was a hotkey like shift F5 or cntrl + alt + F or something

foggy cliff
foggy cliff
#

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.

swift sonnet
#

Oh it's so painful. How many times I hit esc to close inventory πŸ˜‚

tawny pawn
#

Change Esc to End in settings

foggy cliff
remote estuary
#

it do be a bit weird

foggy cliff
tawny pawn
foggy cliff
# tawny pawn

and what kind of dark ritual is needed for that magical window to appear? πŸ™‚

tawny pawn
#

Workbench - Options in top left corner πŸ™‚

foggy cliff
#

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

tawny pawn
#

I hear you, and I agree

swift sonnet
#

Oh nice! I didn't even know there was options

foggy cliff
#

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.

foggy cliff
#

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.

remote estuary
#

when I only have script editor open my gpu fans are practically idle

foggy cliff
# remote estuary 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.

remote estuary
#

um maybe close world editor idk

#

or disable render altogether in cheat menu

foggy cliff
#

That isn't practical 😦 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).

peak cedar
#

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 πŸ€·β€β™‚οΈ

remote estuary
#

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

peak cedar
#

I do have a peer connected, but still no ai spawn.

#

Neither do ambient vehicles

solid hatch
#

is there any settings to avoid selecting the "parent" or the "main" world stuff like that:

solid hatch
#

another question, how to i set the world editor time and weather to always stay day and clear?

solid hatch
summer pecan
#

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?

solid hatch
#

Unable to connect client to β€˜β€™

#

No idea but like missing ip or something?

summer pecan
#

It's from the peertool log

summer pecan
#

It turns out using the ArmaReforgerSteamDiag.exe executable is the solution.

remote estuary
#

still no button to clear those mod presets in launcher

remote estuary
#

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?

solid hatch
#

is there a way to select multiple prefabs and change in all the same property at once?

#

i mean, select in the hierarchy

solid hatch
#

got it, they must be the exact same prefab

devout nest
#

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?

kindred swan
ashen nimbus
#

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.

foggy cliff
#

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.

ashen nimbus
foggy cliff
#

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.

ashen nimbus
#

That's how it looks on my end

remote estuary
#

compile scripts, crash

#

right click in a config, copy, crash

#

both within last hour

solid hatch
#

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?

swift sonnet
#

Place a object, search for it and click.

solid hatch
#

not a solution, i want to navigate the map

neon ore
swift sonnet
#

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

remote estuary
#

the map you see in game is not really a world thing but an entity in the world, so it makes sense

neon ore
swift sonnet
solid hatch
brazen plaza
#

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.

solid hatch
neon ore
#

I thought you were implying on your own terrain

solid hatch
#

nope, just editing a mission in everon

brazen plaza
#

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?

kindred swan
#

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 ?

crude elm
#

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!!!

swift sonnet
#

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)

foggy cliff
#

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

swift sonnet
#

It's the secret level πŸ˜‚

foggy cliff
#

πŸ˜„

final vortex
#

Oo that's all he colliders

#

Nice to see how to do that

sick widget
#

I added someone to my list of contributors and they don't have any invitations, am I missing something?

neon ore
sick widget
#

I made him publish a small test mod but he still doesn't have an invite pending

neon ore
#

Then send the invite after

sick widget
#

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?

sick widget
#

Copy, thanks πŸ™‚

neon ore
#

Also make sure that he published something on the same version

#

Exp is not the same workshop as stable

sick widget
#

Yeah, all good, thanks for your time

#

Nothing, it still says no pending invitations

neon ore
sick widget
#

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

neon ore
#

He has to download it on WB

#

then he can publish it (Aka update it)

sick widget
#

We readded the project by clicking add existing project but it's still locked

sick widget
neon ore
#

Make sure that he does not have the packed mod in the addons folder of Workbench

sick widget
#

That makes sense

#

Thanks

devout imp
#

what happen here?

solid hatch
#

πŸ˜‡

white prism
#

@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??

tight dune
#

Move it to some sensible location

white prism
#

@tight dune i did the folder isnt showing in the menu

#

just noticed it in profile aswell

tight dune
#

where is it located then?

white prism
#

addons folder

#

@tight dune where should i put it?

#

still doesnt explain why tf its loading the dependent over the main project?

solid hatch
#

go to workbench, options

#

check for dependencies

tight dune
#

Addons? It shouldn't be there too

solid hatch
#

there is the correct place for your addons, isn't it?

tight dune
#

I thought he ment ArmaReforger addons, not ArmaReforgerWorkbench, my fault

solid hatch
#

ah idk, where is your addon folder @white prism ?

#

show the entire path

#

just like i did

tight dune
white prism
#

docs/mygames/armareforger/addons

tight dune
#

ok, so it is incorrect as I thought - that is first issue

solid hatch
#

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

white prism
#

this is the error i get in console and opps i meant armareforgerworkbench/addons sorry

#

correct?

solid hatch
#

now, go to Workbench > options and check for dependencies

white prism
#

yep and its forced on this one addon and wont show mine?

solid hatch
#

you have 0 dependencies listed, but i bet you must have dependencies on terrains right?

white prism
#

yeah

tight dune
solid hatch
#

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

white prism
solid hatch
#

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

white prism
#

@tight dune @solid hatch you guys a legends!!!! so went into addon.gproji and removed all dependants and its working perfectly

solid hatch
#

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

white prism
#

i allready readded them back as dependants and now it loads as it should not being overwritten. should be fixed right??

solid hatch
#

check the dependencies in options

white prism
solid hatch
#

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

solid hatch
#

why the project folder name is "profile"? that's wo weird and why does have a different color?

white prism
#

No idea 🀣 cheers tho much appreciated ill do that now

tight dune
#

it is not project probably - just the terrain

#

I assume author started doing world in profile, instead of his addon

solid hatch
#

so this will not work at publish time?

solid hatch
tight dune
#

read only addons download by Reforger should stay in ArmaReforger

#

ArmaReforgerWorkbench is more for projects

solid hatch
#

ok, this fits with what i suggested

tight dune
#

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

solid hatch
#

ok, just what i tough, good to confirm that, thx

solid hatch
#

btw, arma reforger is not required to be imported anymore right?

tight dune
#

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
solid hatch
#

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

echo plover
#

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?

echo plover
sick widget
#

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

sick widget
#

Restarting it makes it work

spring harness
#

World Editor still has bad weather. Procedural animation editor still crashes at launch. meowfacepalm

solid hatch
#

well, i think the moment has come, is this what i think?

#

Subversion?

tight dune
solid hatch
#

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

solid hatch
#

is there a way to override a single attribute from a prefab and not the whole prefab?

lethal mirage
#

It won't override anything you didn't actually modify.

solid hatch
#

any info about these frames?

#

postframe, fixedframe, afterfixeframe?

distant jackal
#

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?

lethal mirage
# distant jackal Good morning! can I ask you a development question? I've been making a map for a...
solid hatch
#

how can this be so bad configuring it, what i'm doing wrong, every time is complaining that can find my addon

remote estuary
#

step 1 use one addons dir and store project and dependencies there

#

this is a suggestion, not a general rule

solid hatch
#

so you mean that this may wrongly work:

remote estuary
#

in the event that you have the same mod in both folders it will pick the wrong one to load

lethal mirage
solid hatch
#

i do not, i delete it to avoid that

remote estuary
#

oh yeah path might be incorrectly defined

solid hatch
#

let's see

#

it is required to restart the workbench every time i touch this config like i just heard in a video?

#
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
lethal mirage
#

No, you don't have to restart

solid hatch
#

maybe the server config now, let me see

#

same sh1t

lethal mirage
solid hatch
#

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

lethal mirage
#

The second, right

solid hatch
#

working from world editor, but the other client the peer it closes saying to read the log which i paste

lethal mirage
#

Can you post console.log instead of error.log?

solid hatch
#

let me generate a new one

#

Audio device initialization failed, result = 7 hmm

#

let me try something

#

fixed the audio but still errors

lethal mirage
#

Can you post another picture of your PeerTool configuration?

solid hatch
#

yep

#

Peer Tool Config

#

Dedicated Server Config, which works fine

#

i know, there is "game.exe" and "ArmaReforger.exe", i have them both

lethal mirage
#

Maybe try ArmaReforgerSteamDiag.exe

cloud zenith
#

Your peertool, yes that ^^

solid hatch
#

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 ====

solid hatch
#

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

solid hatch
#

should i use the server diag so i will find the server with the normal game?

#

πŸ€”

cloud zenith
cloud zenith
solid hatch
cloud zenith
solid hatch
#

are they different? having the same name?

cloud zenith
#

Are PeerTool and the Dedicated Server Plugin different?

solid hatch
#

the server plugin have the peertool inside

#

configs the same

#

is this different?

cloud zenith
#

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.

solid hatch
#

is this thing documented somewhere?

cloud zenith
solid hatch
neon ore
#

It has to be diag

#

Always

#

In any way wb is comnected

#

Diag

#

For server and fpr client

solid hatch
#

i have to copy them from the game/server into workbench right? these are not inside the workbench files

neon ore
#

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

cloud zenith
#
D:\SteamLibrary\steamapps\common\Arma Reforger\ArmaReforgerSteamDiag.exe
#

Path to executable.

solid hatch
solid hatch
solid hatch
neon ore
#

It will misbehave πŸ˜‰

solid hatch
cloud zenith
solid hatch
cloud zenith
#

There is no need to copy executables

solid hatch
#

ah ok just the path

#

like this so

cloud zenith
#

That should be correct yes.

solid hatch
#

you know that i copied them into the workbench folder and it worked? xD

cloud zenith
#

Yes that's fine but, there still isn't a reason to copy them.

solid hatch
#

all good, i want to know the correct way

peak cedar
solid hatch
#

how is this possible?

dim jolt
#

errors are good yeah?

remote estuary
#

red makes things go faster

dim jolt
#

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

dim jolt
#

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

dim jolt
#

doesnt matter where i spawn them either they always want to go south

remote estuary
#

navmesh bug in map

dim jolt
#

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?

loud hawk
#

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

dim jolt
#

is there a way to restrict ai from entering a certain area?

verbal prairie
#

Is there any scopes that can be used with nvgs

reef ferry
solid hatch
#

guys, in the world editor we create layers, is the most used

#

but, there is also folders, what are the usage of these?

lethal mirage
solid hatch
#

so you put folders inside layers since you can't put layers inside layers

lethal mirage
#

yes

solid hatch
#

i see, thx

lethal mirage
#

well, the other way around

#

layers into folders

#

e. g. you might have a "roads" folder with a "roads_asphalt" and "roads_dirt" layers

solid hatch
#

yep, organization as you wish

#

something like that

solid hatch
#

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

neon geyser
#

Wassup ma boys. I try to add refraction(thermal refraction) effect on my particle in AIR. How i can do it?

solid hatch
#

the hell buttons did i hit?

#

omg, not even closing and opening si setting this back to default

tight dune
solid hatch
#

i know it, but idk what did i touch now

#

will reset i guess

tight dune
#

Ok, I thought you didn't know since you wrote it like you were surprised that diag settings can persist

solid hatch
#

ah fk, found it

#

i disabled the arland layer xD

solid hatch
#

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

low depot
#

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...

craggy shoal
#

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.

low depot
cloud zenith
#

Right click the project in the launcher, Open with Addons, choose addon.

craggy shoal
#

Thanks guys!

solid hatch
#

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?

solid hatch
#

reading the wiki, there is not US_InventoryItems.conf to override???

solid hatch
#

did the name change?

#

US_InventoryItems.conf -> InventoryItems_EntityCatalog_US.conf ?

atomic heart
#

its been like that for a while now, not sure when its changed

solid hatch
gritty forum
#

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?!)

remote estuary
#

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?

remote estuary
#

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

spring harness
#

I have noticed that sometimes removing or disabling something doesn't "stick" and you have to delete, re-override or redo the .et

chrome prawn
#

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

peak cedar
#

Why would ai not spawn when using the dedicated server tool, but it does when running an actual dedicated server?

swift sonnet
spring harness
slow turtle
#

All of my points seem to be correct yet nothing is rendering in my scope, and it shows its like behind me?

river steeple
#

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?

brittle ivy
#

Does anyone know how to add assets to the map I’m developing this is my first time developing a map in any game and there’s a couple things I would like that isn’t in the default map maker.

atomic heart
hardy quest
#

specifically Sights position and pivot ID

hardy quest
remote estuary
#

if its a Placeable Entity then it should not be there on map start unless you are not interested in save/load functions

spring harness
remote estuary
#

No. Editable entities coming with map are saved as placed by user and thus duplicate on load, since the map ALSO places them

worldly falcon
#

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

midnight wigeon
midnight wigeon
#

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

worldly falcon
#

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

queen surge
#

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

muted breach
#

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

muted breach
#

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?

indigo yarrow
#

Hello fellow reforgers...

Very new to this, can anyone point me in the right direction to creating a custom ammo box?

eternal copper
#

Coming back to reforger after a long break. Is there no more garbagemanager.et anymore or is it called something else?

indigo yarrow
#

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...

β–Ά Play video
turbid tide
#

as a linux user am i unable to utilize the workbench?

neon ore
#

But do not expect support from us as we do not support it officially

hollow plover
#

Is there any posibility to export edds ? πŸ˜„

tidal lodge
#

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

lyric furnace
#

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)

graceful moon
#

But there are no details in the console 😐

lyric furnace
#

usually when i get those its the directory issue.

graceful moon
#

Not a single log ._.

#

Ahh only the log file shows the error. But I know I deleted the project. I want to reupload it blobdoggoshruggoogly
(E): [RestApi] ID:[11] TYPE:[EBREQ_WORKBENCH_GetAsset] Error Code:400 - Bad Request, apiCode="workshopApi.assetDeleted", message="Asset is deleted"

lyric furnace
mental shuttle
muted breach
lyric furnace
#

now i got it going but its spawning me in the ocean and not at the starter base

muted breach
#

havent experienced that before, so I couldnt give ya any suggestions sadly

lyric furnace
#

getting a lot of these (E): RpcError: Calling a RPC from an unregistred item script::Game::CharacterAnimationComponent right now in the console logs

astral mortar
#

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)

torn pike
#

sneeky buggers
||experimental branch||

graceful moon
#

Can you even login into WB with 2FA? Cause I get this: (But there is no 2FA Check or Input field thonk )
[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. meowfacepalm

silent grove
#

trying to add more guns to gun dealers in over throw any tips?

spring harness
swift sonnet
#

Anyway to regenerate the .meta's after renaming files?

lethal mirage
#

Why do you want to change them?

swift sonnet
#

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

lethal mirage
#

I don't think renaming a file would require changes to the meta content

swift sonnet
#

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

lethal mirage
#

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

swift sonnet
#

rgr

lethal mirage
#

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

graceful moon
cloud zenith
#

Maybe it doesn't for some file types?

swift sonnet
#

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 πŸ˜›

lofty thistle
#

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.

atomic heart
#
  • Make sure you have Radio manager added
  • Then go to MHQ (MOB) and make sure SCR_CoverageRadioComponent is Turned on
atomic heart
#

Most likly you didnt set the** Is source** tp be Active

  • FYI: you should have this one only for your main base active.
remote estuary
#

how do I dump all registered GUIDs?

remote estuary
#

i swear there was a button

#

ughhhhhhhhh

#

ok figured it out

long meteor
#

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?

long meteor
#

is there a way to influence in which order the entities are created?

#

well I'm getting similar issues with the tutorial world...

river spire
mental nacelle
#

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?

long meteor
# river spire I need more informations of what is your scenario and what did you do to build i...

Yeah, so I've...

  1. Created a sub-scene of EdenEmpty.
  2. Used the 'Game Mode Setup' plugin with the 'ScenarioFramework' config.
  3. 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:

  1. Creating the AI Group and complaining there's no AIWorld entity
  2. Creating the AIWorld entity πŸ˜‘
#

okay I fixed it, I needed to provide the LowRes navmesh as well

wild sorrel
#

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?

wild sorrel
#

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

cloud zenith
#

Then your uvs are wrong.

umbral leaf
#

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?

remote estuary
#

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

lone mantle
#

Does this happen on stable as well?

graceful moon
lone mantle
#

Dang it I missed it πŸ™ˆ

graceful moon
#

all good, one for stable one for experimental

tight dune
solid hatch
#

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?

umbral leaf
#

@remote estuary that’s 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 πŸ₯²

craggy shoal
#

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 :/

vernal jungle
#

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

tropic zodiac
craggy shoal
#

Thanks man, I'll try that

solemn furnace
#

Hello can anyone point me to where I might find the setting to disable the AI base budget in the living quarters for conflict?

tight dune
slow turtle
#

yup

wild sorrel
#

When naming prefab how do I use the #AR name system

wild sorrel
#

Appreciate it

lethal mirage
#

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.

regal ocean
#

how would you turn on physics view to see if Fire Geo is on?

remote estuary
lethal mirage
#

The files would have the same path, at least, and no GUIDs.

remote estuary
#

generally same folder path/file name is a conflict

wild sorrel
#

@river spire That zombie update took them out of gm mode

#

no longer placeable for some reason

#

faction is empty

viral oasis
#

Hey gamers I'm trying to find how to use bacon's server tools

#

Can anyone direct me to the right place pls

viral oasis
#

the man himself
ty 🫑

unkempt knoll
#

WB server died again ?

neon ore
unkempt knoll
#

ufff

thick lake
unkempt knoll
#

yea we are down aswel , only if the server is already running but yea restarts will kill it :/

heavy creek
#

workshop seems to be back up. it has loaded at least.
edit: spoke to soon 😦 not loading again

brazen plaza
#

Any idea when it will be up again?

heavy creek
wild sorrel
#

I cant localize

#

when I try to run Localize Selected Files makes me ctd

#

each prefab only has 1 uiinfo

#

table is built

wild sorrel
#

hmm not working, trying to do it manually

hollow plover
#

Do anyone know how these shooting range managers, networks etc... works? πŸ˜„

remote estuary
#

managers generally dont work

spring harness
#

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.

final hedge
final hedge
# spring harness Yeah.

Tested Mi8MT_armed.et and Mi8MT_unarmed_transport.et, can't see any differences between workbench and the stable branch game

tender rivet
#

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

tender rivet
#

will do

spring harness
#

Is it cool to move files/folder between open WB projects (overridden files) or does it break the GUID's?

tight dune
#

guids don't change if you move files around

spring harness
muted breach
#

this is a new one to me, what does this mean?

lethal mirage
muted breach
#

alrighty then, thanks

spring harness
restive nymph
#

what does this mean?

worldly cradle
#

Could someone simplify what the APL-ND license mean ?

lethal mirage
worldly cradle
#

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.

lethal mirage
#

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".

worldly cradle
#

So if I copy something from a mod, then publish my own project without that mod as a dependency, is that a problem?

lethal mirage
#

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.

worldly cradle
#

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.

lethal mirage
#

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.

celest forge
#

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.

reef ferry
celest forge
#

The wiki is good. I am looking for scenario framework video content. I am more visual learner and follow the wiki as backup.

grave ibex
#

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.

vestal estuary
swift sonnet
lethal mirage
# swift sonnet 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

swift sonnet
#

All rights I'm allowed* licence πŸ˜‚

grave ibex
bold grove
#

why do i have a black viewport?

shadow dust
#

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?

kind topaz
#

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?

vestal estuary
tropic zodiac
remote estuary
#

workbench needs to stop collapsing my folders every time I navigate to some prefab, gosh this is frustrating

kind topaz
#

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

tropic zodiac
kind topaz
#

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
lament socket
#

Guys, how to turn off despawn of corpses?

bold grove
#

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

shadow bolt
#

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

atomic heart
#

Idk. Arma been acting up Yesterday workshop was down

slim adder
#

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.?

swift sonnet
#

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.

brazen plaza
#

@velvet glacier what's the mods name for your garrison uniform? need this in my life.

knotty nebula
#

If I wanted to change the color of a humvee, or add props to it, could I just use the work bench ? I’d do I need a different program .

slim adder
#

I feel like iv looked up and down

swift sonnet
#

The mine is the same object, in inv and placed.

spring harness
swift sonnet
#

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.

spring harness
swift sonnet
#

Thats what we are using for alpha.

carmine oracle
#

Why can I not edit everon? It shows locked and that I cannot edit anything.

muted breach
#

that white paper looking button in the top left

carmine oracle
muted breach
naive sleet
#

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

pearl idol
#

how do i test mods and stuff out in the workbench itself

verbal pebble
#

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?

verbal pebble
#

it saves it as a world and not an object

bitter portal
#

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.

neon comet
#

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

final hedge
#

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.

gritty trout
#

I noticed same.

astral mortar
#

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

cloud zenith
#

What?

astral mortar
#

Nevermind, I figured it out, I was explaining it poorly

spring harness
# cloud zenith What?

When someone explains poorly you have to understand poorly? In this case It breaks the inheritance so I think not.

astral mortar
#

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

spring harness
steady quiver
#

BACKEND (E): [RestApi] ID:[12] TYPE:[EBREQ_WORKBENCH_GetAsset] Error Code:400 - Bad Request, apiCode="workshopApi.assetDeleted", message="Asset is deleted"

Anyone else?

thick lake
#

Workshop is a mess.. i have to upload 5 - 8 times until it works (4GB - 30 min each)

remote estuary
#

my upload speed to workshop maxes out at 15 mbps for some reason

#

even using multiple different connections

devout imp
devout imp
thick lake
#

I cant see any spawnlogic / spawn point? Is play from camera checked?

wild sorrel
#

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

wild sorrel
#

fixed it

cloud robin
#

Hello,

I have a question. I’m almost done with my map, but I’ve been facing a problem since I started working on it. Now it’s 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.

remote estuary
#

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

unreal ginkgo
#

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

jovial reef
#

Just started to dip my hand in workbench, this is gonna take a minute to learn isn't it...

spring harness
spare trench
#

What's the best way to learn Reforger modding?

mild basin
#

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

jovial reef
ashen breach
#

How do i add a something to the editor?

#

for GM

torn haven
#

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 ?

torn haven
#

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

#

maybe if i change that mod alittle, i think that means i can use it as dependencies

lethal mirage
# torn haven okay so is it easier if i took one of the existing vehicles and change the body ...

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

torn haven
#

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

lethal mirage
#

That's why you start with an easier project, and not something massive like a new vehicle.

torn haven
#

Also noticed i. That document it says to be updated

lethal mirage
#

It's going to be fine mostly

torn haven
#

I better find group of people interested in creating mod

torn haven
#

One more question does creating vehicle like JLTV require programming?

remote estuary
#

I mean, just making a car doesn't, but some systems like onboard displays will if you want to get into that

torn haven
#

but thats fine for me

hardy tartan
#

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

low depot
#

Where can i find mission dependencies version numbers? I need get for server config.

lethal mirage
low depot
lethal mirage
#

Interesting, maybe it's just the version from when the mod was uploaded.

hardy tartan
#

thanks!

remote estuary
fluid flame
#

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?

lethal mirage
#

If you want to distribute missions for the whole community, you have to make a mod

spring harness
#

YT stuff.