#reforger_workbench

1 messages Β· Page 10 of 1

fluid flame
#

Okay thanks guys, appreciate the replies

toxic lantern
carmine oracle
#

How do you invite someone to collaborate?

gusty matrix
#

why not work slotMarker i put area-layer-and slotMarker and configure SlotMarker?

stoic wigeon
# carmine oracle This doesn't answer
List should contain emails used in Bohemia Account separated by coma, space or a new line.

Contributor needs to accept invitation via Workbench>Check Pending Invitation option in the toolbar```
carmine oracle
stoic wigeon
pale ether
#

how do you remove a BaseFireMode? my weapon doesnt have 3 fire modes

#

really annoying how random shit just cant be deleted or renamed for no apparent reason in tools

#

i just dont understand the thought process of locking the delete option but letting me add all day🀣

cloud zenith
# pale ether

Make your weapon prefabs from scratch and don't inherit from a vanilla one. Then you won't have that problem. Deleting parent attributes isn't a thing, just like you can't delete parent components, that's not how inheritance works.

tight dune
stoic wigeon
#

^ That's handy to know. Thanks.

shadow dust
#

how to add custom music in radio?

carmine oracle
tight dune
#

it is just a data

#

so yes, you can share data with someone and then that person will be able to open it

pale ether
cloud zenith
tight dune
#

or make a duplicate

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(of base m16 prefab)

torpid blade
#

Hey is it possible to export/edit the base models in the game? Preferably edit it in blender.

rain temple
#
RESOURCES (E): Unable to duplicate world $ArmaReforger:worlds/Eden/EmptyEden.ent. Duplicating worlds with old file structure is not supported.
ENGINE    (E): Failed to create file ($cannoneer:worlds/Eden/EmptyEden.ent)
RESOURCES (E): Unable to duplicate world $ArmaReforger:worlds/Eden/Eden.ent. Duplicating worlds with old file structure is not supported.
ENGINE    (E): Failed to create file ($cannoneer:worlds/Eden/Eden.ent)
RESOURCES (E): Unable to duplicate world $ArmaReforger:worlds/Arland/EmptyArland.ent. Duplicating worlds with old file structure is not supported.
ENGINE    (E): Failed to create file ($cannoneer:worlds/Arland/EmptyArland.ent)
#

I have no clue what's wrong, it literally worked 5 minutes before that

sand edge
#

Hi,i need help concerning optics, i would like to illuminate only a certain part of the reticle when on, how i can achieve that ?

remote estuary
#

I've done this with my specter optic by using a separate texture for illuminated mode, if you'd like one example

sand edge
#

I want only 4 pixels illuminated at the center, my texture should just have these dots painted right ?

remote estuary
#

I scripted this myself

sand edge
#

oh ok

pale ether
carmine oracle
tight dune
#

Your project which you are opening in workbench

carmine oracle
#

Wasn't showing up as a project

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Is it because it wasn't a .gproj?

tight dune
#

How was it showing then?

ionic arrow
#

Hey , I’m thinking about getting in to making a map , what are some materials/sources I should read to get started ?

tardy junco
#

anyone know how to unlock mods? so that they are not read only?

tight dune
stoic wigeon
#

I have started playing around with weapon prefabs and have come across an issue. I have changed a stock on a Rifle and have added it to the Entity catalogue. It appears in the arsenal and the Loadout saves as expected. However, after dying and respawning, the stock is missing on the rifle from my Loadout. Any ideas?

surreal stag
surreal stag
#

Oh yeah if the attachment type don’t match it will also not spawn it

tardy junco
# cloud zenith Why?

Is there a possibility? Every mod i want to take dependencies from is locked
Seems like reforger is not only relying on windows file permission but also mods are locked serversided right?
So reforger workbench validates the mod over GUID from the server?

cloud zenith
tardy junco
cloud zenith
wind vapor
surreal stag
wind vapor
#

Awesome, appreciate you taking a look into this and feel free to ping me with the answer whenever you do have it!

ionic arrow
strong orchid
#

Hi guys! Do you know where this problem comes from? I'm blocked

frail juniper
#

error when trying to update my mod
"Invalid or no file provide in body" what does this mean?

undone shoal
pale ether
#

what component is mounting/deploying a weapon under? cant mount my rifle

toxic lantern
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Where can I change the rank of these buildings?

atomic heart
stoic wigeon
toxic lantern
slim adder
#

Hello guys, Im confused a bit and wondering if anyone can help. Iv got my first reforger server and was setting up some random spawn points and loot spawn with zelik loot spawners. and was wondering do i just publish after setting it up in the work shop then add it to my server config?

remote estuary
#

aye anything you want to add into the game needs to be made into a mod

slim adder
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after i published no loot seemed to be spawning

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when adding it to my server

frail juniper
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need help with this error i get when trying to publish my mods

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02:20:35.910 INIT : GameProject load project data @"D:/TSteam/steamapps/common/Arma Reforger/addons/data/ArmaReforger.gproj" 02:20:35.910 RESOURCES (E): Wrong GUID/name for resource @"{C014582791ECBF24}Language/localization.st" in property "StringTableSource" 02:31:23.251 BACKEND (E): [RestApi] ID:[15] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:400 - Bad Request, apiCode="workshopApi.uploadInvalidFileProvided", message="Invalid or no file provided in body" 02:31:23.251 DEFAULT (E): Uploading failed! Reason: "Invalid or no file provided in body" 02:31:23.253 RESOURCES (E): Publishing failed 02:50:50.252 BACKEND (E): [RestApi] ID:[23] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:400 - Bad Request, apiCode="workshopApi.uploadInvalidFileProvided", message="Invalid or no file provided in body" 02:50:50.252 DEFAULT (E): Uploading failed! Reason: "Invalid or no file provided in body" 02:50:50.254 RESOURCES (E): Publishing failed 02:51:10.483 BACKEND (E): [RestApi] ID:[24] TYPE:[EBREQ_WORKSHOP_CreateAssetUpload] Error Code:400 - Bad Request, apiCode="workshopApi.assetVersionAlreadyExists", message="Version 4.0.1 of asset 60751854129DFF5C already exists" 02:51:10.483 DEFAULT (E): Uploading failed! Reason: "Version 4.0.1 of asset 60751854129DFF5C already exists" 02:51:10.485 RESOURCES (E): Publishing failed 03:16:18.620 BACKEND (E): [RestApi] ID:[31] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:502 - Bad Gateway, apiCode="", message="" 03:16:18.620 DEFAULT (E): Uploading failed! Reason: "" 03:16:18.623 RESOURCES (E): Publishing failed 03:28:41.144 BACKEND (E): [RestApi] ID:[37] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:400 - Bad Request, apiCode="workshopApi.uploadInvalidFileProvided", message="Invalid or no file provided in body" 03:28:41.144 DEFAULT (E): Uploading failed! Reason: "Invalid or no file provided in body" 03:28:41.147 RESOURCES (E): Publishing failed

hardy quest
atomic heart
# toxic lantern Here?
  • You open your Project
  • in resource prowser type Composition then you find Composition_FreeRoamBuilding.config
    you see the list of all the buildings
  • then you find the ones that you want to edit and override it into you project
  • then you go over it and right click to edit prefab
  • then go find SCR_EditableEntityComponent
  • Under **Entity Budget cost **you can change Rank and Cost
hardy quest
#

hes trying to change the rank of the structures you can build?

atomic heart
#

yea

hardy quest
#

i belive you override the PrefabEditable version and change there

atomic heart
#

thats what i said

hardy quest
#

yea PrefabsEditable/Auto/Compositions/Slotted

atomic heart
#

I just wanted him to see the list first to look em up easily

toxic lantern
#

Can you tell me how to add an addon to a ready-made project?

atomic heart
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if its not a dependency, when you open your project right click on your project and select open with addons

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and that addons need to be in your workbench AR Tools folder

toxic lantern
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When I open it, it's empty.

atomic heart
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C:\Users \ user Name\Documents\My Games\ArmaReforgerWorkbench\addons

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Close tools

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make sure the mod is in the path above

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and then reopen your project

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also some mod would show up in a different name than you know

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Example ** Modern RU** from eKEYN shows up as AI Reskin Russian

toxic lantern
atomic heart
#

Is the said mod in that arma reforger benchwork addon folder?

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what is the mod name ?

toxic lantern
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Any mod is not scanned

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Yeah, I found which mod doesn't load |LoweffortDroneWIP|

atomic heart
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go over the list of mod that shows up there, and see their path , as I said maight show up with different name

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if its not the case idk

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I dont see any mod with that name

remote estuary
#

Dependency loading errors go into logs

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It will log specific GUID that fails

atomic heart
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I dont think he wants it as dependency

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or maybe he worded his sentence the other way around

atomic heart
loud hawk
#

when backend fix frogedaxcrybabyrage

radiant falcon
#

hey y'all, did a quick search but didn't turn up anything - have any of you guys encountered this error?

21:17:49.038     SCRIPT    (W): Catalog Entry: '{E976CCF08EDEC62C}Assets/Characters/Uniforms/Smock/Smock_Partizan.et' could not create UIinfo for inventory item. Non was found for weapon nor Inventory item data
21:17:49.038     SCRIPT    (W): Catalog Entry: '{C9783968FD2E7808}Assets/Characters/Uniforms/Smock/Smock_KLMK.et' could not create UIinfo for inventory item. Non was found for weapon nor Inventory item data
21:17:49.038     SCRIPT    (W): Catalog Entry: '{E3EC08F8B57499A4}Assets/Characters/Uniforms/Smock/Smock_Kamysh.et' could not create UIinfo for inventory item. Non was found for weapon nor Inventory item data
21:17:49.038     SCRIPT    (W): Catalog Entry: '{A47D60F6BB4D6973}Assets/Characters/Uniforms/Smock/Smock_Flecktarn.et' could not create UIinfo for inventory item. Non was found for weapon nor Inventory item data
21:17:49.038     SCRIPT    (W): Catalog Entry: '{37FFAB5125CC5627}Assets/Characters/Uniforms/Smock/Smock_Flora.et' could not create UIinfo for inventory item. Non was found for weapon nor Inventory item data```
#

these items don't appear in arsenal despite being entered into the EntityCatalog, though as best as I can tell they are entered identically as other items that do appear

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the top item does not show up but the bottom item does

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the bottom item is also added identically to another faction's EntityCatalog and it doesn't show up there πŸ˜•

radiant falcon
#

nevermind i think i just figured it out.....

#

i think i assigned the mesh .et instead of the prefab .et to the config for these items lol

atomic heart
# radiant falcon i think i assigned the mesh .et instead of the prefab .et to the config for thes...

This is a good video
https://youtu.be/1DkPngDN9Zc

Hopefully this video will show you how to enable modded gear with vanilla factions.

TPM Tactical Discord (Aussie Community): https://discord.gg/arm2ZQ4wAQ

Music:

#arma #armareforger #armatutorial #tpmtactical #pcgaming #xboxgaming #a...

β–Ά Play video
frail juniper
frail juniper
#

try to make a simple mod and try to publish still getting the same error

03:28:41.144 BACKEND (E): [RestApi] ID:[37] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:400 - Bad Request, apiCode="workshopApi.uploadInvalidFileProvided", message="Invalid or no file provided in body"

remote estuary
#

pull item from arsenal... workbench crashes with no logs
press ctrl+c... workbench sometimes crashes with no logs
change class in prefab... workbench sometimes crashes with no logs

I am so tired sadge

wild sorrel
#

I love that the localizing plugin doesnt work

#

just crashes to desktop smh

spring harness
#

Will the procedural animation tool ever be brought back to life?

thick lake
tight dune
fair wigeon
#

someone knows what the heck is happening here? whenever i try to link my account it loops on "linking".
I tried using other accnts but had no problems.

#

it says it's logged in, but for some reason it won't link.

frail juniper
#

can you disable all the vanilla item in the arsenal from "enable" button in the InventoryItems_EntityCatalog_US.conf??

fair wigeon
#

Lemme see

#

Dunno, don't think you can disable em all in one go.

spring harness
thick lake
#

You can open AnimationProject in AnimEditor and see all variables and nodes 😢 PAPs will not supported for ever and will be removed sometime. Also BIS is handling ProcAnims in Graph now.

obsidian flax
#

Why doesn't the supply cost work in GM mode for RHS arsenal equipment? I'm making a supply cost MOD and not even the cost pre-set by you when you open the arsenal is set to "0"

slim adder
#

When using zelik loot spawners to make spawn points in the workbench and publishing and adding to my server the loot dose not spawn. Is there something i am doing wrong?

slim adder
# cloud zenith Yes

In this video we go over how to set up and get Dynamic loot spawning in your Arma Reforger Server!

β–Ί I host my own Arma Server! DyingDayZ Come give it a go!

β–ΊJoin this channel to get access to perks:
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β–ΊTipping is NEVER required but Directly Supports the channel: https://streamlabs....

β–Ά Play video
#

is it outdated or something?

cloud zenith
frail juniper
#

Anyone know how to remove/disable the marker of enemy camp on conflict map?

atomic heart
nova hound
#

I have created some cah Maps (look for MGManson). Now i have a problem with the gamemaster. i cant login as an admin on the server. In the editor i can get in as a gamemaster and there is written: "The current scenario is not prepared for use with GameMaster. Unexpected issues may occur!" Does anyone know how to fix this? Is there something i have to add in the editor?

frail juniper
atomic heart
cloud zenith
# slim adder Yes

Not sure what the problem is then. I tested on my end and everything works like it's supposed to.

#

Default time on the spawners is 30 seconds.

slim adder
cloud zenith
fringe folio
#

hey can anyone help me with something!

upper owl
still prawn
#

does anyone know why my bones aren't transferring when importing

cloud zenith
#

none of your objects have an armature modifier, or they're aren't weighted to the rig.

#

Watch some Blender tutorials

still prawn
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ok

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thanks

humble violet
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hey zelik what dis mean

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@cloud zenith (sorry for ping)

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i figured it out i think ihad wrong pants ?*

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nope nvm still doing it

final vortex
#

pMatins has no value. It is not returning anything so the code is wrong or your pathing is not set for the pMatins variable. Whatever it is reading the script will tell you

cloud zenith
cloud zenith
rain temple
hardy quest
#

any idea where this hand rotation is coming from when deployed?

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cant seem to get the hand parallel to the handguard like usual

gaunt fog
#

is it possible to add destroy objectives to conflict scenario? I have had 0 luck figuring it out and have watched few tutorials and the vehicle never shows up int he world

gaunt fog
atomic heart
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there is like wrecked BTR

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and trucks

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is that what you are looking for

#

@gaunt fog

gaunt fog
# atomic heart there is like wrecked BTR

unfortunately not. i have a conflict scenario that im modifying (Gramps vanilla 2.0) with dead everon. I'm following a destroy objective tutorial, and ifolloweach step, but the vehicle (uaz) physically does not spawn, and objective doesnt show up on map

atomic heart
#

Blackheart_Six << he might know

vale plover
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Is there a way to limit the download speed for the workshop?

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I'm trying to get some stuff downloaded but it's tanking the internet for everyone else in the house when I do

remote estuary
#

in your router maybe you can cap for your device

vale plover
#

That requires walking to my router, and I'm lazy

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the rest can suffer

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I will have my mods

remote estuary
#

you mean it would require opening a web browser window?

toxic lantern
#

Can you tell me how to change the Maximum number of supplies per MOB?

ruby mason
#

Hey what do I need to add to my map to have a sandbox mode for it on the workshop?

stoic wigeon
ruby mason
stoic wigeon
# ruby mason yes. I tried figuring it out but when i go to play it on reforger the map doesnt...

Once you have your map done, create a new sub scene and save as Map mod GM or whatever. Then go to plugins, game mode and select Game Master. Follow the prompts and take note of what managers you may need to modify. I haven't setup a GM mission before, so I am just assuming here. But you will probably need to configure SCR_AIWorld with your Navmesh and check the Faction Manager. It should have at a minimum US and USSR

astral mortar
#

Is it possible to add a model to a magazine prefab? I want to put tape around a magazine without having to get a whole new magazine model

strong shell
#

i made my own scenario on the kunar map and cant login as admin on my own server. do i have to put a manager in or something ?

young zodiac
#

Hey does anyone know where to find the option to set a limit on how many things can be placed within a point. For example, I would like to set a limit on how many antenna's or arsenals there can be, currently its unlimited. I've been trying to look for a week I can't find it like please does any genius know where I can find it πŸ™‚

stoic wigeon
stoic wigeon
#

First time attempting to add an object/prefab to another object/prefab, however I am a little lost and hopefully someone can point me in the right direction. I am wanting to add an antenna to a backpack to give it the look of a radio backpack, however when I add the antenna it just ends up staying on the ground or between my legs.

Anyone able to show/tell me how to resolve this?

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Want it to look like this, when on my back.

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It ends up on the ground when I pick the backpack up

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Should I be adding the antenna to the BaseLoadoutClothComponent?

hollow plover
#

Do you also have a problem with procedural editor? When I open it, the entire Tools crashes πŸ˜„

spring harness
# stoic wigeon

I believe so. Pretty much the same way a canteen attaches to a belt. Compare the two prefabs (antenna and canteen) and it should work.

stoic wigeon
spring harness
stoic wigeon
final vortex
stoic wigeon
spring harness
digital token
#

How do I see the units I place down? If I place a fire team I no longer see the individual models of the units.

tropic zodiac
minor sleet
hardy quest
remote estuary
#

are you using slot_magazine as pivot?

hardy quest
#

because after a reimport the hand is paralell with the handguard

hardy quest
remote estuary
#

ye

hardy quest
#

im talking about the rotation of the wrist itself

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which got all fucked up by my IK pose and left me confused af for like a week 😭

minor sleet
#

Can you share what you did?

hardy quest
#

just reimported my IK animation and made sure no NLA tracks were toggled

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or rexported rather

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and then imported

thick lake
#

@true loom Can someone of you guys please take a look into the Logs? Since 4 Week i need 2 - 3 hours to publish because of this Error. I already written to @weary bane, but it seems nobody care 😭 (https://feedback.bistudio.com/T184787#2690869)

stray coral
#

cant find it anywhere but what settings or component do i need to use to show whos speaking on the radios?

stoic wigeon
#

I have always had it on by default. πŸ€”

stray coral
stray coral
#

Sorted! Thanks TPM

nocturne edge
#

Need help for my serveur rp

gaunt fog
#

Edit poss fix: I used an addon.gproj from my project that i had backed up day or two before and just overrode it, doesn't seem to have negatively affected it.

So last night i added some vehicle mods to my "AddOn" list. My custom project would not load, and by mistake I "Saved all". I could not get it to show my project in the list to edit. So my next mistake was I deleted all the mods including from inside ARMA mod manager. Still no luck. I managed to open my projects ADDON file with notepad++ and deleted the new dependencies I added (M1 abrams, little bird, drive by, and the dependencies for them), so now the only error im getting is this, any thoughts aside from use my brain next time?:

INIT : Workbench startup
INIT : Workbench Init Engine
ENGINE (E): Addon 'SwampCEDead5' dependency '' can't be added
ENGINE : GameProject load
INIT : GameProject load project data @"C:/SteamLibrary/steamapps/common/Arma Reforger/addons/data/ArmaReforger.gproj"
RESOURCES (E): Wrong GUID/name for resource @"{C014582791ECBF24}Language/localization.st" in property "StringTableSource"

balmy cradle
#

Odd issue I run into involving Workbench that I guess would be appropriate to put here...? Whenever I run the game in World Editor, it freezes any Twitch stream or YouTube video I'm watching on another monitor. Not sure what causes it specifically within Workbench, or if anyone else has this issue

stoic wigeon
balmy cradle
#

I have a RTX 2080 Super, I'd hope it could run both at the same time lol

brazen plaza
#

I am Trying to get into Mission making it seems most of the tutorials on youtube are somewhat outdated?

opal owl
#

hey do we know if anyone has made a mod that allows gms to access inventories

stoic wigeon
brazen plaza
worn viper
#

Hey y'all, I'm very new at modding and am trying to add a weapon to the game. I've gotten to the stage to add animations to the custom weapon. On blender I have successfully exported the animations to the workbench. On workbench it says the "resource file successfully registered", "rebuilding, source file '.txa' not available", then "Build failed". Looking through my file browser I can see the .anm file and the .txa file in the right spot, but they are not visible in workbench. Is it a pathing issue or something else? Some help would be greatly appreciated.

minor sleet
fallen orchid
#

When trying to create a project I get these popups

balmy cradle
balmy cradle
#

I would try verifying files then

fallen orchid
balmy cradle
tight dune
worn viper
tight dune
worn viper
tight dune
#

that is not correct file name

#

above you have some working setup

worn viper
open sky
#

how long has this m70 reskin been in the files for?

spring harness
upper owl
#

In data for the M70 jacket

spring harness
#

Ooh. I like it. I thought it would be under assets. Is this pattern real?

upper owl
spring harness
#

Hmm don't think it exists irl. I have only seen it in Alpenflage or whatever its called.

brazen plaza
#

@cloud zenith Hey i try to install ur mod
Zeliks Persistent Banking
added ATM but dont work for me cant create bankcard

brazen plaza
cloud zenith
# brazen plaza

Perhaps look in the test world and see what you're missing.

#

Hint, a bank manager entity

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Don't get too comfortable using it though. I'll be pushing an update in a day or so that is a complete rewrite, so your db will have to be wiped.

balmy cradle
#

Having an odd issue with World Editor, that when I launch the game, my mouse cursor will not lock within the viewport. Even when launching in fullscreen, it will not lock to application. What could be the issue?

stoic wigeon
#

ummm, any idea why my antenna in my backpack would change to a pair of pants when I open my inventory? lol

#

Looks normal outside of my inventory

spring harness
remote estuary
#

you've been arma'd

stoic wigeon
#

Yes, yes I have

tight dune
#

what you see on character is usually set in BaseLoadoutComponent

spring harness
#

I've had all my loadout stuff change to weird stuff after 1000 workbench reloads, over the course of an embarrassing number of hours, without rebooting the pc.

stoic wigeon
karmic arrow
#

For some reason, every time I try to place the time and weather manager into my custom terrain, the whole workbench crashes

spring harness
stoic wigeon
#

Kinda making progress with my radio backpack. In the inventory it looks fine in the selection screen, still have a floating antenna above me. However the main issue is when I am on my test server and move away after equipping the backpack (from a conflict arsenal), the antenna floats in mid air. The antenna stays in the right spot in the workbech test world when I run around.

fringe stream
#

Is there any scripted API to compile and reload scripts?

stoic wigeon
final vortex
final vortex
stoic wigeon
astral mortar
#

How can I overwrite a script in a mod? I want to change some values in a mod's script file but the "overwrite" button isn't present, is there another method of doing it or will it simply not work?

torn kayak
torn mulch
stoic wigeon
# torn mulch Pivotid

Yeah Pivotid was applied, as per RHS guide and then the mesh reverted. I think I have gone down so many changes that I am trying another method at the moment.

torn mulch
stoic wigeon
final vortex
stoic wigeon
torn mulch
stoic wigeon
remote estuary
#

oops I copy pasted something, forgot workbench crashes randomly when I do that

#

oops I moved a child entity inside prefab editor mode in world editor, forgot workbench crashes randomly when I do that

#

which button do I press to disable trolling mode in workbench?

remote estuary
#

that worked thank you

minor sleet
#

Is there an easy function for making a character in the world editor play a static animation? I've knocked up some poses for screenshots and cant actually workout how to apply them.

minor sleet
#

Trying to use the character from the cinematic tutorial video BI did but the weapon doesnt want to play ball despite the animation being setup with the RightHandProp keyframed and in the right place. Can anyone suggest what could be causing it? I should note it was doing it was the default Tpose and weapon it comes equipped with.

unreal ginkgo
#

Anyone know if there is a way to rotate an entity in the prefab? I am trying to make a particle effect using a generic entity & vanilla .xob (vanilla so I cannot rotate), but I can't figure out how to rotate the entity itself so that it is rotated in the particle effect

glass juniper
final vortex
unreal ginkgo
final vortex
#

You may need to set your own attribute but one of those pointinfo classes should have rotation. I just can't remember

unreal ginkgo
final vortex
#

No worries brotherman

#

I would check but I am at work

blissful wave
#

Hello everyone, I don’t know for sure if I’m writing to the right address, I need help, I can’t import a model from the game Arma Reforge into blender, can someone help me?

#

is this the right way?

gaunt fog
#

edit 10/31/24 1200 hours

I managed to figure out it is loading the "Game Master Enhanced" as an addon when editing. I've not had the issue before so not sure what suddenly caused it. But not loading that as an addon managed to fix that issue.

Any ideas why im getting this? Happened randomly while testing in world editor. was placing AI and way points, went to test it, then started getting thatl. Cant go into GameMaster if i keep skipping the errors either.

peak cedar
#

is there an easy way in world editor to teleport your player or the camera to a specific coordinate on the map while playing the game?

remote estuary
#

In GM using map screen you can press F

#

I think

stoic fulcrum
#

Hello. Any body else has this problem Server communication failed. Please try again later. today?

#

Also server is down, not possible to start it. Seems something is wrong with the mod, but I did not change anything since last time it worked.

#

I use this dependencies

Dependencies {
  "58D0FB3206B6F859" "5F2944B7474F043F" "595F2BF2F44836FB" "5AAAC70D754245DD" "61D51493EC82A972" "61D2DA83D579C390" "61A2FDEE636A1CD8" "61F0C02E41542A3B" "61F0F5C0ACE3B0B5" "611ABE2F73802440" "61137735AD0BDEF0" "5D8334C6E270834E" "61E2F564B4A805F4" "617AC5E57EF1D9E3" "5C721177A220B42F" "60445135BF66D43F" "5D2D1436D1FA5A13" "5AC2954C784671B3" "60B8969E0FA439C1" "6228F873E7A62768" "622A2BA6FB8252D9" "6273146ADFE8241D"
 }
gaunt fog
balmy cradle
#

Is it normal for World Editor to max out your GPU at all times? Even when idle, it stays at 100%

tropic zodiac
balmy cradle
#

might be the FPS limit Hmm

tropic zodiac
#

Also you can try to reset workbench.

verbal frost
#

Hello again, mr, Gramps! Did you find out why ai isnt spawning via dedicated server tool?

peak cedar
gaunt fog
#

Anyone know how to make a defend task be able to be activated multiple times? Essentially have 3 kill tasks that when one is done it procs the defend, then go to base, defend, then when kill second killtask, it re activates the same defend task, and so on? I've got kill tasks and defend tasks working. I can get it to activate once, but not the second time.

lethal mirage
#

I was using the Dedicated Server Tool, and noticed that the Peer for some reason loaded the downloaded Workshop version of the opened mod, instead of the one I was editing. The server loaded the correct version, as expected.
This happened, even though the launch parameters were 100% the same: -addonsDir "ProjectsPath,DownloadPath"
Is there a way I can avoid this?

remote estuary
#

Yeah remove DownloadPath from addonsDir

#

Honestly the best way is to make sure all mods you want to load are in one directory

lethal mirage
#

It's necessary for loading dependencies though

remote estuary
#

Put them in ProjectsPath

lethal mirage
#

I guess that's one way to do it, just a ton of extra effort when using+updating dependencies regularily.

remote estuary
#

Yep but at least it is reliable

lethal mirage
#

BI should just make them load consistently, prioritizing the first path over the second.

#

I was so confused why my overrides were only working in SP mode, but not in MP

gaunt fog
#

Anyone else having issues updating mods? Such as gamemasterenhanced and wcs armament?

stoic fulcrum
#

This is the default.layer where all the Military bases defined, can any of you please review and help to understand what is wrong with bot MOB?

sharp vessel
#

Does anyone know why I can't duplicate the vanilla worlds into my mod?

#

RESOURCES (E): Unable to duplicate world $ArmaReforger:worlds/MP/CTI_Campaign_Eden.ent. Duplicating worlds with old file structure is not supported.
ENGINE (E): Failed to create file ($ConflictPVEFrostaEdit:worlds/MP/CTI_Campaign_Eden.ent)
RESOURCES (E): Unable to duplicate world $ArmaReforger:worlds/MP/CTI_Campaign_Arland.ent. Duplicating worlds with old file structure is not supported.
ENGINE (E): Failed to create file ($ConflictPVEFrostaEdit:worlds/MP/CTI_Campaign_Arland.ent)

kind sky
#

weapon is not parented to prop R bone on your screenshot

#

also i have no idea what is baseslot component, so i use normal slot manager component

stoic wigeon
# stoic fulcrum Hi guys! Please, need your help, I try to use Sherhiivka map for conflict but my...

Make sure you set MOB as source for radio signal. This video of mine will help you out if you need other info https://youtu.be/GsCWu77Bw9o

I have had a few people ask me how to create a conflict scenario on custom maps. So thought I would put together a video showing how to create a simple conflict server for yourself and your mates.

Barzan Remake Mod: https://reforger.armaplatform.com/workshop/5E5EE20DFDEDE5F0-BarzanRemake

TPM Tactical Discord (Aussie Community): https://discor...

β–Ά Play video
gaunt fog
#

@brazen plaza Do you mind if I ask you a couple questions on if you know how to do something? I've been watching your youtube videos and they've been such a great help.

brazen plaza
#

@gaunt fog nope. DM me if you want.

gaunt fog
frail juniper
stoic wigeon
# frail juniper how do i turn it into PVE conflict?

A fair bit more difficult to be honest. I haven't done it yet myself as I am working on other projects.

You would need to disable one of the teams from being playable, add more AI to each point. If you want counter attacks, you could use gramps mod and scripts as a dependency. But need to place all the counter attack points.

#

I would get the PvP side working, so you understand how conflict works. Then start playing with the ai

frail juniper
#

okay thank you i will look into it ❀️

carmine geyser
#

Is it just me or does Copy File Path(s) never work?

low depot
#

How to get world position of an object what is children of building?

tribal kindle
#

Guys I cant even open my project anymore its showing up in the project list but when I try to open it it just opens the Arma reforger project

rocky moth
# tight dune It's not possible

Ah.. shoot... so that means Arma Reforger assets can't be modded in Blender? I was hoping I could use some of them and do a few changes to make them usable on my map.

astral mortar
#

Is there a way I can bring two entites into the same viewfinder so I can compare their sizes? I'm making a weapon and want it to line up with the vanilla gun

tight dune
rocky moth
tight dune
#

what kind of changes you wanted to make? You can still change materials on objects

astral mortar
final vortex
astral mortar
#

Was hoping there'd be a way besides that but it'll work for now I suppose

final vortex
#

It does exactly what you want and quite well

rocky moth
#

Light switches are not sooo important, this type of light switch in the game also existed in Germany in 1983.
Most important would be the signs. I guess I can change the textures on them.

sharp juniper
#

Might sound silly, but you could just make prefabs for an updated light switch and socket, then add prefab slots for light switches and plugs over the existing ones in the building prefab and it’d just look a little bit thicker

tired valve
#

you were able to fix this?

unreal ginkgo
tired valve
unreal ginkgo
#

I just publish my mods as unlisted and test them locally on my private server

unreal ginkgo
tired valve
#

appreciate your quick answer tho

brisk sequoia
#

Hi all - how do I add a player character that I can then add custom components onto? as currently it just spawns in a new one every time i playtest

carmine schooner
#

hello there !
I'cant push my mods on the workshop anymore i got this issue :

BACKEND (E): [RestApi] ID:[18] TYPE:[EBREQ_WORKSHOP_CreateAssetUpload] Error Code:404 - Not Found, apiCode="remoteRequestFailed", message="Remote request failed"
DEFAULT (E): Uploading failed! Reason: "Remote request failed"
RESOURCES (E): Publishing failed

some one got an iddea ? thanks

unkempt knoll
#

i seem to have an issue with my work bench where it wont show anything unless i restart my wb , let say i duplicate an item it says it did it but wont show till i restart the WB and then its there any idea??

#

its not auto updating the files .

hardy quest
unkempt knoll
#

bs thing is that it happends in 1 resource browser now i opent my second one and that one works fine ...

#

100% some shortcut that i pressed by accident and idk how to fix it

remote estuary
#

"new project" dependency list is NOT sorted LMFAOO

torn kayak
remote estuary
#

sorted by workshop rating

remote estuary
#

exp workbench still sometimes crashes when I copy things in config editor

plush hazel
#

Will be dead again
Addon 5E8B1DC87E7234D9 - Addon was not found on workshop.
2024-11-10 17:53:22: BACKEND (E): Addon 61ED28EAECF0D304 - Addon was not found on workshop.

gaunt fog
#

Anyone know how to make an object spawn activation? I want a TaskKill to spawn a layer with a supply box in a predetermined location to spawn. I've got it set up how i believe it should happen, but the supply box wont spawn. If i put another SlotAI in that layer with the box, the SlotAI spawns, but not the supply box.

gaunt fog
dull plume
#

do anyone knows how to copy everon map to my own folder ?

mortal ibex
#

IS there an easy way to craete a bunch of child prefabs at once?

#

Im trying to mimic the setup of a vanilla prefab, but manually adding every child prefab 1 by 1 seems tedious and time consuming

final warren
#

is the basezeroinggenerator able to set the iron sight animation to an appropriate level for the range it generates?
i have 2 bones on the ironsight: w_sight and w_sight_slider both animated (like the ak74), the animation is plugged into the weapon animation graph and is used by the engine.
however the zeroing generator always spits out "0" for any range in the X value of sightrangeinfo.
ive also tried taking the generated weapon position values and transfering them to blender and manually keyframing every range and using that as the ironsight animation. this does not work as intended, for 11 ranges i use the X values 0, 0.1, 0.2...etc to 1 for sightrangeinfo (as in the documentation) but the sights are not aligned on the ranges as i keyframed them in blender.
sight point rear and front pivot ids are set to w_sight and barrel_muzzle respectively. both points are offset to be in one line with eachother and the eye point (as precisely as manually offsetting in orthographic view allows)
(the weapon is inherited from weapon_base)

rustic marsh
#

Dude for the life of me I cannot figure out image generation

rustic marsh
#

I think I finally got it

hearty stone
#

yo im getting a weird error

#

in the work bench when i try to open it

rustic marsh
#

I hate the image generation tool there has to be a better way to do this shit

#

I'm about to just screenshot everything I need in game and then add it manually

wintry latch
#

INIT : Workbench startup
INIT : Workbench Init Engine
ENGINE (E): Addon 'AtarenMissions' dependency '62CA5A4432542591' can't be added

So how can I remove 62CA5A4432542591 if I can't open the project?

#

And why can't it be added?

remote estuary
#

did you add it to the workbench launcher?

#

anyway you can remove it from the gproj file with a text editor

wintry latch
real sapphire
#

can someone please help me to explain how to open enfusion, im trying start it to create cinematics, not to modding, but always got this error

remote estuary
#

maybe clean install? your scripts are duplicated somehow

#

maybe you are trying to do something weird like open experimental tools with non-experimental game?

sharp sonnet
#

For the Dev Boot camp on the 20th, I'll be at work. Can we submit some questions for the Q/A ahead of time for Mario?

So we can see them on the recorded video when we miss it?

graceful moon
#

I pressed "Reset Default Layouts" in the World Editor window, but now its not saving my layout anymore. Is there a force save or something for that? notlikemeow

thick lake
#

Stupid question: i updated to Win 11 yesterday. But if i now like to open the DebugUI a windows function will be triggered. Can i change the DebugUI Keybind? I did not found anything in the options

remote estuary
#

which function?

thick lake
#

Moving the Window to the Screen Top/Bottom/Left/Right

remote estuary
#

use the other alt lol

#

or whatever it was

thick lake
#

Cumbersome but ok

neon ore
remote estuary
#

or that

subtle root
#

hi everyone, i have a problem with importing mods into reforger workbench, i will atach the console error output

#

INIT : Workbench startup
INIT : Workbench Init Engine
ENGINE (E): Addon 'PatchPackLCB' dependency '595F2BF2F44836FB' can't be added
ENGINE (E): Addon 'a' dependency '6138E17B88EDFE2E' can't be added
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"

jade anchor
#

Does anyone know why a material override only manifests in the world editor but not when in play mode? I have encountered similar issues when retexturing uniforms but, when uploaded it actually appears correctly. Maybe something similar here...

#

in this case, the rain material

sand edge
#

Hey, is it possible to combine 2 material classes together ? i need a FilmgrainEffect and an HDR effect on the same material

knotty oar
#

I;m having issues with peertool, it fails to load due to this. I have tried adding every possible addon directory to the config params but nothing seems to fix this. Anyone seen it before?

Missing Addon
---------------------------
Can't find 'Arma' addon! Check setup guidelines!
---------------------------
OK   
---------------------------```
somber depot
remote estuary
#

didnt I tell you how to fix this

#

ages ago

#

I dont remember wat it was

slate sentinel
#

Is it possible to change the peers ingame name when using the peer tool?

torn kayak
marble seal
#

why is it when i join a group i crash? im trying to host my own gm with abunch of mods

neat nimbus
neat nimbus
#

Word, I had planned on working on my own PiP night vision mod but you're a lot further along than I from the YouTube vid I saw lol

#

Been trying to figure out how best to do scintillation too

#

Idk if you're going more for realism or ease of use tho, ideally I'd like to make mine as realistic as I can

#

Those NVA20s are Bulgarian units, aren't they?

marble seal
#

yo why are my animations all broken everyone just slides everywhere when i host a game

neat nimbus
#

@sand edge are you piggiebacking off of any other mods or is this ground up?

sand edge
neat nimbus
leaden hazel
#

I would love to see someone recreate altis or some arma 3 maps in reforger idk if thats allowed

twilit scroll
#

Currently having the issue, to wheree I was sent an invite to edit a mod on the workbench but it says no pending invites? any fixes?

neon ore
twilit scroll
neon ore
#

then you will be able to be linked

ebon obsidian
#

If I'm adding a dependency mod to my mod, do I also have to add that mods dependencies as well? I'm pretty sure I do but doesn't hurt to ask

tight dune
#

unless you are asking if you should add those dependencies to project list - then yes, they are needed

ebon obsidian
sage flame
#

Is the modding boot camp #1 going to be uploaded to YouTube or something?

frail juniper
#

anyone has encounter this issue? workbench trying to connect to workshop but fail.. it remain in linking state.. unable to publish mods :/

sick sierra
#

Try saving, closing out of workbench and re-opening. I had the same issue earlier and that fixed it

ebon obsidian
#

grassy-ass

twilit scroll
neon ore
twilit scroll
neon ore
#

And are you trying to use Workbench stable as well?

#

Not Exp?

#

Their backends are different

#

Not interchangeable

twilit scroll
# neon ore Are you sure?

Yep the mod is currently live on a server we are working on, on stable.

He also tried republishing the mod and sending the invite last night to no avail

#

Should I just make a new BI account ?

neon ore
#

Send me on DMs his account and the addon

#

I will check

twilit scroll
surreal wasp
#

Does anybody know why when I reopen arma tools all of my mods files are locked?

remote estuary
#

Most common reasons:

  1. Mod being opened is inside downloaded mods folder, not the actual source project folder
  2. Mod is in some cloud sync software like OneDrive that blocks modification of files when syncing (bug/weird choice by devs)
surreal wasp
#

Ngl probably the one drive shit

#

I got some weird ass storage stuff going on my PC and I can't figure out how to fix itr

neat nimbus
#

Any of yall know how to add an overlay to the PiP sights component? I think I've got the HDR figured out to simulate night vision optics, just need a way to add noise to the image.

twilit scroll
proper iris
#

Im trying to make a map thats quite large and am having a hard time uploading the satellite image for the base texture. It gets up to like 95% then crashes because of VRAM (i think). If anyone could give me a hand, im a noob to this. If youre curious its a 30 x 30 km Fulda Gap map that im trying to make.

#

The satellite image is 1.5 gigs, i already have the hightmap and imported. \

cursive citrus
#

Its damn big for the first map, you have to work on it for months. Try something smaller than fulda. You are on the max sizes the programm can handle

proper iris
#

Thats fine, i dont mind it taking forever. it was kindof the plan anyway lol.

#

most of it is woods and fields, Fulda proper isnt even in it, its the land to the NE of it

#

i just wanted to know if my crashing is VRAM related or something else, and if theres a way around it without sacrificing detail like cutting the image in to smaller sections

cursive citrus
#

Mhm you can look on the task manager for figuring out that i guess

proper iris
#

i get up to lik 70-80% usage and i get a VRAM error, its just weird that its not full utilization. My RAM gets up to 50-60%

#

i only have a 3080 and i plan on upgrading with the next generation.

brazen plaza
#

Hello, I'm trying to make a simple mod for ARMA Reforger that places a campfire. Are all the prefabs supposed to be read only?

astral mortar
brazen plaza
#

Does that work?

astral mortar
#

for your purposes you'd want to do one of the above, inherit does something different

brazen plaza
#

Ok, thanks!

#

It worked! Thanks, again!

tawny ginkgo
#

Reinstalled workbench and when i open the world editor it is like 1-2 fps with texts in world viewer flashing etc.. what’s up with that? (Actually the fps seems ok, but the cpu seems slow, can’t use menus etc)

#

Like super slow even without loading a world, just the tool

rare trench
#

uhhh what did I do and how do I fix it lol

remote estuary
#

secret roblox mode

rare trench
#

it has fixed itself. ah well blobcloseenjoy

fallen escarp
#

Hey maybe this is a dumb question but how do I use modded content in the workbench for my custom scenarios

blissful saffron
fallen escarp
#

Thank you @blissful saffron

rare trench
south stag
#

is there any new documentation on the new Remote Turret system?

#

Im trying to setup a turret for a vehicle of mine using this system but it seems to be unfinished/buggy

marsh jasper
#

Might be a dumb question. I have an uploaded project that I worked on recently, but now its locked. Tried scanning for project file but it still loads in locked. Any help?

tight dune
south stag
#

I wish there was an easier way to remove Compartments from a vehicle/disable compartments

carmine delta
#

is it possible to get the base game uniforms mapping to retexture without having arma reforge tools steam not allowing me to download it bc i don't own it on my pc but on xbox

reef ferry
carmine delta
#

hmm ok that sucks a lil

reef ferry
lethal mirage
#

where can i view all localized strings from the base game?

#

i did see the conf files in configs/languages, but no string table
simply opening the conf files doesn't show anything

marsh jasper
remote estuary
#

does your windows user have access to the folder?

spark viper
#

Something bad has happened to one of my projects. When I open it in reforger tools, it only loads one of the dependency mods.

When I look in the projects folder on my drive it still has the appropriately named world, config and various assets yet whenever it is loaded into tools they are nowhere to be found.

I've tried copy the files to a new folder and adding it as a project but same outcome.

Anyone experienced this before? It doesn't make any sense.

remote estuary
#

check console log for errors

spark viper
# remote estuary check console log for errors

Thank you sir.

So apparently a dependency I added could not be found.

Strange that it then proceeds to load all other dependencies that it could find and not the main project. I'd rather just have a big fat error upon loading the project. Made me think in a panic that I had somehow deleted everything.

marsh jasper
remote estuary
#

wonder if it would work if you did Take Ownership on your project folder and then ran it as not admin

remote estuary
spark viper
marsh jasper
#

Enfusion has me tweaking😷

carmine delta
tawny ginkgo
reef ferry
mossy drum
#

can anyone help me figure out why all of a sudden when i update my senario i published earlier , it wont update to whats new in the world im editing. even if i go open the saved world its how i want it. just when uploaded to server its stuck on a old world/ scenario . i upload to arma and its still a old version when played.. i dont understand. bases and spawn options are still set to 3 uploads ago even though im changing em and saving file.

strange saffron
#

When trying to publish a mod i get consol log error[ uploading failed "data.asset should have required property publishing failed

rare trench
#

uhh, what did I do and how do I fix it?

neon ore
#

It almost always tells you right there

neon ore
#

And search for SCRIPT (E): Can't compile

#

If it's not visible then press f1

rare trench
#

yeah, I don't know what this means πŸ˜„

tried finding the CAH to delete as per the wiki but I don't have that at all

neon ore
#

Search what I sent

#

this

rare trench
#

oohhh, got something

neon ore
#

ok, so either you have to update that script in your mod

#

Or a mod that you have loaded has that outdated

#

Or you are missing a dependency

#

search for ENGINE (E): Addon

rare trench
#

that's it - you're a godsend! πŸ˜„

yeeted that thing out, it was put there by a contributor when we were trying stuff out

neon ore
#

if you want to spot possible missing dependencies

rare trench
#

(I'm gonna just put this text here as well for people that have that error in the future and use the search, don't mind me )

"Can't initialize the game"

torn vapor
#

Does workbench show everything or is there another tool I need to really see what’s going on? Example: I want to see how the vanilla PVE mod did certain things like make it so I can sprint fast and forever, or why the capture time is so long. There are lots of things where I’d like to figure out how some mods do things, but I still don’t see it when I go through every config and every script. I’m only just getting back into modding after doing a lot of scripting for OF: Resistance. On that one I figured out how to write script from scratch but this is still foreign to me.

torn vapor
# reef ferry it does show everything

I’ve used the GitHub tool and found more stuff when I unpacked the data.pak, so what am I missing in the workbench to see all of that stuff too?

reef ferry
#

not 100% sure what you are talking about

torn vapor
# reef ferry not 100% sure what you are talking about

Here’s a precise example:
I’m looking at the MOD, β€œFIA Rebel Overhaul”
In the Workbench if I go into the mod then Prefabs>Characters>Factions>INDFOR>FIA, I see all the .et files, like specifically Character_FIA_BaseLoadout1.et. When I double click that I see a 3D rendering of the character standing there.
In the PAK Explorer when I click on that, I see a lot of code that describes what weapons, clothing, and equipment they have. How do I see/modify that part in the workbench?

torn vapor
# reef ferry you need to duplicate it first

I understand that, but where is that code? Everything else I duplicate I see what I want to change, then I duplicate it and change it. On this I don’t know where that part is

reef ferry
#

otherwise you see a list of components on the right side of the prefab editor

torn vapor
cinder sparrow
#

Please help - I run modded Confict (to PvE from PvPvE) on my dedicated server and campaign progress, buildings and some other stuff (even deleted by tool from ACE vegetation!) saves after server reboot, because of using "loadSessionSave" startup parameter. But vehicles not saves, except helicopters and Command truck. Where can I modify this setting? Cant find it in configs or World Editor. Thanx!

plain dawn
#

when I open the workbench the option to select project is gone. Does anyone know how to bring that back?

#

well the option is there but when i select my project it fails to open the worl editor and opens a unnammed project. I can open my world from the file option but i just wonder why its stopped opening all of a sudden and can i fix this issue

plain dawn
#

window > resource broswer

mossy drum
#

Anyone kno where to turn Multiplaywr Radio Talk HUD back on. Right now it’s no names. You can hear players just fine radio works. Just no players can see names in left hand side when talking. How do you enable that back. I’m a server owner I I looked in campaign and faction manager on my world . Am I miissing something ?

hardy quest
mossy drum
remote estuary
#

those two

mossy drum
low delta
#

anyone every try and publish to work shop and get server communication failed? please try again later

#

gTable took: 16.221200 ms
BACKEND (E): [RestApi] ID:[102] TYPE:[EBREQ_WORKBENCH_GetAsset] Error Code:400 - Bad Request, apiCode="workshopApi.assetDeleted", message="Asset is deleted"

gaunt fog
#

Sorry if this has been addresssed before, but why are the walls on that industrial storage building not spawning in the world? I've tried using a slot.et to spawn it, same issue. Thanks in advance if anyone has advise.

gaunt fog
#

Also, some reason having issue with Baconloadout Editor where it gets stuck after I choose a loadout. I can hit buttons such as ESC, and it lights up, but doesnt do anything. I've not had this issue before. I was using it before without an issue. I have made alot of changes in my world and its been a bit since I tried it.

gaunt fog
remote estuary
gaunt fog
#

No I do not. Im doing a PvE scenario. The only thing I can think of is that I was using campaign framework game mode and now using scenario framework. I've deleted the campaign game mode and spawnpoints for that. Im wondering If i need to do a freshinstall on the server. I might try that just to eliminate that as a possible resolution.

#

and thank you for replying by the way. Really enjoy the editor!

remote estuary
gaunt fog
gaunt fog
gaunt fog
remote estuary
gaunt fog
# remote estuary then no clue, it works for me on server

It seems like my issue was that I was still overriding and using "campaign_player.et" to modify health attributes of players. Deleting my overrides fixed issue, and now using "Character_base" seems to have fixed the issue. Sorry for bothering you with the problem. it was working in the workbench when i would test it, but when I live server tested it wouldn't work, so took me a bit to troubleshoot it.

remote estuary
#

interesting

carmine delta
#

I have a question so I'm trying to get my tools folder set up but i need to manually look for how the software going to find the base game folder every time I find the folder there 2 additional folders one say core the other data If I enter data it says armarefoger.gproj but the issue is when I do that I get this error message when I try to start up tools is ( scripts/GameLib/generated/Components/SndComponent.c(16): Method "SndComponent::PlayStr" already declared in parent class "BaseSoundCol ) If I do core it won't even allow it because it doesn't accept it.

gaunt fog
gaunt fog
#

Im trying to use a slotai to create random singular zombie spawns. I cant get it to spawn the civilian variant. any idea/ I've overrode the civilian variants to be a role for the randomization, but it wont spawn civilians with clothes, only the ones in underwear

remote estuary
#

Oh I dont know the scenario framework

gaunt fog
# remote estuary Oh I dont know the scenario framework

Okay no problem. I've been able to get it to random spawn everything but the civilian variant, want sure if you purposely edited something where it wouldnt allow that. The base civ model with only underwear will work, but not ones with the clothing like business suit and all that. Its odd and spent hours trying to figure it out haha. Very cool stuff with the bomber and spitter!

remote estuary
#

I have added some ambient patrol spawnpoints and groups but this is not scenario framework so probably not useful

gaunt fog
worthy nebula
#

How would I edit where the starting vehicles and arsenal is placed in a scenario mod? I've managed to load it in enfusion I think but I can only see the world not the vehicles unless I go into the game window. I'm pretty new to enfusion, if anyone has a video link or tips would be much appreciated thanks.

gaunt fog
gaunt fog
gaunt fog
glad sparrow
#

I keep getting this error, Can some please help me understand why.

mossy drum
#

can anyone help me figure out why i cant spawn in my own map. everytime i spawn game crashes.
Virtual Machine Exception

Reason: NULL pointer to instance. Variable '#return'

Class: 'SCR_MapEntity'
Entity name:'SCR_MapEntity1' id:171018

Function: 'OpenMap'
Stack trace:
scripts/Game/Map/SCR_MapEntity.c:318 Function OpenMap
scripts/Game/UI/Menu/DeployMenu/SCR_WelcomeScreenMenu.c:101 Function InitMap
scripts/Game/UI/Menu/DeployMenu/SCR_WelcomeScreenMenu.c:79 Function OnMenuOpen
scripts/Game/Respawn/Menu/SCR_PlayerDeployMenuHandlerComponent.c:85 Function Update
scripts/Game/Systems/DeployMenuSystem.c:52 Function OnUpdate

knotty oar
#

Is anyone able to help with my peertool please? It will not open, keeps crashing due to "(E): Addon 'Arma' not found" and I have no idea why... my addonsdir matches workbench and the core addon is also in the location 😒

balmy cradle
knotty oar
balmy cradle
#

of course yours will vary for specific pathing, but maybe that'll guide you a little bit

knotty oar
#

hm, will try adding the project path too

balmy cradle
#

might additionally need the path to your addons in documents, doesnt hurt to try

knotty oar
#

there isn't a path there because I don't have any mods downloaded to documents, the project directory also didn't help 😦 still throwing the error (E): Addon 'Arma' not found

balmy cradle
#

hmmmm, have you launched the actual game recently?

knotty oar
#

yup, literally today

fervent sentinel
#

hello so i've been trying to modify buyables cars in OVERTHROW but im stuck its added but does not show up in the store

balmy cradle
knotty oar
#

hopefully, debugging mp stuff is proving difficult coolcry

strange saffron
#

My project will not display when opening to add dependents

tropic zodiac
# knotty oar Is anyone able to help with my peertool please? It will not open, keeps crashing...

I have a somewhat similar problem...
I've already tryed pretty much everything i could find.
All path's to my addon dir(s) were set correctly but it could not find the mod i was trying to use.
So adding: -addons 61E68D9891E7A5BF fixed this part...
Still when i start peer-tool in World Editor the peer-tool window come's up, it start's loading Reforgen in peer-tool but after 2 sec. it just crash peer-tool.
Strange thing... Yesterday i was able to get it to work in vanilla MPTest and ScenarioFramework???
Today again it crashe's everywhere... πŸ€ͺ
I'm using experimental b.t.w. maybe a bug? blobdoggoshruggoogly

knotty oar
tropic zodiac
gaunt fog
strange saffron
#

tried that didnt work not sure what the issues is

gaunt fog
#

can you maybe take screenshots showing step by step what your doing? im not super knowledgeable but willing to help if needed

remote estuary
#

peertool works fine in exp and main branch for me

tropic zodiac
#

In this case skill issue i guess... πŸ’©
Thank's for clarification. πŸ‘

trim nacelle
#

Anyone else get this when browsing SkyBox stuff? Then after couple retries or ignores the error message grows too big on my screen, so I can't see the Abort, Ignore and Retry buttons from the bottom, but pressing enter gets rid of it and everything is looking fine.

Using Experimental. Win11

trim nacelle
#

And about something else, is it possible to make the Text view as a default one?

glad sparrow
#

How do i get a heightmap

raw tiger
#

I've just created a brand new project in the workbench along with two new folders.
I saved and exited. Relaunched the workbench and now both folders are locked. Any idea what is causing this?

vernal cosmos
#

dev tools experience is a pain - they crash and hang, hang and crash all the time
please do something about themmeowfacepalm

visual palm
#

After update I can't open my project and dependencies:

INIT         : Workbench startup
 INIT         : Workbench Init Engine
  ENGINE    (E): Addon 'AH6M' dependency '62CCD69DD17E4F2F' can't be added
  ENGINE    (E): Addon 'AH6MDriveBy' dependency '6273146ADFE8241D' can't be added
  ENGINE       : Addon dirs:
   ENGINE       : dir: 'C:/Users/redacted/Documents/My Games/ArmaReforgerWorkbench/addons/AH6M - DriveBy/'
tight dune
visual palm
#

Seems like the game didn't automatically download dependencies

spice pawn
#

I can't open or create prefabs, it says it's a game script error

tight dune
spice pawn
#

ok

spice pawn
#

not working

narrow cobalt
#

guys, i just started creating my first map in enfusion, is there someone who's willing to help me out a bit? i ran into some small issues and don't want to point out a particular one, just to ask some questions in DM

remote estuary
stable quartz
#

😭

remote estuary
#

right click -> navigate to ancestor is broken, always grayed out

final bluff
spice pawn
final bluff
#

and what that was?

strange saffron
#

so world editor is down too i see

spice pawn
# final bluff and what that was?

well, it was probably something related to the directory or not, or WB didn't figure it out the first time, but I uninstalled both, repaired it through Steam, opened the game first and then WB

strange saffron
#

is anyone else getting an error on loading into the workbench world editor and more are disabled is this due to the update

somber depot
strange saffron
#

this is my issue

somber depot
strange saffron
#

auto updates so yeah

somber depot
#

have you launched the game with workbench closed today?

strange saffron
#

no

somber depot
#

I would try closing everything, launching arma reforger itself, allow all your downloaded mods to update (critical if your project has dependencies) and then retry workbench

strange saffron
#

none of my mods work at all its cooked

#

nope didnt work

tight dune
#

if not, and you have some dependencies, then most likely some of the dependencies might not be updated to latest version of the game. You will have to wait for authors of those mods to update

storm gyro
# strange saffron this is my issue

Been a while since I've had this issue. I can't remember, but can you get in the options page from there? If so you can drop the mods that aren't updated from there

strange saffron
#

I found its the mod issue unfortunately my project is an adaptation of a mod

atomic heart
#

Is there any fix for not being able to drop more Composition?

nova hound
#

I ve created a CAH mod (Signal Hill). Now after the update the mod hasnt a world any more when i open the editor. The subscene is created on arland. is there a way to get it in to the mod again? The workbench options i ve checked. Any ideas? Log console says wrong name for resource CAH_Baseworld_Arland.ent. When i click on the link it says cannot find given file.

tight dune
nova hound
#

The Editor looks emty...

#

But no problem, i ve managed it to import the layers to a new mod. So i publish a reloaded version.

nova hound
#

Now i have found the right solution. in my original signal hill.ent there is the SubScene. I had to change the Parent "{54332C7D7BE2F19D}Worlds/CaptureAndHold/CAH_BaseWorld_Arland.ent" to "{A9806AF617972E97}worlds/Arland/Arland.ent". Now the subscene is loading in the editor.

strange saffron
#

how do i drop dependents in work bench when i remove them in the options tab i loose the ability to load the mod up into work bench

nova hound
#

The mod hast to be in the addons folder to get it. The you have to click the plus Button in the dependencie section in the Option menu.

quiet wyvern
#

Could someone shine some light into mortar shells and velocity modifiers for me?
If i got this correctly M821 shell has initial velocity (ch 0) of 66m/s and coefficient multipliers for rings: 1.531 - 101.046 m/s, 2.085 - 137.61 m/s, 2.541 - 167.706 m/s, 2.977 - 196.482 m/s.
Did i get this right?

strange saffron
#

Any modders here can assist is customized mods and scripts

astral mortar
#

I removed a dependancy from one of my mods and now I can't open the project

blissful saffron
#

open it with that addon

astral mortar
blissful saffron
astral mortar
#

I haven't run into this problem before, and my buddy, who also makes mods, said he couldn't figure it out

#

Used to be able to remove dependencies from projects, but now it's seemingly broken

heavy creek
astral mortar
heavy creek
astral mortar
#

replace everything but those files and then copy your old GUID into the new one

heavy creek
brisk sequoia
#

how do you set the player character when playing from camera position?

torn vapor
#

I haven’t been able to publish anything for two days. Whenever I open any project it says β€œCan't initialize the game.
World Editor and some other game depended features will not be available.
But rest of the workbench will be functional.”

neon ore
#

Open the script editor

#

Then press F7 to attempt recompilation

#

If it fails it will then point to you the erros in the erros log

torn vapor
# neon ore Your scripts are broken

Interesting, but why does that affect other mods? I tried looking at other ones as part of my troubleshooting process. Maybe because I still had that script open in the script editor. Either way that fixed it. Thanks!

sick sierra
#

I tried to add another mod as a dependency to my project. I closed workbench and when I reopened my project/mod all of my stuff is gone (blue folder with all the stuff for my mod). Is there a way to recover or fix this?

neon ore
#

That mod probably has another dependency that is not listed as such

#

Which you probably do not have downloaded, and because it is not marked explicitely, worbench won't auto download it for you

sick sierra
neon ore
sick sierra
#

The dependency I tried adding?

neon ore
#

Yes

#

ON DM pls

#

You might have downloaded a malicious mod targetting WB users

remote estuary
#

this seems like the extremely common problem where a dependency cannot be loaded, this would be in the logs

neon ore
#

So the project folder in the drive is gone

remote estuary
#

in resource browser?

#

just fire up recuva free edition and restore all the files lol

neon ore
remote estuary
#

ohhhhh

#

well

#

worth a shot

neon ore
remote estuary
#

did this actually happen lol

neon ore
remote estuary
#

yea like in reforger?

neon ore
#

Some people crash WB, others go to extremes

remote estuary
#

what was the worst one? kekw

neon ore
#

Crash is not instant ban unless is not your first offense

#

But anything else that somehow in one way or another maliciously alters anything outside of WB is instant ban

earnest geode
#

Don’t know where to post this, but anyone know how to cause damage to people on the new experimental building destruction?

Trying to add the damage component, but I don’t know what it is

sick sierra
blissful saffron
strange saffron
#

My project is locked now i closed the editor and restarted my pc now my project is locked and wont let me make changes

blissful saffron
sick sierra
remote estuary
#

you missing this dependency

sick sierra
#

the JLTV was the dependency I added through the options panel. and when I exited workbench and re-opened the project it gets rid of my stuff and throws that error. I dont understand how I would be missing it

remote estuary
#

please verify the mod that uses this GUID exists in your workbench launcher

#

or remove the dependency in the gproj file, with a text editor like notepad

sick sierra
#

huh thats weird, thats not the GUID for the JLTV and 5E389BB9558879A6 doesn't even exist in my workbench folderπŸ€¦β€β™‚οΈ . I'll edit the gproj file

#

ok it gets weirder. The 5E GUID is not even in the gproj, i have the correct GUID in there for the JLTV

remote estuary
sick sierra
#

Oh jeez I’m slow

#

Since I lost access to the original mod that was published. Is there any way for me to continue releasing updates to it by changing the GUID of my new mod? Or will I have to delete the original from the workshop and upload the new one?

remote estuary
#

well if you make a separate mod/different guid then its a different mod

sick sierra
#

ah, so blackmagic wont work got it

strange saffron
unkempt knoll
#

Is there someone that knows a decent bit about turret for Vic that could help me out with a few things ?

blissful saffron
low depot
#

Readd dependencies on workshop launcher fix the bug with not loaded projects

strange saffron
#

i see light just clicked

nimble bluff
#

For some reason I can't authorize in Workbench Experimental, when trying to authorize it says β€œUser not found”, but if you authorize through the stable version of Workbench, everything goes through. Input error is excluded, I have double-checked it many times.

Has anyone encountered this?

peak ravine
#

i have a problem if sumone can help me. i own a server for reforger just for GMing and i made a MOB using tools, i uploaded the mod to workshop and downloaded it to my server, but the stuff i did in the mod doesnt show up ingame. as if the mod isnt on the server at all, what should i do?

#

when i go to the mod on workshop, i can play it by itself and see everything ive done, but when downloaded to my server it doesnt show.

strange saffron
celest moat
#

Can anyone help me to understand why certain folders seem to lock to read only after saving and re opening?

polar zealot
#

has anyone tried thinking about making vehicle optics PIP?

gaunt fog
#

What would cause these errors post update? When i have all my mods i've been using on the server and load my scenario it causes this issue. With all mods active but loading a gamemaster everon default game mod no error. I've deleted and redownloaded mods and everything. Any ideas?

tight dune
#

i hope its not in userProfile%\Documents\My Games\ArmaReforger\addon

celest moat
tight dune
#

ArmaReforgerWorkshop?

#

and did you changed Working Dir when publishing mods?

strange saffron
#

So when making a sub secne i added some walls saved published my version but none of the edits i made show in the map am i missing a folder are a specific way to save the data

celest moat
tight dune
tight dune
#

I guess it is making folder read only when syncing

celest moat
onyx bough
#

does anyone know how to fill arsenel an medical boxes in workbench

unkempt knoll
#

Is there someone that knows a decent bit about turret for Vic that could help me out with a few things ?

brazen plaza
#

why is this empty

#

how 2 fix

strange saffron
#

Need some real help here ive opened my work bench started new project with the combat ops extended mod on everon i wanted to add a base of operations to i made a sub scene of the mods world and saved it into profiles and updated my mod version of combat ops extended loaded my server and none of my map edits load in just the base mission am i missing a step or not saving in the right place help please ?

earnest geode
#

Anyone know how to increase the health on a buildings in the new experimental building destruction update?

unkempt knoll
#

does anyone know where i can change my head moving with the turret ? i want to turn it off but cant seem to find the option

tawny ginkgo
#

anyone can make any guess what I might be missing? as soon as the mouse cursor goes over world editor ui the "windows explorer" takes a lot of CPU, the screen sorta flickers etc.. I am giving up on editing and I assume its just some setting or gfx related thing?

ember trout
#

@gaunt fog mod compatible issue

ember trout
#

@tawny ginkgo

Troubleshooting Steps

Driver Issues possibly
Update or clean-install GPU drivers to avoid glitches.

Graphics SettingsAdjust editor settings (disable anti-aliasing, post-processing, etc.) for better performance.

Hardware Acceleration Enable/disable hardware acceleration in both the editor and GPU settings to test improvements.

Software Conflicts Disable overlays or background apps like Discord or ShadowPlay.

Windows Explorer CPU Usage Restart Explorer in Task Manager and check for malware or corrupted files (sfc /scannow).

Display SettingsSet correct refresh rate/resolution and test with a single monitor.

Hardware Limitations Reduce workload by closing unnecessary apps or windows.

Reinstall/Reset Reinstall the editor or reset its settings to defaults.

neon ore
narrow cobalt
#

guys, how to make one spawn point visible on the map at all times, and the other ones not?

#

and maybe pick a custom marker for that?

#

and which option to pick in game mode prefab, if i want only the people with GM password to be able to join GMs? "NOBODY" ?

#

i still don't see it on the map while playing

#

only when spawning

#

and when playing i see this??

#

please reply with @ since i will go to sleep soon 😦

narrow cobalt
#

and btw what are the things to avoid when making a scenario for PS5 players? only use arma reforger core when creating a enfusion project and that's all?

brazen plaza
#

I'm not able to paste code into ARMA Workbench.

balmy cradle
brazen plaza
#

I'm editing a world script file to end the game with victory conditions:

SCR_BaseGameMode gameMode = SCR_BaseGameMode.Cast(GetGame().GetGameMode());
Faction faction = GetGame().GetFactionManager().GetFactionByKey("US");
int usIndex = GetGame().GetFactionManager().GetFactionIndex(faction);
gameMode.EndGameMode(SCR_GameModeEndData.CreateSimple(SCR_GameModeEndData.ENDREASON_EDITOR_FACTION_VICTORY, -1, usIndex));

From Fodder's tutorial.

#

I can't paste into the script editor.

balmy cradle
#

are you doing it into a modded script file?

#

or the existing script file? If existing script file, you can't edit it at all. Have to create a new script file that mods the class

brazen plaza
#

It was working fine a second ago.

#

user script for on activate.

#

The cursor just activates when I press control v

#

It's not locked or anything.

balmy cradle
#

hm, maybe save and restart the script editor?

#

could just be bugged

#

or restart the entirety of WB

brazen plaza
#

I could use a break, anyway. Maybe it'll fix itself.

#

So much fun, no?

balmy cradle
#

Fun when it works πŸ˜„

brazen plaza
#

hahaha

tawny ginkgo
neon ore
#

Like integrated + discrete?

#

Aka CPU with GPU integrated and full GPU

#

if so, make sure to disable to integrated one

#

Had the same issue a while ago

tawny ginkgo
#

I haven’t seen any integrated gpu in device manager etc, but I got a hdmi output on the motherboard

#

But guess have to throw out nvidia experience and all advance settings… only thing left

trim nacelle
#

I thought first you've modded task manager in the game and it was just UI flickering onlyπŸ˜…

trim nacelle
#

could just try different GPU driver version also

#

pretty sure it's because your focus changes thousands of times a second

remote estuary
#

connect video cable directly to the gpu you are using plz

strange saffron
#

On everon combat ops extended im getting a get gamestate (firingrange) virtual machine exemption error ive never seen this before but its cuasing server restart when players move around the area of some objectives

gaunt fog
brazen plaza
#

I don't know how this is happening:

DEFAULT (E): Multiple faction managers present!

brazen plaza
#

Does faction, and spawning work differently on a user made map?

narrow cobalt
ebon hill
#

I have had an issue with editing my prefabs for the next update. All my building prefabs are grayed out and I can't edit them to add destruction models to them or add anything to them. Its acts like it is a locked prefab. I can go into edit prefab but can't add components or change any of the options. Has anyone else had this problem?

brazen plaza
ebon hill
brazen plaza
#

You have to pull the prefab to your working folder. Try duplicating it to there,

ebon hill
brazen plaza
#

Oh, when is the next update?

ebon hill
brazen plaza
#

Ah, sweet.

#

I hope our issues are resolved soon.

ebon hill
#

Me too.

brazen plaza
#

I can't get factions to work on a custom map I made. It was working fine last night, too!

brazen plaza
#

I fixed it. You need a camera manager, duh.

neon ore
ebon hill
#

You mean the fbx, txo and xob files?

neon ore
#

The mod folder

#

If you have them both there, then yo uget what you mentioned

ebon hill
lone mantle
#

Did anyone get the dedicated server tool working with mission headers? What kind of config file is this?

remote estuary
#

They made -server param only accept worlds instead of scenarios for some reason, I guess just to be annoying

gaunt fog
#

Anyone know how i can "decorate" a vehicle that when I drive it the items I place on it move with it? I've managed to place a m16 in the vehicle and it does what I want, however other items such as an ammobox will just stay in place and won't move with the vehicle. I cant figure out what to add or remove to the ammobox that the m16 doesnt have that is causing it.

tropic zodiac
#

When i join my local server i always come to this strange broken looking screen where i have to hold "P" vote me as game master and then i can get into the game master UI of the world.
Is my world missing something?
Or even better is there a way to instantly force me as GM?

#

So i can skip the hold "P" vote part?

lethal mirage
#

I guess set an admin pw and log in

gaunt fog
#

then hold down the button to enter gamemaster mode, mine is "Y" on keyboard

tropic zodiac
#

Nice. πŸ‘
Thank's a lot i will try it.

turbid tangle
#

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

scripts/Core/generated/Visual/Material.c(12): Can't inherit class 'Material'
SCRIPT (E): Can't load init script: scripts/Core
Anyone know what this error is
I cannot open experimental tools cause of it
Experimental is downloaded, I've verified the integrity of both tools and the game but I still can't open any projects

balmy cradle
#

did you launch the experimental game at least once?

turbid tangle
#

Yes

hearty sentinel
#

Anyone know of any guides for navmesh editing? Most of what I've found seems to be out of date or only covers navmesh generation for custom terrains. I've moved an outpost from across 2 tiles to one tile but my view doesn't update. Have followed the wiki but its missing some info for a complete noob. What im after is trying to create a 'patch' to keep some AI in a building or in defences

zealous osprey
#

Is it possible to make the smaller ammo cans allowable to be put in inventory? (ie: someone can grab an ammo can with a bunch of magazines in it, and take it to a vehicle to load in?)

zealous osprey
#

How do you addjust the mass/volume of a prop item (ammocan) I think i found the spot but its greyed out, and im not sure how to being it active

tired forge
#

How do I override ChimeraSystemsConfig.conf? I tried right-clicking the original file and both overriding and duplicating to the addon, but it never uses the overridden config settings

cursive marsh
#

Can someone explain to me why when I change faction to a character via "FactionAffiliation" the clothing has a slight offset? If I leave it with US it works correctly..

queen surge
#

Anyone know why I get these client crashing errors when spawning editable entity compositions that have been recently updated?

23.12 2024 21:44:43
Virtual Machine Exception

Reason: NULL pointer to instance. Variable 'componentSource'

Class:      'SCR_PreviewEntityEditorComponent'
Function: 'GetEntityType#528461'
Stack trace:
Scripts/Game/Editor/Components/EditableEntity/SCR_EditableEntityComponentClass.c:200 Function GetEntityType#528461
Scripts/Game/Editor/Components/Editor/SCR_PreviewEntityEditorComponent.c:912 Function CreatePreview#593216
Scripts/Game/Editor/Components/Editor/SCR_PlacingEditorComponent.c:948 Function SetSelectedPrefab
Scripts/Game/Editor/UI/Components/Toolbar/SCR_PlacingToolbarEditorUIComponent.c:47 Function OnCardLMB
Scripts/Game/UI/Components/ButtonComponents/ButtonActionComponent.c:110 Function Execute
Scripts/Game/UI/Components/ButtonComponents/ButtonActionComponent.c:123 Function OnClick



------------------------------------
23.12 2024 21:44:43
Virtual Machine Exception

Reason: NULL pointer to instance. Variable 'entitySource'

Function: 'GetPreviewEntries'
Stack trace:
Scripts/Game/Entities/Preview/SCR_PrefabPreviewEntity.c:66 Function GetPreviewEntries
Scripts/Game/Entities/Preview/SCR_PrefabPreviewEntity.c:39 Function GetPreviewEntriesFromPrefab
Scripts/Game/Entities/Preview/SCR_PrefabPreviewEntity.c:27 Function SpawnPreviewFromPrefab
Scripts/Game/Editor/Components/Editor/SCR_PreviewEntityEditorComponent.c:971 Function CreatePreview#593216
Scripts/Game/Editor/Components/Editor/SCR_PlacingEditorComponent.c:948 Function SetSelectedPrefab
Scripts/Game/Editor/UI/Components/Toolbar/SCR_PlacingToolbarEditorUIComponent.c:47 Function OnCardLMB
Scripts/Game/UI/Components/ButtonComponents/ButtonActionComponent.c:110 Function Execute
Scripts/Game/UI/Components/ButtonComponents/ButtonActionComponent.c:123 Function OnClick


------------------------------------
23.12 2024 21:44:43
Virtual Machine Exception

Reason: NULL pointer to instance. Variable 'componentSource'

Function: 'GetEntityType#528461'
Stack trace:
Scripts/Game/Editor/Components/EditableEntity/SCR_EditableEntityComponentClass.c:200 Function GetEntityType#528461
Scripts/Game/Editor/Components/Editor/SCR_PlacingEditorComponent.c:771 Function GetCompatiblePlacingFlags
Scripts/Game/Editor/Components/Editor/SCR_PlacingEditorComponent.c:962 Function SetSelectedPrefab
Scripts/Game/Editor/UI/Components/Toolbar/SCR_PlacingToolbarEditorUIComponent.c:47 Function OnCardLMB
Scripts/Game/UI/Components/ButtonComponents/ButtonActionComponent.c:110 Function Execute
Scripts/Game/UI/Components/ButtonComponents/ButtonActionComponent.c:123 Function OnClick
#

I've been pulling my hair out trying to fix it by deleting the editable version and recreating it with the plugin, just reusing the plugin to update it again, and completely recreating the base composition

queen surge
gray haven
#

Hey, I am the creator for the Arma Reforger Rottenest Island map,

Yesterday I moved it from the a project into another project file for me to publish to the workshop. After doing so the file looks like it deleted itself. Have I just lost a year worth of work? I do not have a backup because I didn't know how to sync a backup with it and I have never dealt with .ent files before. Any advice?

Kind regards
Imightbehum4n

final vortex
#

You have to transfer the files in the workbench not windows explorer or it doesn't read overrides and stuff

#

You can maybe move them back to the old one?

#

Not sure if it will work now..

gray haven
#

Cause I made a new folder for it to go into so I can publish it. However obviously that must’ve caused something to go wrong.

final vortex
#

Do the files still exist in explorer?

gray haven
#

I do not think so

#

Actually, yes I think I found it

#

So where do I put it to recover it

#

I found the file in the base part of the disk drive

#

Only 1 problem, it says it isn't any size. Like 0 bytes

#

@final vortex

#

I still have the layers

#

with the asset information in it

#

but the map information isn't there

random junco
#

How do I unlock entities in workbench? I'm having trouble with changing the folder structure, trying to do the new everon map.

lethal mirage
random junco
#

Edit around the map and add missions etc

#

well add the mission for the server

lethal mirage
#

If you want to make a mission, you would create a subworld of Everon and add all mission related entities there.

#

You cannot directly edit entities that are part of the Everon terrain.

random junco
#

I thought you could if you did the little file structure thing

lethal mirage
#

Which one do you mean?

random junco
#

lmao wou ld help if i read the video and it says "out dated" lol

#

So there's no more workarounds to editing the entities on the base map?

lethal mirage
#

An approach I've seen recommended is to make a copy of Everon, but it's not something I'd advise.

random junco
#

Why's that?

#

Sorry new to this stuff.

lethal mirage
#

If you make a copy, you also have to maintain that copy.
This means you either have to redo things when entities in the original world are changed by an update, or risk that things break.
I also don't think reuploading a copy of Everon is technically even allowed, though I'm not sure about how it's treated.

random junco
#

Gotcha, yeah that sounds like a fucking hassle.

#

even if it was fully allowed.

lethal mirage
#

What changes did you want to make?

random junco
#

I have some mods I want to add into it that I have working on my server, but I wanna plug them in to the world and setup the map for a zombie/survival/base building

#

so i dunno how to import those now, I assume it's adding them like I initially did with dependencies?

lethal mirage
#

So stuff like replacing buildings with destroyed versions, or what?

#

If you just want to add things, you can create a subworld. Only removing or editing existing entities is less easy.

#

I think there might even be a way to add things without using subworlds, but I'm not at all sure about that. Haven't really tested it, just an idea.

#

But a subworld would be the recommended way to go for making additions to a terrain.

random junco
#

is there a way to add the mods in via world editor too cause I want to use a mod that makes the water red for example

#

An I was gonna do moare like an early version of the breakout, with the buildings for the most part intact, a crashed cruise ship is gonna be added in

#

an random other stuff, some destroyed buildings would be cool but sounds hard to do if i can't edit, only add.

#

Don't wanna cripple the server by adding too much

random junco
#

thank you

dusky drift
cursive marsh
turbid herald
#

How do I scroll down in Debug Menu?

#

I cant read values outside of my screen

random junco
#

Like I added the environmental mods as assets into my WE and they load right away, now I want to add like say, zombie spawns and such, I have bacon ravage/GremDEVZombieSurvivalNumber2, how do I utilize those in WE to add the spawn points?

tired forge
#

Is there a way to edit an upload profile? Like description, or setting to public/unlisted without actually having to re-publish the entire mod?

lethal mirage
lethal mirage
lethal mirage
#

I'm not aware of any way to do this without publishing an update.

random junco
random junco
#

Also I placed some bridges and they seem to have no collision.

lethal mirage
peak cedar
#

Having a strange issue in 1.3 where if I zoom in to a cap point in experimental my server FPS drops to < 15. But if i zoom out, I get my frames back. Any idea what could be causing this? A new setting maybe?

lethal mirage
peak cedar
#

ugh I didint mention this is in GM when you zoom in.

#

in world editor when im testing my scenario

tired forge
#

Is there something I must do to make GM scenarios saveable on custom maps (other than checking the box in mission .conf)? For some reason none of my GM saves will appear when I want to load game in Game Master. It works fine with vanilla maps

peak cedar
#

Im now wondering if the low FPS im getting is from the log spam that seems to be triggered by tree destruction?

peak cedar
#

or maybe just destruction in general?

#

a hah! I found it! scripts/Game/Entities/debris/DebrisSmallEntity.c(229)

final vortex
#

In general?

#

Ohh

#

Good find!

peak cedar
#

yeah Print statement in EOnFrame

onyx bough
#

@twin knot how do i get permision to use rhs as depedenci

dusky drift
remote estuary
#

just using as a dependency does not need explicit permission

lunar magnet
#

How do I log into the workbench with steam? The website won't let me reset my password and now (after trying to set a password anyway) I cannot log in at all!

#

Also, feels weird that someone who has your email address can DOS you for 2 hours by repeatedly trying bad passwords.

remote estuary
#

you can stop the DOS by telling them the correct password wicked

lunar magnet
#

aviator i like your style lemme try on yours

lunar magnet
#

Okay, I am back into my account but I still cannot set a password. The website is adamant that I already have a password, but I've only ever signed in through steam. I created it today!

lunar magnet
#

Fixed it. There are a number of forgot password links and the one in the workbench doesn't work for me for some reason. I do be moaning tho

boreal stump
#

Tried searching for help on this really basic issue but i can't find anything :/
I'm following this tutorial in the wiki: https://community.bistudio.com/wiki/Arma_Reforger:Capture_%26_Hold_Setup
And i'm at this step:

In-Game Test
Launching Arma Reforger with this newly created mod enabled should allow you to see the and launch the scenario directly:

Where are the instructions on how to actually load your custom mod? Adding it to the My Games\ArmaReforger\addons did not seem to work.

Any advice?

boreal stump
#

In case anyone happens across this.

I managed to solve this by publishing the mod to the workshop. then loading it by downloading it in-game.
Not sure if this is the correct way to do this, or if there is a simpler way to do this without publishing it.

mortal widget
#

then hit play on it, depends on what you are trying to test

#

otherwise there is something called peer tools, I couldn't tell you how to use it but it exists and people talk about it here (use discord search)

boreal stump
#

I came from a fairly old youtube tutorial, where somebody was using a launch paramater command to set an addon directory to mount the addon onto reforger.

#

It didn't seem to work right that way.

#

publishing worked fine though

mortal widget
brazen plaza
#

Can anyone help with the On User Action?

arctic ice
#

Anyone else found since the update vehicle lights now float off the body? I'm trying to work out what's changed even tried duplicating the prefabs from the base game but still appear to float. This only happens on servers though which is the weirdest bit

final vortex
#

Maybe a part of how they can be destroyed now?

analog surge
#

How do I change what slot an item goes to in the inventory like belt, hand, head, neck, ect.

dusky drift
analog surge
#

i found it

#

thanks i just needed to find out where to look

analog surge
#

can anyonetell my why the belt is floating

cloud zenith
analog surge
cloud zenith
analog surge
#

okay thankyou.

wet wolf
#

hello, im a animation student but im also a modeler. I just got into reforger and want to start making some mods was just wondering if yall could point me in the right direction for the best learning material on enfusion. mostly videos plz the youtube algorithm seems broken for me.

final vortex
#

Be sure to read bohemias wiki, it doesn't have all information but it atleast gets you started

#

Theres lots of links through this. It isn't the best but it's something

tropic zodiac
#

Is there a way to disable the hint popups in Game Master permanently?
It starts getting annoying...

#

Nevermind...Found it.

sturdy hound
tropic zodiac
crude wasp
#

Hi, I'm looking to make a custom gamemode kinda like wasteland where I can also add some more stuff to it for some friends. I'm only just starting out with reforger and the reforger workbench. From what I understand to start with I have two paths to take, make my own scenario or use the scenario framework.
My question, is the scenario framework suitable for an open world survival type game mode or is that really more for missions with an end goal.

#

Coming from Arma 3 I'm a little overwhelmed by everything that enfusion workbench has to offer lol so rn I'm just looking at where I should start.

stoic wigeon
#

I have created a simple long range (LR) radio mod and modified the original LR radio backpacks (vanilla) to look like RHS backpacks and they work as intended. I want to now add some storage, however can't seem to get it to to work. I have tried replicating the SCR_UniversalInventoryStorageComponent like the vanilla backpacks use and also replicated how RHS did their backpacks, but still doesn't work. Any ideas?

This is what the Object properties look like without the SCR_UniversalInventoryStorageComponent

Solution: I had to disable SCR_DeployableInventoryItemInventoryComponent and the add SCR_UniversalInventoryStorageComponent back in.

broken robin
#
NETWORK      : ### Connecting player: connectionID=1, Name=
WORLD        : UpdateEntities
 RPL          : rpl::Pip::ProcessNetToGame
  DEFAULT   (W): Another connected player with the same identity found. Dropping this connection request and disconnecting the client
WORLD        : UpdateEntities
 RPL          : rpl::Pip::ProcessNetToGame
  DEFAULT      : Disconnecting identity=0x00000000: group=6 reason=2
NETWORK   (W): RplAuthBackend::OnFailure called (identity=0x00000000, group=6, reason=2)
NETWORK      : Player disconnected: connectionID=0
NETWORK      : Total number of players: 1
WORLD        : UpdateEntities
 RPL          : rpl::Pip::ProcessNetToGame
  DEFAULT   (W): Another connected player with the same identity found. Dropping this connection request and disconnecting the client
WORLD        : UpdateEntities
 RPL          : rpl::Pip::ProcessNetToGame
  DEFAULT      : Disconnecting identity=0x00000001: group=6 reason=2
NETWORK   (W): RplAuthBackend::OnFailure called (identity=0x00000001, group=6, reason=2)
#

peer tool why

#

ArmaReforgerSteamDiag.exe

#

just restarted 5 times and it works now

#

1.3 exp

brazen plaza
humble loom
#

Why is the map so dark when pressing "play at camera position" compared to in the editor. It looks like an eclipse!