#reforger_workbench
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How do you invite someone to collaborate?
why not work slotMarker i put area-layer-and slotMarker and configure SlotMarker?
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```
After being listed do you get access to the original game file so you can edit?
I haven't used this method, so can't be 100% sure as my team and I use GitHub. But I assume it would unlock to enable the added people to make changes and republish.
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 dayπ€£
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.
no, contributors are only able to do things listed on wiki. Basically you can grant other people ability to push update to workshop mod. You need to share your data on your own - I guess you have some assumptions in mind when it comes to that name
^ That's handy to know. Thanks.
how to add custom music in radio?
What about just a map? Am I able to add assets to someone elses map if they give me the original files
it is just a data
so yes, you can share data with someone and then that person will be able to open it
how else would i make my gun than starting with m16?
Make it from scratch.
or make a duplicate
(of base m16 prefab)
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation/Prefab_Configuration#Prefab_Setup here you have some info about duplication
Hey is it possible to export/edit the base models in the game? Preferably edit it in blender.
No.
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

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 ?
I've done this with my specter optic by using a separate texture for illuminated mode, if you'd like one example
I guess it goes there, i tried to add a texture but the whole reticle was still illuminating
I want only 4 pixels illuminated at the center, my texture should just have these dots painted right ?
I scripted this myself
oh ok
what would stop people from making mods for anything else with their models then?
Wouldn't open for me. Which file do you think would it need to be
Your project which you are opening in workbench
How was it showing then?
Hey , Iβm thinking about getting in to making a map , what are some materials/sources I should read to get started ?
anyone know how to unlock mods? so that they are not read only?
Tsc tsc tsc.
Why?
Any1?
https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Tutorials/Terrains Its not much but... and https://discord.com/channels/105462288051380224/976159873517629500 , might be worth checking some yt tuts too.
there is also this https://reforger.armaplatform.com/news/terrain-tutorial
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?
You need to add the stock itself either into the catalog or the hidden section at the bottom
I forgot this
Oh yeah if the attachment type donβt match it will also not spawn it
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?
Mods are locked for a reason. Why would you want to unlock them?
To take certain dependencies to also build stuff off that
This isn't Arma 3 or DayZ Standalone. You're not allowed to just "unlock" someone's mod and steal whatever you like from it. Use it as a dependency by adding it as a dependency. There's absolutely 0 reason you would need it unlocked.
Hey Matt, question outside of the current topic: Love the effect you guys have on your Night Vision at WCS; is this something that can be publicly downloaded and accessed or is this propetiary to the WCS Servers? Thanks in advance.
let me double check and get back to you, worst case we can put it up as a separate mod. We are trying to make everything as modular as possible so people can pick and choose what they want to use on their server.
Awesome, appreciate you taking a look into this and feel free to ping me with the answer whenever you do have it!
Thanks Iβll check it out , I did watch yt tutorials on it but some of them are outdated it seems
Hi guys! Do you know where this problem comes from? I'm blocked
error when trying to update my mod
"Invalid or no file provide in body" what does this mean?
Hey, so im trying to add a bunch of gear to a backpack like shown in the picture. I already have the backpack and the gear im just not sure how to add it to the outside of the backpack so id really appreciate if someone could help me, if its even possible. Thank you https://i.etsystatic.com/33157301/r/il/e6b329/4081012407/il_570xN.4081012407_tu1r.jpg
what component is mounting/deploying a weapon under? cant mount my rifle
Where can I change the rank of these buildings?
not sure its been a long time , but check Composition_FreeRoamBuilding.config maybe there is something
Probably the same as the vehicles, in the building prefabs. It should be one of the components that has a different symbol.
Sorry, not on my PC to check
I can't find this config.
Here?
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?
aye anything you want to add into the game needs to be made into a mod
need help with this error i get when trying to publish my mods
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
it was throwing version already exists errors for me too. workshop seems to be having issues
upping mod version and trying again fixed for me.
- 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
hes trying to change the rank of the structures you can build?
yea
i belive you override the PrefabEditable version and change there
thats what i said
yea PrefabsEditable/Auto/Compositions/Slotted
I just wanted him to see the list first to look em up easily
Thanks
Can you tell me how to add an addon to a ready-made project?
if its not a dependency, when you open your project right click on your project and select open with addons
and that addons need to be in your workbench AR Tools folder
When I open it, it's empty.
C:\Users \ user Name\Documents\My Games\ArmaReforgerWorkbench\addons
Close tools
make sure the mod is in the path above
and then reopen your project
also some mod would show up in a different name than you know
Example ** Modern RU** from eKEYN shows up as AI Reskin Russian
He doesn't want to scan addons there.
Is the said mod in that arma reforger benchwork addon folder?
what is the mod name ?
go over the list of mod that shows up there, and see their path , as I said maight show up with different name
if its not the case idk
I dont see any mod with that name
I dont think he wants it as dependency
or maybe he worded his sentence the other way around
Can you confirm if you want it as a dependency or just wanna open your project with that mod ?
when backend fix 
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
the top item does not show up but the bottom item does
the bottom item is also added identically to another faction's EntityCatalog and it doesn't show up there π
what map you have?
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
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:
- Playlist: omens. - Uncharted Lands [dark ambient]
- Link: https://youtu.be/yjDSjoh0W6g?si=kAka03PtB0mLyzfa
#arma #armareforger #armatutorial #tpmtactical #pcgaming #xboxgaming #a...
i trying multiple version but still failed to upload, but for some reason the previous version i use ex: 2.0.9 that failed to upload cannot be used again..
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"
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 
Will the procedural animation tool ever be brought back to life?
No, use Animation Editor (Animation Graph)
it is kind of working again with Experimental branch but yea, correct answer is to move to Animation Editor
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.
can you disable all the vanilla item in the arsenal from "enable" button in the InventoryItems_EntityCatalog_US.conf??
Can we see the PAP's in in animation editor then? Because when the procedural animation tool worked I could open and see the PAP's, (and there were many nice things to be found).
You can open AnimationProject in AnimEditor and see all variables and nodes πΆ PAPs will not supported for ever and will be removed sometime. Also BIS is handling ProcAnims in Graph now.
Ok thanks dude π !
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"
Yes
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?
Yes
I followed this video https://www.youtube.com/watch?v=Bj3-J6OkbkE&t=1354s&ab_channel=GamingwithJC
In this video we go over how to set up and get Dynamic loot spawning in your Arma Reforger Server!
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is it outdated or something?
Idk. I've never watched the video lol. Didn't know there was one. Does your game mode have the world validation component added to it?
Anyone know how to remove/disable the marker of enemy camp on conflict map?
If you set the base as HQ it wont show up for the other team
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?
is this applicable to all the marker on the map including bluefor?
why would you need to hid all the bases? you only need 2 HQs
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.
i did mess with the spawn times and it seems to work in the workbench but not on the server ig i will have to keep looking for what iv done wrong
If it works in workbench it should work on your server. Make sure the mission you are loading has the world validation component on it's game mode
hey can anyone help me with something!
State your issue and you would have a better chance to get a response
none of your objects have an armature modifier, or they're aren't weighted to the rig.
Watch some Blender tutorials
hey zelik what dis mean
@cloud zenith (sorry for ping)
i figured it out i think ihad wrong pants ?*
nope nvm still doing it
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
line is commented out in my script. Only way for it to spit that error is if someone copied my entire script into their mod and uncommented it.
oof that's not good
I have no idea why but I'm still having this issue - I just can't duplicate any world because of this error. Is my path wrong? Should i use different drive? It's on F: now. It works on experimental
any idea where this hand rotation is coming from when deployed?
cant seem to get the hand parallel to the handguard like usual
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
Like wrecked Vehicle?
a enemy spawned vehile being destroyed. Im using the layerdestroy, slot destroy, no luck
there is like wrecked BTR
and trucks
is that what you are looking for
@gaunt fog
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
Blackheart_Six << he might know
Is there a way to limit the download speed for the workshop?
I'm trying to get some stuff downloaded but it's tanking the internet for everyone else in the house when I do
in your router maybe you can cap for your device
That requires walking to my router, and I'm lazy
the rest can suffer
I will have my mods
you mean it would require opening a web browser window?
Can you tell me how to change the Maximum number of supplies per MOB?
Check your DM
Hey what do I need to add to my map to have a sandbox mode for it on the workshop?
Do you mean Game Master (GM)?
yes. I tried figuring it out but when i go to play it on reforger the map doesnt even load
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
You could watch from 4:45 of the below video until I have selected the conflict mode (you would select Game Master) https://youtu.be/GsCWu77Bw9o?si=Uifo2o4nuv8__-bX
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
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 ?
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 π
Can you type in game? Might need the chat entity (or whatever it is called)
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?
Want it to look like this, when on my back.
It ends up on the ground when I pick the backpack up
Should I be adding the antenna to the BaseLoadoutClothComponent?
Do you also have a problem with procedural editor? When I open it, the entire Tools crashes π
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.
I will take a look, thanks.
Edit: Still couldn't get it to work π¦
Does the bag have a Hierarchy component? Is the Antennae set to animate in BaseLoadoutClothComponent? I don't understand why some things work and others don't. π
Unsure and yes π¬. First time doing this, so a little lost lol
proc editor is broken. There are work arounds but it is considered archaic. I'm pretty sure it is getting removed
Pivot ID was what was required
Some things require this, but some don't.
.
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.
It's a bug since quite a while.
You need to play around with the very fun and frustrating LEFT HAND TARGET under your prefabs MuzzleComponent.
yeah, that issue was actually caused by me prob leaving a checkbox checked on the NLA editor when i imported my IK anim
are you using slot_magazine as pivot?
because after a reimport the hand is paralell with the handguard
Know which checkbox?
the hand positioning is controlled by that, yes
ye
im talking about the rotation of the wrist itself
which got all fucked up by my IK pose and left me confused af for like a week π
Can you share what you did?
just reimported my IK animation and made sure no NLA tracks were toggled
or rexported rather
and then imported
@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 π (https://feedback.bistudio.com/T184787#2690869)
cant find it anywhere but what settings or component do i need to use to show whos speaking on the radios?
I have always had it on by default. π€
How strange.....
Sorted! Thanks TPM
Need help for my serveur rp
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"
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
Maybe GPU can't handle running both at the same time....
I have a RTX 2080 Super, I'd hope it could run both at the same time lol
I am Trying to get into Mission making it seems most of the tutorials on youtube are somewhat outdated?
hey do we know if anyone has made a mod that allows gms to access inventories
Conflict or Scenario Framework?
I am building tutorials on my YT channel and I would also highly recommend Blackheart Six videos for the Scenario Framework
- My channel: https://youtube.com/@tpmtactical
- Blackheart Six: https://youtube.com/@blackheart
Scenario Framework and thanks I will check you both out π
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.
Do you have a live preview of the world editor running?
When trying to create a project I get these popups
Did you run the game once before launching workbench?
I did
I would try verifying files then
I did that too

you are either:
- launching stable tools with experimental data
- launching experimental tools with stable data
just each project separately to the list like here https://community.bistudio.com/wiki/Arma_Reforger:Mod_Project_Setup#Adding_Arma_Reforger_Project and perhaps use separate profiles for launching experimental and stable tools
Thanks it works now lol
Yes. Ive tried with it running and not running
what do you mean by not visible in workbench?
It should be viewable in the anm folder which is open in this image. I can see it in my the file browser as a .anm and .txa file, but not on workbench.
that is not correct file name
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Animation/Basic_Tutorial#Export_Weapon_Animations I think I've seen some community video tutorial which was incorrectly suggesting to leave file field empty
above you have some working setup
I have been following a community video tutorial. I added a file name and vwa-la it worked! thanks for the help!
how long has this m70 reskin been in the files for?
That's legit? Or do you have it from some mod?
Its in the workbench files
In data for the M70 jacket
Ooh. I like it. I thought it would be under assets. Is this pattern real?
Its under assets just in the texture folder for the M70, Assets > Characters > Uniforms > > m70 > Data
Hmm don't think it exists irl. I have only seen it in Alpenflage or whatever its called.
@cloud zenith Hey i try to install ur mod
Zeliks Persistent Banking
added ATM but dont work for me cant create bankcard
Perhaps look in the test world and see what you're missing.
Hint, a bank manager entity
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.
Ok thx
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?
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
I've seen this happen when the name field doesn't have a string name. I'm not 100% on this.
you've been arma'd
Yes, yes I have
you have wrong model in meshObject component?
what you see on character is usually set in BaseLoadoutComponent
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.
Thanks, I will take a look tomorrow π
For some reason, every time I try to place the time and weather manager into my custom terrain, the whole workbench crashes
There should be one in your game mode entity already.
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.
Is there any scripted API to compile and reload scripts?
I have no idea. This side of Reforger is new to me.
Don't know but you can compile and reload in the script editor
Are you testing as LocalHost I think it can run the same as a dedicated server to simulate
I am just hitting play in the world editor.
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?
Create a new script in your mod and use the modded keyword to change the class
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.
I cannot comment on uniforms, but for vehicles you'd have a slot component and slot manager. And make sure the pivot id is set.
Otherwise try adding it as a child and setting the pivotid
I think the backpacks and uniforms are different. As I tried the slot components first. But was directed to follow the method as per the RHS pouches guide.
Hit arrow down on the play button and you can open in localhost and even use peer tool
Seen, still worked fine in localhost, but different on the server.
Rpl component and hierarchy component on child (if done that way)? Never looked at the guide you are referring to sorry.
All good. Appreciate the help π I will add it to my list of things to troubleshoot
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?
alt+f4
that worked thank you
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.
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.
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
You posted this in 8 channels and all eight times it was off-topic... Use #creators_recruiting
EntitySlotInfo might have rotation. You can set it in script as an attribute or edit the particle in the article editor to spawn at your desired rotation
Thanks. Yeah I wasnβt able to do it in the particle editor, because that rotation also changes the velocity direction. Iβll check out the EntitySlotInfo or just not use vanilla models
You may need to set your own attribute but one of those pointinfo classes should have rotation. I just can't remember
Iβll look into it. Thanks for the response π―
Hello everyone, I donβt know for sure if Iβm writing to the right address, I need help, I canβt import a model from the game Arma Reforge into blender, can someone help me?
is this the right way?
It's not possible
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.
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?
Go into GM and hit space above the place
In GM using map screen you can press F
I think
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"
}
Are you using the Game Master Enhanced? I was using it in editor and it suddenly started causing me issues, see my post above. Disabling it as a addon when editing solved my issue.
Hi. Thank you
Is it normal for World Editor to max out your GPU at all times? Even when idle, it stays at 100%
N0.
There is a setting in workbench resource browser option's.
Can't remember the name but it made workbench to fully utilize my hardware all the time.
Maybe you changed it by accident?
might be the FPS limit 
Also you can try to reset workbench.
Hello again, mr, Gramps! Did you find out why ai isnt spawning via dedicated server tool?
No I never got that working, I saw someone say I was doing it wrong, but never found out what I was doing wrong.
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.
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?
Yeah remove DownloadPath from addonsDir
Honestly the best way is to make sure all mods you want to load are in one directory
It's necessary for loading dependencies though
Put them in ProjectsPath
I guess that's one way to do it, just a ton of extra effort when using+updating dependencies regularily.
Yep but at least it is reliable
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
Anyone else having issues updating mods? Such as gamemasterenhanced and wcs armament?
Hi guys! Please, need your help, I try to use Sherhiivka map for conflict but my MOB does not have a signal even if I have radio tower built.
And signal doesn't reach next base, note that radius of signal is OK.
Any idea how to fix that?
This mod I try to use
https://reforger.armaplatform.com/workshop/5F221132A12BF9B1-EasternEuropeanConflict
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?
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)
you dont need to check inherit parent skeleton
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
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...
@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.
@gaunt fog nope. DM me if you want.
will do thank you
Thank you a lot π₯
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
okay thank you i will look into it β€οΈ
Is it just me or does Copy File Path(s) never work?
How to get world position of an object what is children of building?
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
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.
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
yes, that is correct. You cannot modify any locked models - be it Reforger or 3rd party mod. Just be warned, that if you would try to use 3D rippers to obtain them, you would get banned from Workshop & Discord quite quickly π
Well, thanks for the warning. This wasn't my plan. I'm just a bit sad, that I have to create a lot of furniture as well.
And I wanted to make some small changes, like exchanging the electricity sockets and some signs. But this means I just have to make more by myself.
what kind of changes you wanted to make? You can still change materials on objects
you can actually do quite a bit within the tools (not everything) using slot manager and alpha maps
In world editor drag both prefabs in from the resource browser
Was hoping there'd be a way besides that but it'll work for now I suppose
It does exactly what you want and quite well
Ah... I want to change the sockets and maybe light switches to different ones, and also change Czech signs. I'd like to make a Germany 1983 map, and the buildings are quite distinctively Czech, but very close to German ones in 1983.
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.
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 itβd just look a little bit thicker
you were able to fix this?
No it still doesnβt work for me lol
peer tool worked for me, then I changed smth Idk anymore and now it gives me this error. Magic
I just publish my mods as unlisted and test them locally on my private server
π
Yeah I think I may have also changed something that caused the issue but idk what
same situation right here
appreciate your quick answer tho
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
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
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 .
this is typical workbench trolling behavior π
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
"new project" dependency list is NOT sorted 
It is sorted by the secret πΈ algorithm.
sorted by workshop rating
exp workbench still sometimes crashes when I copy things in config editor
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.
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.
Im assuming because its a darker grey that means something is making it not work
do anyone knows how to copy everon map to my own folder ?
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
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)
Dude for the life of me I cannot figure out image generation
I think I finally got it
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
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?
did you add it to the workbench launcher?
anyway you can remove it from the gproj file with a text editor
Just came around to this conclusion as well but thanks
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
maybe clean install? your scripts are duplicated somehow
maybe you are trying to do something weird like open experimental tools with non-experimental game?
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?
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? 
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
which function?
Moving the Window to the Screen Top/Bottom/Left/Right
Cumbersome but ok
@thick lake just do win + alt + ctrl
or that
TY
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"
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
Hey, is it possible to combine 2 material classes together ? i need a FilmgrainEffect and an HDR effect on the same material
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
---------------------------```
I worked around this by duplicating the .emat to my project/mod folder. Under the resource variant tab whe you have the material opened in editor.
Is it possible to change the peers ingame name when using the peer tool?
-userName=PeerTool1 in the peertool settings under additional arguments
why is it when i join a group i crash? im trying to host my own gm with abunch of mods
You ever figure it out? I'm gonna go out on a limb and say you're they guy working on a night scope for the RPG lol
Yea lol
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?
yo why are my animations all broken everyone just slides everywhere when i host a game
@sand edge are you piggiebacking off of any other mods or is this ground up?
everything is "ground up" since its almost full vanilla, and i wont copy any other peoples work, mostly because this is the best way to learn doing it yourself, and if im implementing things that i dont understand i will be limited if future features.
I also dont want any dependencies in my mod.
Def understandable, if you're interested in any collaborative efforts since we kinda have a mutual interest I could definitely lend my IRL expertise. I've got a set of PVS 5s, 7s, and AVS 6s, with Gen 2 up to modern Gen 3 and mid generation Gen 3 in the 7s.
I would love to see someone recreate altis or some arma 3 maps in reforger idk if thats allowed
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?
Have you posted a mod before on the workshop?
No, do I need to?
Post one then remove it
then you will be able to be linked
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
no, dependencies of dependencies will be resolved
unless you are asking if you should add those dependencies to project list - then yes, they are needed
for example, if I were to add a "vehicle fix" addon for a vehicle into my scenario mod, would I also have to add the dependencies for that "vehicle fix" to my scenario addons in workbench under "options'" as well?
Is the modding boot camp #1 going to be uploaded to YouTube or something?
anyone has encounter this issue? workbench trying to connect to workshop but fail.. it remain in linking state.. unable to publish mods :/
Try saving, closing out of workbench and re-opening. I had the same issue earlier and that fixed it
no, those will be resolved
grassy-ass
Hey man, no luck with this solution. Any other ideas?
Is he trying to add you on Exp or on Stable?
Stable
Are you sure?
And are you trying to use Workbench stable as well?
Not Exp?
Their backends are different
Not interchangeable
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 ?
No
Send me on DMs his account and the addon
I will check
Sent! thank you!
Does anybody know why when I reopen arma tools all of my mods files are locked?
Most common reasons:
- Mod being opened is inside downloaded mods folder, not the actual source project folder
- Mod is in some cloud sync software like OneDrive that blocks modification of files when syncing (bug/weird choice by devs)
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
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.
Did you ever find a chance to look into this?
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. \
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
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
Mhm you can look on the task manager for figuring out that i guess
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.
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?
if you're trying to replace the existing campfire you can right click and overwrite it, if you want to make a new one you can right click and duplicate it
I used the inherit option...
Does that work?
for your purposes you'd want to do one of the above, inherit does something different
Reinstalled workbench and when i open the world editor it is like 1-2 fps with texts in world viewer flashing etc.. whatβs up with that? (Actually the fps seems ok, but the cpu seems slow, canβt use menus etc)
Like super slow even without loading a world, just the tool
uhhh what did I do and how do I fix it lol
secret roblox mode
it has fixed itself. ah well 
Hey maybe this is a dumb question but how do I use modded content in the workbench for my custom scenarios
upload it to the workshop through the workbench, then add it as addon to your custom scenario, when you start it through the workbench (righ-click on the project, then "open with addons" and select them)
Thank you @blissful saffron
https://community.bistudio.com/wiki/Arma_Reforger:Diag_Menu most likely you activated some shortcut in diag menu
ye, me just fatfingering stuff as per usual
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
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?
that is 1.3 thing, I don't think its ready in 1.2.1
:c
Okay
I wish there was an easier way to remove Compartments from a vehicle/disable compartments
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
workshop = reforgerβs tools require the game to be installed on pc because it uses the existing game files, so nope
hmm ok that sucks a lil
even if youβd have the base textures (which needs to be locally screenshot) you couldnβt make a retexture mod with these without the tools anyways
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
Same situation. I dont have onedrive. I'm opening from the project folder i made. Not sure why its still locked.
does your windows user have access to the folder?
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.
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.
Yes, running as admin
wonder if it would work if you did Take Ownership on your project folder and then ran it as not admin
you'll just need to add the dependency to the workbench launcher I guess
Yep, I had only previously added my own creations as dependencies so was doing that naturally but then adding serveradmintools I did it from my addons folder without adding to workbench.
It did not
Enfusion has me tweakingπ·
Well I used gimp to retex on into the flames and other games you can use layers and stuff i was gonna have my friends up load it when I was done
so no mods loaded, only gamemaster arland... and as soon as I start the world builder, i get 100% cpu.. any ideas?
have that same friend provide you with the textures then?
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.
When trying to publish a mod i get consol log error[ uploading failed "data.asset should have required property publishing failed
uhh, what did I do and how do I fix it?
Check the log window
It almost always tells you right there
On the main window
And search for SCRIPT (E): Can't compile
If it's not visible then press f1
yeah, I don't know what this means π
tried finding the CAH to delete as per the wiki but I don't have that at all
oohhh, got something
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
that's it - you're a godsend! π
yeeted that thing out, it was put there by a contributor when we were trying stuff out
if you want to spot possible missing dependencies
(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"
My game wonβt update mods automatically, so maybe you just havenβt downloaded the update for your mod π€·π»ββοΈ. Happened to me a few times
Does workbench show everything or is there another tool I need to really see whatβs 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 Iβd like to figure out how some mods do things, but I still donβt see it when I go through every config and every script. Iβm 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.
it does show everything
Iβve 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?
you shouldnβt miss anything, everything should be visible (even if some might not be editable directly)
not 100% sure what you are talking about
Hereβs a precise example:
Iβm looking at the MOD, βFIA Rebel Overhaulβ
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?
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 donβt know where that part is
you can read code as text for the prefab (right click tab -> text)
otherwise you see a list of components on the right side of the prefab editor
I didnβt figure out the text part, but now I see where I can change a lot of the stuff for that entity. I guess I just needed to know it could be done. I see the weapons and gear and everything, but was put off by the 3D model originally. Thanks for humoring me
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!
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
window > resource broswer
Anyone kno where to turn Multiplaywr Radio Talk HUD back on. Right now itβs 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. Iβm a server owner I I looked in campaign and faction manager on my world . Am I miissing something ?
thereβs a bool value for it inside of server config
Inside of server config where ? Any screenshot brother ? I been looking n Looking
Bool value?
those two
Ok sweet Iβll look when I get home in a hour Ty. If Iβm lost Iβll message
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"
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.
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.
It works when i load it with my mission in workbench, but not on dedicated server I pay for
do you have AI disabled on the server?
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!
if AI is enabled on your server then it is some broken item in the loadout
Okay troubleshooting now with it little more
Just so you're aware it looks like it was the mods "US ARMED FORCES" and "EARLY 2000s us military" causing the issue
So its still happening even after I got it working after deleting those two mods. This is my current mod list.
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.
interesting
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.
Do you mind if i ask you a question about your ravage mod?
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
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!
I have added some ambient patrol spawnpoints and groups but this is not scenario framework so probably not useful
Okay thanks for replies. Its probably something staring at me in the face that im just not seeing like usual.
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.
Just replying to let you know i had to force the variants into the faction manager charactor section. Just mentioning it in case anyone else comes across this.
I believe what you may be looking for is in faction manager, entity catalog, vehicles
also this section for starting veh specifically
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
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 π’
what's your config for peer tool look like? Screenshot preferably
I've tried several params and addon dirs too
Mine looks like this:
First path being the addons location for the game and mods, second path being my projects
of course yours will vary for specific pathing, but maybe that'll guide you a little bit
hm, will try adding the project path too
might additionally need the path to your addons in documents, doesnt hurt to try
there isn't a path there because I don't have any mods downloaded to documents, the project directory also didn't help π¦ still throwing the error (E): Addon 'Arma' not found
hmmmm, have you launched the actual game recently?
yup, literally today
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
not sure then, maybe someone else can chime in
hopefully, debugging mp stuff is proving difficult 
My project will not display when opening to add dependents
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... π€ͺ
I'm using experimental b.t.w. maybe a bug? 
Maybe, I might just have to wait for the update
I'd try adding the addons manually but I don't even know which one it's missing because there aren't any called "Arma" 
Yeah guess i will wait for the next update as well... π
You are likely missing a dependant of an addon then, thats is only reason for issuve i've experienced. For example i use DeadEveron map. So i have to add dead everon and its depencies as projects, but then load deadeveron as a AddOn when loading my project.
tried that didnt work not sure what the issues is
can you maybe take screenshots showing step by step what your doing? im not super knowledgeable but willing to help if needed
peertool works fine in exp and main branch for me
In this case skill issue i guess... π©
Thank's for clarification. π
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
And about something else, is it possible to make the Text view as a default one?
How do i get a heightmap
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?
dev tools experience is a pain - they crash and hang, hang and crash all the time
please do something about them
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/'
you are missing dependencies
Seems like the game didn't automatically download dependencies
I can't open or create prefabs, it says it's a game script error
when they are downloaded, you still have to register them in launcher
probably running Stable tools with Exp data
add Arma Reforger stable to list https://community.bistudio.com/wiki/Arma_Reforger:Mod_Project_Setup#Adding_Arma_Reforger_Project
ok
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
π
right click -> navigate to ancestor is broken, always grayed out
did you found fix for dis?
yep
and what that was?
so world editor is down too i see
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
is anyone else getting an error on loading into the workbench world editor and more are disabled is this due to the update
only the error where my mod update fails at 90 percent citing network timeout error... since update
this is my issue
did you also update arma reforger (just the game) today?
auto updates so yeah
have you launched the game with workbench closed today?
no
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
did you used experimental before? If yes, just add Arma Reforger non experimental to the game https://community.bistudio.com/wiki/Arma_Reforger:Mod_Project_Setup#Adding_Arma_Reforger_Project
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
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
I found its the mod issue unfortunately my project is an adaptation of a mod
Is there any fix for not being able to drop more Composition?
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.
C&H is integrated into base game so first step will be removing C&H addon from dependencies list
Hey reyhard, thanks for the advice, I ve mentioned it allready. this was the first i ve made yesterday. My other cah mods are running now. But the cah on Arland doesnt work any more... i do not find the cah arland in the reforger worlds folder.
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.
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.
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
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.
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?
Any modders here can assist is customized mods and scripts
I removed a dependancy from one of my mods and now I can't open the project
open it with that addon
didn't fix it, it opens all the dependencies except the mod I made
how experienced are you?
very
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
sent you a PM
is it this? i also have never seen this error before.
@blissful saffron and I went through it and we solved the problem by making a new project and copying the assets over, but not the project file
hmm. thanks ill try that. so just the files not the GPROJ or RDB?
correct
replace everything but those files and then copy your old GUID into the new one
im still having the same error π¦
how do you set the player character when playing from camera position?
I havenβt been able to publish anything for two days. Whenever I open any project it says βCan't initialize the game.
World Editor and some other game depended features will not be available.
But rest of the workbench will be functional.β
Your scripts are broken
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
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!
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?
Unload that mod as dependency
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
I cant do that, after I open the project and I go to "options" my project isnt there and its not showing up in my addon folder.
What mod did you try to load as dependency ? (Send it to me in a DM)
The dependency I tried adding?
this seems like the extremely common problem where a dependency cannot be loaded, this would be in the logs
He removed his mod project folder in WB resource manager by accident
So the project folder in the drive is gone
in resource browser?
just fire up recuva free edition and restore all the files lol
idk if that might work with it if deleted by program and not file explorer
Also warning for anyone doing this or anything similar.
A single instance of that is a permanent account ban. with no possibility of it being lifted.
did this actually happen lol
Not in this case but it has happened before
yea like in reforger?
Some people crash WB, others go to extremes
what was the worst one? 
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
Donβt 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 donβt know what it is
I have a backup (itβs a slightly older build) but now it just fails to load my mod as an addon :/
if I can get that figured out then I should be slightly fine
It happened here recently quite often, scroll up.
My project is locked now i closed the editor and restarted my pc now my project is locked and wont let me make changes
so, you did not accidently open the mod instead of the project?
thanks, however I followed what they were saying and im still having the same problem even with a new project after I add a dependency
you missing this dependency
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
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
huh thats weird, thats not the GUID for the JLTV and 5E389BB9558879A6 doesn't even exist in my workbench folderπ€¦ββοΈ . 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
because it is a dependency of the JLTV mod, so of course you need to have it in your folder as well to run the mod...
Oh jeez Iβm 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?
well if you make a separate mod/different guid then its a different mod
ah, so blackmagic wont work got it
I opened my mod folder and moved some stuff around then closed everything out and reopened the tools and now the project has a lock on it
Is there someone that knows a decent bit about turret for Vic that could help me out with a few things ?
so the integrity is broken. You have to refill the new project step by step with the content you want it to have until it breaks again. This way you can identify what breaks it. Or you take your backup and do it from there.
Readd dependencies on workshop launcher fix the bug with not loaded projects
its the base overthrow not integ
i see light just clicked
For some reason I can't authorize in Workbench Experimental, when trying to authorize it says βUser not foundβ, 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?
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.
how would i remove the one that is locked off of the shop
Can anyone help me to understand why certain folders seem to lock to read only after saving and re opening?
has anyone tried thinking about making vehicle optics PIP?
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?
where did you created your project? %userProfile%\Documents\My Games\ArmaReforgerWorkbench\addon
i hope its not in userProfile%\Documents\My Games\ArmaReforger\addon
All my projects are created in ArmaReforgerWorkshop, the only issue I think it could've been was that it is in Onedrive but I have created a few projects before and never had an issue plus is says that the issue is that it won't boot if it is in OneDrive but mine boots fine.
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
Sorry I meant workbench, and no never changed dir
can you show some printscreen from windows file explorer of those locked folders?
PM'd you
ok, problem is one drive https://community.bistudio.com/wiki/Arma_Reforger:Mod_Project_Setup#Project_Creation
I guess it is making folder read only when syncing
Yeah that's fine thought it might be the case thankyou!
does anyone know how to fill arsenel an medical boxes in workbench
Is there someone that knows a decent bit about turret for Vic that could help me out with a few things ?
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 ?
Anyone know how to increase the health on a buildings in the new experimental building destruction update?
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
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?
@gaunt fog mod compatible issue
@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.
Does it happen also in vanilla worlds?
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 π¦
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?
I'm not able to paste code into ARMA Workbench.
more details? What are you trying to copy and where are you trying to paste it?
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.
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
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.
hm, maybe save and restart the script editor?
could just be bugged
or restart the entirety of WB
Fun when it works π
hahaha
yes, or just editing a prefab, so as soon as world editor loads
Are you working with a system with two GPUs?
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
I havenβt 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
I thought first you've modded task manager in the game and it was just UI flickering onlyπ
could just try different GPU driver version also
pretty sure it's because your focus changes thousands of times a second
connect video cable directly to the gpu you are using plz
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
Thank you for reply, sorry i didnt see it till just now. Yes I found out it was Big Chungus Shotgun pack for some reason. Possibly conflicting with another mod, however when i disabled that one I was able to load in.
I don't know how this is happening:
DEFAULT (E): Multiple faction managers present!
Does faction, and spawning work differently on a user made map?
bump, anyone?
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?
Did you duplicate the file and everything?
What do you mean?
You have to pull the prefab to your working folder. Try duplicating it to there,
These are my models not ingame models
Oh, when is the next update?
No idea, I have been working in experimental trying to get destroyed models set to them. I can't edit the prefabs to add them
Me too.
I can't get factions to work on a custom map I made. It was working fine last night, too!
I fixed it. You need a camera manager, duh.
You do not have the source data in the addons folder, do you?
No
You mean the fbx, txo and xob files?
I figured it out I had my prefabs in a folder called PrefabLibrary and I moved them to a folder called Prefabs and now I can edit them. It seems that if you make a PrefabLibrary folder and place them there it treats them like default files
Did anyone get the dedicated server tool working with mission headers? What kind of config file is this?
They made -server param only accept worlds instead of scenarios for some reason, I guess just to be annoying
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.
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?
If you're admin, you can just become GM without voting
I guess set an admin pw and log in
Like TIl said, have a server admin password, so lets say you choose Arma as password, kyou'll type "#login Arma"
then hold down the button to enter gamemaster mode, mine is "Y" on keyboard
Nice. π
Thank's a lot i will try it.
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
did you launch the experimental game at least once?
Yes
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
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?)
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
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
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..
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
@neon ore
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
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..
I did use it in the workbench, I closed down the editor after publishing it and then I reopened the editor to try and make it so there is a game master game mode to it and it just went poof and disappeared.
Cause I made a new folder for it to go into so I can publish it. However obviously that mustβve caused something to go wrong.
Do the files still exist in explorer?
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
Anyone can me help?
How do I unlock entities in workbench? I'm having trouble with changing the folder structure, trying to do the new everon map.
What are you trying to do, exactly?
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.
I thought you could if you did the little file structure thing
Which one do you mean?
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?
An approach I've seen recommended is to make a copy of Everon, but it's not something I'd advise.
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.
What changes did you want to make?
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?
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.
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
To be able to use a mods assets, you need to add it as a dependency of the project first (https://docs.google.com/document/d/19VrUpAId4UGjykBw1rTP375Q9l2udNIEHPhTzqEgrSc/edit?tab=t.0#heading=h.u3a7stwn0sc5)
thank you
sounds like an issue with your character skeleton
It's a copy of the original character US.
Sorry for all the noobish questions, so I got all my stuff loaded in, I'm assuming i ONLY have to add the mods into WE that i want to add into the game FROM the WE, everything else like GUNS etc can just be a mod that is downloaded from the game itself yes? Or do I need to add all of them into the WE to enable them into the spawning pool?
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?
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?
By republish, I assume you already mean update.
Yes, you only have to add dependencies for things you need to reference (like by adding a gun to your own loadout or putting a new building in your subworld).
yes
I'm not aware of any way to do this without publishing an update.
Let's say I get done right, if I have the mods built into the server VIA WE, do i need to leave them in the main file json config? Or does it then get baked into the actual map ent file?
Also I placed some bridges and they seem to have no collision.
Dependencies of mods in the server config do not need to be added manually
If it's not your own model, make sure you dragged in the prefab and not the xob.
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?
Server FPS drop when the clients zoom in? Also, "zoom in" how?
ugh I didint mention this is in GM when you zoom in.
in world editor when im testing my scenario
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
Im now wondering if the low FPS im getting is from the log spam that seems to be triggered by tree destruction?
or maybe just destruction in general?
a hah! I found it! scripts/Game/Entities/debris/DebrisSmallEntity.c(229)
yeah Print statement in EOnFrame
@twin knot how do i get permision to use rhs as depedenci
by chekcing and respecting their EULA
just using as a dependency does not need explicit permission
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.
you can stop the DOS by telling them the correct password 
i like your style lemme try on yours
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!
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
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?
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.
you can create a test world in world editor
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)
Thanks for this. I'll check this out.
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
It does work but Iβll have to look later
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
Maybe a part of how they can be destroyed now?
How do I change what slot an item goes to in the inventory like belt, hand, head, neck, ect.
They should have an assignated class that you may change if prefabs is yours or a duplicated one, maybe inventory component
can anyonetell my why the belt is floating
It's not rigged correctly
is there a way to change it in the prefab menu?
No, it has to be correctly rigged in blender before it's imported.
okay thankyou.
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.
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
Is there a way to disable the hint popups in Game Master permanently?
It starts getting annoying...
Nevermind...Found it.
how do you do it? π
Its in the settings.
Called "Notifications" something.
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.
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.
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
Why is the map so dark when pressing "play at camera position" compared to in the editor. It looks like an eclipse!
