#reforger_workbench
1 messages · Page 11 of 1
Either something missing (https://docs.google.com/document/d/19VrUpAId4UGjykBw1rTP375Q9l2udNIEHPhTzqEgrSc/edit?tab=t.0#heading=h.whwy2bctj3ex), or world entity configured improperly
Reforger Modding FAQ This document answers some of the most common Workbench related questions. If you see someone ask a question covered in here, just send them the link. Content: Why does my grass look weird? 2 How can I add dependencies? 3 Why do vehicles not drive smoothly on my terrain? 4...
I've been following this tutorial: https://steamcommunity.com/sharedfiles/filedetails/?id=2811365502
Oh yeah, I only have some of this "Base World" ones.
What would be causing this error to continuously happen on my dedicated server?
Bug in game
A bug i caused/is in my scenario, or just the game its self? I think its causing my paid server to use up too much ram lol
In the "Subworld (Gamemode)" section - do I need to add all of them? My map is just going to be a race track for a Gamemaster to spawn cars, and players to race around in.
Do you know a tutorial for mapping in reforger? I don't know how to check the other worlds, and the tutorial I found was missing a lot of stuff. Maybe there's a more comprehensive guide somewhere. This is my first map, and I don't really know what I'm doing yet :)
https://reforger.armaplatform.com/news/terrain-tutorial
https://docs.google.com/document/d/1viZSm7OquK8vhahskP0Bthy9uQufmz2PA01g1SHzFd0/edit?tab=t.0#heading=h.53pum3epvxer
Read a guide to efficient terrain creation workflow in Enfusion Tools for Arma Reforger.
The Atlas 2: Arma Reforger Terrain Creation Guide by Jakerod Special Thanks Special thanks to Blanch, pond, Zer0, Adanteh, RedisMad, Miro, Ivan, Branzik, Kllrt, Til W, Sterling, bacon, Surg TO, Blud and Bushlurker. 65% of this was mentioned by them in one of the terrain channels. The Atlas 2:...
Thank you very much!
How do I fix my road being red?
This means the turn is too sharp
Is there a way to have sharp turns? I'm trying to make a racetrack
It will only be as sharp as the width of the road/texture allows is my guess
Okay I'll play around with it! Thanks!
Is there any good ways to quickly make my map more realistic than a flat terrain with a few ugly "mountains" (as you can see in the picture with the road above)?
This is as sharp as I could get it when I made my test track 2 years ago
Oh that's so pretty! What road is that?
I just made a texture in substance designer that looks like asphalt
You could generate a heightmap for your world in a tool like Gaea or World Creator etc
Oh ok. I'm way too bad to do complicated stuff like that. Thanks for showing your map though!
In my case in Gaea I can draw a couple peaks where I want mountains and then tell the program to simulate erosion on it to get something that looks a little more realistic
But it is not 100% straightforward so some patience is required
Is there a way to have a scenario I create from the Reforger Workbench loaded onto my dedicated server without having it pushed to the workshop?
Yes but it will not be joinable from the server browser
So there is no way of having a scenario file created and hosted only on the dedicated server, and not on workshop while also being visible on the server browser?
I'm speaking along the lines of what used to work in Arma 3, wherein you create and export a mission file to MPMissions and that scenario could also be hosted on your dedicated server.
DEFAULT (E): Uploading failed! Reason: "Referenced dependency doesn't exist or isn't accessible"
RESOURCES (E): Publishing failed```
any onw know how i can find what dependcy is missing? or am i being blind and its telling me
What is the object property to move a bag or clothing item to a different faction's arsenal?
seeing this error on my colliders in my logs with nearly everything I make in blender, it doesn't seem to affect loading of assets, nor does it affect the collider. Just curious how to eliminate it for log cleanup sake. Using the latest blender tools etc. Even when setting the gamemat info for the collider manually inside enfusion, it still spits the same error?
it doesn't prevent anything from loading on dedicated server either, just a mess seeing that for 100+custom assets and I'm hoping it's a simple fix?
I'm still ( 1.3 ) getting some script errors show'n in the Script Editor log only.
They don't give me the on-screen error.
I know about it and i can already tell if its happening by compile time, but maybe very confusing for someone not aware of it.
Stuff like this:
Scripts/Game/SCR_EAI_1-3-0-25_Vanilla/Modded/SCR_AIDangerReactions/SCR_AIDangerReaction_WeaponFired.c(670): Can't find variable 'isSuppressed'
No on-screen error it only prints to the log.
That looks so good.
Nürburgring map when?
ISO dayz mod for golfcoast Islands if anybody has one?
Whenever you wanna changed Game material on any collider, first reset Geometry Parameters in Import Settings for an asset (.xob), otherwise new .gamemat won't be assigned and you will still see the old one.
This can be done in two ways:
By clicking with Right Mouse Button on Geometry Params property and selecting Reset do default value option
By clicking on arrow on the right side of Geometry Params property
Once that is done, Reimport resource button can be pressed. After resource was reimported, proper Layer Presets should be visible in the Geometry Params array.
thank you!
Kick Cause code group= 1 'replication'[,reason=8 'JIP_ERROR' i have been making a modified version of arland and I get this error what am i doing wrong
i'm brand new to the reforger tools but know my way around making scenarios in arma 3. is there any useful info available on how to set up a scenario and set Bacon Loadout Editor to not filter out gear like ive seen in some servers? trying to set up a conflict server with whatever mods i download available in the loadout editor. im assuming there's some property that needs to be changed on the scenario file for bacon loadout editor or something along those lines, like how they used modules in arma 3?
alternatively how can i open up a custom scenario from the workshop in workbench and poke around those?
In my experience it is a mod version conflict. It is often recommended to delete all mods and re download them, unless you can figure out exactly which one if is. I don’t know how to do that though. I believe I’ve caused this error when I’ve kept my scenario open in the workshop and updated mods in the ARMA game. I’ll add more in second message.
I try and be in habit of closing workbench before launching ARMA game. I even will close workbench before publishing, double check arma game for any updates, then close arma, then publish scenario from workbench, then close work bench, open game. There’s been times where during that time an update of a mod came out lol.
could anyone help me out and give me alittle advise. I took a break from map building for awhile and just came back to my project, havent changed anything or done anything different from the last time I opened it up, but for some reason Im getting a huge massive memory leak when i go to play test and it forecloses Tools and it doesnt get past 93%. Ive seen only a few posts about it and just curious on how I might be able to go about fixing it.
Hi, I tried deleting some objects from a map with the SCR_PrefabDeleterEntity. I thought it would delete all entities in the radius but just one disappears and I can't select which one (the sphere shape doesn't help). Shouldn't it delete all items in the radius? Am I using it wrong?
hey guys, need your help. i haven't figured out why WB does set my created mod folders to read only, how can i set them to read/write? quite annoying.
is your mod in one drive directory?
I this case I would move your project to some different location outside of One Drive
moving the project off OneDrive didn't help. This does not reset the rw
can you check read only flag in windows explorer?
yeah, looks like they're set to read only
i'll just reset everything and try again
ok, there is something strange going on, right after resetting rw on windows, just after i closed the properties window, the state is automatically set to read only again
yeah it keeps resetting it to read only
weird, can you post some screens or maybe video what is happening to you?
Has anyone made a script that enforces a player to have a entrenching tool or is there a way to set a loadout?
Hi, I'm trying to create a zone where users can't take damage (A safe zone). I've created a ScriptedGameTriggerEntity and created it the radius I want. Then added this script to it.
{
// user script
// Called when an entity enters the trigger zone
override void OnActivate(IEntity entity)
{
super.OnActivate(entity);
// Check if the entity is valid and is of type SCR_Character (a player character)
if (entity && entity.IsInherited(SCR_Character))
{
SCR_Character character = SCR_Character.Cast(entity);
// Enable invulnerability
character.GetDamageManager().SetInvulnerability(true);
// Debug message
Print("Player entered the safe zone: Invulnerability enabled.");
}
}
// Called when an entity leaves the trigger zone
override void OnDeactivate(IEntity entity)
{
super.OnDeactivate(entity);
// Check if the entity is valid and is of type SCR_Character
if (entity && entity.IsInherited(SCR_Character))
{
SCR_Character character = SCR_Character.Cast(entity);
// Disable invulnerability
character.GetDamageManager().SetInvulnerability(false);
// Debug message
Print("Player left the safe zone: Invulnerability disabled.");
}
}
};```
I get a "Can't compile "Entities" script module" error
I was wondering if I'm maybe missing some project setup steps
hi, I'll try later, in the meantime i fixed this by completely setting up a new project and copying everything over
new directory is off of OneDrive
For some reason devs decided to store mods inside a folder for documents
The default location for those projects should be somewhere else
Same for downloaded mods
I need a weight painting master!
i'd second that 😄
there should definitely be a possiblity to define a default location
which is not Onedrive
There is but you shouldnt have to
i see, where can i set this?
-profile parameter maybe?
My armpits look like doody when weight painting. Especially when the gun is raised. Any tips would be great
a lot of software is doing like that. My Games folder seems to be also kind of new industry standard in gaming.
at least its not in appdata like some stuff is trying to do, since this thing is even more hidden
Doesnt mean you gotta make the same mistake
Is it mistake though? Program files (or installation dir) is also not the cleanest solution - you risk loosing files when folder is part of steam managed dir
Non admin windows account also usually sometimes can't write to program files dir
It can write to the folder the game is in, otherwise Steam wouldnt work
If you are storing Application Data then (hidden or not) AppData is more suitable
Reducing the amount of horror stories caused by the OneDrive default setup is worth it in place of the minor UX issue of having to type %localappdata% in an explorer bar
I meant as user, not from program
Anyway, AppData is not usually used for things the User might mess with manually
It's usually for internal storage of things from the programs.
For user based content, Documents is usually the prefered place.
In fairness the only reason I mess with the mod project files outside of WB is when I am fixing issues caused by WB
Project files, I would say to keep in documents in my personal opinion
and downloaded mods in AppData
Or general poweruser things
You are welcome to keep using documents as the default and making people lose their minds over their mods randomly corrupting
just as discussed above, don't know how much you've followed the discussion, is on OneDrive (don't ask me, when this changed on my computer, it was suddenly there). And it seems that using OneDrive may corrupt files and make projects unusable (randomly setting files and folders to read only without a way to make them writeable again, or at least i haven't found one)
They are set to read only when OneDrive locks them for sync
It doesnt want to allow them to be edited while it's syncing or whatever
Now the reason why the sync doesnt complete for someone I dont know
I think problem is that read only state is read/checked only once - during launch of Workbench. I quickly checked it by adjusting read only flag on file in windows explorer. Not sure when or why one drive is locking folders though
also, I remembered that in past you could set read only flag on folders in Windows Explorer in W10 but that doesn't seem to be the case anymore? 
There have been cases where OneDrive decided to restore an older version of a mod for people too, so the whole idea of making it work with OneDrive is no bueno
I can see readonly in W11
for files or folders?
I have this
Oh snap I don't know how to read
but I see that they want to handle folder read only from security tab now
In there you can do file, folder and subfolder
in my case, i was unchecking the read only, after applying and closing i reopened the properties window and it was checked again.
but this is only for files, not folders
folders in Security tab
files and folders
so it wasn't looking like on my pic?
i'll try to make a video later or tomorrow (who would have thought paternal leave was that timeconsuming :X)
strange thing was, even after moving those files and folders from OD windows kept resetting the read only flag to active
lol seems to be a broader problem with windows... was googling for "windows 11 read only" and the very first sides google spit out were about this problem 😄
@pale night did you try this?
https://community.bistudio.com/wiki/Arma_Reforger:Action_Context_Setup
Yeah so I can't find my script in Additional Actions I've created an object.
Added an ActionsManagerComponent to it
Added an Actions Context
Set point info
"Add one Additional Actions selecting your class inside TAG_MyScriptedUserAction.c, in this example TAG_MyScriptedUserAction"
But it's not there
ok well i just didnt validate scripts so what an idiot
How can I open the vanilla conflict scenario in workbench? Can't find the file
look for campaign
Hello everyone,
Is it possible to add or modify elements, such as trees, houses, or other objects, on maps available in the workshop using the Arma tool? I would like to publish the modified maps—for example, adding tropical vegetation mods ( Khanh Trung Tree and Huts) along the roads of Saigon. I can't seem to find any information about this.
Thanks a lot!
Hey there, I'm trying to add fast travel system reusing code from combat ops, and while its working, I'm struggiling to get the map working correctly - while on the respawn screen the spawnpoints are shown correctly (screenshot #1, blue marker), on the fast travel screen (screnshot #2), they are not displayed. But clicking the white square (mapdescriptor for the spawn entity) works just fine, and I'm teleported to the desired point
How to add the missing markers to the fast travel screen?
Thanks
Probably a really simple fix but I'm hoping someone that'd more versed in workbench can help. I'm trying to edit WCS Helicopters supply cost and list order for my server. If I open my vehicle arsenal mod with WCS as an addon, it just opens with the base arma reforger file structure. If I open my vehicle arsenal mod with RHS Status Quo as an addon instead of WCS helicopters it works how I want it to with the ability to override in my "mod". I seem to have this problem with most mods, as I'm also trying to add multiple weapon mods to the base US faction but adding any mod except rhs leads to this problem.
Any advice?
nevermind, I'm an idiot. I thought it might have been a similar problem to the person a few comments above with OneDrive eating away my files and folders. It was simply not adding the dependencies as addons 🤦♂️
it says I have no axle but i have 2 or did i miss a component?
Is there a way to reset ProcAnimEditor settings only? Its keep crashing on start until i use -clearsettings in startup params.
I published my Mod to the workshop now when I open it in workshop it doesn't show the files in the resource browser and makes a note in logs
DEFAULT : Pending workshop invites request done (1)
For future reference I had a mod from the workshop in my dependencies ^ Lol...
My reforger tools keep crashing every 5 - 10 minutes. The crash reporter says "Exception: GPU hangs!". I've been using the world editor and script editor, nothing else. I used the Atlas 2 google doc to make a small empty world and I've been basically just trying the editor out.
The console.log file has lines like:
03:29:37.986 RENDER (E): Device removed, reason: DXGI_ERROR_DEVICE_HUNG
03:29:37.986 ENGINE (F): Crashed
crash.log:
Program: H:\SteamLibrary\steamapps\common\Arma Reforger Tools\Workbench\ArmaReforgerWorkbenchSteamDiag.exe
Reason: Access violation. Illegal write by 0x7ff740b61693 at 0x0
error.log:
03:29:37.986 RENDER (E): Render error (-2005270522 = 0x887A0006): The application's device failed due to badly formed commands sent by the application
03:29:37.986 RENDER (E): func: m_pD3DDevice->GetDeviceRemovedReason()
Don't want to paste whole logs here, just wanted to ask if someone has any ideas what I should try to fix this?
I can't get anything done since the program keeps crashing so frequently.
check configuration of component
Erm...
Before it was possible to click the edit button on the vanilla prefabs.
This allowed browsing the parameters fast.
Now we have to open the world editor and drag it in there to observe?
Am I missing something or is this the normal behaviour?
No this was removed, so the next best option is to drag it into a world you can edit
i xob swapped the Ural but the wheels dont turn left or right. i have them on rotators. do they need to be a proc anim?
Hi! I want to register a passenger car 105 in the arsenal of the US faction for the conflict mode, but it does not appear there in any way. I think the point is that it was created by default for the FIA faction. I copied her preset and edited the default fraction, which didn't help. How can I do this, maybe someone knows what's the matter? Everything is fine with the rest of the modding transport, it is prescribed without problems.
you need to change the faction tag in the editable entity component of any vehicle you want to add to the arsenal spawners
This?
I made a mod for my servers that adds all the civ vehicles to the US arsenal. I edited only the base prefabs for each type.
I can send a screenshot in a little while, Im currently running a test in workbench. Search for EditableVehicleComponent, I think thats what its called?
I don't quite understand what you're talking about and where to look for it 😦
youll have to wait until my test is complete and then i can take a screenshot for you.
Okay, I'm waiting.
I found it, it worked! Thank you very much!!
One more small question, where to look for the parameter responsible for the cooldown of the technique call?
Just under the tags in that same component, look for "cooldown"
In the editor of the transport prefab?
hi guys, just imported a 3d model and my reforger tools just crashed
and now i get this error whenever i launch my project
im verifying my files via steam and i will tell if it fixed anything
nah, didnt worked
if someone knows how to fix it
I found it and it worked! However, I don't understand why the cooldown is visually disabled for all other cars in the order... It works strangely, but it works. Thanks!!
I have set the magazine well about 5 times and it keeps defaulting back to the m16 556 one. What causes that? How can I make sure when I change it, it takes hold.
Same thing is happening to me idk what to do either
any idea guys ?
I made a little weapon that I want to validate in the actual game, not the world editor. I can't get it to appear in Game Master. Even made a custom rifleman with the weapon in its inventory, can't find that either. What am I missing?
I'd suggest sending a step-by-step of what you did and what type of file you imported. I don't think I could help, but more info will help someone who's more familiar
Is there a way to change a vehicle shifting from auto to manual?
I've been doing Arma servers on Everon for awhile now and I just came across Heine's Fallujah map and I fell in love with it. I'm really wanting to put together a recreation of the battle of Fallujah server with it but for some reason I'm not able to get the world to load into work bench even with all it's decencies loaded in as well. If anyone has any information that could help it would be greatly appreciated. I've been searching for hours for a fix but nothing I have found will work. *I realized after I posted that this may be the proper place to post this.
just reimported a model, simple as that
and then it crashed, showing me the error above, and whenever i launch my project it crash with the same error
If i type in multiplayer chat in my scenario it doesn't come up does anyone know how to enable it?
Do u got scripted chat entity
Yeah I didnt realise needed that thanks
Anyone know how to set the Factions Arsenal to only read from one Override (if using a few other addons), having issues with duplicates showing in the Arsenal...
Evening all, not sure where to ask this but when I try to publish my project it keeps saying 'referenced dependency doesnt exist or isnt accessible'. Anyone know if there is a way I can search for what specifically is trying to be called?
FYI, peer tool doesn't escape the mod list ("-addons" param), so u have to copy the mod list it is trying to use and add quotes in case there are any mods with spaces
I'm in need of some help if somebody can
I have a friend that is making a mod for our server (it will be a scenario) but he went to publish it it published but won't put a scenario tab on the mod just a changeling and mod info tab how do we make it work properly?
Plz dm me if somebody knows how to help
you need a mission config file, check the mission folder of ArmaReforger in the workbench for examples.
Thanks
@peak cedar we have a mission file it's just not uploading it but it is uploading the rest of the mod is the problem apparently
I'm working on a slightly changed vanilla-like Conflict scenario where I used the vanilla Everon Conflict scenario as a baseline. Now that Experimental brings in some changes like spawning on contested bases, do I have to start kinda from scratch with the Experimental Everon Conflict scenario as a baseline if I want the same settings once Experimental goes live?
Hey, I want to modify obstruction values in some weapons prefabs, is there a way to see how those changed values affect the character and the weapon without having to go see in the game world and restart it everytime I need to make a tweak ?
No luck with my issue lately not sure what to do
Anyone know why my map looks like this? Trying to make a mission and I can't figure out why or when this started.
Anyone have any idea why my supply boxes / antenna fall through the prefab mesh's? It only sits on terrain (as far as I can tell). I've tried a few different prefabs. I assumed it was collision related but after trying to change the collision layers of the mesh's a bunch I can't find anything that fixes this.
If I pick up the command-post in game-masterr and drop it back down, it sits on the prefab no problem, but when it spawn it always is clipped through the floor, to the terrain below, even if that is a long distance.
It seems that the anything I try to build in the command post is also clipping through anything I have placed in enfusion that isn't the terrain.
you have to set up the map textures, it’s in the map properties entity I think. I’ll send you a sreenshot in a second
So you have to make sure that you have MapEntity in the world, for everon you should have MapEntity_Everon spawned. If you have it then it's misconfigured probably, you'll need this properties set up
geometry data - worlds/Eden/Eden.topo
satelite background image - UI/Textures/Map/worlds/EveronRasterized.edds
ahh that's what I'm missing. Thank you very much nielu!
No worries, happy to help. I was fighting the same thing yesterday :P
anyone know what file is for changing what's available in the arsenal? I thought it was Configs > EntityCatalog > InventoryItem_EntityCatalog_faction.conf but that doesn't seem to be doing anything when I make changes
are you overriding or duplicating?
Log Console needs to wrap lines instead of being as wide as adam driver in the star wars movie
Log Console in Workbench
What I'd prefer to do is override all other mods for things like loadouts, factions, arsenal, and also vehicle selection in bases. something for my server so that if I change maps everything is still in place, is something like that possible?
check what I've linked
ty am reading through it, I see this mention of a faction-less crate with "arsenal override config"
well, it sounds more like you want to override faction arsenal
there is no one universal arsenal although a lot of mods are spamming their assets in USSR and US Army arsenal boxes, even if their assets are not coldwar
Does anyone know if it's possible to find a array of objects (e.g. all desks and tables) within an area then randomly selects and places an object on it through scenario framework.. actions and getters or do i need to script such system?
Hey quick question from a enfusion noob, how do i get a modded building into my world editor? i have already added it as a dependency but my pea brain cant figure out how to get the buildings :p
Guys, hello! I wonder if anyone has info about making custom Combat Ops scenario (on Eden). My idea is to implement such things as randomly spawned bases with vehicle depos and need to supply the base. Is it possible to do with combat ops Mode? I actually managed to understand how to make a dependency on supplies, but still don't get it how to make vehicle depos be usable to provide player with buying vehicles. Also, I can't understand how to randomize base spawns, for example, if i have several layers with bases, and only random one has to spawn
Why wont this script save?
For conflict, does anyone know where the prefab for the HQ tent is?
I suppose I need to make a mod that just has arsenal configs for everything I want in it instead of trying to use any other mods that add to arsenal, I was hoping to avoid having to re-add everything since stuff like RHS has a lot of stuff but that must be the way to go.. then I can curate the available arsenal based off whim
at one point I was trying to create a mod on top of others that add stuff to arsenal to "remove" certain bits but blegh
Often this is the way. When this is A RIGHT ANSWER, I often do it. It can be useful to have some of your own curated assets that can be modified instead of modifying other assets that you dont control.
Does anybody know what manager name tag view distance falls under if I want to adjust it on my reforger server?
Have a look in
SCR_NameTagRulesetBase.TestVisibility
Hmm weird, I’ve changed that “far” distance, no change in server
PrefabsEditable
How to fix a car's 3rd person view?
Found it
Okay I think 3rd person in Reforger Tools is fucked.
hello guys,
I can't launch the enfusion workbench I don't know why
I tried reinstalling arma and the workbench, deleting all mods but It doesn't change anything
Did you already do this: https://community.bistudio.com/wiki/Arma_Reforger:Mod_Project_Setup ?
With proper version?
yes of course, I added ArmaReforger.gproj manually,
My game and enfusion are up to date
Put -clearsettings into your workbech shortcut and start it once.
Once done remove it and re-config it.
You mean the steam launch option ? Just tried and nothing changes
🥲
You must have messed up something on your end. 🧐
I just downloaded yesterday the workbench, never used on this computer before
It's weird
You sure you are not mixing-up stable and experimental?
😜
why "import" called "export" in refunder workbench sometimes?
Reasons.
Same reason as workshop isnt actually a workshop, rite?
it is an export of data from FBX to TXO/XOB. Workbench loads FBX and then exports it to TXO/XOB. While technically it make some sense it is a confusing name but probably will stay with us due to legacy reasons
See. 🙂
You even got a full proper answer.
I did not know neither, so i would have assumed someone did it by mistake.
I'm trying to pack my addon from the command line:
.\ArmaReforgerWorkbenchSteamDiag.exe -wbModule=ResourceManager -addonsDir "E:\SteamLibrary\steamapps\common\Arma Reforger\addons,C:\MyAddonDir" -addons "MyAddon" -packAddon -packAddonDir "c:\MyAddonPackDir"
I receive the error:
PLATFORM (E): Steamworks: SteamAPI_Init failed. Is Steam running?
PLATFORM (E): Could not initialize platform services.
Meanwhile just .\ArmaReforgerWorkbenchSteamDiag.exe without any additional parameters launches fine.
What I'm doing wrong?
Is it somehow possible to test slot reservation and reconnection in WB with peer tools?
What’s the difference between base transceiver and radio transceiver? Also does the intercom transceiver have any functionality currently?
Hey, do you use the generators from "ArmaReforger/Prefabs/WEGenerators" or "ArmaReforger/PrefabLibrary/Generators?
What are the difference between the two?
we need a optional autosave feature in WB
like this one?
ayooooooooooooo
why do i feel like it doesnt work 100% of the time
Is there a way to expose attributes in the workbench so that I can drag and drop things from the world into them, an SCR_Position for example. Or is it just the basic types like float int etc? I want to avoid getting things in code if I always know exactly the object I want.
From the same world the entity with attributes is in? I dont think so
is there an easy way to find resources in workbench that aren't being used on anything? Wanting to do some tidying up of projects
You can try right click -> find references
guess that's the only way? There isn't a reverse method of just "find unused"
There might be but I am not aware 
all good, guess I'm going through all the assets with that option
that'll teach me for not housekeeping
Anyone had problem when you change FBX, hit "reimport" in workbench and the changes are NOT repflected, even if reimport is successful?
anyone have a lot of experience with Enfusion who would be willing to help me with gettin started. I'd be willing to pay. Just have no idea where to start
yes, i just delete the fbx + xobs and add it fresh
What would be the best way to take the RHS CAG Cross Patch and add a new Mesh to it to change the Patch In reforger Workbench. It has the same shape can anyone give any advice
I have a Survival Scenerio with 13 waves, almost fully setup, need revives etc if someone wants to take over, made it 2 months ago and now i forgot a bit of workshop stuff and nots ure if i can finish right now lol, anyone wanna takeover? i have a to do list, what needs to be, a roadmap, and what has been done already
Hey, having a weird issue where everytime I open Proc Animator it crashes. I've check the logs and there is nothing beyond Crash. It was working find, I closed the animator and the whole thing crashed and since then it's not working at all.
Dose any have any tips to put images on T-shirts or Flags ??
can anyone help me change supplycost of a vehicle in workbench?
How do i make tweaks to an existing scenario? i've made tweaks and duplicated to my mod, but when I try and run it on my server it gives a jip error as its trying to call in both .ents
can you not disable vanilla Arma vehicles in the entity catalog? I'm trying to disable the vanilla vehicles in my mod, which has other modded vehicle dependencies, and it just keeps reverting. The text on the entity after clicking the enable box (to disable) does not show bolded white, and when I disable everything just to test and save it all, and then load into the test world, it still all shows up in the spawner. When I go back into the entity catalog after closing out the test world it is all reenabled. Any help would be appreciated.
I figured it out
This seems to be completely broken... Unsure entirely what I've broken here
I lied I did not figure it out lol
Has anyone found a fix for for response from server took too long im trying to download arma terrain core
Why are the smart actions in buildings disabled on Arland? For example Office_E_01_tutorial_1 and Barracks_01_military_white_tutorial_1.
I'm trying to get my AI to defend a position and go into buildings/houses instead of just waiting outside. I'm using the SCR_ScenarioFrameworkWaypointDefend with the AIWaypoint_Defend.et (with Fast Init enabled)
Is it normal for texture import to use so much of the CPU and make it hot enough to fry an egg on it?
Or maybe it is time to put some new thermal paste
Is there somewhere like a list of all base names?
base names?
yep, such as
- TownBaseEntre_Deux
- Relay15
- MainBaseNorth
Hm...trying to figure out basics, how would I place a soldier prefab inside a vehicle prefab?
lol, I asked ChatGPT and I've never seen so much hallucination.
In 1.3 exp you can use SCR_VehicleDebug entity as inspiration how it can be achieved
you can take a look at this script
in any case, you can probably get more assistance in #enfusion_scripting
Wat about a prefab with your custom occupants and then spawn that vehicle prefab
I think there was a checkbox that spawns with occupants
Somewhere
Oh, I thought I could just like, child the soldier to the vehicle and like, set a variable somewhere.
Didn't realize I need to dive straight into scripts >_>
Oh, that's an interesting lead, thanks!
Compared to Arma3, Workbench is super overwhelming at first glance o_o
yea, there is property in compartment component to move people around
Default Occupant Name -
A'ight, this is the slowest progress I ever made in any editor, but it is progress. Thanks guys!
hey, is there a way to limit the fps when you play in the editor? i know you can limit the viewport during editing, but what about when you hit play?
press play, then in-game, press F10 to open pause menu, then open settings, and set FPS limit in video settings
oh nice, thanks, the more you know 🫡
I have achieved the unthinkable: a barebones scenario with no superfluous rules, that autospawns the player with a predefined loadout. One step closer to what I intended.
Three evenings of wiki/YT/discord to get there. I don't think Bohemia have thought this through...
Crap...none of the vehicle components has something like an EngineOn boolean toggle...it's never simple, is it, ArmA?
Why is the sky and clouds white at night??
Dear Devs. Please please please insert a calculator feature into every single math based input box. Sincerly someone in pain.
is it possible to emulate mp team selector in workbench? or some way to control the faction of the player i spawn in as in workbench game?
Yes there is, I need to check in my project how, but its definitely possible
Good Morning everybody. I am in the learning process of the workbench tools. To make my first steps I downloaded the sample mods from Bohemia (The sample car, the sample weapon, etc...) Now I don't find them in resource browser of the workbench. Any Idea what I am doing wrong? Where do I have to look for them? Thanks in advance.
Plugins->game mode setup to make sure you have all required managers.
In your Hierarchy select the GameMode manager (eg. GameModeSF)
In ObjectProperties find SCR_RespawnSystemComponent
You can configure respawn logic, force a faction, loadout etc. in there.
BTW, to change AutoSpawnLogic to a different value you need to right click it->change class (WHY, BOHEMIA?!)
Question. How to apply child changes onto parent?
I made entity_base
Iherited it in Entity_base_test
and inherited that in Entity_base_test_RED.
made changes in RED, such as adding classes in designaded empty fields in components, changed some values here and there
now, when i "Apply to prefab" i get selection window, where i can select to which prefab i want to apply my changes. If i select anything but current child, changes are not propagated. how do i shoot web?
Changes applied to _RED will not apply to _test
So, edit _test instead
Welcome to inheritance
aha.
Changes from _test propagate to _RED, like parent to child
I made a very professional infographic about this one sec
Idk about this one but you can select parent for editing in a child in this one
which doesnt reflect anyithing
This one works for me 100% of the time
i select wheeled base there and NOTHING changes on screen, i am still seeing my child of a child
However if you change something that is being changed in the child then of course you will not see it because the child changes override parent inside the child
Think of parent as supplying "defaults"
so this is intentionally misleading
It might not factor in someone not knowing what the word inherit means
If i by design cannot save my changes to anything but the current child, why does this window exist,again?
Dont know about that window, dont think I've used it once
you.. never clciked "apply to prefab" ?
Very rarely, since changes can be made directly into prefab without even pressing it
When you switch to editing the prefab here #reforger_workbench message then all changes you make are in the prefab, so just CTRL+S
so you made changes to entity instance of Entity_base_test_RED and wanted to apply it to Entity_base_test ?
correct
propagate changes all up the chain
like, "hey. i made changes in child of you. i want you to take thos e so they become new default for everyone"
is that text in child entity in bold?
i did Ctrl+S first, so it is not
and where those changes were stored then?
you want me to show in screenshare?
can be pics? 😄
what you tried to save?
values in preexisting fields, but not only them, there are new slots in action manager that i added and then populated with actions
some example?
Try to i.e. change "Enabled" property in ActionsManagerComponent in entity instance and then click Apply To Prefab to i.e. apply to GoKart_Base.et
this will transfer "Enabled" change (the thing which is shown in bold) to selected parent prefab
Aha, thats what ive expected it to do
Apply to Prefab applies things from Entity Instance
but it doesnt do it for everything it seems
now you are in prefab level
it is not going to apply it from SukaTest.et to something
how do i popagate child changes to parent in this window?
child is open atm, and i want to apply changes i do here, to parent of this
I think you would have to do it by hand
if you are brave enough, you can also do it in text editor
when i hit "apply prefab" in world editor, while editing instance of something. window appears. what is the point of that particular window then?
The wheels are a bit too big btw
wrong message
"you cant park 'ere mate"
maybe you have some changes in entity which could be propagated ?
most likely it will be Coords field which will be attempted to propagated
But there are no mentions of any limitations anywhere.
what kind of limitations? I can change mention of "entity" to "entity instance" to be more precise https://community.bistudio.com/wiki/Arma_Reforger:Prefabs_Basics#Using_Apply_to_prefab_button
Im unable to import animations. It either crashes blender, or it says import successful then doesn’t show up in the workbench.
Is it not visible in Workbench at all after successful import?
Ahaha this sums up most of my experiences try to get things working in editor. Aye mate gimme yer laptop
sorry me english is not my main.
i cannot explain fuurther.
reyhard, can you explain why armature makes strange psoes when used inside entity
xob
inside .et
no offests were added, no animations applied, i jsut but xob into car.et
i made that car by inheriting empty vanilla Wheeled_Car_base.et
and it just..splodes
It has inherited anims
indeed, it only says the import was succesful on the blender side
could it be the way I have the folders set up in the workbench?
Am also currently using blender 4.3, but tried the version recommended on the infusion tools install wiki.
Didn't make a difference
If anyone has found a way to start a vehicle via script, please let me know >_> it seems weirdly convoluted
I’m not even sure a vehicle becomes a physics enabled entity until someone gets inside it you may even have to use the get in handler or something?
inherited from where?
also i noticed that when i import FBX, it "sinks" slightly. have no idea why
it has no transform changed in import transform
everythign is 0 0 0
it seems that engine automatically "grounds" the model till the meshe touches the plane
and therefore, root actually sinks into the ground
i think this has something to do with thix XOB being used in asset.
And having different car anims and other files being attached to it.
why this influences default FBX import ? i guess engine is too friendly to new people, so this was added as funny challenge
has anyone else ran into this issue? Its non-stop when I go into game mode
How do I increase the render distance in the world editor?
I think in the world editor go camera > camera options then change the far plane
Or something like that
Anyone know how to link the popup infantry targets to the FiringRangeController? I cannot seem to get it...
How can I change the magazine on a rifle prefab? It shows in the Hierarchy when viewing the prefab rifle but doesn't seem to show in Object Properties when I go to edit the prefab. Any help is greatly appreciated. Thank you
Has anyone had this issue with peertool? I'm getting kicked with DUPLICATE_PLAYER_IDENTITY error. Afaik it's only happening on experimental, didn't have this problem on 1.2
well, try to disable VehicleAnimationComponent and see if you still have such issue
what is your folder setup? Have you checked in windows file explorer if files exist there? What animations are you trying to export?
How can I fix this error?
Thanks for your help, I figured out my problem, I hadn't named the files properly
But know I have the animations set up on the .aw file. but it refuses to play on the gun itself
need more info
why i cant register and import this FBX files?
can you click Show in Explorer and show it looks in explorer?
iam trying to open the project but it wont show up at the resouces again
like this
the resources browser doesnt show up the files
your addon is not loaded due to some critical error - check what Log Console is saying
okayy thankyou it fixes it
should make it a generator without making it a cap
i'm still learning but that's what I learned
Ive been trying to figure it out, but cant find any options or symbol
But did u figured it out?
(E): Curl error=Timeout was reached
BACKEND (E): Http Error (TIMEOUT)
BACKEND (E): [RestApi] ID:[1] TYPE:[EBREQ_GAMECONFIG_List] Timeout
Anyone know why im getting this issue
How do I put my loading screen in the game I'm lost in the sauce??
When loading into my scenario for a custom conflict, on the right hand side I get the following notifications, although I can spawn.. so not sure if im missing something here or if I should ignore it?
maybe this question fits better here
is it possible to add a button to my script attributes?
For debug purposes, i want to run a specific function (preferably in editor) when clicking on this buttoni was able to use
[Attribute(uiwidget: "button", category: "Test")]but i don't see how i can give it some text to show on the button
yep im getting it too
possibly due to the incoming update?
my prefab doesn't retain its layer names when re-opened. How can i make that work?
I have multiple layers and slots which need to keep their names so i can reference them
This is before saving and reloading the prefab https://imgur.com/jS8SgPq
And this is after https://imgur.com/X0Slqr5
you cannot save prefab names in prefab
names can only be assigned to instances of prefabs/entities
Hi, I got this error since today at the first lunch, what can I do ?
Console players suck
I don't get why but after restarting tools few time while switching project the error don't show up anymore
did you ever work this out? Having the same issue 😄
Ye figured it out
How? i'm looking to do the same thing!
You need to drop an FIA Campaign supply cache
Then add those 2 components
Here u are
amazing, thank you kindly!
are there any good tutorials out there that teach custom mp gamemodes?
I did the captureandhold one, but I still feel lost.
I hate to reply/ping you, but this has been driving me up a wall for days now and I cann't seem to figure it out....
I want to define where capture points connect to / between very specifically. I checked radio radius but I'm not sure how to find the debug to see the zone / radius for it?
Is there a way to setup a debug to check radio radius?
hey
cool idea
what if arma reforger did another cinimatic tutorial on how they made the tutorial video
that would be really cool
arma devs please read this pretty please
Please for the love of everything holy can someone help me figure this out we had it working as a proper conflict scenario except when trying to load in to admin tools wouldn’t let us hit something now this
And don’t remember what it was
Eyoo, does anyone know if there is a way to duplicate multiple files to your project at once instead of clicking "Duplicate to ..." for every single file
Is there a way to have more then one -addonsDir . Reason being is that when i want to test on dedicated server with dependencies. It can't find the addons one way or another because there are in two directories
\ArmaReforger\addons and \ArmaReforgerWorkbench\addons\
Yes i can move my WB addon to \ArmaReforger\addons however now the actual game won't beable to join server that have my mod. So i have to delete it and redownload. Having a work around for this would be great
just separate directories by ,
-addonsDir folder1,folder2
I have a prefab consisting of the following stuff:
Generic entity
- Some prefab with mesh object
-- Some prefab with mesh object
-- Some prefab with mesh object
My parent (the Generic entity) has a SCR_EditableEntityComponent, RigidBody and RplComponent.
The editable entity shows up in the game master and i can move it, but it only moves the generic entity that has no mesh object. So the mesh objects stay in place..
Am i missing flags on my SCR_EditableEntityComponent ?
https://imgur.com/rW9yo9I
how can i set starting faction when using "Play from camera position" in world editor?
hi, for some reason I still do not get a marker showcasing the supply depot when testing my game
reread the message and should fix it
Its not the "militarybasecomponent" or something
Just place and Campaign Supply Cache
And add those 2 component if it doesnt exist in the campaign ones
Then add the settings
and should fixes it
thanks!
is there any documentation or videos out there regarding setting up my own version of PVE conflict on a new map? I've managed to set it up to run a PVP version, however, I am looking for more along the lines of Gramps' mod, but I cannot find any tutorials on it.
I want to define where capture points connect to / between very specifically. I checked radio radius but I'm not sure how to find the debug to see the zone / radius for it?
Is there a way to setup a debug to check radio radius?
CollisionTriggerComponent Not Functioning
how would I go about changing the starting vehicles for each faction in conflict?
stupid question, i've searched around a bit in the discord and didn't find anything that immediately pointed me to what I'm looking for.
What are Mission Headers?
Where are they found?
Are they something server hosts used, or are they baked into the 'world' / scenario.
If you want the context as to why I'm looking, I see the SCR_MissionHeaderCampaign class, which is retrieved during the SCR_GameModeCampaign.c:Start(). I'm attempting to familiarize myself with making my own BaseGameMode and allowing it to be configurable. I couldn't find any SCR_MissionheaderXXX entities in the CTI/Campaign world, nor did I find it as a subcomponent to the gamemode.
Mission headers are the entries in the ingame scenario menu.
They point at a world, and in this way allow you to play it.
They can also have some additional parameters, this depends on the exact class.
In your project files, they are found in the Missions/ folder
Thank you.
Are there any changes I must make within the world itself? Or is it all done within the Missions/*.conf files. So when I make my overridden header class, the game will automatically link the header to the game, so that I may retrieve it through GetGame().GetMissionHeader()? Much appreciated Til
Does anyone know anything about factions I copied the enemy prefabs changed the look of them etc but they don’t seem to appear
My workbench is crashing when I try dragging a layout file into an existing layout hierarchy. It wasn't a minute ago and now it does it for every layout.
Currently impossible for me to add layouts to other layouts because of this right now. I tried adding the layout as a component and nothing shows up, I even tried copying an existing one and it was still invisible. I have no idea whats going on
I'm trying to make a XOB for a prefab but can't for the life of me get this squared away because enfusion doesn't like the regular FBX export option in blender or i'm doing something wrong. Only works properly with the enfusion tools FBX addon when I try and it doesn't have the same export options. Almost doesn't have options. When I try it the regular way with blender nothing shows up in my XOB and the camera is zoomed out. When I export from the enfusion tool fbx addon I can see my model but the bones and collider don't show. Any help would be greatly appreciated
Did you make sure to set the modified files to override the default game files?
Yes lol that was my issue I duplicated the prefab instead of override 2 days to realise 😂 drove me mad
I do have another question though the five guys that you start with us side I can change them no issue but how to make it only ever one guy there not 5 etc
anyone seen an issue where characters placed around disappear when you press play?
think its something on the character itself as new ones show up fine
made one change (that I know of) that enables their AI
looks like if characs go under an area, layer or slot they disappear, if you see this move them back into the 'root'
Anyone know a way to debug view collision in game?
Anyone know how to read debug views? Seems each wheel is applying random force to the model causing it to vibrate and move.
It only happens when wheels are in contact with something. Tried putting it on a pedestal and debug is smooth.
The glitching stops when handbrake is disabled on all axles in VehicleWheeledSimulation
All fixed after removing handbrake and re-enabline it...
Anyone got a link to a vehicle mod tutorial? Im clearly missing something important.
I have made a gun, but unsure how to change its name and description, it just says m9 berreta in game
in the prefab, go to weaponattchmentstoragecomponent, under attributes, item display name
Bug report - Attaching spelt wrong.
Good evening, we are trying to modify a file installed via the workshop but there is a padlock logo which prevents us from modifying it. Is there a solution?
thank you
no one will care
Is there a standard practice for an: "Interact with the button to complete the objective" type of task?
I found a few months old youtube tutorial that used a modified lamp but can't get it to work.
Looking for some advice. I want to change the us faction to the British faction mod but I’m struggling to find a guide on how to do this. Is anyone able to point me in the right direction.
Could someone help I have been trying to create my own arsenal box but haven’t been able to get it to show up in game not really sure which prefab to overite
soooo still nothing on the gpu hangs?
How do notifications in-game work? I've been trying to do a SendToEveryone(..) but nah it doesn't fire?
Im probably just missign a step but ye
Pretty hard crash right now in experimental workbench:
RENDER (W): GrassObstacles : too much requests in frame
works fine for me, what were you doing before it crashed ?
Messing with A.I. in Arland.
They were using many nades at the time iirc.
Yes it works fine, this was my first time with 1.3 experimental to get a full system crash.
Felt like some GPU ( driver ) crash cuz all my monitor settings was resetted.
I've never messed with prefabs in the sense of build-able structures like the arsenal. However I'd assume there is a config file that you'll need to modify in order for it to show up in game as a build-able structure. Most likely each faction has it's own just as with weapons/equipment/vehicles that are available in the arsenals and depots. I'm taking a poo right now but I'll try and have a look here in a minute and see what I can find
ArmaRreforger>Configs>Editor>PlaceableEntities>Compositions
In there you'll find the required config files to make your modified arsenal show up in game
Okay thanks a lot I’ll try it out when I get home from work later
Getting a crash when reimporting a model, anyone know why that might be happening? This is the only info in the log about it
might have some releavant info
https://wiki.nabla.sh/books/creating-a-vehicle-from-scratch
You sir are a gentleman and a scholar. Thank you
Am I able to auto-reload scripts on game start for the world editor? Should look before I ask, it's in the Workbench tab of settings
Hi guys, beginner modder here. Just learning the work bench. Quick question, say I want to make a custom version of the FIA faction using RHS as a dependency to change gear and weapons… what do I need to press to be able to use the RHS gear and replace the basic existing FIA clothing and gear they already have? Like Override? Inherit? I’m not trying to change anything RHS has done, just simply trying to swap and replace the gear shown on the vanilla faction characters
You'll need to override their prefabs and edit all their clothing and gear one by one for each. I'm not sure how many there are for the FIA but the US AND USSR have 20+ I believe. It's very time consuming so be ready for that. Though you may also be able to setup their basic clothing and copy/paste for each group settings in the prefabs. You'll understand what I'm getting at when you start messing with them
Appreciate it
would anyone know this issue
does anyone know what conponment changes the vehicles name
Hi, I am a totally inexperimented modder with a quick question, I would just know if it is possible to move existing capture points and/or transmition tower relays, also after that, can I editi the connexions between points I moved. (On an Everon - conflict scenario)
Just a Yes or No would be extremely appreciated, thank you very much !
Hi does anyone know how to override the ussr faction with another faction tia all my ussr prefabs show up fine but I want it to be the AFRF faction not USSR tried all sorts with no joy
Yes
I tried attaching a SCR_editableEntity to a weapon prefab and the attached a rank requirement to that but it does not seem to work any advice?
Looks like V1.3 will add rank requirement options to the arsenal so I will wait till then
Going through the vehicle modding tutorial now. Anyone have any idea as to why my modded vehicle keeps falling through the map?
nvm, the tutorial in https://community.bistudio.com/wiki/Arma_Reforger:Car_Modding is outdated. The gun needs to be added to the component mapping instead of baseslotcomponent
ridgidbody component more than likely
guys, i am just curious if my idea or something similar would be feasible at all. I dont know you guys remember the mod in CS1.5/6, Warcraft. You could have several casts/races with unique skills and powers, and you also had an item shop to buy "upgrades". Could something like that be done in reforger?
Yes, if you have the knowledge and experience to create it.
Can I edit my prefab/replace it? I forgot to tick "clutter Occluder"
I used this prefab a lot 😄
Uh, it's your prefab. Open it make changes and save....
it doesnt want to save changes tho
thts the issue
so I was thinking about any other way
Then you're doing something wrong. I for one have never had an issue saving my own prefab.
u mean any of these?
No, i mean literally opening the prefab and making changes to it.
now its greyed out tho
Then it's not your prefab
i dont 😄 but i just wanted to check if it could be done at all, then maybe find a few heads to work together with on it, thanks for the confirmation tho
So I cant edit purple ones or i dont get it...
That's exactly what he said.
so how do I save them as blue? Sorry if thats dumb question, been out of modding for a while
never mind
do i need to upload to the workshop to be able to run my mod in the real game locally?
Yes you can upload it unlisted if you only want it for yourself
ty
Any pointers on how I can properly change the M151A2 mounted machine gun to something else?
I understand the majority of it, but unable to get the pod aligned to the mounting point:
wait... changing merge physics fixed the alignment issue... HUH?
sorry guys, another one with the "grass on the road" problem.. i´m doing it like the wiki says. i made the road with the splines and i got the .topo map and it works. but when i export the ´rasterazion´ file to .tga and afterwords to .edds, the map has no color and the grass is still on the road.
i did read about ´import sat map´, but i cannot use the terrain tool for some reason (its grey..).
can anyone give me a tipp what i have to do? thanks
I've accidentally added a component to vehicles at multiple points in the inheritance chain. Is there any way to find all the prefabs that have a specific component on them? I'm having difficulty finding the level I can delete them on.
also figured out you can run game with -addonsDir pointed at workbench to test w/o publishing
You are adding a road to a subworld, it's not possible that way as this data would be saved with Arland
You may be able to use some kind of workaround as objects can occlude grass themselves
But not the regular method of reimporting the satmap
Look at the numbers on the right, they show how far down the component was added
Thank you 🫶🏼
Does anyone know why AI will work when I test the scenario, but when I run the same exact scenario on a server the AI will not spawn? This is a conflict scenario, and I’m talking about the patrols, etc not spawnable AI from living quarters
What does this number mean and how can i get this to 0 so i can delete components which i dont want? https://imgur.com/8A9uwWz
(this prefab is duplicated from ArmaReforger using the Duplicate to 'xxx' action)
hmm maybe i'm going about this the wrong way and i should just create a GenericEntity (empty) and add a MeshObject (and other components i need)
Anyone have any idea why my projects would all be showing locked/read only? I was just working on them yesterday and get home today open it up and all of them show up locked. Even tried making a new one and putting everything in that new mod, seemed fine then I saved and opened and the new one is now showing locked?
Saved in OneDrive folder?
Yea, not sure what initially caused it to lock but I ended up moving everything to my hard drive and duplicating everything and remade some folders all good now, I HATE ONEDRIVE lol
I'm getting this for all my Arland maps/missions.
RESOURCES : GetResourceObject @"{067FC2ACC4E4A101}Missions/CRX_Arland_1v1_EffectiveSuppression.ent"
RESOURCES (E): Resource loader for extension not registered!
Why?
that number indicates how many prefabs in inheritance chain are using it.
https://community.bistudio.com/wiki/Arma_Reforger:Prefabs_Basics#Removing_components use inheritance list like on GIF to find prefab which contains it
but most that prefab is another vanilla prefab - if you will delete it from there then all other assets will loose that component too
so in most cases, disabling component is safer option
Again hard-crash...
11:15:34.045 SCRIPT (W): Slot_VON Has no Content!
11:15:34.045 SCRIPT (W): Slot_GameVersion Has no Content!
11:15:34.117 GUI (E): OverlayWidget Frame0 has invalid slot GridWidgetSlot for slot manipulation function used, expected: LayoutSlot
11:15:34.117 GUI (E): OverlayWidget Frame0 has invalid slot GridWidgetSlot for slot manipulation function used, expected: LayoutSlot
11:15:39.350 RENDER (E): Render error (-2005270522 = 0x887A0006): The application's device failed due to badly formed commands sent by the application
11:15:39.350 RENDER (E): func: m_pD3DDevice->GetDeviceRemovedReason()
11:15:39.350 RENDER (E): D:\jenkins\workspace\continuous_branches_stable_1.3.0\ARGamecode\Enfusion\Enfusion\src\render\enf_rendmainimpl.cpp(3290): enf::RendererImpl::EndFrame
11:15:39.350 RENDER (E): Device removed, reason: DXGI_ERROR_DEVICE_HUNG
11:15:39.351 ENGINE (F): Crashed
11:15:42.450 ENGINE (E): Application crashed! Generated memory dump: C:/Users/Me/Documents/My Games/ArmaReforgerWorkbench/logs/logs_2025-01-31_08-15-55\ArmaReforgerWorkbenchSteamDiag_2025-01-31_11-15-41.mdmp
Can't remember to have removed my GPU...
There was a smoke grenade doing smoke.
Hello to any Bohemia folks that see this message. Just want to compliment you on the workbench tooling. I have never before seen such a complete and useful toolset for a game before, this is fantastic to work with.
How do I use the diag menu now that right alt doesnt work for it anymore? nvm it was keyboard layout
Can you try to explain how it can be replicated? I can try to see if it happens for me too
Thank you but i don't think it can be easily replicated.
Its more of a very rare random thing.
Well i was on Arland 1 group of 4 US A.I. units and me 1 US guy.
I killed one A.I. of the group and another A.I. of the group throw a smoke grenade.
Shortly after my PC froze and CTD.
Unfortunately it seems you're right. I can't replicate the issue even when using 50+ AI and throwing smokes myself
Has anyone run into this error when trying to launch the dedicated server tool? I've double-checked filepaths, searched for the issue elsewhere but have had no luck.
Unable to set world file to 'worlds/Test_World_v1.ent'. File not found!
show your setup
Looking at the mortars (1.3) not so sure one mortar should be able to flatten an entire building, the forest on the other hand is pretty cool in terms of destruction.
Which file is that where you define from which level/rank someone can request a vehicle? So a tank from rank General, for example
I love it...
BACKEND (E): Curl error=Send failed since rewinding of the data stream failed
BACKEND (E): Http Error (BAD_REQUEST)
BACKEND (E): [RestApi] ID:[12] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error - Cannot send request
BACKEND (E): [RestApi] ID:[13] TYPE:[EBREQ_WORKSHOP_CreateAssetUpload] Error Code:400 - Bad Request, apiCode="workshopApi.assetVersionAlreadyExists", uid="1738350504964-962233", message="Version 1.0.9 of asset 61B8FA7B3BF8656B already exists"
DEFAULT (E): Uploading failed! Reason: "Version 1.0.9 of asset 61B8FA7B3BF8656B already exists"
RESOURCES (E): Publishing failed
BACKEND (E): Curl error=Timeout was reached
BACKEND (E): Http Error (TIMEOUT)
BACKEND (E): [RestApi] ID:[14] TYPE:[EBREQ_WORKSHOP_CreateAssetUpload] Timeout
DEFAULT (E): Uploading failed! Reason: "TIMEOUT"
RESOURCES (E): Publishing failed
BACKEND (E): [RestApi] ID:[15] TYPE:[EBREQ_WORKSHOP_CreateAssetUpload] Error Code:400 - Bad Request, apiCode="workshopApi.assetVersionAlreadyExists", uid="1738350616121-548038", message="Version 1.0.10 of asset 61B8FA7B3BF8656B already exists"
DEFAULT (E): Uploading failed! Reason: "Version 1.0.10 of asset 61B8FA7B3BF8656B already exists"
RESOURCES (E): Publishing failed
BACKEND (E): [RestApi] ID:[16] TYPE:[EBREQ_WORKSHOP_CreateAssetUpload] Error Code:500 - Internal Server Error, apiCode="InternalServerError", uid="1738350641323-240533", message="Internal Server Error"
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
Upload failed but version somehow exists, relatable
Everytime you mess up your changelog... hope it will be better with the Exp. patch, where you can retry
ok, now is broken, can not even start a upload anymore.
BACKEND (E): Curl error=Send failed since rewinding of the data stream failed
BACKEND (E): Http Error (BAD_REQUEST)
BACKEND (E): [RestApi] ID:[14] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error - Cannot send request
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
BACKEND (E): Curl error=Send failed since rewinding of the data stream failed
BACKEND (E): Http Error (BAD_REQUEST)
BACKEND (E): [RestApi] ID:[16] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error - Cannot send request
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
Yeah, I am in the same boat
BACKEND (E): Http Error (BAD_REQUEST)
BACKEND (E): [RestApi] ID:[17] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error - Cannot send request
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed```
Anyone able to help me fix my mistake?
Somehow i've modified the locked wheeled base class.
Anyway I can restore it to it's default reforger state?
SOLUTION:
Open file explorer (in windows etc)
Open .gproj file in text editor.
Cut listed dependencies.
"58D0FB3206B6F859"
}```
Save file.
Load project in enfusion.
Let it crash enfusion.
Paste depenencies back into .gproj file.
Save file.
Relaunch project.
Science was done today.
Doe anyone else get the issue where they cannot move their camera over the terrain while using world editor?
Any reason that when accessing a reforger project via an SMB share (local NAS), files and folders don't update automatically, but only when reforger tools is reopened?
Accessing from a local folder (Documents, for example), it's fine?
What would cause the error
Can't find addon 'xxx'. Check the setup guidelines!
when using the "Dedicated Server Tool" plugin? And where could i find the guidelines for it?
I want to test my scenario with 2 clients and saw i could add multiple peers in this window. I also added a server config json with an example from this page https://community.bistudio.com/wiki/Arma_Reforger:Server_Config#scenarioId (not sure if those configs are the same)
I tried to add -addonsDir to the params but that didn't seem to help
i think i might have fixed it.. The -addonsDir was supposed to go into the Peer params, not the Server params
Where are the server logs located?
https://i.imgur.com/xtS52jV.png
EDIT:
Nvm found them in My Games\ArmaReforger\logs
I also added a server config json with an example from this page https://community.bistudio.com/wiki/Arma_Reforger:Server_Config#scenarioId (not sure if those configs are the same)
Ok this was wrong btw..
In the Dedicated Server Tool window i created a config of type DedicatedServerPluginCLI_Config but what i had to do was DedicatedServerPluginCLI_Server which doesn't require a json file.
Can you move it all? Like you can move for a little bit but then hit an invisible wall?
I ended up finding a video that can fix it, i'm gonna try it tonight
Ok good luck make sure to check my other reply. It was recommended to me so I’ll do same. Make sure to do regular back up. Especially if editing that file for camera regularly.
Looking for Help with Arma Reforger Map Creation
Hey everyone,
I'm getting into Arma Reforger modding, specifically map creation, and I have some questions that would be much easier to discuss in a voice chat rather than typing everything out.
This won't be a bottomless pit of beginner questions—I’ve been working with map creation since 2007 and have experience with Source Engine 1 & 2, Unreal Engine, as well as Blender and Substance Painter. I just need some guidance on how things work specifically in Arma Reforger.
If anyone experienced in map creation is willing to hop on a quick Discord call and help me get started, I’d really appreciate it!
Let me know if you're available. Thanks in advance!
Does Workbench work on macos?
Where can I set how many supplies a vehicle can carry, which scr is this and which parameter is this in the SCR?
Do I need to package my mod somehow so the Dedicated Server Tool in workbench can run the mod? I've got the project file in the Addons folders for the server and client/peer and its still telling me it cant find the addon when i try to run the server tool
Would anyone know why when I try create a config file in my mod it's saying error, registration failed, failed to create file?
Hello, whenever I restart the workbench and load my world, it resets the navmesh and the paper map, meaning i have to add the topo/edds files, and the soldier/btrlike/lowres again. Anyone know how to fix this? thank you.
How do you keep a mod from locking when being shared over git
My team and I are having an awful time (as usual) trying to collaborate on a mod because the workbench keeps locking out anyone we try to share the source files with
hi everyone hope someone can help me out with this error i recently created a conflict missions edited a few prefabs so they will spawn in arsenal but when i try to publish the mission i get this Error Code:400 - Bad Request, apiCode="workshopApi.assetDeleted", uid="1738447081810-866055", message="Asset 625EFBA9FADB38A4 is deleted" didnt know if i posted in the right channel any help is appreciated
How would I make an RHS arsenal replacer for the vanilla ones? I know it exists on the workshop but theyre always missing items
Is there a video tutorial for overthrow customization?
If not, in which Discord section should I ask my question about the mod?
Read the error. It litrally tels you the problem. Check to see if that asset is on the workshop. As its telling you its been removed
Why does the version of my mod ups itself even when the publish process timeouts?
I guess the workshop is down right now 😐
Error - Cannot send request When publishing 😦
all backend infrastructure is down, workbench included
Yeah, sorry I hadnt kept up to date with the stuff in the discussion channel
Thanks for clarifying
Hi, running into a issue right now trying to load a mod in the project selction screen, and once I select it, the mod doesn't open, if I take the dependencies out it works. Trying to load a map to look and see if I can adjust a object that is misplaced
not sure if it makes a difference, but my addons folder is downloaded in a sep. location than mydocuments to save space on that drive. My friend and I thought that might have had something to do with it. I.e not being able to permission into the folder
@jagged kraken Can you post the relevant part of the log errors?
@quick musk thx I actually just fixed it. I hit "scan" and it found the correct folder and all things hooked up correctly
what a pain in the ass LOL
Haha, no worries 🙂 Glad its working!
how do i keep my objects from getting screwed up on the y axis when i have to do the bounds fix? it seems all my other layers get messed up and i have to go in and make a new layer.
Has anyone had this happen to their vehicles? My map is done at this point but for some reason all tracked vehicles seem to be floating just slightly above the ground. Ive tried everything and cannot figure it out. Any advice??
on your terrain entity, do you have terran box checked?
Bro...youre a genius haha not sure how i forgot to set the layer preset but that did it! Thanks so much man
Can anyone explain to me the system that randomizes the shirts in the game; like you know when you spawn a character and it chooses between short sleeve or long sleeve shirts? How does that system work, I'm curious.
ive been having issues getting items into the arsenal does anyone have a tutorial on how to do it
anyone have an issue where the navmesh wont stay linked to scr_AI world? whenever i reboot the world editor i have to reattach the files.
is anyone available to help me with the navmesh please?
my camera is trapped on a large terrain - cannot move it past some invisible line.. anyone know how to fix this?
anyone else having trouble viewing this page?
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation/Prefab_Configuration
gotta go into you file browser and find your default layer and fix the world bounds you can copy and paste mine but you will need to fix the max for your terrain size
boundMins 0 -63 0
boundMaxs 14000 1500 14000
blockSize 100 1500 100
but you have to do it with the workbench closed
Can someone maybe help me get the Dedicated Server Plugin working? It just won't work, the Peer window isn't even opening when launching via "Server localhost + PeerTool"
Don't want to step on toes... but is this the place to ask about mod work and if not is there a channel that is?
Hello there , i'm looking for ressources ( documentation / videos ) on how to properly setup buildable/placeable entities per faction build menu's on a custom conflict gamemode .
I've got two custom factions ( one based on ussr ) but they have nothing in build menu ( faction key is ussr )
Thank you
I want to implement a simple task in my scenario: Press the button to complete the objective. But I'm totally stumped. it seems outside the scope of the base scenario framework.
What do you mean specifically by that?
Have you added the items to the appropriate Entity Catalogs?
Configs>>EntityCatalog>>[select faction]
And there is Bacon’s EverythingArsenal but I don’t remember if that goes off the entity catalogs or just adds everything.
It goes off entity catalogs but from all factions available in the mission
Trying to find someone to make a mod.
I’ve done the entity catalog but still can’t find it
I find it’s easiest and most effective to duplicate a similar item and then change just the prefab. That way I can ensure the arsenal data is on there already because otherwise you have to add it separately. Then you only have to worry about adjusting the arsenal cost.
Is there like a YouTube tutorial on how to do it
Terrible camera work, but I think you might still get the idea
Question for people who have previously made new weapons.
For making a tank cannon should I use machinegun_base or launcher_base?
I was hoping to animate between shots which is why im inclined to go with launcher_base but i've been having issues getting it to reload attached to a turret.
Dude, The servers are being ddosed. You're not gonna be able to upload mods until the problem is fixed.
Just gotta find that window 😄
this dude cant attack forever he will burn his botnet
Keep trying then but, even if you get it uploaded you're not gonna be able to play. lol
It's probably some company that's butthurt at BI for whatever reason. Usual elitist garbage.
But if i ever find them i would happily do things to them.
Is there any way to increase the timeout on requests the workbench sends to backend apis to increase the chances of requests completing?
or is that beyond our reach as users?
Thank u so much that rlly helped thanks
is publishing still unavailable?
yes
Can you show me the error you get when publishing
I get this error right to upload to my next version I’m trynna go from 1.21 too 1.22 and it lets me do 1.23 and it gives error then in the code shit a bunch of red errors happen
I’m not sure if it’s bc of the ddos
This is what I get now, but before I could start the upload, click yes on the prompt showing size, it would open the loader but make no progress, and then throw this same error
I'm just glad the servers are starting to come back online, our's included (knock on wood), but I have new mods and updates/patches I really want to push
Hmm can you just @ me when publishing works so I can find out if it’s bc of the ddoss or I actually got a client side issue
why would placing a spawnpoint entity cause peer client to fail to connect and crash?
Are other people still blocked from uploading mod updates?
BACKEND (E): Curl error=SSL connect error
BACKEND (E): Http Error (BAD_REQUEST)
BACKEND (E): [RestApi] ID:[107] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error - Cannot send request
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
yeah
Most likely, the services have not been fully restored and work continues...
Rodge. thank ye kindly
is anyone else unable to update their mods i have access to reforger servers but when i go to update im stuck in a never ending publishing project qthen after a while it says publish failed or something like that
Yes, I wouldn't try for a day or two
Wait a day or two until the cyber attack has finished and services have been fully restored
I feel so bad for the guys at BI, just as the game is blowing up everywhere this happens :/
Cant imagine the overtime theyre having to work
On the flip side, this has happened in part because the game has blown up. Price of admission and all that.
It’s unfortunate this has been so disruptive but if this is the painful moment now that prevents this happening again or with arma 4 the investment will pay for itself
Got a weird af bug with the tools I'm guessing it's related to scripts. I compile my scripts no errors or warnings or whatever and tools work fine can go into world editor and all that jazz but when I restart my tools I get a error cannot compile game scripts and the only fix I've found is remove my scripts. I've tested this using ones from another mod I've mad that I know 100% that everything is fine but still same error any clue how to fix
i dont know much about scrips myself but i know if you dupelicated one, you get errors when you reopen workbench. i think its becouse you didnt change the id in text editor
Someone just pointed out to me that sometimes script errors don't show up in the error log....because bohemia. I've got a error that I out in the output that I need to fix
I had a spelling error....3 days it's been bugging me and I just can't spell 😂
haha well i hope you get it fixed man
Yeah I've fixed it now I gotta hope I've actually made the script right 😂 thanks for trying to help
hello, guys, are there some kind of lock on some game entities? Cant open or drag to world this one ( i want to see its components). Also no way to override or copy
RESOURCES : GetResourceObject @"{E041075488E8FA04}Prefabs/MP/Campaign/Bases/CampaignContestedSpawnPointEntity.et"
WORLD : Entity prefab load @"{E041075488E8FA04}Prefabs/MP/Campaign/Bases/CampaignContestedSpawnPointEntity.et"
WORLD (E): Unknown class 'SCR_CampaignContestedSpawnPoint' at offset 32(0x20)
ENGINE (W): Can't load prefab Prefabs/MP/Campaign/Bases/CampaignContestedSpawnPointEntity.et
RESOURCES (E): Failed to load```
So if i mod a missile/rocket as soon a i pull the trigger it crashes. Any fixes?
HOW DO I SEE FURTHER BRUH
need to know to
Inside the world editorrr?
increase the camera FAR PLANE.
hi, is the workbench still under maintenance?
Is it normal that Workbench crashes while the backend not running? Its the 10th crash today.. Reimport Prefab.. Crash, Reimport Model crash.. rebuilding Scripts, Crash
workshop also isnt really saving or publishing stuff for me so I'd recommend to maybe just leave it for some days 😦
Thank you so much blud
Dude is publishing still down?
looks like it
Can you upload mods?

Big sad just wanted to upload a loading screen but I get why they’d shut it down for the time being
Anyone know why I would be getting this error " Resource file registration failed" when trying to create a config file?
Can someone help me with creating a custom arsenal with WCS, RHS and some of Bacons weapons in it? I'm really out of my depth here and it would be much appreciated.
Anyone know what is happening?
I trying to update
DEFAULT (E): Uploading failed! Reason: "Version 1.0.6 of asset 647F37A92FB80BA3 already exists"
RESOURCES (E): Publishing failed```
And when i try to make the server on, bring me this:
backend is out, so no connection to the workshop
If you haven't heard, they are being DDOSed... You probably got some packets in during your upload, so it believes you have uploaded 1.0.6 or it just can't restart the upload. Nothing you can do about that, just change the version number and keep rolling the stone up the hill or wait until they aren't being ddosed
When an upload fails you can delete the project from the publish folder.
This will keep you from having to keep increasing your version for no reason.
Did not know that I assume workbench is still down then?
yes
i think it will stay down for weeks
How big was your project?
Like 300kb?
Can't get to upload anything above 2 MB...
Haaaa!!!
It's working!!!!
Workshop is BACK!!
rlly !
Also no errors in console anymore.
Chat are we back
Yes! Back again.
Can someone tell me how to add or remove weapons from the arsenal in the WCS mod?
Everything I've tried so far, like copying from StatusQuo, hasn't worked. Does the order of the mods in the server.config matter? Should my customized arsenal be placed at the top or the bottom?
Running reforger tools in linux, performance is pretty good actually. Trying to see if i can fix one more flickering issue
Does anyone know how to log in to the Bohemia account in the game or workbench? It always gives an error.
The error is likely related to the DDOSing attack BI is dealing with. I can login after having workbench loaded for couple minutes but it won’t load the publish screen, or fail after a second of trying to
Anyone?
I still cannot upload to the workshop havent been able to for over a week now KEKW
Try re-linking your account. I did that and now it’s letting me upload
I also experiencing issues uploading to unlisted, publish or test:
DEFAULT : Creating bundle...
DEFAULT : Checking required files...
RESOURCES : ResourceDB: saving cache (id=0 name=CAV_Core path=C:/Users/andre/Documents/My Games/ArmaReforgerWorkbench/publish/CAV_Core/resourceDatabase.rdb)
RESOURCES : ResourceDB: written 59/59 bytes
RESOURCES : ResourceDB: cache successfully saved
RESOURCES : Saving manifest successful: C:/Users/andre/Documents/My Games/ArmaReforgerWorkbench/publish/CAV_Core/manifest.json
DEFAULT : Bundle successfully saved into: C:/Users/andre/Documents/My Games/ArmaReforgerWorkbench/publish/CAV_Core/
RESOURCES : Creating bundle successful
DEFAULT : Validating bundle...
DEFAULT : Validating bundle successful
DEFAULT : Publishing bundle to Workshop...
DEFAULT : Validating bundle...
DEFAULT : Validating bundle successful
DEFAULT : Uploading status: 100%
DEFAULT : Uploading finished
DEFAULT : Project uploaded successfully
DEFAULT : Checking addon processing status...
DEFAULT (E): Addon processing failed
RESOURCES (E): Publishing failed
Servers are down again, that's why
i am trying to make an edds file but when i try to import it i get the error "registering file skipped". anyone know what the issue is?
AND DOWN AGAIN
will continue here, more appropriate channel. What type of file are you trying to import ?
an png / jpg and yes agree
can you clip ?
my messages is getting deleted
Can't copy file to
*********Registering file skipped.
I can see that yeah, what are you doing with your medias xD
what do u mean?
you're having strange issue trying to import pictures in enfusion and now your screenshots or clip is instanly deleted over here
hahah yeah
try resizing your picture to like 1024x1024 and see id this change something
ok
are you using the import button or drag your png into the folder ?
tried both
what are the error showing into the log console ?
nothing there
resizing it did not work
it says it cant register the file to the lcoation and then it says registering file skipped
which directory are you trying to import it ?
to my scenario
afraid I can't help you more without any visual :/
ill pm it to u
I will give that a try now gamer @_@
Na its still down for me
Can't even see the website
Thanks for this advice I will try this when I get home. Been having issues all week. I'm able to pack the file but every time it goes to upload it fails
anyone know how too make a arsenal
Hello, can someone help me with Arma Reforger Tools regarding the capture logic? I would like points to be captured one after another
Basically a null pointer means that you are trying to access a variable/object that has not been initialized. In this case the exception occurred at line 219 in characterCameraADS.c. ased on the variable name being return I'm guessing it certain or all cases the return value for that function isnt being set.
oh alrighty
In layman's terms that function is trying to return something that doesn't exist.
oh alright
abt what abt this
idk wtf the issue is
i mean its letting me publish etc but that js pops up
You can publish? Must be nice
I can't. Been trying for a week now
Same here. I know it involves the attacks so I can't complain just more bummed
same just bummed. Atleast KCD2 is out so I have something to drown my sorrows in.
I'm a newbie with Enfusion and just a simple banner and loading screen assembler so I have no cool contributing mods to actually work on
is it possible to distribute locally packed versions of my mods to friends using google drive or something? and also have my server run the same locally packed version? just trying to find a way to get around the workshop/backend being down
I've come to the conclusion that until they say the hostage situation is over it's pointless to even open workbench. 😭
Can someone run me through how to change the standard everon conflict so that you have to capture 7 points instead of 5. I've tried having a play and I got a scenario made from overriding the MP file but then there were no spawn points for either team and the radio's didn't extend to the next base(s)
Check out @brazen plaza YouTube channel. He does great work and explains everything you're asking in a very detailed manner better than what I can do.
Welcome to Blackheart_Six's Arma Reforger Tools Tutorials Channel.
The playlists and videos are aligned to the scenario framework wiki page, along with miscellaneous videos . There is no particular order you have to watch. Additionally a mod has been published to the workshop of the examples in the video.
Best Regards,
Blackheart_Six
yea well not anymoree
lol
i dont think that resource sshit matters right
I've found if you just keep trying like 30 times you'll eventually get it haha
Actually?
I've tried probably 50+ times a day since it started with no luck.
I've managed to get a few up, only small.
On a seperate note; I've managed to create the conflic scenario I want, But the main base locations are shown on the map for both teams. It's not ideal being able to see the enemy's main base location. Does anyone know where or what setting I need to look for to stop that from happening.
at 6am east time
i was able to upload
pls someone help i've watched too many hours of tutorials and I can't find this info anywhere
Anyone know how to unlock their own mod? The one I made and published in now read only.
I published yesterday at 5am east, woke up at 4 am to do it today and It wont. 😭
will we ever be able to change the actual position of our terrain instead of it always being [0,0,0]? It would make it SOOOOOOOOOOOOOOO much easier to instead lower the terrain as a whole instead of having to lower all the parts underwater manually
the ability to move the terrain entity should be completely disabled tbh so it doesnt trap people into producing non working terrains by mistake, making your heightmap positioned how you want via the text format or the image format with resampling is very easy
Man I just need 1 upload lol BACKEND (E): [RestApi] ID:[12] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:400 - Bad Request, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
I can't even log in, neither in the game nor in the workbench. It always gives me error 400.
bro that keeps happening to me
Hi i cant publish on Workshop, BACKEND (E): [RestApi] ID:[54] TYPE:[EBREQ_WORKSHOP_CreateAssetUpload] Error Code:400 - Bad Request, apiCode="workshopApi.assetVersionAlreadyExists", uid="1738930707816-873506", message="Version 1.0.0 of asset 648AC7935C9336A4 already exists"
DEFAULT (E): Uploading failed! Reason: "Version 1.0.0 of asset 648AC7935C9336A4 already exists"
RESOURCES (E): Publishing failed
yea its happening to everyone cause of the ddos attacks
BACKEND (E): [RestApi] ID:[85] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:400 - Bad Request, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
Everything today for me works except uploads yet I did get two in yesterday when things didnt seen to be working so strange lol
Hello we cant upload on workshop?
No because of the server issues.
...
Is your faction affiliation correct ?
And more importantly did you disable the seizing component for the HQ ?
Make sure your workbench addons folder is added to your directory, or otherwise just make sure you select the one without the lock on it when you pick which project you want to open.
How did you manage that? If it's your mod, it shouldn't be read only!
he probably re-imported the downloaded mod from his arma reforger addons folder
instead of continuing to edit his mod that is located under arma reforger tool addons
Anyone know how to get proper wrecks to show up in world editor? All im getting atm is zero gravity tanks...
Is this an error on my side or are BI still having problems?
BI still having issues, id recommend trying early EU time tomorrow they seem to be sleeping until 2-3pm GMT - seems to be fine in the mornings
Well, I'll check it in the morning (when the Ddos team is sound asleep)
That message is indicating that the version already exist
you will need to change the version number
currently with the BI backend issue, when you try to publish, even if it fails. it registers the request and the version number in the changelogs ...
didn't help 😄
you can change the version that the workshop has in the changelogs
search for your mod and look at the changelogs tab
what do the changlog say ?
0.0.1 . 0.0.2 and 0.0.3 😄
yep
so you will need to go to the next one up aaha
the only way to restore that is to unpublish and republish
but with the current issue, do it at your own risks
ok thx
I get that and then this error when I bump the version
BACKEND (E): [RestApi] ID:[85] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:400 - Bad Request, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
It's still an issue for me. Been trying most of the day with no luck.
HE
I was trying to publish my scenario and I have this error
RESOURCES (E): Failed to load metafile of image: UI/Textures/MissionThumbnails/Default.edds
RESOURCES (E): Failed to include scenario: $Tempetedacierofficiel:Missions/tempête dâacier Conflict pve.conf!
BACKEND (E): [RestApi] ID:[14] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:400 - Bad Request, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
can someone help me please
Error 400 is malformed data, aka you can't submit it cause the servers not letting you cause the data isn't allowed, I wonder if that backdoor that caused all this was through workbench submissions and that's why it's on lockdown.
Are we ever getting uploads back
Idk man, I think when I joined my server after putting the mod up it downloaded it to the normal addon folder and it was gone from my workbench addon folder, I added it back but it's still locked. It's annoying cause now I have to start over
Oh is that why I can't upload nothing for the past half a day? I've been sitting here re trying and re trying to hopefully get it in. It worked early yesterday morning for me but now i'm just getting error code 400.
man hoped it would be fixed by the time i got off work guess not
Even if you share the same addon folder, your project folder and the downloaded mod should have different folder names.
Same here!
Is there a way to switch a mod from "Unlisted" to "Public" without having to publish a new version to the Workshop (which I've been unable to do for 3+ days)?
Asking bc my friend has been unable to download my mod while it's Unlisted, and when I've literally sent him the files to put in his /addons/ folder, the game refuses to load them unless it verifies it with the Workshop API (which is down).
put it on a server, and tell him to download it from there
love how they havent fixed the backend issue yet
This is unbearable
wish we could publish locally
I did do that. It threw an error about being 'unable to download' presumably because it was unlisted.
has anyone got an upload in
not since 2 days ago. I went from 1.03 to 1.0.61 with no uploads lmfao
lol ive gone up about 50 also should reaaly delete published
theres was a little update on tools yesterday and ever since i cont even get close to upload now
wish they just added pub to local then let us have a drop box
worst time to build a server and mod
I can't find it, it's not in recycle bin either. So what's the go if I want to work on the mod from a different pc while away at work? I have to have that same file on both computers? Is there a way to make then sync?
You can just give players your mod, and tell them to join your server through CLI, and point to your mod there too.
Workshop is not needed to run mods
so i can just copy the folder from the workbench to the server?
It's just an easy distribution channel for players.
you are a hero did not know that
just make the server launch with the CLI param -addonsDir "PathToWhereTheAddonsFolderIsAt" and this other one -addons <GUID OF MOD1>, <GUID OF MOD2>, etc
wouldnt they be able to see all the folders in the root folder? or is there a way to package it with out pub and make it look like it does from the workshop
It won't show in game list
As that is based on Workshop
Sorry, I think you're screwed if you can't find your project files. 🤷♂️
Only way they can join with them is with CLI
ahh ok my friends are dumb so that wont work, I'll just wait till the stuff is fixed.
Post it on a github everytime you save it and are done modifying it for the day
the category doesnt show anything when i press why guys?
If they are all PC #reforger_servers message You can do the same without the tool on an existing server with a simple batchfile on the server and the client.
Is workbench working yet?
🇳 🇴
Bruh this ish is ridiculous
Does anyone know of a quick way to refresh the world editor to display changes to objects within the world?
ive just been hitting play and quitting again
repon it ?
any idea why I get black sreen when trying to start a scenario in tools?
some mod is broken ?
it worked before 🤔
go to logs and read what it says
I found the issue but it was not from logs
I found in logs that it said somethin +/- that von is not configured, slots not configured etc..
then I reliazed I was playing around and placed down capture and hold gamemode entity which override the original one
deleted it and its fine
Anyone know why my mod keeps turning itself into read only mode? I didn’t change anything, opened it up to publish and found that it was in read only mode. Any way to fix this or at least prevent it from happening in the future? This is probably the 4th time I’ve had to remake my mod because of this issue. Thanks
Don't store the mod source on the same folder where the game addons are downloaded
So do not use the profiles folder to store your source mods.
Gotcha… any way to fix the mod not that it’s borked or am I just copy pasting all my resources into a new mod lol
?
Can the mod be fixed now that it’s stuck in read only mode? Or should I just be remaking my mod again and sourcing it to a different folder.
If the source files are still there and your mod is locked, open the folder and delete the manifest and such
Open my mod folder? and then delete what? Sorry for stupid questions im barely sentient
Do I delete the .meta files and then re register my assets and such?
thanks in advance lol
So just to be sure, basically no one can publish their mods to the workshop right?
I haven't been able to either
The 400 bad request stuff?
Ill try my other working mod right now and let you know
Yerp. Error Code:400 - Bad Request
Gotcha, appreciate it mayne. Was hoping I didn't boof something.
No worries. Hopefully Bohemia gets it together soon.
Yeah iv been getting this for the last 3 days nearly now.
BACKEND (E): [RestApi] ID:[12] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:400 - Bad Request, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
Yep, same issue
I know DDoS attacks can be pretty rough to get around, just sucks that it halts it to this degree.
Yeah we just got to let the devs cook
ddos protection is a thing
Of course it is, but it's never 100% either. I don't know if they had none, or if the nards came up with a good attack vector that's hard to mitigate. Either way, sucks biggens
it does suck
I mean at least you can connect to a sever and play if you catch it at the right time and you stay in the server. So its not all that bad.
BACKEND (E): [RestApi] ID:[11] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:400 - Bad Request, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
I want to upload a missionfile to workshop, are new uploads still bricked?
uploads are still broken. Just like we talked about 10 messages up lol
If only I had been around for that random window of time two days ago in the early morning people could upload
Guys, I want to create a scenario on a wrold which I want to edit. But I also want to edit the scenario with modded assets. Like set settings for aresenal etc.
But How should I load my mods and the project at the same time so I can implement them in game?
I feel like when I select the option - load project with addons, it loads only like 10 of them and the rest is not included
- want to work on my desired map
- include all modded assets
How should I do it properly?
Why can't I edit the settings? This is my personal project.
I had this problem, resize your property panel.. you just have the editable side hidden due to the size 😅 (horizonal)
For anyone struggling without the wiki.
May i present to you the wayback machine. Snapshot is from June 2024 so some things may be outdated but still usefull
Same
BACKEND (E): [RestApi] ID:[18] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:400 - Bad Request, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
workshop down
1 week down
@bohemia do yall need to be drone striked in order to fix your mods issue
I would remove this comment quick if i was u
having trouble downloading mods for vietnam '67 rung sat. anyone have this issue?
Please fix now lol been to long without uploads
how do i increase view distance in world editor??
Camera setting at the top left of the view
That's not the camera setting
"Far Plane"
thanks
Same
BACKEND (E): [RestApi] ID:[22] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:400 - Bad Request, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
ik bro i just wanna update my mod
We opened our own server last week … worst timing ever… we can’t even post the update to our conflict layer ..
lol
Workshop still broken ?
Is there anywhere they are updating the current status against the ddos crap? Id like to know when its working so i can publish.
Chances are BI will stay quiet about any plans then have so not to give the ddosers any information. High chance someone in this discord is responsible...
same lmfao
We did too haha, was such wonderful timing
Upload time.. workshop is up
LIES
Jumped the gun on the statment 😦 Site just stated working... same reason ""
broke my heart
Has anyone had any success in uploading mods? I am not getting the timeout errors but still get this every time I try to upload. [RestApi] ID:[13] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:400 - Bad Request, apiCode="", uid="", message="" and after that have to keep changing the version up one number even thought the mod didn't upload. Is anyone missing the old steam way of doing this?
It’s just another byproduct of the DDoSing impacting workbench
No matter how high you raise the version number it won’t work and it’ll even get to the point where it says ‘REASON: “”’
Instead of “GUID version 1.0.0 is already published” or “must be higher than 1.0.2”
Its like since the workbench is down it’s trying to find a “reason” on why it won’t publish but once its challenged so much it gives up and just says “No reason but you aren’t publishing it”
This is some kind of nightmare. Will it ever work? Change the staff if you can't or won't fix it for a week...
Honestly I've given up even trying to upload at this point its basically OFF lol
Hi all. Can someone please help me with my small project? It is already a little bit developed, but since 1 week I run into wall after wall. (sadface). I try to make an Object placeable in the world. It should function more or less like the "Mine Laying" Action, without the Blowing up and kill everything part. It Would be a Filmset Spotlight. My goal is to make it switchable (on/off) and the icing on the cake would be to have the option to raise and lower it -with bones and vertexpaint, like other entities work. That function is almost implemented. Still there is the issue of changing the lightsource position. I fear a little bit that Coding for that case is unavoidable (Cue Joe Cocker here...). But I try it step by step. Maybe someone here has a tip for me. Thanks for reading.
I have the same problem, it's completely broken. I think we still have to wait a little longer. But it's starting to be very long, too long
must read messages before posting
What are you talking about man?
I post my messg 3 days ago
Anyone having an issue with there mod folders going to read only? I cant work out if its a me issue or the workbench issue due to recent issues. I am signed into workbench
depends if you are using third parties mods
Nope, all mine
Looks like you are using your published mod and not your working folder, Try to create a new project and point it to your working folder and see if you are in the correct project
Yeah, all pointing to the correct folder. I guess no one else is having this issue?
workshop uploads still down?
yes appears it is still down.
they are killing my modding motivation
just hang in there 😉 I have some changes too on my silly little scenario that I want to upload before continuing, but meanwhile I have actual time for house choirs. 😛
