#reforger_workbench
1 messages · Page 12 of 1
that sounds amazing, but those who wait on something good doesn't wait in vain.
maybe there are some "gold plating" to do on it meanwhile? idk.
Has there been any word on when its coming back or is it crickets?
no idea
It’s confusing because I see in recents on the workshop a mod got updated today
So it’s like either there’s a time block that people squeeze into where the backend for workbench functions (probably when the attack is at its slowest)
Or some people are just getting lucky
yeah i figured something was up with publishing, but I am having no problems playing on wcs servers though
Hopefully it gets sorted soon I have a nice map to upload
did you back up your mod in a zip file before ?
I have my mod folder backed up on another drive. Even if I point it to that I am still getting read only. I was hoping it was down to the backend issues but no one else is having the problem so it must be a local issue.
when you open tools, remove the prject and then re-add the project again
poiting to the correct folder
Yeah have tried that too
It's very odd. It's something my end, I will take a look again later maybe even reinstall workbench but it's odd it's happening on both exp workbench and stable
I am wondering if there are a light/bright theme for workbench?
Any chance vehicles can get multiple reverse gears as well? Currently working on a tank that in reality have equal number of forward/reverse gears
Hi guys, when I try to publish my map I encounter this problem. The Asset GUID specified in the error matches the GUID of my project. Maybe someone knows how to fix this?
BACKEND (E): [RestApi] ID:[8] TYPE:[EBREQ_WORKBENCH_GetAsset] Error Code:400 - Bad Request, apiCode="workshopApi.assetNotPublished", uid="1739213269080-768308", message="Asset 64770A732AEA31D6 is not published"
Please read the conversation above. Most of the general answers are tossed in there. The TLDR is that the DDoSing is impacting the workbench whether that be by the attacker themselves or BI closing the workbench to prevent information being sent through it via publishing
At this point it seems like its been disabled for reasons only the dev team knows. Since everything else has been (for the most part) running well.
Yes, I saw it but I want to be sure that the problem in my project is not because of me. This is my first project and I would not like to do it completely and then find out that I just can't upload it because of an error at the beginning.
is any timeframe currently known when we be able to update our mods again?
Yes, I would be interested in that too.
nope
some day
But as far as I know, the team is deliberately silent about it. Because it probably looked like the best way to paralyze the servers with the attack was via the workshop. Since access was probably the least secured. It's a guess because there will be reasons why it doesn't work anymore. But the servers have been running more or less stable since then.
Your right
But slowly you should get the topic under control. Since it has already driven away many new players.
hello guys, i make a .et file. nothing special. just some tables etc but now i try to add it to GM as placeable item but i can't figure out how. any help ?
Look at any one of the vanilla prefabs(.et files) that exist that already do what you want. Use whatever components they have to make your prefab behave the same way.
i try to add rigidbody, rplcomponent and hierarchy. i don't know if i must add mesh object because i use multiple items in that. can i add any mesh there ? is it necessary ?
I completely misread what you were wanting. Perhaps checking the wiki will help.
Had me there
BACKEND (E): [RestApi] ID:[31] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:400 - Bad Request, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
Are other players able to find an Unlisted mod on the workshop using GUID? Wondering because it has a "Private 🏴" indicator on the Workshop thumbnail on my end
Is there a way to revert workbench addon version?
Say you deleted something by accident or messed up on a map is there like an actual way to correct something like that or is it tough luck
Besides the Undo button but let’s say something internally destroyed your work
I’ve been wondering that for a bit now
Asking this again because my friend cannot seem to find my mod using GUID despite being unlisted (not private)
Yes but they will probably need to add it to their JSON, also all unlisted mods currently show up on the workshop website
How would they go about adding it to their .json? As in, which .json are you referencing?
Also, it appears that my mod does not show up on the website. However, I can personally search its GUID in-game just fine.
Make sure to check test and unlisted to see all the mods
Is there a guide somewhere on how to correctly set up the dedicated server tool in workbench? It's proving hard to search anything for it because of the community dedicated server tool.
I'm not entirely sure how the -addonDir should be done to allow it to load any dependencies my mod has while still loading the workbench mod. I've pointed it to my mods folder, as well as my projects folder which seems to work fine for the server, apart from it not being able to load the world in my mod. If I load a vanilla world it at least starts without saying it can't find any mods.
The peer on the other hand just give up on start saying it can't find my addon (the one in workbench) with the same -addonsDir
Set it up how it is in the image, to get the list of addons needed to run the server, just run it without the parameters, the server log will print out the list you need to run it.
Ahhhh found my problem immediately. I was closing the projects and addons paths on either side of the comma.
Like -addonsDir "<Projects>","<Addons>"
Working now. tyvm @turbid tangle
@lusty bridge bro dm please
Hello all, Working on creating my first scenario. I have it complete and saved. How do I get to see it in reforger game? Under Scenarios? Do I have to publish it to play locally?
Is this normal now?
Yut
normal for two weeks.
you cant publish it, you can run in through cli and have your friends do the same.
and they should have the same packed addon in their device? so they can load the world through cli
from what i understand, just the mod folder in your tools folder. I personally just going to wait till i can publish not trying to have a head ache
When you say run through CLI, do you mean in steam startup parmaters have -addon mymod? I have tried this and made my file was in my addons folder but it shows up but it says it cannot locate game files.
startup command so yes
I was able to get it to show up in Scenarios. But it says I missing the dependency. How do I figure how what dependency that is? I can see the GUID for the dependency under the gproj file.
I never tried it. so I couldn't tell ya, maybe load the mod decencies too? maybe the same way.
Anyone know which setting in the debug menu disables the mine placement UI? Ive been through every category and submenu and havent found anything.
It seems to me that this is a feature that does not turn off.
Following Capture and Hold Tutorial, I get to the point to launch scenario in game and it says I am missing the dependency. The dependency is the Arma Reforger. Anyone else ever run into this problem.
did you set it as a dependency
by default it setting it as dependency. I assume from creating a sub scene of the capture and hold map. I will try and remove the dependency and see what happens.
Regorger will not start if I remove dependency from the scenario that I created.
Anyone know why I would get a full crash when trying to place a decal on a terrain? I'm wondering if I've missed a step somewhere but not sure where
any word on publish yet?
i like to destroy my hard work just to test it out
I unfortunately tested unpublishing first
i did it just to see if it worked funny how you can delete but not upload
I keep getting this error code when trying to publish my mod. Any ideas?
BACKEND (E): [RestApi] ID:[10] TYPE:[EBREQ_WORKBENCH_GetAsset] Error Code:400 - Bad Request, apiCode="workshopApi.assetNotPublished", uid="1739311878327-271452", message="Asset 649759B3CCCC6D29 is not published"
I scrolled up and read a little, seems to be an issue that's been going on for a while.
a week too late to post
Yeah..I'm a bit challenged I guess. Is it possible for me to use my mod locally without officially publishing it?
It’s a backend issue u can use it in the world editor as like a gm but I’ve found it rlly buggy on my end
Yeah my mod is literally just an edit to a config file to another mod,just changing one number from 0.2 to 1
what can i be missing from my gamemode or whatever if i cant die at all.. not to fall damage not to explosions nothing. my gamemode is setup exactly the same as i had it on everon x arland map but im guessing this one (just everon from CE mod) is missing something or im just being dumb
What's your gamemode setup look like? Screenshot pls
Oh, doing something related to EveronLife. Did you follow this part of the instructions? https://github.com/EveronLife/EveronLife/blob/main/docs/custom_server.md#adding-the-game-mode Beyond that, I'm not sure when it comes to EL. I know all CentralEconomy does is allow for item spawning. I don't touch anything related to character damage in it. And the Everon-CentralEconomy world comes by default with no gamemode.
Maybe missing SCR_GameModeHealthSettings within your gamemode? Not sure if EL utilizes that or not
Also, when it comes to CE, I recommend looking at #1301291009635909664 message as I'm going to be updating how item spawning works once the Workshop is back to working normally, and would hate for you to do all the work in the config when it'll be converted to Json 😄
ill look into it more tomorrow. im just confused cause on me previous mess arounds i havent had to touch anything regarding any health or damage it was working out of the box so i was thinking it might be some mod i added into this "test" that messes with things (tho i really cant see what mod would make you invulnerable) or missing part of gamemode like hit reg or something... idk ill debug tomorrow.. thanks so much tho ^^
oh im aware.. im far from making any sort of config and also waiting for the update im at stage where im messing with values seeing how it all works together to then make a config that make sense
Hopefully it all get solved! If not when you try it again tomorrow, there should be a Discord for EL listed somewhere on the GitHub repository that you can go to and get further help!
Nothing takes this long to fix lol
I doubt that anyone is going to fix it at all. Obviously, this was done on purpose.
Is there a possibility for reforger to ignore dependencies? Like in arma3? It would simply not load such things
😭 Why does this expand anytime I unselect my prefab
Its so annoying, any tips how to set different default behaviour?
CTD:
13:21:54.469 RENDER (E): Render error (-2005270522 = 0x887A0006): The application's device failed due to badly formed commands sent by the application
13:21:54.469 RENDER (E): func: m_pD3DDevice->GetDeviceRemovedReason()
13:21:54.469 RENDER (E): D:\jenkins\workspace\continuous_branches_stable_1.3.0\ARGamecode\Enfusion\Enfusion\src\render\enf_rendmainimpl.cpp(3290): enf::RendererImpl::EndFrame
13:21:54.469 RENDER (E): Device removed, reason: DXGI_ERROR_DEVICE_HUNG
13:21:54.470 ENGINE (F): Crashed
13:21:55.636 RENDER : ----------------------------------------------------------------
13:21:55.636 RENDER : ----------------------------------------------------------------
13:21:55.637 RENDER : Rend: Fps:1000000.00 (0.00ms) | Present 0.00ms | Wait4GPU 3665.06ms (graphical 3665.05 + copy 0.01) | defrag 0.00ms
13:21:55.637 RENDER : Rend: DP:0000 DPI:0000 DPR:0000 DPID:0000 Tri:00000 Vert:000000 CSRun:00|AllV:00x(00000) AllI:00x(00000) BegV:00x(00000) BegI:00x(00000)|TRes:0237
13:21:55.637 RENDER : ----------------------------------------------------------------
Also some other strange looking stuff:
13:21:19.572 WORLD : UpdateEntities
13:21:19.572 WORLD : Frame
13:21:19.572 RESOURCES : GetResourceObject '{501D3A26F3F9BB76}föö'
13:21:19.572 RESOURCES (E): Unknown object type, missing extension!
13:21:19.572 AI (E): Resource name:** "föö"**is invalid
13:21:19.572 RESOURCES : GetResourceObject '{501D3A26F3F9BB76}föö'
13:21:19.572 RESOURCES (E): Unknown object type, missing extension!
13:21:24.868 WORLD : UpdateEntities
13:21:24.868 WORLD : Frame
13:21:24.868 RESOURCES : GetResourceObject '{501D3A26F3F9BB76}föö'
13:21:24.868 RESOURCES (E): Unknown object type, missing extension!
13:21:24.868 AI (E): Resource name: **"föö"**is invalid
13:21:24.869 RESOURCES : GetResourceObject '{501D3A26F3F9BB76}föö'
13:21:24.869 RESOURCES (E): Unknown object type, missing extension!
And when i delete A.I. during combat:
13:21:34.247 SCRIPT (W): GetAimCompensation: provided null entity
13:21:34.301 WORLD : UpdateEntities
13:21:34.301 WORLD : Frame
13:21:34.301 SCRIPT (W): GetAimCompensation: provided null entity
13:21:34.367 WORLD : UpdateEntities
13:21:34.367 WORLD : Frame
There is a button next to play that allows you to select only from current layer
Yeah when I click on grass it still selects something from the map..
Can anybody upload anything yet? 😂
Hey guys, dumb question for you, are we able to find these #AR-map attributes anywhere and override them/change them ?
instead of pasting text directly into the field, I would like to change the content of these #AR-* files
This should help. You create your own string tables in this guide
https://community.bistudio.com/wiki/Arma_Reforger:Mod_Localisation#Localising_asset_manually
perfect, thanks
im trying to use the Enfusion Workbench for the first time to upload my first mod to the wiorkshop. I keep getting an error no matter what I do, is there anything im doing wrong or anything i can check to try and get it to work? THis is the error messsage
BACKEND (E): [RestApi] ID:[37] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:400 - Bad Request, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
Read up
i didnt see exactly the issue or solution
can you maybe link me to a direct reply, comment, or solution?
right now there is a problem with servers, and publishing does not work
no words on when it will be back
ty i understand
Are there any workarounds for us who are new(er) to modding reforger for the time being?
For anyone wondering, we still can't upload mods or updates to existing mods. I just tried. No dice gents.
yeah we know because as soon as its able to there will be loads of new uploads
Hi guys, I'm trying to create a team deathmatch game mode on my own custom map, when I set the respawn component to auto spawn it works fine, if i change it to menu spawn however, it throws up an error in the SCR_RoleSelectionMenu, specifically this line: protected void InitMapPlain()
{
ResourceName conf = "{A786DD4868598F15}Configs/Map/MapPlain.conf";
m_MapEntity.OpenMap(m_MapEntity.SetupMapConfig(EMapEntityMode.PLAIN, conf, GetRootWidget()));
}
This script is read only and as far as I can tell I cannot edit it even when overriding to change A786DD4868598F15 to my maps GUID (which is what I'm thinking is the issue). any tips?
Also, weirdly I have hud sounds but no other sounds, related perhaps?
it was antiglitch mod. set me invincible but never unset it. 100% config issue on my part as i just added it not ready to mess with it. thank you so much to for your fast reply yesterday
No problem! Glad it got solved 😄
now trader configs 
another addon i added into the workbench file isnt showing
I was messing around w the dependcies for my modpack and now when i open my mod it doesnt pop up
just this
How do i add a mission header?
if you use Game Mode Setup plugin in world editor it will help add one for you
otherwise just duplicate one from base Missions folder and change it accordingly
Got it...Thanks
Is it possible to load a mod into the game if i copy it to the addons folder? Its not being detected for me to load under mod manager
trying to get around not being able to publish atm
yeah. look at -addonsDir and -addons config here @cerulean grotto https://community.bistudio.com/wiki/Arma_Reforger:Startup_Parameters
so you should be able to launch the game with -addonsDir pointed at your ArmaReforgerWorkbench/addons to run your addon in game locally
can anyone help me w this
workbench probably doesnt see your dependencies
when you open workbench, where it asks you to select a project, add the dependencies via "add existing project". then try to load your mod
all dependencies have to be registered in that list for workbench to be able to load them
(you can also use the Scan option if you just wanna add your whole addons folder)
yeah I removed trhe dependencies and only had the arma reforger one
but the issue is i only see one addon but i have 2 addons inside the workbench folder
@tranquil pilot What am I doing wrong I cannot see the Scenario I just made. I can see one that I downloaded from workshop. Example Mission.
nvm issue got resovled
To be able to upload or not to be able to upload, that is the question.
So are the workbench working again?
your missing a mod causing others not to show i believe
Missing a mod (or mod dependency)
Hello. I ad a dependency to my project and now i can't see it when I open it. But I can see it in the project. What's happening?
SAME as before
I have to restart the project from scratch?
In the pc I see the folders
But when I try to scan for existing projects I can't find it
just make sure you open with all mods you had added when first creating
you dont need to set it as it will pull regardless
Yesterday I have 3 dependency and it's was OK. Now when I ad 1 it happen this problem
your missing something that was there yesterday causing that dep now not to show
The dep is showing on the main menu and the project so. But when I try to open the project, workbench open one of the deps
even when you hit open with
Yes yes.
Workbench open and i can't see the folder name of the project. Ony arma reforger folder and deps
go back to you main mod remove dep then see if can pull the missing dep from hitting open with and see if it appears
i assume if you open each separately all files show ok
Already do it. I remove all dep. I have only my project on the main but when I open it, it's looking like scrap. But yes, all files show OK in the folders in my pc
I have this problem time ago but I was working on it only half hour. So I cancel the project ad start again from scratch. Now I was at the finish work to ad 1 dep and bye bye project 😭
are you using a dep thats no longer available
No no. There are all ok. I ad only wher ai am mod
Today
I try do reinstall workbench but nothing change. Thank you @pallid copper for helping
I will try a new project. But first I will load all the deps. So if something is wrong from the beginning I will find out which mod or dep is causing this problem
But first I have to chill down 🤯 😂
yes thats what i was suggesting up abit check each will open and files on left look good
Is the Workshop uploads still broken?
does anyone have a tip or videotutorial on how to test my mod from the workbench? (workshop no work 😭)
Is anyone as annoyed as I am that we still can't publish our updates?
Im a veteran, I already feel let down with life. so this is nothing new
I am just looking forward to all mod updates soon ^^
Hey guys quick question, when creating a map, for some reason I seem to be stuck in a corner and can't access the otherside of the tile
I'm not sure which setting I've messed up
I'm able to move the Generic terrain entity using the moving tool but this to not be the proper way to center my map to the middle of the tile
I was hoping to get some info here but the link is broken: https://forums.bohemia.net/forums/topic/239129-cant-use-whole-terrain/
I believe it's a known bug with terrain creation at the moment, as far as the solution, not sure
ok ythanks
Search the discord for terrain stuck camera world editor and you will find 4 fixes that have varying success.
Folks told me setting the world bounds and locking the layer works
worked like a charm ! thanks
Hi, I happened to find your post looking on how to unlock a mod so I can try and fix someone elses mod for them. There is absolutely reason to unlock a mod - or at least for uploaders to make the mod itself unlocked so it can be fixed if they neglect to keep up with it
If someone wants you to fix their mod they can add you as a contributor and give you the source files (if they're legally able to do so). Depending on the license you can fix the mod by using it as a dependency. Other than that, you will never have access to any source files of any mods.
dog disappeared and nobody has gotten in contact with him; his protac mod has been broken for months now
Some people literally won't be around to fix their mods
That sucks but, what you're suggesting will never happen.
did you ever figure this out, not sure where the world file belongs
does a scenario only get the .conf after being published
im using -listscenario and its not showing mod scenarios even though i dont have one specified in my .json
Hey just putting this here as I've tried to resolve this and can't figure it out for the life of me hoping someone here can help ❤️
Reason: Index out of bounds.
Class: 'SCR_AmbientPatrolSystem'
Function: 'Get'
Stack trace:
scripts/Game/Systems/SCR_AmbientPatrolSystem.c:189 Function ProcessSpawnpoint
scripts/Game/Systems/SCR_AmbientPatrolSystem.c:87 Function OnUpdate
Hello. I like to ad ghillies in my project. But i don't won't to see Bush player's all around the map 😅. So I was thinking if is possible to disable the ghillies from the arsenal?? So I can spawn them in a secret place so only snipers can know the place and get it
so ive got a script currently that works and its made to propel characters and AI into a ragdoll state depending on explosion types and distance to the explosion. currently like i said it works however it seems to have an error that isnt logging in console thats making me crash sometimes when an explosion is about to happen. if anyone can dm me and provide insight on some troubleshooting that would be great
yes just config them in to a different arsenal
@pallid copper now they spawn in the arsenal of the HQ when you deploy it
Are Arma modders still not able to upload mod updates?
Nope
how can I get enemy MOB showing on map so both enemy teams can see where each other MOBS are?
Dang. My mod has been brockt for a weeks now, due to partial upload, mod version increment and 400 error. Guess we're all in the same boat-y-poo. Thank you!
Must require a rewrite of their API to add better security measures.
It's been a while but I think I ended up just making a new project because there wasn't much to mine yet. I'm sure it was something simple that I missed at the time though
It works!!!
Jk. Just wanted to get your hopes up.
Chat ban this man
😬😭😭😭😢
thats horrible
Mod is at 21.6.2 still no upload.
Is there any way for me to test out my mod in the workbench? I tried loading a world but it doesnt seem to load my mods along with it. I just wanna test to see if the vehicle changes are applied to the vehicle depots.
I wonder, was that an intention to start banning mods when uploading to workshop doesnt work and the issues arised from that cant be fixed, or was it just an oversight?
I don’t think it was intentional but maybe a byproduct of the attacks. As earlier a BI staff member said either in here or #enfusion_generic that they found the error internally and the fix would most likely come with the next stable update
Pretty sure that was a different issue. Something with compiling a script.
Hey just putting this here as I've tried to resolve this and can't figure it out for the life of me hoping someone here can help ❤️
Reason: Index out of bounds.
Class: 'SCR_AmbientPatrolSystem'
Function: 'Get'
Stack trace:
scripts/Game/Systems/SCR_AmbientPatrolSystem.c:189 Function ProcessSpawnpoint
scripts/Game/Systems/SCR_AmbientPatrolSystem.c:87 Function OnUpdate
Are you writing code or is this a module throwing an error? Index out of bounds mean you are accessing an array beyond its size. Ie: say you create an array int foo[3] = [1, 2, 3] . Its an int array with a size of 3. If you tried to access foo[5] it would throw an index out of bounds exeption. Also note that arrays start at index 0. So an array of size 3 would be accessed with foo[0] foo[1] and f[2]. Foo[3] would throw an index out of bounds exception. People new to coding make this mistake alot.
@flat relic
I'll 2x check thanks for that 🙂
I think it's a module throwing an error as I got this trying to delete ai
So is work bench broken? I keep getting rrror 400
been broke since the 6th
Wish we could publish mods again
can BI re-enable network connectivity to the servers just for 2 h ?

I think they took the servers down on purpose, potentially needing to do some forensic analysis post incident ?
or damaged Hardware
feels like its been disabled more than actual issues tbh.
or re-architecturing the infrastructure
my thought too ...
Guys i having this issue on publishing a mod
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed```
where have you been?
Is the workbench still down...
I was away for a while, thinking it would be resolved... I didn't see the previous messages
clearly its up
Works fine for me 👀
uploads not the actual bench
Does anyone know how I could make it so players could potentially join another faction if let’s say I enabled it via a config? Is this achievable? I am using Gramp’s PVE Mod and I basically want to run an event where players will be divided up and some players will fight along the side of AI. But right now you can only join one faction.
I don’t want this to be enabled all the time just when I want to run the event. Or if anyone has any better ideas or approaches to this.
yes just make said faction playable and changable
Very new to the tools, where exactly is that done? Is it a config within the tools?
Right now I have prefabs (rank limit/supplies) entity configurations, and miscellaneous changes done.
scr_gamemodecampaign
Thank you!
welcome
Now, to go about it this way, is there a way I could enable/disable it live? Or would it require restart? Like for example, if I ran a command it would essentially enable/disable it? Or could I make a config that has a true or false in it?
Is this possible? ^^
you could set tickets for that faction spawn once use no more spawn or use the spawn protection system without looking into it some else may have a better solution
Is that all handled via the class above?
there scr_spawncomponents if remember correct
Ah okay thank you!
Hi, I have this error message when I leave my world. I can't find the line. Could this be linked to the workbench which is stopped? I don't remember getting this error message before. Thanks to you
I get this all the time too! I’m not sure what it means.
Still no changes today about the workshop ?
Nope. Still down
Lol they posted a youtube video about mods but yet the mod upload is broken
It’s a pain, I have to think at this point it’s an intentional shutdown by BI.
oh I'm 99.9% sure it is
One of the BI reps said they are working on a rework for what’s allowed on stable. IE: no unlisted or test mods. Change from what I read wouldn’t happen till after 1.3 is moved to stable. Potentially all unlisted or test mods would go on Experimental till they are ready for full release to stable. I think a quote I read was the workshop is way too cluttered with WIP or test mods.
Hey im trying to make a PVE conflict mode for Gulfcoast Islands, where should i start?
Thats bullshit. We should be allowed to have private mods. I don't wan't every scenario i publish for my server public.
I could be wrong about the private mods as it’s still up in the air. But the WIP and unlisted mods was mainly what I was referring as that’s what I understood
It's already public since you can view all server mod lists on battlemetrics
even private servers?
Yes no problem.
wow i cant even upload my mod
Error Code 400 Bad Reqiest and then not even an error reason
It’s down
f***
Not work shop.
no
I'm testing swapping out mounted weapons on vehicles. I swapped a 50Cal on the Willys jeep for a British GPMG but when you mount it you can't fire or move so it looks like there are no animations. Anyone have any luck with doing the same?
You can have private mods. Just distribute the bundle privately...
Thats a pita though.
So no, you can't use public infrastructure to distribute private mods. But you can bundle up your mods and distribute them to a private group AFAIK.
Whether that violates any TOS with BI is u pto them.
But you can bundle up your mods
could you or someone elaborate a little on this, I have made a scenario my friends and I want to play but haven't been able to
is there any consensus between mod creators for reforger on penetration values and types at ranges?
does anyone know how to access the ESC menu to access the game settings when running around in the world editor? You can't press ESC to access it but I need to somehow test the menu I'm trying to create
Alt esc I believe
Or shift esc
Hi im new to all this, im not doing anything wrong am i?
BACKEND (E): [RestApi] ID:[16] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:400 - Bad Request, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
RESOURCES (E): Publishing failed
Look's pretty fine to me.
Even your failed reason look's alright.
👍
Nah just kidding its broken sice a while.
*since
Nothing you can do.
Everyone is having issue uploading mods
okay thank you, i was stressing thinking i did something wrong
hoping it gets fixed asap tho i have stuff that needs to be uploaded lol
Once it's back again, it will just crash due to 1000 ppl uploading their stuff. 😅
About the publish problem?
yeah
Nope just to be patient and they are working on it.
Well could be worse.
As long as i can do my stuff in workbench i'm pretty okay with whatever.
F10
Ok im being mega stupid. How do i cycle between ammo types in a vanilla reforger vehicle?
I was the same, spent hours trying to troubleshoot it before messaging here.
You can also change your ar tools key binding if needed so that esc doesn’t close out of your session
Hello, how can I get the "Dedicated Server Plugin" to load regular mods that are installed with my normal Steam Reforger Game?
I am using "-addonsDir" to add the regular Reforger addons directory, but it keeps saying "Can't find Mod xyz".
What am I doing wrong?
you might need to add multiple directories for it to work. like this -addonsDir "dir1","dir2"
add your games addons dir, add your workbench addons dir, etc
In Exp when I have a material preview window open in addition to world editor everything stutters and works at 20 fps
Also it just crashed when I closed wb
What on gods green earth is this formatting!!! ActionStates viewing debug list... (AKA Action Manager)Why just what? Who why? Ohh god my poor screen.
Like seriousy how am i meant to debug anything when there is no scroll bar and the list goes on for infinity???
How do I pack my mod but not publish it? I want to try running it while publishing is still down?
Day 17
I'm in shambles.
Unable to upload to the reforger workshop I find myself succumbing to caveman-like behavior
I just made a fire in my backyard with sticks
My dog is looking tasty
My wife left me
I'm in a loincloth
I muttered my first unga bunga today.
Society is a construct of my mind of which I'm LOSING BECAUSE OF WORKSHOP API 
World editor. You can play gamemaster/conflict.
Also fun fact you can join conflict servers from the world editor 
I don't know if it actually works I never got that far
yeah it's weird how long they are dragging this out
I figured out how to do it the ghetto way. I just dropped the data.pak into an older version of my mod. Seems to work fine
Unga Bunga that sounds great.
wait you have a wife? did you steal her from someone else?
Had a wife unga Bunga 😦
Also apparently it's day 19
def 19.
I've lost count of time it's been so long. The rats in the corner of this padded room are talking shit to me but the angels in the white shirts says they aren't real.
But I know a real rat when I see one. They wear top hats and sing and dance.
i've resorted to touching grass and i do not like this.
My theory (based on pure baseless speculation and stupidity) is that the DOS attackers used the workshop as an attack vector, so Bohemia temporarily disabled the publish API. This would explain why publishing went from timing out while the attack was ongoing to just returning BAD REQUEST. And they have to keep the publish API disabled until they can patch whatever the vulnerability was.
Makes perfect sense if you don't think about it.
Whew good thing I read that line at the bottom
I may need to speak to a psychiatrist after that schizophrenic ramble. But I'm really trying to piece together why we can't publish long after the attack is over. I feel like they must have manually disabled the API, but I have no idea why or if that's even true
It's hard for me to say what I think it is without getting a warning
Yeah, I'll shut up too lol
Hello, can I set a vehicle to patrol on a mission? I can't figure it out, how could I do it?
yes just use the waypoints
but the enemy vehicles come out empty, how do I put enemies inside them
you need to set as a patrol if you DM ill walk you through it
I'll try to see if I understand you, thank you
They should have just used steam workshop... Nobody here would have complained about that...
I'm sure they have a very good reason for using their own workshop
Well, there ya go
!Warn
i belive neither xbox nor sony would be supported by a steam workshop...
But console store interfaces suck and have inbuilt backdoors... Why would anyone support corruption... Thats the whole reason steam have been building their own OS that people on consoles can replace shitty XBOX and PS5 OS's with...
If industry fails to act on behalf of the consumer then the consumer shall also in return.
What's the process of adding Game Master to a custom world? I've tried adding GameMode_Editor_Full but that doesnt seem to work correctly with me being unable ot move the camera in Game Master
Can someone please help me understand (or direct me to the appropriate documentation) how to load a world in world editor thats not part of the base game? Like if I have WCS Eastern Europe in my add ons folder.. where is its ENT file and how do i add that folder to be a place to open from
You need to add the addon as a dependiency of your project
Let me do that my self so I can walk you through it
I'll do this with a diffrent addon for the purpose of demonstation
Thank you.. i keep reading that I need to do that, but im missing something because its not adding the worlds folder from eastern europe as a directory for me to open from, even if its selected as a depend
First you will want to locate your addons downloads folder, this should be C:\Users\<USER>\Documents\My Games\ArmaReforger\addons
Lets try going through this to see if you missed a step
Now with your workbench open, but without a project opened select Add Project -> Add Existing Project and locate the addon you want to use in the addons download directory
(You can also use Scan for Projects in your addon download directory to just add every addon in there)
Once you browse to the addon's directory, you will want to open the addon.gproj file
Once you do that, the addon should appear in your workbench launcher
@pallid scarab Is this a existing project you want to add it to or are you creating a new one?
Gotcha
So i have the eastern europe project in my projects list now.
a new one, or the existing one
WDYM?
Like, am I adding a new project or opoening the existing one that I just added to the projects list
Opening your existing project
Dont open the one that was added to the list
Open your project
Oh, okay so a MY project, got it
Once you have that open and you've gone to Workbench -> Options select the + button in the Dependencies section
Now you should see the following in your Dependencies list
To the right of where it says (unknown addon) select the ... button
Then like before, browse to the location of the addon you want to add as a dependency and open the addon.gproj for the addon
Okay, got that
You should now see it as a dependency
yes
Next, completely close the workbench
Then re-open the workbench and open your project
Aha.. thats the part I missed. Re-opening
Yep, thank you very much
No problem
can we upload now?
It'll more than likely be announced by the devs once it's possible again
its sunday its the lords day, chicfila aint even open
anyone can help me?, Virtual Machine Exception
Reason: NULL pointer to instance. Variable '#return'
Class: 'SCR_CampaignMilitaryBaseComponent'
Function: 'EvaluateDefenders'
Stack trace:
Scripts/Game/Components/Locations/SCR_CampaignMilitaryBaseComponent.c:2242 Function EvaluateDefenders
Scripts/Game/game.c:933 Function OnUpdate
is a conflict mission
enable mod uploading NOW!!😡 😡
hey something new i try to upload my mission and i get this error
this is my conf file
@royal mural Upload is Down
how long this is going on ?
20 Day i think
thanks ^^
11 days. when new stuff starts to pop up on this page then uploads are working again https://reforger.armaplatform.com/workshop?sort=newest
Been 20 days
(I have been keeping count)
Is there an API for the workshop to access it?
Is there a way to disable the white cylinders area vizualizations that are dotted around on the map when inside the World Editor? I think they're related to SCR_CampaignSpawnGroupPoint
Tried View -> Toggle Visualizers, and it doesn't remove them
you can decrease the size to 0 which makes them not show
Not a public one
is there a way to request access to upload mods to the workshop again? Ive been told by buddies of mine that people have been able to contact bohemia to enable uploads again but how exactly would I go about doing this?
Havent heard anything like that, but if true that’s some shady business for sure…
Mainly because there hasn’t been any official statements made apart from”it’ll be fixed when its fixed” - 💩
Anybody know why the engine is not letting me register and import sound files? They are wav files it just shows it as greyed out
Might be the WAV file because I used my video editor to export it as a WAV file but it did the same thing but I took the same file ran it through Audacity and it worked
Oh okay bet
I’ll try it out
Still nothing
Exported it as a wav and reimported it and still greyed out
one of the most important tools for the game still off... and not even a "good explanation given" 
Some people were able to find a window. But the issue has definitely persisted longer than 2/7.
I don't know what rock you're pretending to be under (Probably the same one the people who think the holocaust isn't real) But going off the window some 100mb mod found at 1am on a thursday isn't reflective of how long this issue has been persisting.
LOL are you actually relating the arma reforger workshop being down to the holocaust jesus christ
you're the one trying to correct people with false information. it's very easy to see that publishing stopped working sometime between the 6th-7th https://reforger.armaplatform.com/workshop?sort=newest and look at updates of the most popular mods. the entire first page (and then some) are new mods that were created that day, excluding existing mods being updated
ddoses were happening earlier yes but they did not take down workshop publishing like its down now. workshop publishing is down now as a result of ddoses being mitigated. not the other way around. this is also clear from bohemias official announcement
Has anyone created a mod that limits platoon radio to Squad leaders only?
The amount of mods about to drop when uploading works again..
this... i will figure this one out.
Hey hey, how does that link up with my schizo theory here? #reforger_workbench message
bohemias making us go nuts
not if u also count the DDoS days 
still not able to upload....
You answered your own question
I’m craving validation
Only BI can validate your theories and I doubt they would, so ur a little cooked
I know. It’s just for fun
Until my new Abilify prescription gets filled
To help with the schizophrenia
Yeah but when hundreds of users read those very logical and sane theories they tend to start spreading them
If you don't give them theories to spread, they will come up with their own, which may be much worse. 😅
Yeah at least in my crazy theory, Bohemia are the good guys and they have the workshop down for good reason (I do think they are the good guys). I’ve read some real crazy stuff in here lol. All as baseless as my silly theory
Yes they are.
They wouldn't do this for no reason, i'm pretty sure as well.
You are right about how rumors spreads like wildfire in this community. The next guy won’t hedge nearly as much as I do
Yeah i doubt they feel great about critical part of their service down lol. I’m just glad the workbench is still up so we can at least work on stuff
There must be something going on, would be kinda "naive", to just go back to business as usual, hoping there will never ever be another DDoS ever again.
Exactly working workbench is everything i'm asking for. 😎
anyone here understand how to rig the uniforms, vests, helmets in the workbench cuz i been following this bohemia forum and no workie
trying to rig my new halo armor-
try wiki
this is what i was reading-
its definitely a skill issue- somewhere im misreading something or doing something wrong
everything is in the game. easy part. The uniforms and vests are just not animating with the player ;-;
you wrote bohemia forum but ok. Have you seen this one https://www.youtube.com/watch?v=dUNN_KeyjkQ&t=1632s ?
Follow along with our guide here: https://reforger.armaplatform.com/news/modding-boot-camp-3-modeling
Bohemia Interactive Community Wiki (BIKI) Tutorial: https://community.bistudio.com/wiki/Arma_Reforger:Character_Gear_Creation/Headgear
This Modding Boot Camp seminar was originally held on the Arma Discord Server on December 18th, 2024.
Artis...
you could also try to write down what have you done so far and share some pics
skill issue or not, you can always ask here for assistance but you also need to put some effort to describe what you have done
RAH i figured it out
in blender- for some fucking reason- each vertex i assigned to the spine or stomach etc had an extra letter idk if i mistyped or if my blender bugged or what.
So basically my vertexes were stomachh, spinee, etc
stupid mistake
im testing it now in blender in the pose mode, the mesh is animating with the body 😄
Hey, I'm having an issue with the Reforger Tool. After a while, all of my GPU memory gets used up, and it stays that way until I restart the app. Any ideas what's causing this and how to prevent it?
assuming still no luck with uploading today ?
In the modding boot camp we will talk about how to solve the mod upload I hope...
I'm just going with the assumption that it will be down until 1.3 release.
So like in two/three months... 💀
Can't be disappointed if you massively overestimate taps head
In all seriousness, modding is the backbone of Arma and has been for as long as I can remember. 3-4 weeks of downtime is already too much. What's another 3 or 4 🤷
Its not so much creating a brand new mod as it is tweaking an existing mission file and adding dependencies that my team wants added.. not sure what channel or place that would be in.
Is that a entirely different discord?
yes
Also possible to send me an invite to it?
Why is there a splinter discord for modding when most modding discussion happens here? 🤔 Sounds sketchy
Can anyone tell me which component in Workbench restricts the use of assets by Game Master?
What is the difference between the .et files found under ArmaReforger > Prefab Library > Generators and ArmaReforger > Prefab > WEGenerators
Each faction’s entity catalogues or systems.conf depending on what you’re trying to restrict
Does World Editor preview have an ability to slow time in the debug menu?
Sorry if this is in the wrong place. I setup up my ConflictMilitaryBase and the vehicles are there and I can hear the HQ radio but the tent isn't showing up. It acts like its there but its not. Any idea why? Any help is greatly appreciated!
make sure your actual HQSpawn module is there.
I'll have a look I am uninstalling and reinstalling Tools. Thats where I'm at with it lol
sorry if this is common knowledge, but is publishing disabled at the moment?
Thank you.
Be me, buy a server a week and something ago
- be unable to upload anything you want to use
- server just waits
There you go my friend
Uploading will continue being disabled until the morale improves

Have you tried running the local mod yet?
People said yhou can do it on PC, launch the game with the -addons MyModName?
😂😂😂 that’s the cause of the moral low
BUT you need to share you mod file to other players
to say, you are running a new made mod and want to test with others.
Good morning, would someone be so kind as to tell me how I can add civilians to a mission?
You have to use the "Group_Base.et" and add the civilian characters to it manually.
They are in "Prefabs/Characters/Factions/CIV" or something like this.
Also you have to write CIV in the faction of the "Group_Base.et".
That's pretty much it.
brother i just got locked into a 6 month box deal with ovh just for this to hit a week in
i go try, thanks!
Ping me if you can't get it done and i will make you a screenshot.
hello. It's possible to spawn an empty box ad decide wich item find inside?
They are already working, thank you very much! It would be too much to ask how to put enemy vehicles in? How can I put the AI inside so they can drive?
Alright.
Guess the easiest way is by giving them a "Get In" waypoint.
This is another way but it's more about waypoints: #enfusion_ai message
thanks, i go try
The waypoint should work in any case.
Just place it somewhere near or on top of the vehicle.
You used a move waypoint for the wayveh right?
Maybe you have to use a get in waypoint first and after it the move waypoint?
Did they just teleport into the vehicle?
When assigning the vehicle to the group, it enters it, but does not move
Yeah i'm not on PC rn and i can't tell from the top of my head...
I will try a little later and let you know, if you not already figured it out by yourself. 🙂
great, thank you very much
Is there any where to learn how to make your own PvE conflict on a map of your choosing? I have watched some videos but more or less it’s all PvP related.
Nothing related to AI manipulation etc.
Well mine do drive.
Did you use the waypoint: {750A8D1695BD6998}Prefabs/AI/Waypoints/AIWaypoint_Move.et?
yes and nothing, now I'm out then I'll continue to see if I can get it
Alright.
This is how mine look's:
Haven't been paying attention to it, but from quickly reading up the chat, the workshop is down and we are unable to upload projects atm, correct?
yep
Today completes 1 week?
Ok, that explains why I can't update anything lol. Thanks
dozens of servers / working halfway because they can't seem to solve a "problem"
And I'm guessing BI haven't said when it will be fixed
It's on their X that they "are working on it"
Right, thanks for catching me up
^ look at that date…
don't tell me 
I think that is when they realized there was a problem, not when it actually started.
Workshop issues started around the same time as the ddos. After that it was back for a short while and then perma offline 😄
“Working hard to fix this as soon possible” 
guys i have some issue with Faction Selection, some times when i do some other changes on manager and i hit the play button to test them, at the deployment setup i select the faction i want but nothing happens. No squads. is there any way to fix that ?
plus the faction become "Kompas - 2"
I'm facing an issue that i have not seen before, when creating a spline and using the powerline generator, it generate duplicates automatically
does anyone know which setting I messed up ?
Might be another dumb question of mine, but given that the backend is down: How can I test a newly created mod ingame? I've only altered a script, so no world to test it in the Workbench directly. I did try to publish (which obviously fails, as pushing to backend not possible) and copied over the folder from the publish folder into the actual addons folder, but it doesn't show up ingame.
what i do is
step 1) copy all items from workbench/addon/name folder (only what have inside)
step 2) navigate to the same mod i make on the armareforger/addon folder and find my mod
step 3) delete ALL item inside EXCEPT the "meta" file and copy all my items there
Thanks, but what to do if I never pushed that mod to the workshop before? It didn't create an ID for it and I also don't have the meta file
Inside addons I have these files:
And in publish those:
im not sure if you can use meta file from other mod just to run yours, never try it :/
Anyone has any ideas ?
Thanks, so I tried to copy the meta file from another mod and altered it to have my mod info and point to the specific files from my mod. I can select the mod in-game with this, but it errors out on gamemaster boot with failed to load addon.
So no testing until the backend is back?
there is another way i found in a video tutorial before but i can't remember the video. you can add specific folder from steam parameters
What am i doing thats causing entire squares to change color when painting other textures in? Like here I painted in that asphalt but the entire square of grass became brighter.
heatmap ?
I started with a google maps sat image as my sat map and used it as a reference for placing stuff, but then i saw that it painted all the grass etc.. whatever color is under it. So when i was done I made a full green png
Another day, another issue. I placed some objects, and they stay in place until I switch to game mode. After switching to game mode, they disappear into the ground. When I switch back to mapping, I need to move them slightly, and they snap back to their original position before I switched to game mode.
What could be causing this issue?
can you open the xob and deploy collider tab on the right and post a screenshot, then another one of the prefab entity opened and rigidbody component selected ?
I think I found the issue. I placed objects in a layer above the terrain layer. After moving them to a layer below the terrain, they no longer disappear. Red - disappearing object folder. Green - terrain folder.

Is the initialization error fixable when open back up a project?
Can you open more resource browsers at the same time?
I believe if you use the window drop down on the main window, there's a resource browser 1 and a resource browser 2
Hey I'm trying to publish but keep getting this code.
Does nobody scroll up here
hey i just been moving my mod to different folders to upload! am i doing it right?
apparently the search function doesnt exist either hahah 😏
The workshop is down, it’s not possible to push anything
(Has been for a bit now)
Goodnight
workshop being down is forcing me to make things better quality
born to make shit mods forced to make highish quality
Okay thank you i thought it was something I did. I appreciate your response. Have a good night as well
Sorry I'm super lost in discord
Tried the search but brought me to some other editor thing. Figured to just ask
Sorry
dont be sorry for asking general questions
Mr nobody to himself: "you forget to scroll up ONE TIME and get a gang beating from half the server!"
Lol I'll use the scrolling to great effectiveness next time lol
Thank you
anyone has any idea why my Powerline generator is duplicating items when the prefab in a spline ?
for these reasons i dont use satmaps anymore
or heightmaps
i do it all from scratch cuz i hate relying on the workbench to read the png files correctly and scale it correctly which it sometimes does not do
but why is it still doing it with a completely green png base?
probably because the scale is not correct
depending on how big your terrain is, if you made it too big its going to stretch the png to fill the whole terrain
i would assume
u used to be able to use skybox... and grab the exact dimensions of your terrain on a real satmap but its paid now.
not a free site anymore.
its a 1x1km lol
well then my theory is probably wrong cuz 1x1 is nothing
unless the png u have is that small
biggest thing u have to do in enfusion is troubleshoot. grab some other satmaps and see how they look.
narrow down the issue.
that
oops. that's what i'm saying, i swapped it out and it didn't change anything.
or just remove it and manually paint the ground texture like i do.
that's when it's occurring. it's fine until I paint it by hand
thats why im here lol.. because i feel like i'm doing something wrong or missing something
at the risk of sounding rude, which i am not i promise, you need to pay attention-
if your painting it and then it looks all shitty it means its probably the emat your painting with. try a different one, compare.
if its still broke i recommend just watching a video.
it's not that it looks shitty, it's changing the shade of the entire square if I manually paint anywhere in that square
the shade?
as in when u paint the square ur paint goes black on your map or just looks like its shaded from the sun?
i painted the asphalt, and it changed the rest of the square to no longer match the neighboring
yeah it was hard to explain haha
best advice i can give you is to Ctrl+Z until before that happened so its back to normal
and do things one by one to see when it happens
then just... dont do that thing
idk
Indees, found it
guys ive been away 1 week and i try to upload and still get a bad request. is it my mod or is the shit still down xD
It’s been down for over two weeks 
why does my sun look like this in the workbench? it looks fine in the editor but when doing the play test buttona and it spawns my character it screws up the sun.
and then after importing my sat map i restarted and now my workbench is forever stuck "creating entities."
Maby wrong pp effects
Am I the only one that get the urge to ask if it's up several times a day just to annoy everyone?
Lol yes
In my Palpatine voice "do it"
The only thing that’s is up is my will to ride a great white shark like a horse.
So how do you export something from experimental to stable once that version of the game in experimental is released too stable?
Or does it happen automatically?
"Fixed: Error when uploading addon to workshop" So experimental is working again? This is from the experimental changelog from today
publishing/updating addons for the experimental workshop works again yes
does it not uplaod to the default workshop ?
Has anyone have any issues on experimental dedicated server with newly uploaded addons?
can't login with exp workbench, regular logins fine
dare i ask
Seems like uploading mods will be available until 1.3 update since it’s available in the experimental branch which is running 1.3 
Don’t think so since according to a Mod the experimental branch is a different standalone game and there is no support for automatic transition between branches for mods.
maybe a little hotfix can be thrown on the stable version 🤞
One can hope, but seems 1.3 is still a good ways away it would be the logical thing to do but then again…
workshop is down
its been down for days
More like weeks
Imagine all these addons getting uploaded at once. Once the workshop is back up
y'all might as well move to 1.3 and get your mods ready, what if 1.2 workshop never gets fixed? o.O
I don't think it will ever work for 1.2, if they got it working in experimental before stable, it very obviously shows the priority is for 1.3
So, unironically, just make mods ready for 1.3 by using experimental tools, and support experimental development by playing on it if possible. The quicker bugs in it are fixed, theoretically the quicker it should release for stable.
...and if they wanna keep to their estimation, they've still got one more week to get 1.3 out in Feb.
Hello everyone, I am currently creating a map on Arma Reforger Tools and I have imported my drawing onto the ground of my map. The problem is that, from a distance, you can see the outlines of the map but not the ground textures.
I've already tried to import an image that could correspond to the map I created but it doesn't work the screen freezes and I can't do anything
If you have a solution I take
you may have bigger chance to get the answer in the terrain channel
it's a little disapointing, that BI doesn't give any feedback on the workshop situation. By now i would have expected something, even it it ware a official "we are working on it and it might not get Fixed before April.". Anything official would be nice besides the well educated guesses we have here all day 😄
It’s how they’ve been ever since arma 2
good to know, i only joined modding Arma with reforger
I think you may need to switch to experimental branch now. or wait for 1.3 in stable branch
since i belive that they would never lie nor forget to give us an update on the release of 1.3, it will come within next week. i'v got time to wait till then. spezialy since i need the workshop to publsish updates for our Communityservers, and i somehow don't expect all those players to switch to experimental 😄
Ok Thanks
Yeah, I still get the urge, cuz I know it it'll bug people
What about you will to spoon a grizzly right before winter?
Is there no way to restrict the GM module? we need the admin module for our admins but it is tied to GM and it just does not seem tenable to give every admin full GM permissions?
When pushing my stuff to workshop, if I select test... that only makes "that version" a test version right? Then if people were grabbing the latest version - it wouldn't grab this "test" build... corrreecccttt?
no, they are the same thing right now
I know there is a Bacon mod that disables GM build limit. Is there a way to then Disable GM placing anything at all?
Module starts at limit?
probably if you mod it. dont think anything like that exists yet
I am not sure. My mod simply raises the budgets to unhealthy values, so a little fake.
break the editable prefabs system entirely 🧯
Server admin tools allow you to choose to give player Admin or GM or both
Is this on 1.2? Or experimental?
If on 1.2, uploading won’t work anyways, so no point
1.2
why?
Workshop has been blocking uploads for close to 3 weeks now for stable Reforger. Unknown reason, but will likely be fixed on 1.3 stable release
For the future its the box thats says category. You click it and choose the box(s) relative to your mod.
How?
When you add a player into the Admin list they are automatically given admin and GM when they join
Hey how do i upload a map to the workbench?
anybody have little time to show me how make a custom trigger. been watching endless vids and it hast clicked yet...
Hello - why is my project stuck in read-only mode? any way to revert this?
Maybe you have the same "packed" project somewhere in the same folder?
There is the field "Category" right above the warning in your screenshot.
Simply click on it and select whatever you like.
yeah when i click it nothing pops up
Oh you even wrote.
Well it should.
Maybe try whenever they fixed the upload bug.
If it’s possible could we add a feature to pick flowers my wife would like that
I dont see anything like that... would it be .pak files?
Yes i think so.
Well at least this was the case for me once.
did not work 😦
There is a way to do it in game in your server I have noone in my server to show as an example though
maybe here?
Remove GM doesnt work
it says there to DM any issues to ceo_of_bacon, where would the bacon man be 
Im getting same issue, any resolution yet? or any way to just test out if this code is working in a single player scenario? dont want it pushed but I need to test stuff out in game
I'm working on a simplified healing system for Arma Reforger. From what I can tell, the code runs without errors, and I've added the necessary components to my duplicated prefabs, which will serve as a basic medic kit. I'm wondering if the only way to test if it works is by downloading it from the Workshop and launching the game, or if there's another method I might not be aware of.
Workshop is not accepting uploads currently for Stable, Experimental is accepting uploads however
But if testing for single player, just testing in world editor should suffice, no?
I'd be happy to do that, but is there an easy tutorial on how to set it up? I expected it to be simple, but when I tried testing in the world editor, I ran into a lot of errors and had a hard time just figuring out what to drop in to even be able to run around the world.
If it's just on a prefab you have as a med kit, drop it into the MpTest.ent world in a sub-scene of it, and just press play to launch into the game and test it
MpTest will have spawn points setup, so just setup the subscene of it and place the med kit close by, then press play
ahh okay thanks heaps for this! actually going to save me so much time.
Just curious, why isn’t the Workshop allowing uploads right now? And do you know when it’ll be back up?
No one is sure why, and no one knows for sure when it'll be back up for stable. The guess is currently not till 1.3 releases on stable
okay cool, again thankyou!!
Why the FactionManager in the worlds hierachy always change it's name to 64A415F2D0B12ECD?
Is this normal?
You said it allows to give player admin, but there is no "give admin" in your screenshot.
You cannot remove GM from an admin.
Still no Workshop upload! are there any alternatives to test it publicly with friends?
i heard i can localy store them in the add-ons folder same as for any friend and server
but i couldn't get the mod recognized.
Details: it has never been published before
you guys got any tips for painting grass and whatnot near roads that doesnt feel like it takes FOREVER on a large map?
Is publishing to workshop still down?
are you able to paint terrain with polylines or anything?
Which workshop? Experimental or Stable
In the watch wiindddow of the editor how do i see the full variable?
stable
You were able to update to stable?
no
Ah
i wish i was
i am serching for an solution to test on a public (self hosted) server with friends who will get the mod by me
i have a server but i cant even get my mod recognized localy (probably becuase it have never been published and there for no id)
Experimental workshop is working fine!
Can someone tell me if I use the experimental workshop, will I be able to upload the mods to the stable version? Or will that cause conflicts?
I know the answer might be obvious, but I have my doubts.
but RHS isn't and its an dependant mod
It might depend on what your doing but id say yes
Thank you for correcting I just thought I remembered being able to remove GM from Admin I stand corrected
Well then that's on rhs devs 🤷♂️
That's why I can't stand dependencies, nothing you can do about that.
I think there is a RHS experimental branch. you can find it in the workshop.
I assumed he meant they haven't updated exp version yet
Has anyone had issues getting uniforms in their arsenals with Experimental?
Like custom ones. I’ve done the process over and over a couple few times with no luck. Crazy cause I had no issues prior to this
its not working. it says its broken a long time ago
since i am making combat ops for modern factions, there is no way around
but its the only mod its dependent on
Workshop publishing is more than likely not going to work on stable till 1.3 drops 
You could make your own modern factions.
Just saying, there is indeed a way around it. If they choose not to update or do away with the mod, you're screwed! (I'm sure they will, just giving an example)
i can always remove the mod and switch the entity's to entity's of a vanilla faction
but yeah
i actually just want to play it with friends
so the drop is monday right?
I have no idea but probably not. They tend to push patches on Thursdays.
just like tarkov great
Is there any way to disable Vote kicking on a server that is run by the community but its Vanilla ver (bc of PS5 players cannt use mod)
something like adding stuff in JSON?
How can I package a mod like uploading it to the workshop but just doing so locally?
it packages it in your documents folder
Sadly no, as its not a part of the scr.missionheader. 😦
Hello, why do the AI I put inside buildings stay stuck in the ground?
fix
So I believe I had found what you were talking about but the file is missing a lot such as meta, server info, and all what is needed to actually access it in game. I'm assuming you were talking about documents\MyGames\ArmaReforgerWorkbench\Publish
I just was informed in another discord that without the workshop we can't test anything in game and only through the workbench. Would be really nice if we didn't have to upload it to the workshop for in game testing
You dont, you can use peertool to simulate multiplayer, and/or host servers without backend
Plenty of ways to test
Plugins - peer tool you’ll need to do some setup work then when running world editor select peer tool
Also take it this is confirmation no uploading till 1.3
Where is this located?
1.3 experimental changelog from 2 days ago
Ah nice
When is that expected to be released to stable ?
Is workshop down?
guys i got this error while publishing my scenario Uploading failed! Reason: "data.asset should have required property 'summary'"
someone know what that is?
Hi guys im setting up the reforger plugin for blender, but im having some issues, can someone help me out 5minutes maybe in chat to understand what am i missing while trying to export? thanks in advance
did 2 people just ask if uploading is down when there is a pic of a changelog right before their message saying “fixed workshop upload error”
READ MOTHAFLECKA
I feel people cant read with how much its been talked about
Why is it impossible for me to publish on the Workshop? Does anyone else have this problem?
I get this error:
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
It would be nice if they would tell us if they even plan on fixing stable branch workshop before 1.3 goes to stable.
hey it wont let me move my camera beyond a certain point, how do i fix that?? im on the terrain editor
On arland map how can I move/delete items that are on the map under the locked default? I want to delete a wall and a few gates for a specific driving area.
Or does hiding in the default layer actually hide it?
should prob scroll up
if someone can help me with an issue i have, workbench isnt showing my stuff inside my folders
Ive assembled a metadata file for my mod and attempted to copy the mod ive been working on directly to my server, im getting an error that my mods not listed on workshop and the server does not start.
I saw someone else in here getting their (unable to be published) mod to their server, but im not sure if they were successful.
Does this just not work, or could it be an issue with my metadata?
how do i add mods to the workbench ?
right clock add addons
i cant find it :3
before you open it on the projects page
if you are referring to arma tools its add existing project
Is there somewhere specific to set localhost server config for workbench "localhost server + peer tool" run option? It doesn't seem to pick up the config.json I set in peer tool or dedicated server tool settings
Hi any help with this error? I cant get into content area to test anything, when clicking play or f5.
Virtual Machine Exception Reason: NULL pointer to instance. Variable 'm_eSupportStationPriority' Class: 'SCR_SupportStationManagerComponent' Function: 'AddSupportStation' Stack trace: scripts/Game/Components/SupportStation/SCR_SupportStationManagerComponent.c:169 Function AddSupportStation scripts/Game/Components/SupportStation/SCR_SupportStationManagerComponent.c:169 Function DelayedInit scripts/Game/Components/SupportStation/SCR_SupportStationManagerComponent.c:169 Function OnUpdate
EDIT: I deleted and re-added the game mode module. So it was something I probably unchecked by accident.
I have the same issue, i just hit "ignore all" and move on
unless you're using that class, it won't have any effect on your testing, it's the VMs failling.
I think they did say. Pretty sure I saw bob say in order for stable to be fixed it has to be updated. So when 1.3 moves to stable it will be fixed.
theyre aiming for a 1.2 hotfix this week #enfusion_generic message
if you looke in the generic chat they said hotfix next week.
How do i add collaborators to my reforger project?
hi this is my fisrt time trying to create something and iv followed all the steps in the video i watched by TPM for a banner but it wot let me publish it. i keep getting this error. can someone help? 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
did you ever get help because im having the same issue.
You should scroll up and read a bit and your question will be answered.
you should scroll each chat becuases its been discussed for the last three weeks
Was not aware oof that. like i said said im new. sorry for the inconvenience
Not that big of a deal. I try to use search (top right) to find related discussions. Usually easier than scrolling up. Example search "EBREQ_WORKSHOP_UploadAssetFile" and yours is the first one since it was the newest, followed closely by others.
oh shoot ok, i honestly didn't know that. that's awesome. makes life easy. i honestly appreciate the help on that. i wish everyone did that. Thank you very much
lol ok thanks. No i'm not using it, which is why it was throwing me off.
Somewhat random, how do modding teams handle collaboration? Is Git the way? Maybe a service account for publishing?
I'm trying to go through experimental but I'm still having this problem - any ideas?
What's the difference between prefabs and editable prefabs, in the case of adding one or the other in a scenario framework?
git. shared account or have someone own the mod and invite others as collaborators on workshop. or one person publishes from master. depends on the team
Does collaborators allow others to publish too?
yeah if publisher adds their email to the list they'll be able to accept invite in workshop
Anyone having issues uploading mods from enfusion?
anyone know why I my changes only work in the workbench and not the game
yes I have uploaded mod
yes I haved updated my mod with the new changes
yes I enabled the mod in game
ah just realized that the main menu runs off a sever, would be nice to see an option to not have to connect to a backend sever.
Hey, I'm working on a simplified medical system where I’m replacing bandages with a medic kit that heals any wound. So far, I’ve successfully swapped out the bandages, and everything is functionally working. I was just wondering if anyone could point me to where I can update the UI elements to change the name from "Bandage" to something else, along with its description.
It should be one of the components in the prefab. Iirc it should be inventory something
Yeah I did see this and thought this was referencing some kind of script but I just changed it and saw that its actually working in game. Sorry for the dumb question. Cheers!
for anyone else who might come across the same issue
Possible to have GM faction based and then limit gm items and or movement?
Git has always been the way for collaborating.
Separate the work in branches and merge it all in main once it’s done and tested
I don't know all the differences but I think editable prefabs are supposed to be able to be edited by GM in game whereas prefabs can't and are handled on the world level in world editor
Have a look at the strings editor so you can localize the item name and description into other languages.
https://community.bistudio.com/wiki/Arma_Reforger:Mod_Localisation?useskin=darkvector
dare i ask
Do we know when we're going to be able to republish our mods
They are aiming for some time this week but won’t know till they release the hot fix.
I just need 5min to publish because arma has deleted one of my mods and it's 3 week my server is therefore because I can not republish my mods or remove my addiction and make a maj soes what you are around when this week
anyone know how to edit the main menu and have the changes show up in game?
Not possible, mods load when you are loading into the world
im at a loss for words lol
Pas possible, les mods se chargent quand vous chargez dans le monde
there gotta be a work around right?
I think you mean next week 😉
The info provided has been kind of vague and unclear. There was a response from one of the Devs yesterday (Sunday) it said next week which could be this week technically since the week had not ended or maybe in two weeks. So we’ll see, only one way to find out 
I had a dream where I was able to publish a mod.. I felt nostalgic of the good old time !
Totally possible, just not for console users.
hello, have you found why you had this issue?
possible to tell workbench to number entities by a two digit number? eg workbench assigns 1-9, then goes to 10. I would prefer it start with 01-09, then go to 10.
must.have.order.
Hello, I'm following this wiki page; but the problem is when I need to change any options like Weapon Melee Damage... Enfusion dont let me change anything. Any tips?
Even with older projects where I follow the same steps and now I cant change nothing
override the prefab you wish to use and change config
nope, doesnt work 😦
even with duplicate or inherit doesnt let me change nothing
not sure how it doesn't work as its pretty much the first step to modding
I dont know too... Before PS5 update I was working in another gun and then Enfusion let me change the prefab properties. Now I cant :/
And now I cant change nothing from that gun
older or new I cant
Maybe reinstalling can halp :v
reinstal did not helped 😦
any update on the update drop? to fix tools?
i assume you have created your own project
yes
can you record video?
sure
seems a little odd
drag the line from right to left
or make the object properties wider first
some keywords for myself if I would ever need search for it next time: object properties width parameters
What's the correct way to edit building prefabs for conflict? I duplicated the ammo storage prefab for one faction, then replaced it in the gamemode to use it, then used "break instance" on every single object in the prefab and it still does not save any changes.
Is this a bug?
guys any estimate when publish service is online ?
You are better asking what’s the meaning of life.
yayy
nop, experimental workshop not working
What error are you getting?
Is that bullpup ak? ^^
This is the best comment on the current situation. Thank you @torn kayak for the high-quality feedback from the community. 🤝
When will the upload in the workshop work again?
Looking for this status maybe? #reforger_workbench message
hello, guys, i get this error on exp:
19:43:44.434 BACKEND (E): [RestApi] ID:[12] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:401 - Unauthorized, apiCode="Unauthorized", uid="-redacted-", message="Unauthorized"
any idea what to do?
Backend of the main Workshop still appears to be down. Look up through recent messages. Looks like end of next week, we may see it return to life.
i get this one from experimental tools and separate experimental branch BI account
Oh gotcha. I installed Experimental Tools and saw my non-experimental project does not work with it... uninstalled. 😄
😂😂😂 my dependence’s arnt on there
Did you create new account for exp branch?
yes, i have already uploaded the mod early autumn, and cant update it now
How do I test something intended for multiplayer?
i.e. how could I start a second player client
I prefer to wait for the tools to just fix because it won't be much of a job to publish on the experimental sy my mods are in tools and according to what I saw in 1 week it will be repaired
LOL you will eventually have to fix your mod though. Better to do it in experimental than after it comes to stable. Unless you plan to abandon the mod, then you don't have to do anything!
I’ll do it with the fixed main Workbench. The mod did not seem to be the issue in my case. It was all Experimental environment set up .
I don't have any issues in exp workbench. After I updated my scripts for 1.3 comparability of course.
My mod’s been offline for weeks. What’s a few more days. Not sure if all dependencies are in experimental. 🤷🏻♂️
No one plays my mod, so it’s low priority. I use my mod for my server that’s been offline. I’m sure yours and other mods are more important.
ah yeah that makes sense, luckily i dont use dependencies that are not my own.
so has anyone had this. I add the supply icons on the map but i have 5 of them but only one shows.
What's the best way to approach updating a mod for a new patch? I have one in 1.2, not finished. Can I open project and click update, or is it a 1by1 thing. Don't have any custom scripts.
the supply points that are near you are the only ones shown, look for m_iSupplyDepotIconThreshold inside SCR_GameModeCampaign
[Attribute("1200", UIWidgets.EditBox, "The furthest an independent supply depot can be from the nearest base to still be visible in the map.", params: "0 inf 1", category: "Campaign")]
protected int m_iSupplyDepotIconThreshold;
Make a backup and then load it into 1.3 workbench and see if it works! If not, check the error messages for clues on what may have changed.
got it. Thank you.
Any easy way to make an entity visible when unselected in world editor?
I have vehicle spawners based on GenericEntity but they are completely invisible unless I select or mouseover them so it can be hard to keep track of where I already placed them
have you tried View > Permanent Entity visualizers
Nah just tried toggling it on and it seemed to make no difference though. Do I need to restart workbench or something for it to take effect?
I get the editor/debug visualization for stuff that usually has it e.g. vanilla spawner or conflictmilitarybase prefabs fine. I guess I just wanna know what is needed on an entity for it to be visualised
I'm guessing I should be able to change class or add a component that will make it be visualized in editor
hmm maybe a preview entity component. Otherwise I dont know.
I can see by switching my GenericEntity to an SCR_PrefabSpawnPoint it renders a cylinder mesh in the editor which seems to come from this entity editor decorator:
[EntityEditorProps(style: "cylinder", category: "GameScripted/GameMode/PrefabsSpawn", description: "Prefab Spawn Point Entity", sizeMin: "-0.25 0 -0.25", color: "64 0 64 255")]
So I guess I'll have to just make a custom entity based on GenericEntity with a similar thing added and replace usages in my spawner prefabs if there isn't some generic utility thing I can use
there is SCR_Position which renders a small sphere, heading arrow, and can be configured to show text in the editor. I use that for spawn points myself
Having issues with camera reseting to a place in the sky way out. Usually the camera is linked with where I am playing or working within the content window. I have the camera and camera saved place ticked.
Changed when I moved from Arland to Arland Empty and copied over Arland entities. Same SCR everything.
guess it's a camera or player controller issue?
alwasy same angle when I hit play f5
Can I change the default folder for new workshop projects?
Ah yep sweet thanks for that, the flags set in SCR_Position constructor did cause it to break my spawners by using it directly but by instead copy-pasting just that _WB_AfterWorldUpdate override to my own spawner entity that inherits from GenericEntity I can now nicely see the orientation of them in the editor 😄
will the upload for the normal branch work in this week? or does it take longer
Im new to "attempting" to mod. Im having issues attempting to test my build, Im starting small with a keybinded menu to edit current weather effects, its just a small GUI that modifies current weather effects, i.e. fog density. i created the mod in workbench from "Create new project" but i cant register( greyed out) the mod or load it in game. im chasing file locations buit im at a loss right now. ANy tips on geting the Register to be active
hey, does anybody know how to solve the issues like
RESOURCES (E): File '$ArmaReforger:Assets/Vehicles/Wheeled/M998/Data/HMMWV_Body.emat' is read-only?
all the custom textures do work, but are read only so i cant export the actual mod.
User Error
You can't export base game textures
am i missing something here shouldn't this allow use of nvg regardless of the zoom level ie can use nvg when ADS
emats aren't textures.
He did apparently figure out how to export textures though and has completely ignored my response in the textures channel. Let him upload them so he can get banned.
?
did you wake up on the wrong side of the bed?
also, i havent exported game textures 💀
why are you presuming random shit?, who are you?
Is there any way to access the main menu when testing inside workbench? Pressing esc closes the game
press f10
Womp Womp 
Anyone got a guide on how to set up peer plugin? I'm lauching it with addons etc. but still I can't join the game
12:33:24.904 RPL : Starting client
12:33:25.004 RPL : ClientImpl event: connected (identity=0x00000000)
12:33:25.004 NETWORK (V): RplSession::RplStartupEvent: Started
12:33:25.013 RPL : rpl::Pip::ProcessGameToNet
12:33:25.013 NETWORK (V): RplConnection::Rpc_Validation_S sent
12:33:25.104 RPL : ClientImpl event: disconnected (identity=0x00000000), group=4, reason=2
12:33:25.104 NETWORK (V): RplSession::RplRuntimeEvent: Error
12:33:25.104 NETWORK (V): RplSession::RplRuntimeEvent: Disconnect
12:33:25.104 NETWORK (V): RplSession::Terminate
12:33:25.104 RPL : Pip::Terminate
12:33:25.104 RPL : IReplication:: Terminating
Backend accidentally works in WB/peertool?
yeah, just have to restart it 10 times, sometimes it kicks, sometimes it doesnt 🙂
make sure you are using the diag.exe not the normal client
yep, I was using the diag one, but I was using multiple mod directories with multiple version of the same mod inside. After cleaning things up it started to work 
is now possible publish or not
yo do you creat garage my zelik
can't publish new... but I was able to update existing...
BACKEND (E): [RestApi] ID:[10] TYPE:[EBREQ_WORKSHOP_CreateAssetUpload] Error Code:404 - Not Found, apiCode="remoteRequestFailed", uid="1740666973287-693337", message="Remote request failed"
DEFAULT (E): Uploading failed! Reason: "Remote request failed"
RESOURCES (E): Publishing failed
mother
apparently the update is rolling out.
well see.
hold your breathe gentleman and pray to your arma gods
I'll probably be dead if I did that, no thank you.
You can now upload in stable to workbench
I managed to get it working there's some weird account linking issues happening on me, stupid spaghetti code
all my mods magically switched to a different account 
How to create a mission on a mod map?
I’ve created a Battlefield 3-style Conquest & Hold (C&H) mission based on the Caspian Border map from the Arma Reforger mod. The mission works fine when opened in Workbench, but it fails to load in the Creative Workshop. It shows the error message: World_Load_Error.
Can anyone help me troubleshoot this issue?
besides the scripting, do I have to create or configure any file to work after publishing ?
because the script is working on World Editor, but not when i publish it
is the workshop down? my mod keeps failing still
try upload one more time then i will look at logs
Probably servers getting overloaded it’ll take a few days for this to mellow out people have been waiting to upload for weeks 🫡
Imagine early 2010-2014 Black Friday sales at Walmarts. It’s going to be like that as soon as the doors open.
yup worked second try
So what you can only update already uploaded mods and not new or can you do both
Both. Dont see why you could not create an new mod
Why is the documentation website fucked now and missing nearly everything?
https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Tutorials/Scripting?useskin=darkvector
@neon ore
anyone ever use reforger lobby?
Empty Arland has a camera base/manager that is up in the sky and cannot be moved(?). Regular arland map is fine. Any guesses? This means the 'save camera position' when working on the mod, resets to this spot in the sky no matter where you are on map.
how does one make his own files not read only? The update seems to have locked me out of my own mods
Do not use the Empty one

