#reforger_workbench

1 messages · Page 15 of 1

wild sorrel
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BACKEND (E): [RestApi] ID:[6] TYPE:[EBREQ_GAME_ForwardAnalyticsEvent] Error Code:403 - Forbidden, apiCode="", uid="", message=""

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Did I just get blacklisted for uploading 2 mods and updating a mod within a 30 minute period? Can't remove old mods from workshop and separate my main mod now, workshop isn't down as I can download both server side and client side, smh

lapis echo
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I'm getting the same thing. Thought maybe it was the Open Source map I'm trying to rebuild!

wild sorrel
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Ok, so maybe the workshop is just done, just happened out of the blue after I had uploaded and updated pretty quickly

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Was worried I might've triggered a flag for uploading to many things to quick

lapis echo
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I've been trying for an hour now. I'll trying the morning! Kinda relieved its messed up TBH. Thought for sure there was something wrong. Guess well see!

wild sorrel
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wierd as I got 3 uploads done like 30 minutes ago

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I had literally uploaded a mod, and went to update another I had finished working on earlier and it did it XD

brazen plaza
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change camera plane settings next to that perspective button.

ancient dirge
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anyone know what format required ive tried jpg, img and png

clear crane
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wanted to swap out rocket pods on the cobra for machine guns to do some dog fighting with friends. But the right and left guns wont fire together and i have to manually select them separately when in game, how do I link them together?

tight dune
past dune
ancient dirge
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i got it up ended up rhs wasnt working rip

past dune
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Anyone knows how to create some kind of ticket system on reforger? so that the game ends when the tickets become 0? probably could use the supply system, just don't know how to do it

lapis echo
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I keep getting the Error Message "Asset Blocked" Is there anyway of telling what asset it is. It gives me a UID number but searching it gives me nothing. Thanks in advance.

ashen solar
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Hello, I got this error when I tried to update my mod today. Does anyone know what this means?

DEFAULT   (E): Uploading failed! Reason: ""```
lean halo
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Ok... So I've decided to take on the task of just re-texturing some uniforms as a start..

Any tips for someone coming in semi blind?

burnt sentinel
tender kestrel
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I don’t know if I’m in the right spot so we have a file that has entity catalog in it I am trying to add ghille suits and other items in to vanilla arsenal how is that done do I need to upload that file and add the items through there in enfusion becuase when you load in to game it shows them in wcs equipment but I’d rather not add another mod to transfer them to vanilla

past dune
ashen solar
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Does it give you a 403 error too?

ashen solar
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Alright, after some testing I'm able to confirm that it was a file size thing

past dune
past dune
tender kestrel
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RESOURCES (E): Failed to open
RESOURCES : GetResourceObject @"{F503F71C08BE3F7D}Prefabs/Vehicles/Helicopters/AUS_MH60/AUS_UH60_armed.et"
RESOURCES (E): Failed to open
SCRIPT (E): Cannot create entity, error when loading prefab '{F503F71C08BE3 any ideas

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helis where working last night they work in the other 3 servers

wise belfry
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Hi friends, I have a very big problem. I closed the Reforger Tool normally, and it no longer starts. I have uninstalled and verified the integrity and nothing at all. I start the project and the tool does not load.

outer schooner
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Hi, I have a problem posting an update to my test mod, I get the following error, it reaches 100% and restarts the upload.

wild sorrel
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yeah guess its down again smh

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Addon processing on Workshop side failed! Error UID: "" Error Message : "Unknown Error"

outer schooner
wild sorrel
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yeah Bohemia's api dies every other day

outer schooner
brazen plaza
wild sorrel
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DEFAULT (E): Addon processing on Workshop side failed! Error UID: "" Error Message : "Unknown Error"

Is this due to workshop being down or because my mod is going from 1.6Gb down to 0.4Mb

wild sorrel
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my 146Mb mod upldated and uploaded

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my 0.4Mb mod wont wth

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So a legit question, is it because my mod is changing so drastically in size?

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from 1.6gb down to 0.4Mb?

brazen plaza
past dune
wild sorrel
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bruh wth I made the mod 100Mb and now it publishes

brazen plaza
brazen plaza
past dune
wild sorrel
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I made my mod modular, so used the main mod from before the AIO linking all the mods together

past dune
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huh why am I getting this suddenly?

SCRIPT (E): Virtual Machine Exception

Reason: Index out of bounds.

Class: 'SCR_AmbientPatrolSystem'
Function: 'Get'
Stack trace:
scripts/Game/Systems/SCR_AmbientPatrolSystem.c:197 Function ProcessSpawnpoint
scripts/Game/Systems/SCR_AmbientPatrolSystem.c:95 Function OnUpdate
INIT : INIT : Workbench Reload Game

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I am not using ambient patrols

brazen plaza
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yeah cause RHS status quo is 6GB

rugged crypt
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Got this error when trying to upload anyone know the possible issue

[RestApi] ID:[14] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:401 - Unauthorized, apiCode="Unauthorized", uid="1745377016093-221096", message="Unauthorized"

muted ivy
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I tried to revert some mod updates and it's not working. If I click on my mod, it shows [almost] the latest mod version (1.0.216) published. If I refresh the mod page, it reverts to an old version (1.0.213). The latest version is one I published around 20 minutes ago, which is 1.0.217. I added a bunch of mods around 1.0.213, but removed all added mods in recent versions, with multiple attempts to remove them. If I try to run my server, it runs an old mod version with all these mods I added a while back. Is this normal? Maybe there are CDN / distribution service issues happening?

This is my mod: https://reforger.armaplatform.com/workshop/5EF4679904292ECD

  • Land on the page and see 1.0.213
  • Click Info tab and see 1.0.216
  • Refresh the page and it goes back to 1.0.213
rugged crypt
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Oh never mind I see a lot of people are having issues with publishing today

livid swallow
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Just wanted to ask I am making my own factions following the guide, and when it asks
"Adding assets to register"
It says to "Plugins -> In-game editor section in top bar and click on Register Placeable Entities"
Which after I have done so, it doesn't do anything.
The guide says it should create an image, add labels and the likes, but it doesn't
Anyone have any idea why this might be the case?
It doesn't even give me a console error

gaunt parcel
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can't start server... can't download mods...

crimson patrol
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Hey everyone, I’m going a bit crazy over here! 😵‍💫
When I try to upload my Arma Reforger project I get that
I’ve triple-checked every dependency and they’re all published and active in the Workshop. What sorcery is this? Any ideas before I completely lose my mind? notlikemeow

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Hey @peak cedar you absolute legend—you spotted my duplicate dependency and saved me from spiraling into madness! 🙌🤯

To everyone else, if you ever see this error:

BACKEND (E): Http Error apiCode="workshopApi.uploadManifestInvalid", message="Asset bundle manifest is invalid. Referenced dependency doesn't exist or isn't accessible"

…check your Dependencies block for any sneaky duplicates before you go full 🤯. Problem solved! 🚀😁

regal girder
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Does anyone have this issue while trying to use the peer tool?

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i can get it working with no mods loaded but with mod loaded i get errors

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fixed, i just didnt have the addons in PeerToolPlugin1 updated

wanton bough
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trying to upload my map to test it reaches 99% And restarts is there any way to fix this

raw tiger
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Hey Z. Do you remember what the solution was? I'm currently having the same problem you did

cunning lichen
cunning lichen
cunning lichen
raw tiger
raw tiger
cunning lichen
# raw tiger Still happening :\

😦 ok i am still trying to remember what i did then. memory is not the best over here. maybe i should take notes when i figure out things that tripped me up. i thought it had to do with something in those settings

cunning lichen
# raw tiger Still happening :\

yah i reproduced and it is the "HQ Starting Supplies" . I see yours is set to 5000. try to set it to 500 and see what happens

raw tiger
cunning lichen
raw tiger
cunning lichen
raw tiger
cunning lichen
# raw tiger Thanks! Appreciate the help

not a problem at all. i'm still trying to get the hang of it all. i finally figured last night out how to strap a radio to the side of my humvee and blast custom music from it while i roll down the road. one day i'll be a pro at this i hope

lone orbit
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have you fixed this issue ?

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am also running into it

solid hatch
lone orbit
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is there a dev that can help us with this issue ?

tropic zodiac
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You have the same CPU?

odd ore
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Seems its norm to not add any LODs why is this the case? Is it to much effort

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is the peformance loss neglegible

remote estuary
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What do you mean? There's LODs on pretty much every asset in the game

odd ore
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Spacestrider and WZ Tanks dont have any lods

remote estuary
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Ah, easy answer. There's two possible reasons:

  1. Modder doesnt know what LOD is
  2. Modder doesnt care about performance
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Or both, lol

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Same with 4k textures for things the size of a stanag magazine

odd ore
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Is it alot of effort?

remote estuary
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Not really

odd ore
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Do they need to basically make 3 models

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for 3 lods for exmaple

remote estuary
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There are some tools that help with it, even a crappy LOD is better than no LOD

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Personally I wouldn't release any 3d asset for use without LODs in any of my mods unless it was like 50 triangles total

devout cliff
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Is it possible to change the prefabs in the build menu?

rugged crypt
rugged crypt
lone orbit
remote estuary
# rugged crypt Dumb question, but aside from increasing the mod size does having large textures...

Yes of course. The game has a fixed memory budget, ever see something like houses disappearing when you turn around, rendering only furniture in mid-air for a bit before the house loads? Or player characters having a default 100% white or chrome texture? This means the game has hit memory budgets and is waiting for something to be unloaded before it can load new assets.

Aside from the system/GPU memory impact of course.

rugged crypt
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Ahh I figured that was issues download speed / ping but that makes sense.

remote estuary
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Right, putting big textures in your mod when unnecessary also inflates the mod size

rugged crypt
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Thanks 🤙

brazen plaza
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if i wanted to create a game master conflict mode on eden how would i do it to play on my nitrado community server?

halcyon frost
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can anyone whos pretty well versed in modding assist me with uploading? I already created the mod I just cant get it to save and upload.

ashen solar
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Does anyone know if there's a way to prevent enfusion from making textures incredibly shiny/glossy looking?

remote estuary
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Yeah, tweak your roughness and metallic maps, this comes from your textures

wet oyster
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Is there anyway to use Enfusion with Multi-User editing? If not, How do you guys go about having multiple people work on one project?

spiral copper
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hey friends just wondering if there's a component I need to use to make Zeliks persistent storage specific to whoever is using the locker? At the moment they're shared for everybody. I know there's a claimable locker but I'm just trying to figure out if I need to make 500 of those around my map for everybody or if there's a "cleaner" solution (reposting this from a different channel so apologies for the light spam)

past dune
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Is there a way to add burning cars that burn indefinitely in a scenario? I just like the look for atmosphere. it really sells the war-torn setting.

remote estuary
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Place down a wreck and a particle emitter from one of the burning vehicle stuff

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You can just drag the particle emitter into the world from the resource browser

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But check use frame event in it after, otherwise it only renders when looking at it and it will show many particles at once

past dune
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Alright thanks!

halcyon frost
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Hi everyone, theres a mod called improved shovels the multiplies all build times for the NATO E-tool by 2 mil, i would like to recreate the same thing for the MPL50 on the RU side but can't seem to figure out how. Can someone assist?

past dune
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How can I disable building?

halcyon frost
young vector
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Does the workbench have a global search function that finds strings in configs / layouts / etc.?

mild wigeon
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Anyone having issues with server admin tools?

young vector
torn pike
remote estuary
torn pike
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:)

wintry latch
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Is there a way to modify or delete objects from a locked layer (unlock it)? I am creating a scenario on the Dead Everon map and I wanted to move around some of the wrecks to make room for additional buildings I wanted to add

fathom harness
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Is there any documentation on how these tags work?

weary fern
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Does Bohemia have a a dedicated place to leave suggestions/feedback unrelated to Bug Reports for Enfusion Modding?

weary fern
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Unless I'm missing something, this is just for tracking bug reports.
I'd have feedback unrelated to things that are bugs and more requests.

ruby crystal
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dont know where to post this, but does anyone know why this icons on the top appear??

wet coral
weary fern
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Awesome, thank you for clarifying. I appriciate it.

peak cedar
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If you are in the US faction and wear us clothing, you will not see it

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If most of your clothing is from another faction, you will see it.

fathom harness
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Is campaign game mode usable for modding a new game mode? I don't see any documentation for it. Trying to figure out what this error is. I'm thinking it's looking for an actual "Campaign" like a conf file or something, but is it even possible?

peak cedar
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Is there a way to find a prefab or prefabs that use a specific component?

young vector
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otherwise I'm not sure if there's a way

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a true global search would drastically improve discoverability

balmy cradle
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Since 1.3 release, has anyone else experienced any full PC crashes with Workbench? I’m experiencing them almost daily at this point, not even blue screens, just full on PC freezing with no recovery. Even went through the effort to reinstall Windows, turn off my CPU overclocking, and many other things. The 1.3 release and Workbench could be fully coincidental, but it usually only happens when using it in someway.

balmy cradle
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Hey! Are you still experiencing this issue with Workbench? Did you ever find a solution?

cloud zenith
peak cedar
cloud zenith
peak cedar
cloud zenith
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I'm getting 0 hits.

peak cedar
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thats what im trying to find out

cloud zenith
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I got 0 hits. So it's apparently not used yet.

peak cedar
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ok thanks for checking! 🙂

cloud zenith
livid swallow
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Hey figure i thought I ask
I am editing the E_Arsenal_US editable prefab and noticed all these Ammunition_Garbage and the likes

So i go into the main arsenal prefab and delete them but they keep coming back

How can i delete them for good?

tribal crater
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Is it possible for multiple people to work on a terrain map? Do you just have to share the file between each other or can we work on the map at the same time?

jovial dagger
solid hatch
fathom harness
cloud zenith
fathom harness
verbal frost
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hello, did anyone find where viewports' settings are stored? namely view distance and shadows

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this one doesent change a thing: "C:\Users\USER\Documents\My Games\ArmaReforgerWorkbench\profile.save\app1874910_user12361197986531231\settings\ReforgerEngineSettings.conf"

fathom harness
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Does anybody know what these red boxes are? I figured it out like a week ago but I forgot .

robust merlin
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Hey everyone, probably a stupid question but how can I change server settings when testing mp in workbench? Specifically I want to change VONCanTransmitCrossFaction settings

radiant jackal
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hi

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how run with peer tool

tender kestrel
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so i made my vhic config file im trying to add the black hawks in i have the mod as a dependent how do i actually add them in to the heli catagory so i can choose what to keep and what not to keep

rough bluff
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Why there is no documentation about the dedicated server tool and peers? I cant get it to work.

true sapphire
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Got a question I can't seem to find an answer to: how do I go about changing the username or publisher name when publishing a workshop item. I changed my bohenia username, but that doesn't work. I can't seem to find anywhere to change my username for my mods when they are published.

remote estuary
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I believe you could create a feedback tracker ticket for this

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Maybe

true sapphire
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Thanks, might do that

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Is it the associated bohemia account? Like how's that username determined?

brazen plaza
true sapphire
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I never got a login dialogue.

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Or asked to login

true sapphire
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i can't find any login dialogue on reforger tools

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oh sheeit i figured it out

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there is a way to force the change, so i logged into behomia website

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went to purchases, it asks to reaunthenticate

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then went to settings in the bohemia purchases, once there i logged out of all instances

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logged back in through bohemia website and it instantly reflected my profile name change on reforger

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even though i changed my name on bohemia 24 hours ago

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and have been refreshing my workshop item every few hours to see if the name change stuck. it didn't stick until i did

alpine nova
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how do i access the RHS presets in enfusion?

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i set it as a dependency yet theres no folder

limber hearth
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Is there anyone here who is available for hire to help adjust mod parameters i.e. arsenal configuration to limit what equipment our players can take?

Additionally to also assist with creating a scenario in the workbench to have a set server configuration. Basically looking for someone to hire to build our scenario/props/config for our dedicated server

true sapphire
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hey guys im editing a conflict and im curious why there are two initial spawn options, one without a base for each faction and if anyone has run into that before

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nvm fixed it, had disable when used unselected for two of them

radiant jackal
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PeerTool kick 07:05:14.024 DEFAULT (E): Kicked from game. group=1 reason=1
07:05:14.024 SCRIPT : Kick cause code: group=1 'REPLICATION', reason=1 'SYSTEM_FAILURE' ????

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RPL : ServerImpl event: disconnected (identity=0x00000000), group=1, reason=1
NETWORK : Player disconnected: connectionID=0
NETWORK : Total number of players: 1

austere tulip
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How exactly would you go about increasing supply capacity within a Helicopter or any vehicle?

untold pilot
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kinda annoying for my player activated mortar strikes all my red flare slots got deleted somehow and my mortars have everything but also dont work so I remade the flare slot and that works but not the mortars anyone have a better way of doing this or any advice? last thing I placed down was AI but I cant seem to recreate it yet. also why cant I put pic's in this chat?

untold pilot
slow hawk
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Is there a hotkey for duplicate?

topaz drift
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I'm in the workbench making a GM mission. The setup: I have 2 guys geting in a vic and then follow a path. What is happening: The 2 guys get in start the engine and start driving but the vic doesn't move. (the wheels are turning like they are driving but the truck stays in place.) Any Idea?

patent patio
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hello, u know why i cant publish ?

austere tulip
# untold pilot in the prefab options?

I haven't been able to find it. I found something in slots but that requires copy/pasting each supply container. There's gotta be a spot where I can just define the max supply capacity.

weary kestrel
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hello i have question , can you move bone with script ?

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thx

smoky turtle
mild wigeon
regal girder
radiant jackal
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PeerTool
What was the problem it was working for me and now the problem is happening?

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Any help?

patent patio
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Do you know how I cancel levels in conflict mode for weapons? + Activate the second person in vehicle only?

unreal plover
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Hey guys, does anyone know why scenario name could appear twitter in the scenario reload menu? I.e. onnly one world file and 1 mission file, but 2 entities of the same name in scenario list

lapis echo
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Would I override a .layout or Duplicate? I’m having trouble getting the loading screen to come up. I’ve tried both with no success. Maybe I’m doing the wrong thing.layout?

opal willow
fallow glen
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I need help to enable the “Score Table” in the game. In order to be able to see the score of kills and deaths. I can't find how to do it. Any advice would be appreciated.

lucid jackal
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Does anyone know if I can have a ai group spawn when my character spawns and be able to controll them like a squad lead in gamemode scenario frame work

onyx chasm
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am i the only one who have very bad preformance in workbench?

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i have a 2x2 km map i cant get over 30fps

ancient flower
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No, but your fps could depend on a lot of things in a world like huge forests lots of prefabs and your video settings

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Maybe more stuff

radiant rune
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One message removed from a suspended account.

light blaze
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How do I get an editable prefab to be placeable on top of other meshes instead of snapping through them to the ground? Comparing my prefab to one that is able to place on top of things like {A9299E47CFE5B106}PrefabsEditable/Auto/Props/Military/AmmoBoxes/E_AmmoBox_762x54_440rnd.et I can't see any obvious differences in the setup

austere tulip
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**Vehicle Cooldowns - ** I am having an issue when putting vehicle cooldowns within vehicle prefabs. After defining a cooldown for 900 seconds which is 15-minutes the vehicle in question has an infinite cooldown it seems and it proceeds to notify that you can spawn them in 0 minutes... does anyone know how to properly make a vehicle have a defined cooldown? Is there a way for a global cooldown as well?

peak cedar
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I have a feeling that is an on/off thing rather than a time value. I'll have to look into the scripts when I have the time.

atomic mirage
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Peer tool is a complete and total mystery to me. I have no idea how anyone is able to make it work

mild jasper
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Anyone else having issues uploading to workbench right now, I am getting a lot of timeouts

atomic mirage
atomic mirage
mild jasper
# atomic mirage Their CF is going crazy right now, so wouldn't be surprised if they are having s...

Have you seen the second Animation bootcamp, its shown on there too. https://www.youtube.com/watch?v=8Vvd0o5oQFU&t=2578s

https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Animation/Basic_Tutorial

This Modding Boot Camp seminar was originally held on the Arma Discord Server on April 2nd, 2025.

In this session, Modding Supervisor Mario Enríquez goes over the advanced features of animation scripting.

TIMESTAMPS ARE WIP

00:00 Intro
00:17 Start of pre...

▶ Play video
atomic mirage
mild jasper
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Yeah time stamped roughly to where Mario goes into it

drowsy solstice
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Hello everyone!

First of all, please excuse my broken English.

Today I launched ArmaReforgerTools to do some chores. I had to shut it down for an hour or two before coming back. When I wanted to reopen my project, I clicked open and launched the ENFUSION interface, but nothing. The software is still running, but I no longer have the workbench interface.
I performed the usual checks and tried searching the internet, but I couldn't find it.
Has anyone among you already encountered this problem and how did you resolve it?

quick musk
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Experiencing a strange issue at the moment where using 'Open With Addons' opens all the checked addons but not my own mod folder - Anybody else ever experienced this?

errant lily
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Hello, I am just dipping my toe into this subject, never modded before, but I would like to have a look at the "Ballistics Table" item you can pick up for the mortars. My end goal is to be able to upload like a PDF to leaf through on an item similar to the item in game. This is to aid immersion with GMed games

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I just want to find out where in the Arma Reforger Tools application I could look for this table, and make a judgement call if this is too difficult to delve into, considering my limited knowledge.

pulsar spade
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Can someone make a comp M4 mod.

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I have scoured and no mod has it

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And a variant with a magnifier if anyons up to it

ancient flower
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Blender is free

past dune
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What is the reason why vehicles go flying away when you slot something in them?

true sapphire
pulsar spade
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I don't think so

past dune
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anyone knows if it's possible to edit a vehicle prefab to slot a map marker in it so that you can see it on the map at all times?

minor void
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Anyone have an example of a working ambient patrol?

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Or a way to open combat ops in the bench?

past dune
fallow fern
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How would i make a new radio type? I want my MPU-5 to have its own type instead of using the PRC68 or PRC152

true sapphire
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Does workbench update mods in the addon folders? Or do you have to do that manually

silent halo
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Its fine in blender

pulsar spade
true sapphire
cloud zenith
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Vertex painting

silent halo
cloud zenith
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paint them white instead of black.

silent halo
true sapphire
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trying to install plugins to workbench

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for some reason i can't find the dialogue to add them via zip

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if someone could assist me

trim crag
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is there an alternative to using CTI_Campaign_<Map> while using peertools to get around DUPLICATE_PLAYER_IDENTITY?

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nvm, fixed with -noBackend

nocturne edge
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Hi, my item map is done, I see the map. The only problem I have is that once the item map is open, I can't move to the right or left and I can't zoom in. Does anyone know where I should look or where to add it? Thanks.

true sapphire
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figured out my plugin issue

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im dumb, thats the long short

civic grove
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Somebody knows why the bullet meshes wont show up here?

past dune
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Is getting kicked for replication = time out a server issue, a game issue or a mod issue?

twilit prism
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My Enfusion engine lets me pick projects but won’t open any project.

I can select or crate them but the engine itself won’t open, I see the Enfusion logo splash screen. Then nothing happens. I can see the task running.

And logs show engine is running fine no errors. Is this a new issue? It was working fine before I tried to even create a new project with no dependencies.

nocturne edge
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Hi, my item map is done, I see the map. The only problem I have is that once the item map is open, I can't move to the right or left and I can't zoom in. Does anyone know where I should look or where to add it? Thanks.

past dune
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Are there any tutorials to do a complete voice lines overhaul? I tried and I can change a good amount of lines but there are a lot that are interconected somehow and can't change those

minor void
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Right, anyone have advice on how SlotAI can be used to spawn AI? I see they do it in the combat ops but here its not quite working

past dune
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I don't know if Campaign game mode supports SlotAI since SlotAI works based on hierarchy. you have to drop an Area first, inside the area you drop a Layer and inside the Layer you place the SlotAI

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The SlotAI (which is nothing more than a Slot.et optimized for AI) has a search bar where you look for prefabs

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You have to search for a character or group prefab to spawn it

minor void
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You are entirely correct, and i appologizea as I didn't actually include all the info. I've made it use area + layer, but but it's still being a silly little guy and not working. I've set down the prefab as officer. They show up in editor, just not in game.

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Actually, in case it's helpful, I'm doing SlotAI vs anything else because I value my player's computing power and want to despawn them once they're out of range without hardcore deleting them. Since ambientpatrolspawner is also non-functional, I figured this would be a decent way to do it

ionic plank
#

hello everybody, i have a server, i just would like to change the banner of the server on the list of servers in the multiplayer menu. how can i do that ? someone can help me ?
i allready have published a addon to change the loadingscreen and it's work well. i just cant find where i can chnage this banner. thank you 😉

drowsy solstice
#

Hello everyone, does anyone know why the Resource Manager does not start on ArmaReforger Tools?

fallen escarp
#

good morning everyone! I was hoping someone could help with explaining how to open a map in the workbench so that I can make a scenario on it

odd ore
#

Any good SPG9 mod

odd ore
#

open the game in parallel if you want to look at a map

fallen escarp
#

ok I have somemore reading to do

#

thank you @odd ore

#

ok just so I understand this correctly, I cannot make custom missions on maps from the Workshop unless I do it in GM mode

odd ore
ionic plank
#

Hello everyboby ! meowtrash
I am trying to change the PREVIEW IMAGE of my server in the server list (multiplayer menu).
I did a addon to change the loading screen, works weel, but i cant find any way to change the preview server image. meowsweats
Anyone know to do that ?
Thank you 😉

cloud zenith
true sapphire
#

Yes it is

ionic plank
# cloud zenith Pretty sure that's set in your mission header.

ok, yeah i guessed so but doesnt work for now. here is what i do :
i override the mission header : 21_GM_Eden.conf (class: SCR_MissionHeader)
i changed the images (icon, loading, preview)
publish the mod -> doesnt work... (i have the fallback default image)
what am i missing ? thank you guys for the help !

candid birch
#

Can I add dependencies after I have created a map.

lethal mirage
# candid birch Can I add dependencies after I have created a map.
ionic plank
#

hi everyone, hon can i set this image ?
the mission header images doesnt change anything

#

i'm stuck with this image :

peak cedar
peak ledge
#

anyone know any guides on how to make something use the detornator to blow it up? want to make it so so mortar rounds and anti tank mines can be connected to a detornator

fallow fern
#

Does anyone know if there a way to adjust how the radio is held in the hand without adjusting how it sits in the RHS pouches? I tried the "Hand additive Rotation" but it moves it in the pouch aswell

peak cedar
#

try studying the vanilla gadgets to see how they work, thats how i got the fire extinguisher working.

gusty isle
#

Hello everyone I dont typically post here but im desperate. A little more then a month ago I had cleaned my PC to dual boot OS's. I thought I had backed up my important files but at some point I deleted them again. 😦 Some of my projects I managed to uploaded on Workshop but now there locked? Can I unlock them?

true sapphire
#

Just duplicate everything into new files

#

Unfortunately

#

Unless you have the original unpackaged file structure you can't edit it,

gusty isle
#

ah shit well dont think i do

jade cedar
#

anyone have luck with giving the huey/mi8 infinite or unlimited rockets + ammo? I set the 'magazine' component for the rockets to 999 and made sure to replace the prefab rocket fired off as the edited + modified prefab for the m260 housing. In the debug menu, not even the infinite ammo option works for the huey/mi8 pods. Guessing it has to do with the fact that a physical rocket is being fired off and doesn't work like a traditional gun in the game engine/arma sense

austere tulip
#

Is there a way I can trigger something upon a base capture?

#

If so, what would that be called?

astral mortar
#

Is it possible to scale a prefab? I'm trying to use vanilla foliage models to be wearable and I'd like some of the models to be smaller

jade cedar
astral mortar
#

Issue I find with that method is that it doesn't save when I place the prefab in the slot, plus here's a reference of what I'm trying to do

#

Worst case scenario I can create a new model and scale that, but I definitely want to use vanilla foliage if I can

jade cedar
#

iirc if you made the 'real weapons' mod then you gave me another playthrough of MGSV, and I thank you for that.
Also, from my experience tinkering around with wearables and adding/removing stuff to them, it's a PITA so good luck. RHS/WCS of course have clothing mods with all sorts of goodies you can tack on

astral mortar
jade cedar
#

ensure you have a copy and you'll want to enable worn object texture override

#

that's how i got my recolors working for my pilot helmets

#

i'm sure for mesh additions there's a similar opt

astral mortar
#

I'll look into it, I appreciate the help

glad jacinth
#

Workbench Layouts don't save frame sizes and table column sizes, right? Hate having to resize all controls back to useable sizes each time you run workbench.

remote estuary
shell garnet
#

Can someone help, I have loaded the mods in the workbench and I set them has dependancies but I get this error and I cant open the World Editor
"Can't initialize the game
World Editor and some other game depended features will not be available.
But the rest of the workbench will be functional"

past dune
rapid echo
#

Stupid question, but if i want to pre place down units from a pmc mod, do I need to have every dependency mod of that mod included on the project dependencies?

past dune
carmine geyser
#

WTF my script i was working just deleted and is completely empty now. I literally did nothing and just open WB. Anyway to recover it???

#

It shows that file has data 5kb and 4158 characters but not of it is readable. That partiuclar project now crashes any time i try to load it

ionic plank
gusty tartan
#

does anyone know how to change the defaul loadout for GM? I changed Campaign_US_Player.et but it only changed it for Conflict.

jade cedar
#

sometimes you need to reload the editor to make it work however

gusty tartan
#

ok so the default kit for GM modes is the US_rifleman prefab.

jade cedar
#

yes

gusty tartan
#

i was editing the wrong one. I dont understand why MP and GM modes have different base kits

jade cedar
#

for that exact reason

#

conflict is simply a game mode (campaign), just like game master (referred to internally as editor)

#

you ideally WANT separation b/t the two

#

Currently I can get the default to be a different kit on gme but it doesn't save my custom recolors

#

for me it seems to be referencing the base model that i duplicated off of and returning my custom loadout back to default colors :/ very frustrating because on reload it works until i load into f5

jade cedar
#

here i've changed the default rifleman kit to a custom pilot (not working, defaults back to vanilla assets)

#

(for whatever reason it's working for every other faction except for blufor)

#

lmk if that helped you

lime dock
#

I need help, I created a mission using "RHS STATUS QUO" and the "ANIZAY" map as dependencies in the workbench, but when I publish the mission on the workshop the presentation image is not visible and when I try to host, even if downloaded and inserted as a mod together with the dependencies, I do not find it in the drop-down list of available missions.

wet sentinel
#

How do I find and edit worlds I downloaded via workbench also how do I make trenches I’m new to the infusion editor and I have no clue what I’m doing

teal axle
#

was trying to publish something, is workbench acting up?

stoic wigeon
# wet sentinel How do I find and edit worlds I downloaded via workbench also how do I make tren...

This should show you how to edit a mission from the workbench https://youtu.be/PaNXRI_r7uE

This video covers the basics of download and importing an AR mission from the workshop and into the workbench.

Subscribe for more Arma tutorials, tips, and gameplay!

Music:
-Stomps Playlist - Aesthetic Music & Lofi Beats To Relax: https://www.youtube.com/watch?v=8cMywGtieBY

Interested in joining our Aussie Arma Community? Jump into our discor...

▶ Play video
lime dock
#

sorry, I saw now in the mod that it's like it didn't load the scenario....can you tell me why?

#

as you can see there is only info and changelog

past dune
#

I'm getting this error when I add more members to a group prefab. This is the second time this happens. Last time I solved it by starting a new world (keeping the edited prefab...) and the error didn't show no more. but now I am way more advanced into this scenario so surely there should be a better solution? also deleting the edited prefab doesn't solve the issue

#

it's also one of those script errors that keep popping up every second filling the log very quickly. Everything runs normal if I just ignore it but not sure if this would affect the server in any way

peak ledge
#

uploading and i get this issue, anyone got any ideas?

cursive marsh
#

Does anyone know how to improve bot driving by making it avoid obstacles and not swerve sharply when another vehicle is in front of it?

past dune
# true sapphire Is it on Woodbury?

No it's Zarichne but it happened before in Arland too. I don't know how to properly fix it but placing an ambient patrol stops the error from happening

teal axle
#

Hey! Was having some issues publishing. Although the reason is stated, not sure how to find the culprit. BACKEND (E): [RestApi] ID:[116] TYPE:[EBREQ_WORKSHOP_CreateAssetUpload] Error Code:400 - Bad Request, apiCode="ValidationError", uid="1746512402587-336420", message="Referenced dependency doesn't exist or isn't accessible" DEFAULT (E): Uploading failed! Reason: "Referenced dependency doesn't exist or isn't accessible" BACKEND (E): [RestApi] ID:[117] TYPE:[EBREQ_WORKSHOP_CancelAssetUpload] Error Code:400 - Bad Request, apiCode="ResourceNotFoundError", uid="1746512404199-28258", message="assetVersionUpload 65381C9D15D74529 1.0.0 not found

stoic wigeon
stoic wigeon
teal axle
lime dock
# stoic wigeon No mission header in the mod?

Yes
SCR_MissionHeader {
World "{F970719825745EE4}World/ProvaBase.ent"
m_sName "ProvaBaseLTDD"
m_sAuthor "Neodragon"
m_sPath "Mission/ProvaBase.conf"
m_sDescription "Prova Base"
m_sDetails "Prova base LTDD"
m_sIcon "{CB910625DCFDF7D9}Images/missione2.edds"
m_sLoadingScreen "{CB910625DCFDF7D9}Images/missione2.edds"
m_sPreviewImage "{CB910625DCFDF7D9}Images/missione2.edds"
m_sGameMode "Coop"
m_iPlayerCount 32
m_eEditableGameFlags 6
m_eDefaultGameFlags 6
}

past dune
true sapphire
#

hello, is there a reason text chat isn't working in my scenario?

#

is it a module?

#

also no allowing me to sign in as game master when loading the scenario ono my server

ancient flower
#

Do u got the scripted chat entity prefab

true sapphire
#

thats probably my problem

#

im working with a map that is pretty broken (woodbury)

#

trying to fix it and run a mode on it

#

is it just chat entity prefab?

#

that im searching for

ancient flower
#

I think but you could probably look at one of the AR worlds

#

Might help a bit more?

past dune
#

To make sure you have all the right entities

#

and managers

true sapphire
#

i did that

#

still nada

#

i've been after getting conflict to work on woodbury for a week now

#

i have a solid understanding

#

but im getting wierd errors that i believe are from the base map

true sapphire
#

I thought game.mode.plugin added those things?

past dune
#

Not sure why you are having issues, maybe it's the map like you said

true sapphire
#

Yeah I think it is the map

#

I'll have to compare the map management system and compare it to a working map

past cloak
#

im new to enfusion, can someone help me retexture a workshop item?

#

i hope what im asking is not a felony

#

or someone that can give me some good tutorial where to learn to use enfusion?

#

im trynna modify a HGU helicopter pilot helmet to a olive version cus its only at black and a weird light blue color

past dune
#

All of a sudden my placed map markers look like colored squares (all of them) anyone know what can be causing this?

static shale
#

hey everyone!
i made my own custom prefabs for conflict gamemode they are placeable and buildable that all seems to work but i dont seem to get any XP reward for crafting any of my custom prefabs
do i need to define those somewere to be able to get any xp for building them ?

#

i have set them up inside composition.conf and composition_freeroam.conf

indigo quail
#

"Replace All" is broken? It's not replace all occurrences...

remote estuary
#

Yeah its been broken for a while

#

Just run it like 10 times

mild wigeon
#

Has anyone found a fix for scenarios freezing after a game mode has been completed/won?

teal axle
#

does dependencies order list matter? like would it auto-order itself for player hosts?

true sapphire
#

Dependency order doesn't really matter

#

If it makes a difference it's negligible

remote estuary
#

It only really matters when you have multiple mods that modify the same thing, sometimes

tender carbon
#

Hi everyone, can anyone give me some guidance on creating mods? I'm new to this, and I want to make a mod to change the textures on vanilla cars, but I've been having trouble changing the skins. Is there a tool or program that makes it easier to modify skins, that gives me MCR Maps and NMOs?

slow dirge
#

I am running into an error when trying to upload a mod. It will continue to loop but I keep getting errors and it will not complete the process. Any fixes?

past dune
#

How can I slow down player movement? Is it controlled by Character_Base.et? If so, what specific settings should I adjust? I can't seem to find the relevant information.

teal axle
remote estuary
#

Dependencies load before dependents, all other mods load in order

teal axle
#

might explain why some things were acting a bit wonky when it came to overriding

somber depot
#

running into this error code when trying to update a mod, shows as being updated on workshop page despite the error. However, the in-game mod browser fails to show the update.

somber depot
past dune
#

Is there any way to override or duplicate .EDDS files ?

tight dune
past dune
tight dune
#

no, structure doesnt matter

#

only GUID matter

#

When replacing assets, engine cares only about GUID - that means neither file name or location doesn't have to be same as source file.

true sapphire
#

Wait so you're saying I can replace an entity on a locked map layer by editing the meta file?

#

I have 6 problematic entities on a map that someone else made and I can't just delete them. How do I replace, remove them?

tight dune
#

entities or prefabs?

#

entities doesn't have meta files

true sapphire
#

Damn

#

Entities

#

I posted about it in reforger scenario

#

Actually it might be a prefabs

#

They are medical pouches, a helmet, and binoculars

#

If you read a little of my posts in enfusion scenario channel you'll see what I'm talking anout

somber depot
#

posting in here again as this issue is persisting with the scenario for my terrain: goes to 97% and fails to 403 error: BACKEND (E): [RestApi] ID:[136] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:403 - Forbidden, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""

Have swapped config, no change in failure. Servers running the mods can't launch. Does anyone have any idea as to what the issue could be? Haven't had this problem until now.

#

version number displaying updated version on workshop website, but not updating in launcher alongside the workbench upload error

#

nothing has changed structure wise since last working update, literally pushing a dummy update to match game version update

ashen solar
#

It doesn't pop up for me anymore, so I'm thinking it's a one-off thing.

somber depot
tender rivet
#

Can anyone help me figure out how to make roads intersect on a sloped surface?

https://imgur.com/a/uZTjBcP

I cant figure out how to make both roads adjust the height map, yet properly intersect, and I want both roads to actually be flat and not impossible to drive on while navigating hills

I dealt with it for a while by just not having the "adjust height map" checkbox selected, but when I tested driving around my map, it obviously wouldnt work well in gameplay

lethal mirage
#

There is no "automatic" way to fix this

tender rivet
#

Thanks, I tried my best to fix it and dont think it looks HORRIBLE, but its a lesson learned

#

I had a bunch of stuff built around parts of the road going around the map and had to try to fix all that too

#

My main mistake (besides getting to ahead of my self) was not toning down the verticality of my heightmap, especially for this size of island. the slopes are just way too steep in some places and make it a pain to drive or walk to the mountains

#

since its my first map I didnt even think about that sort of thing until it was too late, so next time I import a height map I think I'll try something with more mellow terrain until I get the hang of things

ornate bridge
#

Hello , i'm creating a RP MOD , i want to create a area that will change my faction when i enter into it , how can i do? or maybe an object when i click on it

past dune
#

how can I make a backpack that works like a vehicle mainteneance point for repair? I tried slotting a god damn engineer box in the backpack (by making the box prefab smaller) but it didn't work. The box is still normal sized when I try to slot it. lol

past dune
#

anyone with more knowledge than me can you please tell me why replacing the sound files inside these doesn't override the original sound? Looks like they are interconnected with something else but I don't know where to start

strange abyss
#

guys I have a mod to set some configs on my server, I overrided the ChimeraSustemsConfig.conf and set longer times and distances values for the SCR_GarbageSystem, and added it to the end of my mod list (dedicated server json) but still it's using another values because everything is collected fast. What I'm doing wrong?

hollow badger
#

21 attempts to publish a 1.8GB mod, is 2Gbps upload to fast for the workshop servers.. bro do I need to limit it just so the servers can process it Dead

plucky cloak
stable oxide
#

any fix?

radiant rune
#

One message removed from a suspended account.

brazen plaza
#

are these models ripped from HLL?

silent halo
brazen plaza
#

because those look like they are ripped

cloud zenith
#

Ignorance isn't an excuse. It's up to you to know if they're ripped or not. If you don't know that they are, you'll still pay the price.

silent halo
#

Fair enough

brazen plaza
#

yeah you have to hold license to every IP you are uploading

#

where did you get the models from? have a link?

cloud zenith
#

I've never played that game but, if you have and they look to be ripped then more than likely they are.

silent halo
brazen plaza
silent halo
#

I originally uploaded them just for a quick operation and was gonna take them down after, but someone used it as a dependency for a bunch of ww2 factions and I felt bad removing it

#

Good to know, not home atm but can take them down on Sunday. Thanks for the warning

#

Yeah I’m very new at this, thanks for the warning @brazen plaza @cloud zenith

silent halo
#

Manged to get tools working on my laptop and took it down, your a lifesaver.

thorny geyser
#

Hi, I know blender 3d and has played Arma Reforger last couple of month and now I,want to build a map.
Does any have images of the mesh of different houses and other objects. I want to know how.lowpoly I should go to get the server to run as smoothly as possible. I'm planning on building a bombed city. So many damaged houses and stuff on the roads etcetera.
Thanks in advanced.

odd ore
#

Is it possible to add a World to a subscene

wise belfry
#

hi all friends

#

What does this error mean?

wise belfry
#

solved!! friends!

twilit prism
#

Anyone else get the issue where workbench all of a sudden refuses to open any project?

No errors, no issues in the logs, just Enfusion splash screen then silence… 😂

I think it’s an AMD GPU issue, unsure, but I’ve had to create a new user before to get past it. But it’s happened again.

Any ideas?

limber matrix
# silent halo Not anymore unfortunately, I’d been looking all over for models, I believe they ...

As a guy who’s dwelled in WW2 modding, I find it very hard to believe you didn’t know they were, as I’ve probably been to every site looking for models and have never seen these. If you do have a link to a website, I’d report it — because I’m sure you’d remember where you got good models from. And the fact is, when looking at the models myself, it was blatant that the stuff that would’ve shown it to be more of an OVI rip was tinkered with — like the eagles and the medal on the abdominal section on the tanker unis and on your smocks The collars were pulled out, whereas in-game they’re folded in, and the lower halves were changed colors after you managed to fix the normals and texture to line up. But the damaged holes in the top gave it a 1:1 — screamin’ “I’m from HLL.”

lethal mirage
lethal mirage
ruby mason
#

So i factory reset my computer when working on a map. Is there anyway I can get access to work on my map again without it being locked?

lethal mirage
#

most terrain relevant files can be recovered this way

ruby mason
gentle ruin
#

Hello, is there a way to add the default loadout to the ION faction from the RHS mod so it is playable for a GM event? When I place a spawn point in GM, the default loadout spawn button does not appear for the ION faction. It is also the only faction with this issue.

thorny geyser
lethal mirage
upbeat hollow
#

Im wondering if i could get some help with an issue regarding my world layer in world editor. I entered my world layer today after editing the past couple of days with no issues and suddenly I cannot edit or move anything that I have placed prior to today...

#

All entities are locked as if its not my world anymore it seems

lethal mirage
# upbeat hollow Im wondering if i could get some help with an issue regarding my world layer in ...
thorny geyser
bronze gulch
#

@buoyant grove please use the #discord_tickets system so we can show you the right path. Deleting all relevant messages.

light blaze
#

why tf won't WB let me create a duplicate of MpTest.ent world in my mod? How are we meant to get an empty test world? I don't wanna have to keep loading up Arland or Everon to test something simple

#

ah ok had to open the locked vanilla world and go File -> New World

#

still weird duplicate doesn't work, shouldn't it basically be doing the same thing?

past dune
light blaze
#

Yeah I just wanted to duplicate the base test world into my project for testing my own stuff

past dune
#

But you already saved the world? I don't see why you'd need a duplicate. Just go into MPtest and save as subscene. Then click on save and give it a name

light blaze
#

Yeah that's what I ended up having to do like I said above, I just expected duplicate to work the same

past dune
light blaze
#

I think you misunderstand, I was trying to duplicate instead of doing open and save as

#

I'm not trying to duplicate after already saving to a new world

past dune
remote estuary
#

Allegedly duplicating worlds is not allowed, yet copy pasting layers works

light blaze
#

It seems to specifically be due to the mp test world being a base world that doesn't inherit from anything else. You can duplicate CTI_Campaign_Eden.ent just fine and it'll give you Eden (locked) with all the Conflict stuff in a moddable layer

past dune
wide sleet
#

Did BI change something with the way collimators are made? I have been making them and getting them to work prior to some previous updates. For some reason I define the "eye" position (the vertex point is in the right place behind the collimator) in the prefab and it doesn't use it. When I mount the optic and aim it just puts the eye position up in front of the collimator on the front of the weapon. Am I missing something?

buoyant grove
#

whatever happened to Kolgujev map?

past dune
#

we're not even halfway 2025

buoyant grove
#

ah

unborn yew
#

Having a new issue with workbench. Was compiling scripts and it completely froze at 90%.

Restarted workbench, and now it wont show at all after selecting a project.

Steams shows it running and the proc is in taskmgr, but it just never shows itself now.

#

I had no crash logs and have reset the workbench dir in my docs. Also reinstalled both reforger and tools.

Any ideas?

stark sage
#

eversince i did the login

plain quiver
timid parrot
#

Hi guys i get this error: Exception: Access violation. Illegal read by 0x7ff6458ffc04 at 0x18 when opening a project in the enfusion engine does somebody know how to fix this?

timid parrot
unborn yew
#

So this is wide spread then?

timid parrot
unborn yew
#

Fairly serious bug

timid parrot
#

@unborn yew did you check the logs folder from the workbench?

unborn yew
#

Yeah I had no crash or error logs in the latest one. I've since cleared the entire dir as a last ditch attempt to fix it tho

timid parrot
#

rip

unborn yew
plain quiver
unborn yew
#

I even wiped all the mods and changed mod dirs. No luck

timid parrot
#

Strange i checked your log but dont see anything weirds

narrow temple
#

Hey guys, if anyone knowledgeable on this could help that would be great. I'm confused on the "read-only" aspect of the tools. I want to make changes to a modded map that is in the workshop and that I do not own (Khanh Trung). The license listed in workshop is "APL". How do you go about getting an "unlocked" version of the map so that entities can be deleted moved etc? Is it correct that I would need to download the project files from GitHub or am I missing a method to start with an "unlocked" world in the tools? Thanks in advance

plain quiver
unborn yew
#

Weirddddddd. I was about to try that next.

#

Maybe something in appdata?

timid parrot
#

Yesterday i edited a map with APL rights and uploaded it to the workshop with the things i added

narrow temple
timid parrot
#

Did you find the .ent file from this map?

#

If so you need to transfer this to your own folder right mouse button > transfer

#

Like this (as example Arland)

#

And then in your own folder at the bottom there will be a worlds folder with inside the .ent file without a lock

unborn yew
#

Really wish a dev could chime in on potential issue(s) here 😅

narrow temple
stark sage
#

soo how did we fix the isues again?

stark sage
#

bro il cash out 20 to who ever fixes this for me

unborn yew
stark sage
#

i swear a dev needs to fix this asap

stark sage
light blaze
#

Anyone had issues where PeerTool randomly starts failing to compile shaders? WB and the game client itself still works fine, only happens when using the diag client via PeerTool

14:26:37.489 PROFILING    : Settings changed took: 0.781000 ms
14:26:37.535 AUDIO        : PulseAudio Output
14:26:37.537 RENDER       : RENDER       : Reload shaders
14:26:37.537  RENDER       : Enfusion shader version 170
14:26:37.594 ENGINE    (F): Crashed
14:26:37.609 RENDER    (E): Can't load shader binary 'system/.shadercacheDX12/postprocess/dofadvanced/cs_dofadvanced_downsample$FFX_HALF$0$FLICKER_REDUCTION$MIP_COUNT$0$SEPARATE_COC.cso'.
14:26:37.609 RENDER    (E): Can't load shader binary 'system/.shadercacheDX12/postprocess/dofadvanced/cs_dofadvanced_downsample$FFX_HALF$0$FLICKER_REDUCTION$MIP_COUNT$2$SEPARATE_COC.cso'.
14:26:37.609 RENDER    (E): Can't load shader binary 'system/.shadercacheDX12/postprocess/dofadvanced/cs_dofadvanced_downsample$FFX_HALF$0$FLICKER_REDUCTION$MIP_COUNT$1$SEPARATE_COC.cso'.
14:26:37.609 RENDER    (E): Can't load shader binary 'system/.shadercacheDX12/postprocess/dofadvanced/cs_dofadvanced_downsample$FFX_HALF$1$FLICKER_REDUCTION$MIP_COUNT$0$SEPARATE_COC.cso'.
14:26:37.609 RENDER    (E): Can't load shader binary 'system/.shadercacheDX12/postprocess/dofadvanced/cs_dofadvanced_downsample$FFX_HALF$1$FLICKER_REDUCTION$MIP_COUNT$2$SEPARATE_COC.cso'.
14:26:37.609 RENDER    (E): Can't load shader binary 'system/.shadercacheDX12/postprocess/dofadvanced/cs_dofadvanced_downsample$FFX_HALF$1$FLICKER_REDUCTION$MIP_COUNT$1$SEPARATE_COC.cso'.
light blaze
#

Not using experimental tools nor client (and never have used either)

#

Where does this .shadercacheDX12 directory live? Figured clearing it so they get regenerated should help but I can't find it anywhere

#

can any BI engine devs tell me where/how I can clear shader cache for PeerTool?

light blaze
#

Or are those shaders precompiled and distributed in one of the core/game packages?

#

OK so I figured out the cause, I have 2 local mods and updating one to depend on the other causes shaders to break in PeerTool, if I remove my local source for the dependency mod and replace it with the published packaged version it works. This has to be the goofiest inexplicable bug I have seen in WB yet (which is saying a lot)

#

Is depending on a local source mod not supported??

#

If so, how tf am I meant to be able to work on a mod that depends on another mod I made? Are we expected to delete our local source of the dependency mod every time we want to work on the consuming mod?

light blaze
#

What's more is how does making my game mode mod depend on a utility mod (that is just 1 class and some prefabs, no overrides) that are both local sources cause PeerTool to fail loading shaders?!

#

such a damn bizarre issue that should not happen

light blaze
#

OK so I copy-pasted the entire source of my utility mod into a brand new mod and now everything works fine

#

Pretty sure WB is just cooked and sometimes creates new projects in some kind of corrupted state

#

Would love if someone from BI can explain what is going on here. First example is a brand new project I copy-pasted the entire mod source into. Second example is the original and immediately crashes PeerTool with shader error. It is literally the same mod source but different WB/PeerTool behaviour

tight dune
light blaze
tight dune
#

like in windows explorer?

light blaze
#

Through WB

#

Created new mod in WB, used file manager to copy files from broken mod to new mod

tight dune
#

have you compared the files?

light blaze
#

yep they are identical

tight dune
#

amount of files is also the same?

light blaze
#

Like I said it's literally the same mod source

#

If I swap the folders back around it breaks

#

I could understand if there was something wrong with one of them and it would cause some error in WB or prevent it loading, but both of them work perfectly fine in WB. Just one of them crashes PeerTool with an inexplicable shader error

#

Does WB store any kind of project metadata outside of the mod source folder itself? That's the only logical explanation I can think of for why the exact same source behaves differently is WB has somehow cached something busted that it references when loading the original project

tight dune
#

that is some proton launched workbench?

light blaze
#

Yeah using Proton, IK Linux isn't officially supported but I'm pretty certain that isn't the issue

tight dune
#

I guess it could be space in "My Games"

light blaze
#

Space isn't an issue, like I said both mod folders are the exact same filesize so there should be no difference between which one I use

tight dune
#

change location of both mods to enfusion backups and verify it is not a problem of long file path with spaces

light blaze
#

As I said WB itself loads the mod perfectly fine, PeerTool just crashes with a random shader error

tight dune
#

try and see

light blaze
#

lmfao

#

yep it was long dir name / path

#

how does long dir name on mod cause shader error on PeerTool but no problems with WB tho?! wouldn't they both be loading that exact same path?

#

makes 0 sense

#

I guess the diag client must be using some weird ancient windows API call that explodes with long filenames

#

ah ok so Windows is just straight up garbage like I already knew 😄

#

Still weird the same issue doesn't happen with WB, which AFAIK would be loading the exact same long path

#

Guess I'll just make a habit of naming my local mod source folders 3-letter anacronyms, thanks for helping get to the bottom of that reyhard

tight dune
#

I rather expect it is some linux stuff

#

might be that space in folder name which you dismissed

light blaze
# tight dune I rather expect it is some linux stuff

Linux has no issues with long file paths, it's just that how Proton sets up prefixes results in long paths which apparently are not compatible with whatever Windows FS API the PeerTool or diag client are using

tight dune
#

I meant space again

light blaze
#

space character wasn't the issue, with the folder named Randomized Loadout Manager or RandomizedLoadoutManager they both crash

#

With the folder named RLM it works fine

tight dune
#

addon name doesn't matter

light blaze
#

(there is still a space in My Games when it works)

tight dune
#

location dir matters

#

"addonsDir" is CLI param which targets to parent folder of addon

light blaze
#

Yeah I'm saying the directory name of my mod folder, not the name specified in the addon.grpoj

tight dune
#

addons itself are referenced by ID/GUID

#

so addonsDir doesn't care if its "Randomized Loadout Manager or RandomizedLoadoutManager"

light blaze
#

I haven't changed addon.gproj, changing the name of my mod's folder under addons/ is what makes all the difference

tight dune
#

but it might not catch "My Games"

light blaze
#

like I said the addon itself seems to load fine

#

PeerTool just gives a shader crash when the folder name is long

#

and the space is not an issue as I said it works perfectly fine with My Games having the space still

tight dune
#

dunno, I got feeling like you haven't tried

light blaze
#

Sorry what is there to try? It works when the mod folder is named RLM but not RandomizedLoadoutManager

#

you mean I should try renaming My Games -> MyGames and see if it works with the mod dir renamed back to the full RandomizedLoadoutManager?

tight dune
#

anyway, I would probably recommend storing addons somewhere else anyway

light blaze
#

ah right sorry nah I just moved the original mod to that backups folder so WB would stop trying to load it instead of the fresh copy (since they have same GUID)

#

/home/yeet/SteamLibrary/steamapps/compatdata/1874910/pfx/drive_c/users/steamuser/Documents/My Games/ArmaReforgerWorkbench/addons/Randomized Loadout Manager/addon.gproj 167 characters <- does not work
/home/yeet/SteamLibrary/steamapps/compatdata/1874910/pfx/drive_c/users/steamuser/Documents/My Games/ArmaReforgerWorkbench/addons/RLM/addon.gproj 144 characters <- does work

Yeah it seems really likely the issue here is Windows MAX_PATH limit, since it works fine when the total path length is less than that

light blaze
#

that or just make all my local mod folder names a short anacronym 😄

#

oh wait MAX_PATH limit default is 260 not 160

#

Either way I'm pretty sure this issue will also manifest on Windows machines if you have a similarly long path, since most people won't have manually enabled the long paths setting:
https://learn.microsoft.com/en-us/windows/win32/fileio/maximum-file-path-limitation?tabs=registry#enable-long-paths-in-windows-10-version-1607-and-later

Starting in Windows 10, version 1607, MAX_PATH limitations have been removed from many common Win32 file and directory functions. However, your app must opt-in to support the new behavior.

#

Can someone using Windows try loading a mod with a really really long path and see if it crashes PeerTool similarly?
If it's reproducible then it might be a good idea for BI to add some check on addon dir length and throw an error early explaining the path is too long so if someone does happen to have a really long path in the future they don't spend 4+ hours thinking there is something wrong with their mod 😄

stark sage
#

anyone know why the opposite faction cant see the HQ base?

fathom harness
#

Is there a setting I can change memory budget or something to help this error? I have 12gb of vram I can use if it would apply

trim crag
#

might be missing something, but ever since 1.3.0.170 I haven't been able to use localhost - even without peertool. the only thing my blind ass sees is

NETWORK      : Starting RPL server, listening on address 0.0.0.0:2001, fastValidation=false
RPL          : Pip::Destroy
plain quiver
unborn yew
#

Nope. Im on a new windows account just to use reforger tools.

plain quiver
unborn yew
#

Very.

plain quiver
fathom harness
#

Is there a way to disable gamemaster mode from campaign mode? Besides unbinding the key and removing the GUI for it?

lapis steeple
#

~~My reforger tools mysteriously doesnt open either now. I did nothing out of ordinary. Ive deleted profile. purged mods and reinstalled still seems to hang up like others are experiencing. What is going on? also experimental runs just fine. so why is this just isolated to regular tools. ~~I nuked my HKEY_CURRENT_USER\SOFTWARE\Bohemia Interactive\Arma Reforger Workbench registry entry and things loaded. i guess that doesnt get removed on a uninstall.

lapis steeple
lapis steeple
unborn yew
lapis steeple
#

ill take payment in your finest meme

flint orbit
#

I’m trying to create a new base prefab character for players to take loadouts from on respawn, but for some reason items like magazines are not spawning in vest/clothing. They were added in InventoryStoreManagement component but still no luck. What i am doing wrong?

light blaze
#

Oh wait you mean just adding them to storages via SCR_InventoryStorageManagerComponent in WB? Make sure each entry has target storage set and is PURPOSE_DEPOSIT

#

If you can't get it working directly in WB for some reason, you can script it:

if (inv.CanInsertItem(mag) && storage && storage.CanStoreItem(mag, -1) && inv.TryInsertItem(mag))

^ that works for me, inv is an instance of SCR_InventoryStorageManagerComponent and storage is just BaseInventoryStorageComponent storage = inv.FindStorageForItem(mag);

flint orbit
little pier
#

Hello, can someone please guide me and help me?
I'd like to know how to edit cities, move them, make them capital cities, etc., and I don't know where to go to ask

#

Maybe îm in the wrong chanel

flint orbit
#

This is a good starting point

little pier
#

K thanks i go

light blaze
light blaze
#

Honestly though unless there is something weird going on you should be able to deposit magazines via the entity's SCR_InventoryStorageManagerComponent in workbench

#

Before trying to script it I'd recommend comparing your prefab setup to one of the vanilla character prefabs that has mag insertion working

little pier
#

For city modification, is it possible only with creation or can I modify it in the config.json file?

I went to see piano_man and he is creative but is coding in the files also possible?

flint orbit
flint orbit
#

thanks a lot

light blaze
little pier
#

K thanks guy

flint orbit
#

Is it okay that patches and uniforms in prefab sometimes shows incorrect textures of it's "parents" in workbench and when i hit play in tools?

Will it work okay in game?

light blaze
flint orbit
#

Like f.e. this patch

#

Sometimes when i'm loading worldeditor it works okay, sometimes no.

This is happening for patches, camos and tapes everywhere :D

#

Any ideas why that can happen?

#

Like this is how same prefab looks in workbench and in world editor:

flint orbit
#

It looks ok in game though xD

lapis steeple
onyx wasp
#

Hello so i have a problem.. I added a vehicle mod to my arsenal and it wont work at all. But if i use the vehicle mod alone with RHS StatusQuo and WCS_Armamentsthen on another arsneal it works.. so im kinda lost whats wrong here

I realy would appreciate some help with it

true sapphire
#

Have to edit arsenal on faction manager, or over rode the faction config, or create an overriding entity config

narrow temple
#

Does anyone know how to change where players can build base support structures (like armory) from command tent. Not the area in which they can build but what type of terrains they can build on. I have a base with very shallow standing water around it and would like to enable the placing of base structures in the shallow water (ankle height water). Thanks

sinful meadow
#

Trying to release a new version of my mod and I recieve this error on publish:

BACKEND (E): [RestApi] ID:[29] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:400 - Bad Request, apiCode="workshopApi.uploadInvalidFileProvided", uid="1747272674648-934711", message="File contents don't match expected content type - thumbnail.png image/png"
DEFAULT (E): Uploading failed! Reason: "File contents don't match expected content type - thumbnail.png image/png"

crisp belfry
#

Is it possible to check surface material in this window? I mean without having to paint it out on the terrain

chilly garden
#

Is it possible in the future for enfusion projects to be shared as an alternative to sharing files manually?

User Changes could be timestamped & recorded maybe if this becomes a feature

remote estuary
#

Just use git

remote estuary
#

How can I improve load times when testing everon?

#

Some diag menu entry for not creating trees or whatever?

tropic zodiac
#

Use EveronEmpty.
I always use the empty and copy > past some stuff from the full everon of the area i'm testing with.
Will be loaded in just 2 sec.
I will never understand how ppl do modding on the full everon where it always takes like 5 sec. every time scripts get compiled/reloaded.

remote estuary
#

I can't test conflict on everon empty

tropic zodiac
#

You can copy > past the stuff as well.
I did exactly this just couple days ago on Arland.

remote estuary
#

Is there a way to speed up loading EVERON?

#

I want to speed up loading everon. I don't want to create a new world.

tropic zodiac
#

Not that i'm aware of.
It always has to process all the stuff of the map.

fathom harness
#

How do I change the actual position of the weapon mesh when aiming?

#

I can change the sight camera position but the weapon stays in his hand pointing at the ground.

lavish root
#

Is there a way to unparent a config file?

peak ledge
#

is there anyway to rotate objects? for example im making a mod that aims to turn almost everything placeable and majority of xobs stand up-right which unless in specific scenarios makes em look funny. is there any in workbench way to make it lie flat?

narrow temple
#

What are some methods to improve vehicles going up hills? Running vietnam map and vehicles cant go up some of the roads without doing it in reverse. Thanks

frozen pine
#

Is anyone else having trouble with work shop, I’m trying to download the mods to play the server on Xbox and the only thing that is downloading is rhs status quo

lethal atlas
#

Did anyone had problems with their server preview image not showing in the browser? I had them loaded in the mission config as before, worked fine for a while but now it shows up blank.

verbal lagoon
#

I'm trying to use the peer tool but I cant get any instances to open. I get this error pop up when I try to start. The "local" game loads as normal but not the peer window. Can anyone explain what I'm doing wrong?

light blaze
light blaze
verbal lagoon
remote estuary
#

You'll need to wait for patch

tired kayak
peak cedar
#

oh nice, cross posting the same blurry image nobody can read...

remote estuary
#

I can read it

#

Basically his version number is not matching the correct pattern

small trench
#

the talibanmod got removed?

faint steeple
#

Hey all, I am trying to Publish a Map to WorkShop and im Getting this message>>Uploading failed!
Reason: File contents don't match expected content type - thumbnail.png image/png<< My Images are PNG and are under the 2mb Size. Can I get some help with this?

past dune
#

Is there a way to restrict certain vehicles so only AI can use them, preventing players from entering or operating them?

tight dune
faint steeple
tight dune
#

Error is about thumbnail file - thumbnail.png

faint steeple
#

My other map I made I just used the same photo and it did not have any issues. Kinda why I’m stuck this time

tight dune
#

change thumbnail perhaps and check if it stays the same

faint steeple
#

Ok I’ll try it with a Thumbnail File.

cloud zenith
#

Thumbnail is a reserved name for the thumbnail of your mod. I've only seen people have that error when they are trying to use an image named "thumbnail" for their mod preview image.

#

Thumbnail is used for this ^

#

should not be used for any of those ^

#

If so, use a file with a different name.

faint steeple
#

So the image I am using is a 250 x 167 with the size of 27.0 KB.
I just re-tried it with a different file and size and I got the same message.

faint steeple
cloud zenith
#

Well first of all the image should be power of 2.

#

in your case 256 x 256

#

If it's for the actual thumbnail.

#

Not sure if the preview and screenshots have a dimensions requirement.

faint steeple
#

Oh 🤦‍♂️ see I knew it was small and easy. Just could not get it fixed.
Ahhh you are a life saver!!!

frosty blaze
#

Hey! I'm adding the Modular vest pack mod to the server, I noticed that they don't have armor plates by default, I added them by editing the prefab but I keep dying from one bullet to the chest, what do I have to do to make it work? I'm a beginner at this 😛

narrow temple
#

Anyone know what component controls the range at which you can load and unload supplies to and from command tents? "Operational radius" in campaignsuppliescomponent doesnt seem to do it. Thanks

ashen solar
#

is it possible to add gifs or mp4's to enfusion workbench?

wispy lion
#

hello. I have some question.
Can peer client reconnect to workbench player-host?

rocky torrent
#

Where can i get a height map from?

small swan
#

Hi! I have several spawn points and want to make one the default one without removing all and placing them again. I added a lot of stuff in the structure of the spaw points and have a lot of them, so I hope there is another way. Thx.

glossy relic
unkempt knoll
#

any reason why the scr_weaponattachmentobstruction is not doing what it supposed to do ? i have set it up as it should be on like what the ubgl uses , and still i can attach the RIS sights on it

rocky torrent
#

Anyone able to help me with this issue

carmine geyser
#

how do i view the inherited parent prefab from a child inherited file?

Find Inherited file appears to only work for a parent file searching for children.

raw tiger
#

Has anyone had Workbench open normally to the mod selection screen but then fail to load after choosing a mod?

#

I have tried the following:

  • Selecting a different mod
  • Verified Steam files
  • Restarted PC
  • Reinstalled Workbench
    and still am unable to see the workbench (not in my taskbar but shows in task manager)
azure tulip
#

Hello guys, is it possible to remove the fog when editing map ?

#

i need to adjust radio range and can't find a good way to do it without this anoying fog

azure tulip
random bloom
raw tiger
random bloom
ember swallow
azure tulip
#

I find the option in workbench editor

ember swallow
spiral silo
#

Just a question, for making vehicles cost a certain amount how would I make it not be "0" supplies to spawn

azure tulip
#

This will overide the base vehicles and add your settings on it

viscid grove
#

You guys think there’s a way when making a map and you build a military base for there to be retractable bollards that actually can work for people in game if they press a button?

spiral silo
azure tulip
#

That not stupid i got the same issues

#

i've find a tutorial about it

#

In todays lesson we will learn how to add a vehicle to a faction including learning how to "prefab".

VOD Channel........➤ https://www.youtube.com/channel/UCVuawq92LVHsusFfHDAdUBA
Twitch........➤ https://www.twitch.tv/svenmartin
Merch........➤ https://www.etsy.com/shop/TrashHouseDesign
Discord........➤ https://discord.gg/houseoftrash
Pat...

▶ Play video
#

Check this

spiral silo
#

Yeah I'm just tryna fix prices on everything for my server, thank ya man

azure tulip
#

the whole playlist is a good start

#

This one explain how to do

#

Firstly you need to add the dependency to you project and restart the tool

spiral silo
#

yeah at 2:25 for the video it says where the pricing is, thank ya again

azure tulip
#

No problem

spiral silo
#

"very fun"

azure tulip
#

yes i don't find a better way

#

That's like ranks, you have to put rank_lieutenant and set 4 for exemple as a value, some thing are not intuitive

spiral silo
#

I think I get what ya mean

pallid copper
pallid copper
spiral silo
fluid phoenix
#

Whenever i open a prefab(world editor) the windows are not sized as i'd like and i can't seem to get them to reset to default even when i reset to default settings. It is really making my life a pain having to slide the windows every time just so i can properly use them

rocky torrent
#

so ive created a custom map and is ready to go besides not having a scenario id. Where can i add that?

ancient flower
#

In your project make a “Missions” folder and inside that make a conf file name it. Then it’s something like mission header i think. Then just follow the steps inside that.

#

Should work

rocky torrent
ancient flower
#

No

sullen needle
#

I'm working on a beginner project where I make prefabs gm placable, i've already made them placable, but some do not turn into entities that are grabbable/draggable, how would i fix this?

Also would like to make them searchable but that's on second priority,

sullen needle
raw tiger
#

Does anyone know of a way to lodge a support ticket with BI for Workbench Issues?

astral mortar
#

Anyone know how to disable removing a muzzle from a weapon?

dense sequoia
#

can you browse mods through the workbench?

stoic wigeon
gritty forum
#

RHIB (Rigid Hull Inflatable Boat) Mod - Boats only spawn on land and are stranded

https://reforger.armaplatform.com/workshop/5994614FB5AD35C2-RHIB

TheSpaceStrider created this mod.

How can we use this mod in a conflict scenario and have boats spawn without being stranded or requiring intervention by a GM (Game Master)?

At a beach, even if the bow is placed on the land with the engine partially in the water, it won't reverse into the sea.
How many are required to push the boat? (It isn't indicated.)

If you try and use it with other mods, eg. the British Forces, when you try to build at a Heavy Vehicle Depot, no option to build anything appears under the armed vehicles tab.

A construction truck doesn't let you build a spawn point, as far as I can see.

Arma Reforger

Adds the 11M Naval Special Warfare Rigid Hull Inflatable Boat to the game

#

7 Base Everon does not work with British Forces mod

If you use the 7 Base Everon mod to increase the required number of bases for victory, it doesn't show the British Forces as a playable faction and you see the default USA option.

How can we fix that?

https://reforger.armaplatform.com/workshop/5AE50EC5B8D6F4AE-BritishForces/scenarios

https://reforger.armaplatform.com/workshop/652F1C1AE590D62B-ConflictEveron7Bases

Arma Reforger

Deploy into the Cold War’s final chapter with British Forces, a full-scale unofficial expansion for Arma Reforger. This mod adds a complete 1980's British Army faction.

Arma Reforger

Vanilla conflict game mode with tweaks to increase game end base cap trigger to 7 from 5 and increase timer from 5 mins to 15 mins to allow longer gameplay.

spiral silo
#

How would I upload a config file/file that just updates prices and such for spawning in weapons/cars?

fair roost
#

anybody ever had enfusion just never launch? i was using it saved closed tried to reopen and it just doesnt launch. i deleted all my addons incase, uninstalled it entirely and even now it doesnt launch. i dont get a pop up or anything either. i hit start from steam runs for 2 seconds and goes back to launch again.

buoyant pagoda
#

when I look at the vanilla Configs/EntityCatalog/US/InventoryItems_EntityCatalog_US.conf, I see there is another MultiListEntry named Attachments (Not in arsenal for cost calculation) which contains the UGL_M203's. What does it mean by "Not in arsenal for cost calculation" exactly and why is it separate from the other Weapon Attachments category? just curious

halcyon scaffold
#

Would anyone have any idea as to why I loose admin/game master ability when i'm running my own map? Is there something i'm missing. I can use game master in enfusion but when it's live and im in game I cann't log in as admin or access GM

undone yarrow
#

hi, how can I alter the supply capacity of structures/vehicles, seems to work by a script but i dont understand it, any helpers?

brazen plaza
brazen plaza
undone yarrow
#

im trying to have a command post with more than 600 supply capacity, like in WCS servers which have a limit 2400

#

i already went into the HQ prefabs, and all entities that deal with supply storage have this component SCR_ResourceComponent which seems to be dictated by external scripts

#

any clues how this works?

brazen plaza
#

ah supply capacity i misread. Yeah you can change it. one sec let me look on workbench

undone yarrow
#

ty!

brazen plaza
undone yarrow
brazen plaza
#

whichever you want to adjust the supplies. so might be a container within that prefab

undone yarrow
#

ok, which value should i go to?

brazen plaza
#

so like in the fia tent command post there's a buildingservice. in that is teh resourcecomponent

undone yarrow
#

theres Containers/Encapsulators/Consumers/Generators

brazen plaza
#

go look up each on the wiki. They do different things and you'll need to discern whether you want it also generating supplies, how much things consume and container is how much it holds i think.

#

so the latter in your case

undone yarrow
#

will try it now, ty!

brazen plaza
#

i added SCR_ResourceContainerVirtual to containers

undone yarrow
#

ok in the "E_Headquarters_S_US_01.et" i found "Storage_Supplies_US_02.et" which has a "SCR_ResourceComponent" and has already a Container with Debug Name "Container - Storage Encapsulated"

#

i think this is the guy, but i dont understand the parameters

proven fjord
#

Hi. I'm new. I need to find a guide to make an object placeable in gamemaster. Can anyone help me?

proven fjord
#

Thanks i'll take a look

halcyon scaffold
# brazen plaza does chat work at all? If not add the chat into the world. scriptedchatentity

Yaa that was it haha thanks.
I'm now having another issue. In my custom scenario, There are random bases being spawned once the game starts that I haven't asked for. Where do I need to look to try and sort that out? When I open the map it comes up with 2 sets of 2 numbers next to each other and the outline of the yellow cross that you'd normally see on a out of range base.

graceful ravine
#

Hello everyone, I would like to know if anyone knows how to reduce the speed of zombies in the Bacon Ravage mod

#

?

halcyon scaffold
#

How can I set faction affiliation to auto? For example, I have the CIWIS at the MOB of both factions. Factions randomly switch their spawns north or south. I want the CIWIS to auto switch to what ever faction has the corresponding FOB that the CIWIS is in.

regal basin
shell marten
#

Hi everyone! I apologize in advance for a common question, but I am struggling to change the starting equipment of a character in a standard conflict game mode.

What I have read and understand from the wiki:

Character equipment is based seemingly on two places. The Character_BaseLoadout.et and the Campaign_USSR_Player.et.

My understanding is the second one changes the starting equipment for the entire faction and the first one changes the starting equipment for the player.

I have modified the helments on each of these to attempt to get a change to happen.

When I push the mod it says im pusing 0.0kb so im not sure if there is another packaging step im missing... or missed documentation for in the wiki.

Im not asking for anyone to hold my hand through this but if someone could please point me in the correct direction or some more documentation so I can figure out what im issing that would be epic.

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(also apologies if this isnt the correct place to ask this question)

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Oh I forgot to add.

For my mod I inherited from the base ones, and modified them, do I need to recreate teh entire faction? Or can I just override the base stuff with my stuff? The engine seemingly does this as well or am I wrong?

brazen plaza
# halcyon scaffold Yaa that was it haha thanks. I'm now having another issue. In my custom scenari...

are you making a conflict scenario? did you copy over anything from samples or other mods? If you aren't too far into your work, you might start over by using gamemode plugin to ensure you have basic things like that chatentity. You can copy over most things so it's not FULLY starting over.
I ask because if random things are spawning it seems like the gamemode might be in conflict. I'm guessing here.

edgy berry
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Heyy yall i hope yall doing great today! so im currently trying to get into creating missions in the enfusion workbench, so i created spawnpoints and renamed them. i loaded the world and everything worked, i tried them in GM (Dedicated Server) InGame and they worked, i uploaded the mission onto my Server and for some fck.. god damn reason arma renames the spawn to "27 38" "84 82" and so on. WHAT do i have to do so they keep their names that i gave them in the workbench? PLEASE someone help me, im actually crashing out

brazen plaza
shell marten
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I mean the published mod seemingly loads on the server but doesnt seem to "do anything"

shell marten
# brazen plaza Does the published mod work? I think if you haven't added anything the 0kb thing...

I did publish the mod and it seems to work, but what I am "doing with the mod" isnt really working.......

I have modified the default loadouts and player prefabs for the ussr and us faction by inheriting from them and creating new prefabs... from reading the documentation it seems like this should work and I wouldnt need to create a whole new faction, just ot modify two files, tho maybe im incorrect.

tight dune
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so you want to replace existing loadouts?

shell marten
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Im also willing to just send the project over to someone who wants to check and see what stupid thing I might have done.

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Yes

tight dune
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inherting is creating new asset

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overriding is overriding - modifying existing asset

shell marten
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Ive created new files inherityed from the base game ones called Loadout_USSR_Base.conf

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and

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Compaign_USSR_Player.et

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My understanding from reading the wiki is this should change the default clothing that players spawn with, im sure its something dumb because im new or missed something in the wiki but ive read through it so many times.

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(ive also modified the realivant files for the US as well)

lethal atlas
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@shell marten I haven't read everything but I've modified the default loadouts by accesing the ones from Prefabs -> Characters -> Blufor -> US_Army -> Character_US_Rifleman.et and for USSR is OPFOR-> USSR_Army -> Character_USSR_Riffleman.et . I overriden those. You also should have LodoutManager_Editor into your world if you go right at the bottom you can see which character it loads (haven't messed with that yet but should work)

shell marten
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OK I think I need to learn more about "worlds'" cause I havent created one, I have litterally just overroad those files....

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I also dont have a BLUFOR folder in my Prefabs->Characters folder... man I must have really messed something up 😐

lethal atlas
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It should be under the ArmaReforger's main folder files

shell marten
lethal atlas
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-> Factions

shell marten
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ahh yeah so I modified the base one here I guess that isnt good enough maybe I have to do the rifleman speicifically

lethal atlas
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Sorry I missed that

shell marten
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OMG I AM SO STUPID I THINK I KNOW THE REASON

lethal atlas
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Yeah that should be the default one, you override it and see if it works

shell marten
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I have been right clicking -> Inherit not Rightclick -> Override lmao

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im so dumb

lethal atlas
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We've all been there, there is also some variants to the characters. So if sometimes it loads with your changes and sometimes it loads how it was vanilla it is because that. Not sure where it was I did it like 3 months ago

shell marten
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ok im gonna try what you said the right way and let you know

brazen plaza
# shell marten im so dumb

everyone is learning here!
here's a vid on customizing default loadouts
https://www.youtube.com/watch?v=e1rb8lSeFZ4&t=1s

A video showing how to override the vanilla default loadouts in Conflict.

Subscribe for more Arma tutorials, tips, and gameplay!

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▶ Play video
shell marten
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(Yeah I saw the varients I think now that i understand inheirt/override) ill be fine

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omg!

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I looked all over youtube for videos about this

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rockstars all of you are rockstars!

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imma try what I know now before I watch the video and lets see if it works

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IT FREAKING WORKED!

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whole time my only problem was inherit/override selection

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Im a modding god! fear me, for now I am unstoppable!!!

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Seriously tho thanks a ton everyone! This really helped. I wish an admin could pin that loadouts video cause lots of people I think are trying to do this and it would be super helpful to them (I didnt need the video but others might)

shut ermine
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Guys, hint, is it possible to customize so that the destroyed wheel does not move and accordingly the car can not go?

shell marten
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I would imagine this is possible because ive damaged the engines in the vanilla game and the car stopped operating.. tho I think the wheels still turned.. it just didnt "operate"

shut ermine
shut ermine
shell marten
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define stop running, like I believe you can break an engine, causing the cars engine to stop, but the car will carry its momentum until it hits something or the driver breaks it.

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I believe this is notated by the red engine symbol on the hud in the bottom left side when driving the vehcile

shut ermine
shell marten
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oh i understand, ok yeah im not super sure about that, my apologies i miss understood

halcyon scaffold
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Does anyone know why mines in WCS mods can't be shot to blow them up or how to change it back?

brazen plaza
past dune
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Can the capture zone with the progress bar from Conflict be used in other game modes? The prefab doesn't seem to include that functionality.

kindred swan
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Is there a way I can enable the in-game editor "Y" in my conflict scenario. Ive been looking at the EditorManager prefab and the SCR_EditorSettingEntity under the gamemode manager prefab, but cant seem to make it work when I upload it to my server for testing. Any adive would be greatly apreciated.

stoic wigeon
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If you can't login as admin, check your server config and make sure your password is correct along with making sure you have a chat entity in your world

autumn dagger
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Is there a way to edit modded maps?

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Already”

kindred swan
stoic wigeon
stoic wigeon
kindred swan
sour marlin
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If I have a .git folder at the root of my project, does it get ignored when packaging and uploading to the workshop?

peak cedar
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getting some spam in workbench after the update: ```
SCRIPT (E): No data found for keyboard:KC_LMENU !! Check 'chimeraMapping.conf' and add data if necessary! Provided Actioname: EditorSetCommand.

west sail
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hello here,
i ve just made the new update, and my workbench doesn't work anymore, can't Initialize the game.
can anyone help me with that?
thx

devout cliff
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hi, how i can desactivate rank in arsenal.

kindred swan
west sail
kindred swan
kindred swan
light blaze
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Everyone DDOSing the server trying to upload their updates at the same time? getting timeouts on publish and even checking invites 😄

west sail
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“Missing script declaration of class ‘ETrackIRLeanMode’”

i saw they changed something about that in the changelog

bleak cypress
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Hello everyone again.

I'm creating a mission to simulate in our community. The problem I'm having is that I can't see where I can change the name of the spawn slots. Let me explain. I have two slots created to choose where they appear. The idea is to have two slots in the same base and choose the one that corresponds. Right now, it appears as "US POITON," and I'd like to know how to set "Green Team" in one and "Seal Team" in the other. I don't know if I'm making myself clear. If you need more details, let me know. Thanks and best regards!

peak cedar
prisma siren
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Hi all, I'm modding a beret with the rig template that is in the helmet. The thing is that when you lean, look up or lying down you aim, it gets into the player's vision. I've tried to touch the weights in blender, but I can't fix the bug, has anyone else had this happen? Thanks in advance.

west sail
peak cedar
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try to compile and read the error logs, pretty basic

prisma siren
kindred swan
west sail
west sail
azure tulip
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hey @reef ferry, did typhoon are RHS ?

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And the nato equivalent ?

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When i spawn them, the game crash on ps5, i search for the source

remote estuary
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Interesting, does it use render targets for things like screens?

reef ferry
remote estuary
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k17 did have rendertargets I think

reef ferry
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yes, kh-55 missile does not

azure tulip
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I try to find for minutes which cause play players crash on my server ^^

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I guess you are already working on it

remote estuary
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Reason I ask about rendertargets is that it might be an overlap with my loadout editor

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Does it crash instantly when spawning the APC or only when you get inside or something

azure tulip
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when it appear

remote estuary
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Do the screens all activate without crew inside?

azure tulip
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i tried on a ps5 also guys, i just put the asset on screen and instant crash

azure tulip
remote estuary
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Just curious

azure tulip
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inside the vehicles ?

remote estuary
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Yeah

azure tulip
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i crash as soon the vehicle is in the map

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as soon i put it

remote estuary
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Yeah but I mean when it works on other platforms

azure tulip
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oh i see

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let me try 😉

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@remote estuary

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it's off

remote estuary
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ok

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thank u

azure tulip
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you are welcome

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@remote estuary i'm not event sure bacon loadout cause crash

remote estuary
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I am

reef ferry
azure tulip
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it's quite bad that playstation don't show logs about the crash

loud hawk
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How PS5 log thonk

burnt sentinel
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Getting a timeout error / dependency validation error when trying to update mod. As far as I know all the mod dependencies are good because my server is running with all mods loaded 🤔

sudden pike
sterile granite
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These are totally Multicam BDU Cargo Pants

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Was working just fine till they updated their shit lol

sterile granite
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😉

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FUCK

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🤣

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I meant to use that instead lmao

untold pilot
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na that was meant for something else,
I did get for the first time ever a timeout when updating the mod today after the update a little panic set in.

devout cliff
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Hi, I have the radio module set to a conflict mission but we can't hear each other, what else could it be?

tranquil meadow
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Can anyone help me as I’m a bot… how do I go about editing actual server gameplay like which arsenals spawn and rank lock on certain guns, any help is appreciated

tranquil meadow
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Is the workshop down?? I cant start my server.

shell marten
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I havent checked today but my mod got 150 downloads over night so im not sure if its down...

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ahh it could be the new update

shell marten
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Hmm my server started fine

gusty tartan
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Uploading failed!
Reason: TIMEOUT

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anyone have a fix for this

upbeat cedar
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Hello
I'm having an issue
I made a couple mods a month ago for a specific operation (tomorrow night)
the mods work and all
but I'm trying to edit one
I'd think you would have to find the duplicated file and edit it further, but when I open my project in the workbench, it doesn't appear (the duplicated file). It only shows the dependencies. I have the same issue when I look into the downloaded version of the mod I have on my PC
Does anyone can give me a hand about this please ?

peak cedar
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Double check dependencies, maybe they changed

cunning lichen
upbeat cedar
# peak cedar Double check dependencies, maybe they changed

ok I get it now
my project was dependent on the old version of RHS
that mod was heavily changed recently
how can I update my mod to the "new" version of RHS ? the stuff I changed is now no longer inside the RHS - Status Quo mod but inside one of the Content Pack
It's kinda a miracle (to me) my mod still works, but that seems to mean I can't edit it anymore or I have to start a whole new mod (and tbh, I don't have the strength to go through it)

peak cedar
upbeat cedar
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yeah I guess I can ask
thanks

astral mortar
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People are reporting that whenever I publish an update for my mod (1.1 gig) they have to redownload the whole thing, is there a setting I've got wrong or something?

mild coral
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does any1 know why workbench is making my images brighter whenever I port them in

fallow glen
mild coral
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much appreciated 🙂

ember swallow
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Heyho, our mod used to modify the default loadout of US & USSR faction.
We replaced entries in the US.conf where Campaign_US_Player used to be and everything was fine.
Now these prefabs do not work anymore, but i have to override Rifleman_01 instead. I know that the campaign prefab inherits (is supposed to) from the rifleman.
I hoped that i did not have to modify that rifleman prefab at all bcs it is part of AI groups, too.
I also checked the SCR_Playercontroller for the prefab that should spawn when player has no entity yet. But i think that's the wrong place to look for a solution.
Did i miss a change? Can reproduce with a fresh project.
Suggestions?

halcyon scaffold
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Does anyone know how I can set entities to auto faction affiliate based upon closest HQ?

dusk vector
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Anyone else having an issue where they go to update a mod and when you get to the publishing page all the mod info just disappears and then its just blank?

cunning lichen
humble summit
short burrow
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Thought it was an issolated bug

humble summit
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No sir them ps5 folks been raw dogging every bit of allocated data today.

short burrow
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And they are getting kicked from the servers every 5 seconds cos "Internal error ocurred"

humble summit
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Lol just saw a post on reddit, people on ps5 are crying saying playstation can't handle the mods.

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I don't know what they expect day one, if they only knew what it was like 2 years ago

short burrow
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Need a few more updates to fix it

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Was the same on xbox months ago

humble summit
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ah, before 1.3 with the ddos it was a disaster.

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Was able to pull thru with my update, keep trying she'll work eventually.

true sapphire
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hey guys, remind me again where "ArsenalLoadoutSaveBlacklists.conf" is referenced in conflict

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trying to unblacklist radio