#reforger_workbench
1 messages · Page 15 of 1
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
I'm getting the same thing. Thought maybe it was the Open Source map I'm trying to rebuild!
Ok, so maybe the workshop is just done, just happened out of the blue after I had uploaded and updated pretty quickly
Was worried I might've triggered a flag for uploading to many things to quick
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!
wierd as I got 3 uploads done like 30 minutes ago
I had literally uploaded a mod, and went to update another I had finished working on earlier and it did it XD
change camera plane settings next to that perspective button.
anyone know what format required ive tried jpg, img and png
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?
The thumbnail has to be PNG. Did you set the thumbnail via workbench options?
i got it up ended up rhs wasnt working rip
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
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.
Whats the UID
Hello, I got this error when I tried to update my mod today. Does anyone know what this means?
DEFAULT (E): Uploading failed! Reason: ""```
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?
Seems like uploading might be disabled currently. Couldnt upload either.
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
still unable to upload?
I can't upload projects that are more than 50mb for some reason. Smaller ones have no issues
Does it give you a 403 error too?
Alright, after some testing I'm able to confirm that it was a file size thing
This is the error I'm getting
It's pretty hit or miss anyway, sometimes it works sometimes it doesn't haha.
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
helis where working last night they work in the other 3 servers
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.
Hi, I have a problem posting an update to my test mod, I get the following error, it reaches 100% and restarts the upload.
yeah guess its down again smh
Addon processing on Workshop side failed! Error UID: "" Error Message : "Unknown Error"
Sorry, I'm new to editing in arma reforger, is this common to happen ??
yeah Bohemia's api dies every other day
Ah ok, I thought it was some problem with my mod.
could take a look at some of the armafield/battlefield type scenario mods. Wonder if they do the ticket thing...
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
Will do. thanks
Workshop is failing
Bruh
my 146Mb mod upldated and uploaded
my 0.4Mb mod wont wth
So a legit question, is it because my mod is changing so drastically in size?
from 1.6gb down to 0.4Mb?
what about taking the spawnpoint budget from a spawn backpack and applying to base/faction?
I could but I don't know how to trigger an end mission once the tickets/supplies drop to 0, that's my main issue
bruh wth I made the mod 100Mb and now it publishes
getter for ending/failing/restartting mission that checks whether the number has hit zero?
Im spittballing here.
damn how are you adjusting the size so drastically?
I have no idea, probably requires scripting so I better forget about it lol
I made my mod modular, so used the main mod from before the AIO linking all the mods together
I don't think being smaller size has much to do with it. At first I thought so but now I think when you make changes to the size it has more chances to publish. Not necessarily smaller, just that is different than before if you know what I mean.
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
I am not using ambient patrols
wierd
yeah cause RHS status quo is 6GB
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"
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
22:48:06.036 BACKEND (E): Curl error=Timeout was reached
22:48:06.041 BACKEND (E): Http Error (TIMEOUT)
22:48:06.041 BACKEND (E): [RestApi] ID:[14] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Timeout
created a new project from scratch got this
Oh never mind I see a lot of people are having issues with publishing today
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
can't start server... can't download mods...
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? 
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! 🚀😁
Does anyone have this issue while trying to use the peer tool?
i can get it working with no mods loaded but with mod loaded i get errors
fixed, i just didnt have the addons in PeerToolPlugin1 updated
trying to upload my map to test it reaches 99% And restarts is there any way to fix this
Hey Z. Do you remember what the solution was? I'm currently having the same problem you did
i believe i do but lemme get another cup of coffee in me and i'll try to jog my memory again
it was in the campaign settings i think
i think its here in the 'HQ Starting Supplies' field
Thanks heaps! Will try that
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
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
Awesome. That worked somewhat. Thanks 🙂
sweet. keep tweaking with it and the other fields in there and you'll eventually get it ironed out to something that is acceptable for you.
Is there a similar component for the control points?
yes. here is one of my control points
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
Sounds great haha
no, i have AMD Ryzen 7 9800x3d, i updated drivers and still the problem
sent u dm
is there a dev that can help us with this issue ?
You have the same CPU?
Seems its norm to not add any LODs why is this the case? Is it to much effort
is the peformance loss neglegible
What do you mean? There's LODs on pretty much every asset in the game
I talking in the modding scene
Spacestrider and WZ Tanks dont have any lods
Ah, easy answer. There's two possible reasons:
- Modder doesnt know what LOD is
- Modder doesnt care about performance
Or both, lol
Same with 4k textures for things the size of a stanag magazine
Is it alot of effort?
Not really
There are some tools that help with it, even a crappy LOD is better than no LOD
Personally I wouldn't release any 3d asset for use without LODs in any of my mods unless it was like 50 triangles total
Is it possible to change the prefabs in the build menu?
In blender there is a tool you can use called “decimate” that basically “simplifies” the model by destroying some polys. It’s easy to make quick LODs this way
Dumb question, but aside from increasing the mod size does having large textures also decrease the performance
both amd, but not same cpu
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.
Ahh I figured that was issues download speed / ping but that makes sense.
Right, putting big textures in your mod when unnecessary also inflates the mod size
Thanks 🤙
if i wanted to create a game master conflict mode on eden how would i do it to play on my nitrado community server?
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.
Does anyone know if there's a way to prevent enfusion from making textures incredibly shiny/glossy looking?
Yeah, tweak your roughness and metallic maps, this comes from your textures
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?
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)
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.
Place down a wreck and a particle emitter from one of the burning vehicle stuff
You can just drag the particle emitter into the world from the resource browser
But check use frame event in it after, otherwise it only renders when looking at it and it will show many particles at once
Alright thanks!
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?
How can I disable building?
Figured out how to do it but everytime i try my enfusion crashes, ill throw 5 bones to anyone who can help
Does the workbench have a global search function that finds strings in configs / layouts / etc.?
Anyone having issues with server admin tools?
Wrong channel for mod support. There's a dedicated thread for the mod here: https://discord.com/channels/105462288051380224/1094217375978618920
Damn sorry
Me when I make a 0 LODs pet rock mod
It's only 5 million polygons and 8k textures
Soon™️

:)
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
Is there any documentation on how these tags work?
Does Bohemia have a a dedicated place to leave suggestions/feedback unrelated to Bug Reports for Enfusion Modding?
Yeah they have a feedback tracker
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.
dont know where to post this, but does anyone know why this icons on the top appear??
the feedback tracker has a label for feedback however it is also used for bug reports, see T191351 as an example of a feedback request with the label set as feedback as opposed to awaiting testing etc
Awesome, thank you for clarifying. I appriciate it.
You're not wearing any clothes = faction unknown
If you are in the US faction and wear us clothing, you will not see it
If most of your clothing is from another faction, you will see it.
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?
Is there a way to find a prefab or prefabs that use a specific component?
there may be a better way, but my approach is to load a world that might already have the prefab and then you can filter the list on the left by components, that will show you prefabs with that component
otherwise I'm not sure if there's a way
a true global search would drastically improve discoverability
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.
Hey! Are you still experiencing this issue with Workbench? Did you ever find a solution?
Use find files to find all prefabs in X folder then read them as base containers to see if they have x component.
Find file in script editor? I have no idea how to do this.
What Component are you searching for?
MineAwarenessComponent
Do you know if there are any prefabs that actually use it?
I'm getting 0 hits.
thats what im trying to find out
I got 0 hits. So it's apparently not used yet.
ok thanks for checking! 🙂
If you need me to check anything else let me know and I can send you an list of ResourceNames
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?
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?
hello, the problem persist, no solution and looks like devs does not care about it
Yes in hierarchy upper right filter and go to very bottom you can find by component. They don't have it for resource browser idk why
He was wanting to search, not manually check.
Each work on your own layer and send layer files back and forth
hello, did anyone find where viewports' settings are stored? namely view distance and shadows
this one doesent change a thing: "C:\Users\USER\Documents\My Games\ArmaReforgerWorkbench\profile.save\app1874910_user12361197986531231\settings\ReforgerEngineSettings.conf"
Does anybody know what these red boxes are? I figured it out like a week ago but I forgot .
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
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
Why there is no documentation about the dedicated server tool and peers? I cant get it to work.
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.
Thanks, might do that
Is it the associated bohemia account? Like how's that username determined?
yes the account you logged in to workbench with.
i can't find any login dialogue on reforger tools
oh sheeit i figured it out
there is a way to force the change, so i logged into behomia website
went to purchases, it asks to reaunthenticate
then went to settings in the bohemia purchases, once there i logged out of all instances
logged back in through bohemia website and it instantly reflected my profile name change on reforger
even though i changed my name on bohemia 24 hours ago
and have been refreshing my workshop item every few hours to see if the name change stuck. it didn't stick until i did
how do i access the RHS presets in enfusion?
i set it as a dependency yet theres no folder
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
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
nvm fixed it, had disable when used unselected for two of them
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' ????
RPL : ServerImpl event: disconnected (identity=0x00000000), group=1, reason=1
NETWORK : Player disconnected: connectionID=0
NETWORK : Total number of players: 1
How exactly would you go about increasing supply capacity within a Helicopter or any vehicle?
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?
in the prefab options?
dam all the mortar had Hierarchy disappear to
Is there a hotkey for duplicate?
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?
hello, u know why i cant publish ?
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.
Close tools + steam reopen you should be good
You have to link your email to it.
PeerTool
What was the problem it was working for me and now the problem is happening?
Any help?
Do you know how I cancel levels in conflict mode for weapons? + Activate the second person in vehicle only?
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
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?
Would anyone here know why localisation just does not work for me?
I followed the tutorial below but In-game the character still pops up as #5TH-DCU_FIM_2004
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.
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
am i the only one who have very bad preformance in workbench?
i have a 2x2 km map i cant get over 30fps
No, but your fps could depend on a lot of things in a world like huge forests lots of prefabs and your video settings
Maybe more stuff
One message removed from a suspended account.
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
**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?
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.
Peer tool is a complete and total mystery to me. I have no idea how anyone is able to make it work
There are vids on youtube
Anyone else having issues uploading to workbench right now, I am getting a lot of timeouts
Watched a handful and haven't had any success with their methods using dedicated server + peer. So if you have a specific recommendation I'd love that.
Their CF is going crazy right now, so wouldn't be surprised if they are having some network problems
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...
Not into animation, so I hadn't checked that one out. I'll take a look though
Yeah time stamped roughly to where Mario goes into it
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?
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?
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
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.
Can someone make a comp M4 mod.
I have scoured and no mod has it
And a variant with a magnifier if anyons up to it
Blender is free
What is the reason why vehicles go flying away when you slot something in them?
Doesn't RHS have comp m4?
I don't think so
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?
Anyone have an example of a working ambient patrol?
Or a way to open combat ops in the bench?
merge physics
Thanks
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
Does workbench update mods in the addon folders? Or do you have to do that manually
You update mods from the game.
Its fine in blender
You know anyone who can add one?
thanks, thats what i have been doing
Vertex painting
How does one fix that?
Thank u will check that out
trying to install plugins to workbench
for some reason i can't find the dialogue to add them via zip
if someone could assist me
is there an alternative to using CTI_Campaign_<Map> while using peertools to get around DUPLICATE_PLAYER_IDENTITY?
nvm, fixed with -noBackend
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.
Somebody knows why the bullet meshes wont show up here?
Is getting kicked for replication = time out a server issue, a game issue or a mod issue?
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.
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.
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
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
Combat Ops uses Scenario Framework game mode so that's where you have to start
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
The SlotAI (which is nothing more than a Slot.et optimized for AI) has a search bar where you look for prefabs
You have to search for a character or group prefab to spawn it
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.
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
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 😉
Hello everyone, does anyone know why the Resource Manager does not start on ArmaReforger Tools?
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
Any good SPG9 mod
you cannot
open the game in parallel if you want to look at a map

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
If you want to make custom missions outside of the Game Master you can do it based on certain frameworks such TilW framework and use Arma Reforger Tools to make them
Hello everyboby ! 
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. 
Anyone know to do that ?
Thank you 😉
Pretty sure that's set in your mission header.
Yes it is
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 !
Can I add dependencies after I have created a map.
Reforger Modding FAQ This document answers some of the most common Workbench related questions. If you see someone ask a question covered in here, just send them the link. Content: Why does my grass look weird? 3 How can I add dependencies? 4 Why do vehicles not drive smoothly on my terrain? 5...
hi everyone, hon can i set this image ?
the mission header images doesnt change anything
i'm stuck with this image :
pretty sure this is related: #enfusion_workshop message
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
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
try studying the vanilla gadgets to see how they work, thats how i got the fire extinguisher working.
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?
Just duplicate everything into new files
Unfortunately
Unless you have the original unpackaged file structure you can't edit it,
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
Is there a way I can trigger something upon a base capture?
If so, what would that be called?
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
duplicate model
hit R in world editor/entity editor then save
also didn't you make a ton of those MGSV mods?
yes I did lmao
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
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
I was one of a lot of people that worked on it, glad you liked it, there's still some updates coming iirc. Regardless, I appreciate the info!
so i just discovered the fix myself
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
I'll look into it, I appreciate the help
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.
Wait til you see this #reforger_workbench message
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"
Probably a bad script from a mod . You'll have to remove the bad mod
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?
Yes otherwise you won't be able to open the mod in the workbench
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
thanks @peak cedar , ok i'll see, yeah i think its a bug..
does anyone know how to change the defaul loadout for GM? I changed Campaign_US_Player.et but it only changed it for Conflict.
figuring that out now tbqh
sometimes you need to reload the editor to make it work however
ok so the default kit for GM modes is the US_rifleman prefab.
yes
i was editing the wrong one. I dont understand why MP and GM modes have different base kits
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
anyway, you'll want to tinker around with l/o mgr + fac mgr to get your desired results, assuming you're changing an unmodified asset with another
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
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.
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
was trying to publish something, is workbench acting up?
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...
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
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
uploading and i get this issue, anyone got any ideas?
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?
I'm having the same issue
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
he said the thing
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
I have seen this once before and I think it was due to one of the managers/entities being under the ground.
Fix: duplicate dependency listed error 👍
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
}
provide more details
If you can't see it go to Window and activate it
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
Do u got the scripted chat entity prefab
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
I think but you could probably look at one of the AR worlds
Might help a bit more?
I'd advise you to run the game mode set up plugin first
To make sure you have all the right entities
and managers
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
I thought game.mode.plugin added those things?
Yes it adds the fundamental managers for the game mode to work
Not sure why you are having issues, maybe it's the map like you said
Yeah I think it is the map
I'll have to compare the map management system and compare it to a working map
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
All of a sudden my placed map markers look like colored squares (all of them) anyone know what can be causing this?
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
"Replace All" is broken? It's not replace all occurrences...
Has anyone found a fix for scenarios freezing after a game mode has been completed/won?
does dependencies order list matter? like would it auto-order itself for player hosts?
It only really matters when you have multiple mods that modify the same thing, sometimes
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?
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?
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.
would it work the same way as in-game, where the last loaded mod would serve as priority/applied last? or should the most important change to a mod be at the beginning
Dependencies load before dependents, all other mods load in order
might explain why some things were acting a bit wonky when it came to overriding
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.
did you ever figure this out?
Is there any way to override or duplicate .EDDS files ?
https://community.bistudio.com/wiki/Arma_Reforger:Data_Modding_Basics yes, it is possible. Although you might need to do it manually by replacing guid in meta file in notepad
So just to confirm—what I need to do is create a new .edds file in the exact same folder structure as the original, then edit the .meta file to replace its GUID with the GUID of the original asset I want to override?
The wiki doesn't go into much detail. Thanks!
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.
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?
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
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
In my case, I made a new project and transferred some content out. Seems to become a problem when you try to make a big update file-size wise.
It doesn't pop up for me anymore, so I'm thinking it's a one-off thing.
you were able to resolve it by making a new project that was smaller? im having the issue with a scenario for my terrain, the terrain updates without issue(2gb) but scenario giving grief (180mb)
Can anyone help me figure out how to make roads intersect on a sloped surface?
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
You can add two points to the lower prio road, on each side of the high prio road, which have the same elevation
There is no "automatic" way to fix this
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
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
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
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
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?
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 
Feels like patching up of the previous DDOS issues exposed intermittent problems elsewhere. Something running past it's limits, getting overloaded etc.
supply markers not showing on suppludepots with campaignremnantssupplydepot.et
any fix?
One message removed from a suspended account.
are these models ripped from HLL?
I just got them online
where? send me the link
because those look like they are ripped
If they're ripped and you upload them, you will get banned.
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.
Fair enough
yeah you have to hold license to every IP you are uploading
where did you get the models from? have a link?
I've never played that game but, if you have and they look to be ripped then more than likely they are.
Not anymore unfortunately, I’d been looking all over for models, I believe they where from a SFM site
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
Manged to get tools working on my laptop and took it down, your a lifesaver.
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.
Is it possible to add a World to a subscene
solved!! friends!
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?
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.”
look at vanilla houses, the resource viewer will show you all their vert counts and lods
you can also e. g. enable wireframe under shading
not sure what you mean by that, a subscene/subworld is loaded on top of another world
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?
depending on how this factory reset happened, you may be able to recover files
if that's not possible and you don't have any backup, your only option is to restore what was on the workshop
most terrain relevant files can be recovered this way
how do I restore? because i tried downloading it and working on it but all the items are locked
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.
Thanks!
Another question. Does it matter, for the prestanda when playing, if every house is different fbx files?
Or can I put let's say 30 houses in one fbx file and import them. Then just build a ground under them and roads around them.
that would make performance worse, e. g. because it can't switch lods of houses that are further away
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
Reforger Modding FAQ This document answers some of the most common Workbench related questions. If you see someone ask a question covered in here, just send them the link. Content: Why does my grass look weird? 3 How can I add dependencies? 4 Why do vehicles not drive smoothly on my terrain? 5...
Thanks! Then I do them separately.
@buoyant grove please use the #discord_tickets system so we can show you the right path. Deleting all relevant messages.
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?
You mean duplicate to use on other projects?
Yeah I just wanted to duplicate the base test world into my project for testing my own stuff
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
Yeah that's what I ended up having to do like I said above, I just expected duplicate to work the same
If it's already saved you definitely can duplicate it just not sure why do it when you can just click on save as and give it a different name
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
Alright but then you'd just be duplicating the base world, which means you'd still have to deal with the saving process either way no?
Allegedly duplicating worlds is not allowed, yet copy pasting layers works
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
If you want to avoid the fuss you can always save the world once and anytime you need it just copy/paste from folder to folder (or project to project) directly from the windows folder in Workbench addons
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?
whatever happened to Kolgujev map?
maybe next update
we're not even halfway 2025
ah
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?
same here , reforger tool is being giving me issues
eversince i did the login
Been having the same issue. Was using it fine an hour ago. Now it won't load a project or let me create a new one. Does anyone know where the logs are normally stored?
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?
The crash logs are stored somewhere in documents > My Games > ArmaReforgerWorkbench > logs
So this is wide spread then?
fixed it i think?
It was causing trouble because i added a gproj from the server files..
Removed the server files from the enfusion engine workbench and selected the right base gproj and know it works again
Fairly serious bug
@unborn yew did you check the logs folder from the workbench?
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
rip
Latest console log when attempting to launch an empty project
Same as mine - as far as I can see it looks fine- as if the application is running normally
I even wiped all the mods and changed mod dirs. No luck
Strange i checked your log but dont see anything weirds
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
Even though my current Windows user has full admin rights, I tried logging into Windows using another admin account. When I tried Arma Reforger Tools using that account it worked fine. Went back to my normal Windows user account and still nothing.
Is this map available in the arma workshop? If so you can add it when starting a new project.
Yesterday i edited a map with APL rights and uploaded it to the workshop with the things i added
yeah its in workshop and i have a project with it where i can add things to it but im looking for a way to delete entities like remove trees that are already placed
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
Ok I replicated it. If it's it's tied to the user account, there MUST be something preventing it from launching in app data/temp/etc... tied to user accounts.
Really wish a dev could chime in on potential issue(s) here 😅
Ok didnt know about this method. Just tried and it transferred the folders but not the files themselves so no .ent. Gonna try to transfer the dependency first then the folder with world it in
I dont know if this is the right way to do it
but
soo how did we fix the isues again?
bro il cash out 20 to who ever fixes this for me
I dont want your money, but:
- Create a new admin account in windows
- Shift right click
ArmaReforgerWorkbenchSteamDiag.exeand selectRun as a different user - Enter the new account details
- Select your project
respect
i swear a dev needs to fix this asap
did it but a steam error showed up
Try running Steam as Admin as well
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'.
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?
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?
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
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
so you copy pasted folder and that copy pasted folder was working?
Yep, I made a new mod, copied the entire contents of the broken mod into the directory of the new one and now it works
like in windows explorer?
Through WB
Created new mod in WB, used file manager to copy files from broken mod to new mod
have you compared the files?
yep they are identical
amount of files is also the same?
yup
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
that is some proton launched workbench?
Yeah using Proton, IK Linux isn't officially supported but I'm pretty certain that isn't the issue
I guess it could be space in "My Games"
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
change location of both mods to enfusion backups and verify it is not a problem of long file path with spaces
Wouldn't that cause some error trying to load the mod, not a shader error?
As I said WB itself loads the mod perfectly fine, PeerTool just crashes with a random shader error
try and see
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
I rather expect it is some linux stuff
might be that space in folder name which you dismissed
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
I meant space again
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
addon name doesn't matter
(there is still a space in My Games when it works)
location dir matters
"addonsDir" is CLI param which targets to parent folder of addon
Yeah I'm saying the directory name of my mod folder, not the name specified in the addon.grpoj
addons itself are referenced by ID/GUID
so addonsDir doesn't care if its "Randomized Loadout Manager or RandomizedLoadoutManager"
I haven't changed addon.gproj, changing the name of my mod's folder under addons/ is what makes all the difference
but it might not catch "My Games"
maybe addonsDir doesn't but something else is crashing the shader loading
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
dunno, I got feeling like you haven't tried
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?
ah, I thought it is still not working in that My Games folder but that it is working your backups folder
anyway, I would probably recommend storing addons somewhere else anyway
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
That was just the default Proton wineprefix setup and I never had any issues with it until now, but yeah will consider relocating my addons dir now that I know this dumb Windows path limit is a thing
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
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 😄
anyone know why the opposite faction cant see the HQ base?
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
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
Did you ever find a solution to this?
Nope. Im on a new windows account just to use reforger tools.
Same but that is a real pain in the ass.
Very.
I'll let you know if I get anywhere with it.
Is there a way to disable gamemaster mode from campaign mode? Besides unbinding the key and removing the GUI for it?
~~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.
ABOVE
^
Good stuff. Thanks for finding this.
ill take payment in your finest meme
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?
Which method are you using? There are like 10 different methods related to inserting items into storage which all behave differently
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);
Thank you. Working again!
Omg you’re a hero. Thanks!
I'm terribly sorry, but can you tell me where should i place a script in prefab, please? :D
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
Check out the piano_man guides on youtube
This is a good starting point
K thanks i go
It would need to be applied to an override on the entity class (probably SCR_ChimeraCharacter) or you could create a new component class for managing any of your custom logic and attach that component to your character prefab (latter probably recommended approach)
Thanks, will try this out
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
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?
You need to place everything manually
Yeah, the problem was in pouches. I've tried to insert mags directly in vest
thanks a lot
You can create a mod that depends on the map you like, but you can only add things not remove or edit
K thanks guy
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?
If it's bugged in PeerTool it will be bugged in game client
Oh... it's working from time to time. Idk what's causing this
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:
It looks ok in game though xD
acceptable
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
Have to edit arsenal on faction manager, or over rode the faction config, or create an overriding entity config
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
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"
Is it possible to check surface material in this window? I mean without having to paint it out on the terrain
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
Just use git
How can I improve load times when testing everon?
Some diag menu entry for not creating trees or whatever?
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.
I can't test conflict on everon empty
You can copy > past the stuff as well.
I did exactly this just couple days ago on Arland.
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.
Not that i'm aware of.
It always has to process all the stuff of the map.
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.
Is there a way to unparent a config file?
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?
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
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
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.
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?
It seems to just break randomly with some publishes, some version my mod has image and others it randomly doesn't
Make sure you have peertool configured to launch the Diag client not the regular one
I checked that but its still giving me the same error.
EDIT: For anyone searching for this answer too. You specifically want the .exe. from the GAME install, not the WORKBENCH install.
I'd like to know as well.
You'll need to wait for patch
oh nice, cross posting the same blurry image nobody can read...
the talibanmod got removed?
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?
Is there a way to restrict certain vehicles so only AI can use them, preventing players from entering or operating them?
Just to make sure - is thumbnail also also png under 2mb? I don't see thumbnail settings in this pic, only screenshots and also partially
Ahh so it has to be a thumbnail file?
Error is about thumbnail file - thumbnail.png
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
change thumbnail perhaps and check if it stays the same
https://community.bistudio.com/wikidata/images/5/5f/armareforger-resourcemanager-options-dependencies.png thumbnail is next to set/clear
Ok I’ll try it with a Thumbnail File.
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.
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.
I’m trying to launch my Map and having this seemingly small hiccup.
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.
Oh 🤦♂️ see I knew it was small and easy. Just could not get it fixed.
Ahhh you are a life saver!!!
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 😛
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
is it possible to add gifs or mp4's to enfusion workbench?
hello. I have some question.
Can peer client reconnect to workbench player-host?
Where can i get a height map from?
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.
does that mod allow you to make edits?
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
Anyone able to help me with this issue
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.
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)
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
this
yes have the same issue. Reinstalled Reforger Tools but dont work. Experimental is working
Did you edit a mod with notepad prior to it happening?
I had tried to remove dependencies in a project using Notepad
Set a clear weather state in the time&WeatherManager
I find the option in workbench editor
Just a question, for making vehicles cost a certain amount how would I make it not be "0" supplies to spawn
You need to overide the vehicles in your project and set the price and the rank on the right panel
This will overide the base vehicles and add your settings on it
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?
apologies for my stupidity, where exactly would this be located in
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...
Check this
Yeah I'm just tryna fix prices on everything for my server, thank ya man
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
yeah at 2:25 for the video it says where the pricing is, thank ya again
No problem
Yeah I know, its very fun
"very fun"
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
I think I get what ya mean
camera far plan
SCR_ editablevehiclecomponent will let you change rank/supply costs etc
How would i export the updated prices n such as a standalone mod? Nothing bloating the files like extra junk, just the updates
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
so ive created a custom map and is ready to go besides not having a scenario id. Where can i add that?
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
do i need to download anything from the workshop as well?
No
this is outdated but gives basic idea
https://youtu.be/WNL_oFhlmLU?si=ItdRPPK_75gmIS3v&t=3866
ALL of the Resources for this tutorial: https://hq.uselessfodder.com/p/how-to-make-missions-in-arma-reforger.html
Buy awesome tactical games: https://nexus.gg/UselessFodder
Join in future operations: https://discord.gg/UselessFodder
Support the channel and community: https://patreon.com/UselessFodder
This is a COMPLETE guide to making a custom ...
here's the more recent one, couldn't find it earlier @rocky torrent
https://www.youtube.com/watch?v=O3mo7k0sMhs
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,
Nevermind found the solution. Some entities I added didn't have the Rpl Componet, which did not allow them to be properly replicated.
Does anyone know of a way to lodge a support ticket with BI for Workbench Issues?
Anyone know how to disable removing a muzzle from a weapon?
can you browse mods through the workbench?
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.
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
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.
How would I upload a config file/file that just updates prices and such for spawning in weapons/cars?
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.
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
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
hi, how can I alter the supply capacity of structures/vehicles, seems to work by a script but i dont understand it, any helpers?
likely storage component in each prefab. Can change all kinds of options.
does chat work at all? If not add the chat into the world.
scriptedchatentity
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?
ah supply capacity i misread. Yeah you can change it. one sec let me look on workbench
ty!
scr_resourcecomponent within prefab
the HQ prefab?
whichever you want to adjust the supplies. so might be a container within that prefab
ok, which value should i go to?
so like in the fia tent command post there's a buildingservice. in that is teh resourcecomponent
theres Containers/Encapsulators/Consumers/Generators
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
will try it now, ty!
i added SCR_ResourceContainerVirtual to containers
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
Hi. I'm new. I need to find a guide to make an object placeable in gamemaster. Can anyone help me?
Thanks i'll take a look
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.
Hello everyone, I would like to know if anyone knows how to reduce the speed of zombies in the Bacon Ravage mod
?
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.
hi bro, edit the characters (edit prefab), in the properties part in “SCR_CharacterCommandHandlerComponent” there you will find the movement speeds.
i will try now, thanks.
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.
(also apologies if this isnt the correct place to ask this question)
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?
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.
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
Does the published mod work? I think if you haven't added anything the 0kb thing is fine because it's all within the base game files.
I mean the published mod seemingly loads on the server but doesnt seem to "do anything"
Someone?
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.
so you want to replace existing loadouts?
Im also willing to just send the project over to someone who wants to check and see what stupid thing I might have done.
Yes
Ive created new files inherityed from the base game ones called Loadout_USSR_Base.conf
and
Compaign_USSR_Player.et
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.
(ive also modified the realivant files for the US as well)
@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)
OK I think I need to learn more about "worlds'" cause I havent created one, I have litterally just overroad those files....
I also dont have a BLUFOR folder in my Prefabs->Characters folder... man I must have really messed something up 😐
-> Factions
ahh yeah so I modified the base one here I guess that isnt good enough maybe I have to do the rifleman speicifically
Sorry I missed that
OMG I AM SO STUPID I THINK I KNOW THE REASON
Yeah that should be the default one, you override it and see if it works
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
ok im gonna try what you said the right way and let you know
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!
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 discord server and say hi. https://discord...
(Yeah I saw the varients I think now that i understand inheirt/override) ill be fine
omg!
I looked all over youtube for videos about this
rockstars all of you are rockstars!
imma try what I know now before I watch the video and lets see if it works
IT FREAKING WORKED!
whole time my only problem was inherit/override selection
Im a modding god! fear me, for now I am unstoppable!!!
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)
Guys, hint, is it possible to customize so that the destroyed wheel does not move and accordingly the car can not go?
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"
the idea is that if a wheel is destroyed, it doesn't rotate, thus slowing down the whole car.
I've only had a car stop running when all the tires were destroyed.
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.
I believe this is notated by the red engine symbol on the hud in the bottom left side when driving the vehcile
Yes, but I don't need the engine to be destroyed and turn red, I need that if the destroyed wheels do not rotate both visually and simulation of the car itself.
oh i understand, ok yeah im not super sure about that, my apologies i miss understood
holy crap I have my first mod published!!!
https://reforger.armaplatform.com/workshop/656A59241BA617DD-SpawnWithArmbands
I sorted it out, cheers. /
Does anyone know why mines in WCS mods can't be shot to blow them up or how to change it back?
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.
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.
If you are playing on your server and login as admin, you will have GM.
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
Thanks - yes, there may be an issue with the admin login as Im unable to login with the #login function, despite having a admin password configured. I'll keep exploring but sounds like there is nothing specific i need to do in enfusion. thanks TPM
Removing trees, buildings etc no, but you can add more to them.
Just make sure you have a chat entity in the world/mission.
Just figured that out now ! Bang on that was it. Thanks TPM.
If I have a .git folder at the root of my project, does it get ignored when packaging and uploading to the workshop?
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.
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
hi, how i can desactivate rank in arsenal.
Same issue here no solution yet - tried revalidating tool files and re-installing - seems very much broken.
did the same ok probably just waiting a bit.. thx for your answer
yep hopefully and update drops soon
Are you able to actually get it to work Gramps, I'm getting all sorts of errors.
Everyone DDOSing the server trying to upload their updates at the same time? getting timeouts on publish and even checking invites 😄
“Missing script declaration of class ‘ETrackIRLeanMode’”
i saw they changed something about that in the changelog
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!
yes, you must have broken scripts
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.
any tips how to fix it?
no, you'll have to fix your own scripts
try to compile and read the error logs, pretty basic
I love you man. Thank you very much.
If your using mods too you may need to wait for authors to update and release new post update versions.
if it can help some one, i ve just removed some old project that were note published and it works..
there are all good but its ok for me thx
hey @reef ferry, did typhoon are RHS ?
And the nato equivalent ?
When i spawn them, the game crash on ps5, i search for the source
Interesting, does it use render targets for things like screens?
seems there are several assets in RHS that leads to instant game crash
kh-55, k17. not the typhoon though
k17 did have rendertargets I think
yes, kh-55 missile does not
I try to find for minutes which cause play players crash on my server ^^
I guess you are already working on it
Reason I ask about rendertargets is that it might be an overlap with my loadout editor
Does it crash instantly when spawning the APC or only when you get inside or something
when it appear
Do the screens all activate without crew inside?
i tried on a ps5 also guys, i just put the asset on screen and instant crash
what do you mean ?
Just curious
inside the vehicles ?
Yeah
Yeah but I mean when it works on other platforms
I am
no, they should not
it's quite bad that playstation don't show logs about the crash
How PS5 log 
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 🤔
I had the same issues, but once I updated Reforger game first, then updated reforger tools, everything is loading in fine
see ^
These are totally Multicam BDU Cargo Pants
Was working just fine till they updated their shit lol
I NEED MY DAILY DOSE OF REFORGER DAMN IT!!!!
😉
FUCK
🤣
I meant to use that instead lmao
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.
Ah. Ruh roh
Hi, I have the radio module set to a conflict mission but we can't hear each other, what else could it be?
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
Is the workshop down?? I cant start my server.
I havent checked today but my mod got 150 downloads over night so im not sure if its down...
ahh it could be the new update
Hmm my server started fine
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 ?
Double check dependencies, maybe they changed
wait ... it will resolve later
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)
Maybe they will help you here: #1050079312977596426
yeah I guess I can ask
thanks
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?
does any1 know why workbench is making my images brighter whenever I port them in
Use .tif format. And srgb profile in Photoshop. Then chose import parameters color To SRGB in workbench
much appreciated 🙂
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?
Does anyone know how I can set entities to auto faction affiliate based upon closest HQ?
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?
Yeah just happening on my end today I think due to all of the workshop issues related to the PS5 push today
Same
Same.
Thought it was an issolated bug
No sir them ps5 folks been raw dogging every bit of allocated data today.
And they are getting kicked from the servers every 5 seconds cos "Internal error ocurred"
Lol just saw a post on reddit, people on ps5 are crying saying playstation can't handle the mods.
I don't know what they expect day one, if they only knew what it was like 2 years ago