#reforger_workbench
1 messages · Page 16 of 1
i thought it was in gamemode_campaign
found it
apologies
scr_arnsenalmanagercomponent
@rocky torrent
Does anyone know how to fix my patches not showing up in Arsenal Preview? My larger patches are showing up, but the smaller tabs I made are not displaying the preview images in arsenal.
Anyone mind pointing me in the right directing to modifying the pullable stuff from the vehicle depots?
Ive checked a ton of conf files even checked into the wiki but it show screen shots of stuff I dont have like VehicleAssetList.conf
I have learned everything else under the sun about vehicles lmao but where to modify their supply and ranking for conflict/campaign. I feel so stupid for not being able to find this...
I have checked.
1.) Components on the base prefab and extensions of that prefab. Including SCR_EditableVehicleComponent where a youtube video told me it was.
2.)Vehicle_EntityCatalog.conf
In number 2 I can see the definations of the vehicles and I thought it would be similiar to the normal gear and you would adjust their arsenal settings here, but it seems thats not the case.
It's done in option 1.
Its in the SCR_EditableVehicleComponent?
Yes
Please inform this station cause im as lost as last years easter egg bro
I thought it was just the T72 mod but when I look at any vehicle it looks exactly like this
Is there another version of the tank that is not the base prefab?
yes one sec ill check them too
I found it! Wow you were just expand the little arrows lmao
its in the UI stuff
so weird 😐
The good news is I lerned ALOT about the Vehicles so when I want to make my own custom I think ill be able to do it now lmao
Even tho im struggling a tlittle bit on the drill down menus and finding what im looking for this is by far the easiest modding system ive ever used.
Ive modded 5 or so games in my days from starcraft to unturned, and this by far takes the cake for a mix of power and simpliesity.
BACKEND (E): [RestApi] ID:[11] TYPE:[EBREQ_WORKSHOP_CreateAssetUpload] Error Code:500 - Internal Server Error, apiCode="InternalServerError", uid="1747980325273-594882", message="Internal Server Error"
DEFAULT (E): Uploading failed! Reason: ""
BACKEND (E): [RestApi] ID:[12] TYPE:[EBREQ_WORKSHOP_CancelAssetUpload] Error Code:500 - Internal Server Error, apiCode="InternalServerError", uid="1747980334362-121867", message="
Stupid game
You know what that means don't you?
Took me about 10 attempts to upload an update for a mission 😔
I am having trouble publishing as well
How can i share a project from Workbench with a friend in a way that he will be able to edit it ? Previous attempt at sending zipped folder through discord resulted in project being Read Only.
Is there an option or setting to check in Workbench to unlock my project for editing ?
My first mode Accounts ok Bohemi and Steam.
Does anyone know why uploading the mods isn't working?
BACKEND (E): [RestApi] ID:[39] TYPE:[EBREQ_WORKSHOP_CreateAssetUpload] Error Code:404 - Not Found, apiCode="remoteRequestFailed", uid="1748001345467-516933", message="Remote request failed"
DEFAULT (E): Uploading failed! Reason: "Remote request failed"
BACKEND (E): [RestApi] ID:[40] TYPE:[EBREQ_WORKSHOP_CancelAssetUpload] Error Code:400 - Bad Request, apiCode="ResourceNotFoundError", uid="1748001348478-320808", message="assetVersionUpload 64F72D199C4C778B 1.0.0 not found"
that zipped folder was without .pak files, right?
oh i think i see what i did 😂 I sent him the project that was already published not the one from workbench addons folder
Anyone know why when the server finished a game because points are captured or gm ends session, Noone can rejoin. Getting code group=1, reason=8
Bug since 1.3 
Do you know work around or fix?
don't play more then 1 mission in one session, restart server each time 
It's a conflict mission, how do i force restart at every end game?
-autoshutdown and use server's side script/bash that start server again when it ends
all those items are present but im getting error when trying to publish an update
Any thoughts as to why my conflict bases do not register "tasks" under objectives and all have the same callsign "Alabama" ?
How many points do you have?
Cause i think all faction have 40 names
And if you more then 40 it will probably reuse some?
Only those three at the moment. I've tried deleting and re-adding them. You are correct I seem to recall a list of call signs somewhere.
Thats strange, but your points aren’t under tasks because you don’t have radio range.
one is currently in radion range. yes very strange.
May have something to do with the “is source” checkbox under gamemode entity. I forget which component but not having “is source” checked may cause this not positive tho
Check your factions config or faction manager in the mission. There will be a section for the callsign (or whatever they are called)
Also, your FOB needs to have Is Source ticket
I was having this issue when the workshop was playing up.
Is there a way to restrict arsenal weapons based on a player's role? For example, only make sniper rifles visible to players assigned the sniper role. Without using custom scripting of course, only using the tools in the workbench
Thanks ASAPgaming - yes the "is source" in the SCR_CoverageRadioComponent is checked.
Thanks TPM - yes, these all seem ok under the faction manager.
Building service action broken for anybody else in 1.4? Is there a list of known issues?
Trying to take inventory of all the crap that it broke in my project.
Ya thanks but dont see it on there
Get no popup on any of the default building service prefabs
I havent had that issue.
Oh its something on my character I guess. Works on a diff character.
Guys did someone know a mod or a way to allow more sound management ? Such as set higher step sounds and decrease a bit weapon sounds.
thanks
Does anyone know how to fix my patches not showing up in Arsenal Preview? My larger patches are showing up, but the smaller tabs I made are not displaying the preview images in arsenal.
NEW
How can I change the name of a vehicle in the vehicle depot?
I'm trying with entity catalog but can't see any option for it
Hi, how can I make the AI not leave a house when it hears gunshots or fights with another group? I want the AI to stay in the house.
how are you spawning the AI?
Group spawn module
Ah then I'm not sure. I know how to do it using SlotWaypoints in Scenario Framework but not with group spawns
I want it for scenarioframework, but I usually put the AI in groups, how do you put it?
I mean yes I do it in groups too but inside a Slot, if that's how you are doing it then you just need to duplicate the Waypoint_Defend prefab and edit it
You need to reduce the completion radius to whatever you need. Around 5 m or so if you don't want them to move outside of the building
then set the priority to a higher number
so they won't stop following the order
and then change the default waypoint of the AI you are spawning to the new one
I understand, I'll try, thank you very much.
@past dune What is the name of the resource you use to set the AI?
For the AI it's USSR Group and then choose the one you want
Or USSR Character
Don't use ambient patrols they don't work in SF
If I put a loose character, he doesn't shoot, he doesn't react.
i use Group:USSR_firegroup for example
Are you spawning it using SlotAI? In SF everything needs to be spawned using a slot and following the hierarchy Area/Layer/Slot (you probably already know this)
but dont found waypoint_defend
If you just drag and drop into the world it won't work.
no area/layer/slot only use it in tasks
Thats the issue then you need to use it in everything not just tasks
Use SlotAI to spawn AI
Okay, I'll try, thanks again
and layer?
Yes Area/Layer/SlotAI
If you don't follow that hierarchy it will not spawn when you play
Can you show me a picture of your AI hierarchy?
Sure give me a sec
ty man
this is an example from one of my projects.
If you notice there's an AREA at the top, and inside there are multiple layers (for organizing purposes) and at then bottom of the hierarchy there's the SlotAI
If you go to Object Properties of the SlotAI, you'll see "ASSET" here's where you select the AI you want to spawn
almost at the end of object properties you'll find "WAYPOINT"
If you notice, waypoint to spawn is Waypoint_Defend by default. Click the magnifier icon to find the waypoint_defend prefab and then duplicate it so you can edit it
Once you've edited it come back to this WAYPOINT tab and click the three dots so you can replace the defaul WP with your new one
No problem
I understand the waypoint, I have it clear, thank you very much! Reduce the area and give it priority.
and remplace
@past dune its ok?
Yeah looks fine. Try it and if you are not happy with it tweak it again
Thank you for this!!! 🙂
Id love some in discord help with the Workbench Boys, been on it for 3 days with Google and youtube... im struggling lol
Somoene mind pointing me in the general direction of where the player selecteable kits are store for the conflict game mode?... I feel like im overlooking it some where but cant seem to find it.
got it nevermind. FOr those of you wondering its in a file called CampaignLoadoutmanger.et and you can drag your made characters right in there, pretty easy feel dumb as always for missing it!
What are you trying to do?
Conflict PVE. im following guides for the basic setup but after the basic setup is done im freaking lost
Id love a VC chat just to see if im doing this stuff right... cuz man I really wanna learn this stuff for my guys but im 3 redbulls deep and 3 days of working in circles lol
What guides are you following? PvE is harder to set-up for conflict than PvP.
Have you tried downloading a PvE Conflict mission and having a look at it?
Workbench normally crashes. But im looking into more stuff.
You might need to fix your workbench crash issue first
I think im just loading it up wrong tbh. Not loading the depencies that the conflict mode requires, but idk what im doing lol
Have a look at this link, scroll down to Adding mods to workbench https://www.tpmtactical.com.au/general-knowledge/miscellaneous
How to fix? No rain soundhttps://youtu.be/4_pmAIMhzbw
HOW DO I CREATE A SCENARIO ID??????PLEASE HELP
Make a Mission folder inside that right click and make a new config file name it then search mission header and pick one that seems best for your scenario.
Then just follow the steps inside.
Any?
I would like to drop labyrinth prefab to map but the angle that i needed from outside ruining my entrance by terrain. Is there any ways to make my labyrinth prior than this terrain?
Also i have an issue with Pak Explorer. Last month it worked fine. But now when i trying to open any addon with it, its getting crash. Maybe someone also isseud this ?
Hi, can someone help me find mission's garbage collector settings? I see abandoned vehicles despawns a bit too fast. It's a conflict scenario
can someone help me ?, launched the engine for the first time since 1.4 and the whole console is screaming at me, i have changed litteraly nothing
its all about input data and stuff and it locks me out of the world editor
i suppose it has to do with the ps5 controller maybe ?
ok think i narrowed it to this line of code thats throwing a fit
solved it, needed to update game, lol
any idea what this mean and how to fix it?
SCRIPT (W): Ban Settings could not be loaded from BE Storage: Relying on default config
Can we have the Everon map with this point directly in the tools?
Is their a way to dupplicate multiple files in one time ? (all conf file in a dependency folder dupplicated to my mod)
How does one properly diagnosis a JIP/replication/connection error? The regular logs don't seem very descriptive? sever has several dozen mods and we are not sure which one is the issue. We can't test them all one by one as the issue happens rarely and randomly and usually only with a decent amount of players.
Hello, I am trying to setup a mod with someone, and he wants to add me as a Contributor. I am not receiving any invites in the Reforger tools though. The mod is published, and I can see my contributor name in the workshop, but it's just not allowing me to accept the invite in the Tools. Anyone has any ideas or ran into the same problem?
anyone able to help me with the shop system mod?
Has enbody had an issue where their projects wont open?
it doesnt tell me anything, doesnt give me the dependency error or anything.
I click the project to open it, the window closes like normal, and thats it. Steam says Reforger tools is still Running. But the project isnt opening at all.
Its happening to all projects, even a blank new project wont load.
Ive verified my files, reinstalled Arma Reforger tools, and still wont launch.
How do I ensure a slotted prefab gets destroyed along with its parent entity? For example, I'm attaching a spawn point to a vehicle using a slot, but when the vehicle is destroyed, the spawn point stays active as long as the wreck remains. Is there a way to have it automatically removed or destroyed with the vehicle?
One more question... Is there a way to make a prefab invisible?
Maybe uncheck visible in entity attributes
I'll try thanks
Sounds similar to this issue which is fixed by nuking registry keys
#reforger_workbench message
Will we ever see a zombie mod that are more then just bald men with normal player animations?
Is it a limitation on the modding tools?
More like a limitation on animators in the Arma community, tons of mods are looking for animators and will have janky or vanilla animations until they can get high quality custom ones
Interesting, I've once heard it's becaust AI actors couldnt have custom animations but it's its tied to that, I might look into it then
Afaik AIs are just driving the same kind of SCR_ChimeraCharacter entities as players so animations should work the same. I haven't dug into AI behaviour yet though so maybe there are some limitations there in what or how you can trigger AI to do certain animations or actions on their character
See that's where my own limitations come in, All i'm good at is animation xD so Script stuff and etc are FAR outside my skill set.
Hence is why I was wondering if there were some odd limitations on the engine or something, which would've been ironic since iirc Reforger exists to be the modding and test bed for Arma 4, i think?
I could be completely wrong so take what I said with a grain of salt, but based on the number of mods I've seen seeking animators it seems to just be a lack of animators. If that's correct then I reckon you should reach out to the author(s) of whichever zombie mod you like the functionality of most and offer to help them improve the animations 🙂
Good idea, I'll have to take a peek at the modding platform first hand, see how well blender to enfusion translates. I know sometimes engines like Unity BUTCHER animations when moved from blender into unity
Is there some new way, a mod maybe, to remove existing buildings from a map I'm using in the world editor? The deleter entity is still buggy as 6 months ago..
Thank you! 🙏🏼 I’ll test it out tomorrow
I dont suppose anyone can tell my how to get the player map to work when building on Kunar province map. The player holds it in his hands but a map never opens.
my guess is you opened it in the editor (virtual machine) that is set to debug, it shouldn't happen when running it in production
Why do I get an access violation error with most WCS addons? Are they private?
You are probably missing the MapEntity.et
See if there's something similar inside the KUNAR folder and drop it into the world then restart the workbench
What’s up with WOLFS BUILDING PACK mod? It says it’s banned
You answered your own question
I think it's a bug I've seen PS5 players saying you need to restart the game and it works again
Is there anyone able to help me make life rp server please
Hi guys, how can i change a vehicle cost directly in the faction .conf file or the vehicle .conf file without duplicate/override/inherit an entity ?
is there a way to fix spline creating hight? Whenever i try to place road he smashed my coord and creating mountain
I don't think you can. There is an override for arsenal data but I don't think it works. I haven't tried since 1.2 though.
Does anyone know who made the modern desert night mod in the WCS or RHS pack? Can't remember which one it's in
Ensure snap to terrain is selected
Anyone know if the AP mines in Bacons GM FX are triggered from AI only? I'm having issues getting them to work.
Both AI and players can activate them as far as I rememeber
That's so strange to need to override the prefab of a vehicle while in another hand for weapon, just the config file is enougth...
Checked this from begining. Still the same
You can't drag items in list view, only in grid view? 
Question; When I upload a mod it uploads it as an "Unknown User" does anyone know how to fix this?
Looks like it automatically fixed itseld
Thank you. Will check this out !
Anyone knows how to create a own mod?
I really don't understand what's going on here. As soon as I throw a default Arma Reforger prefab on a road, it creates a mountain instead. The spline itself lies normally, on the surface of the earth. But as soon as I throw a road on the spline, it creates a mountain.
@astral mortar In your cold war equipment mod, are you able to make a standalone mod for the NVGs?
Reforger plus (The dependency) causes issues with placing other modded content
I resized my window too much and my log console disappeared
Also log console still doesnt wrap and its infuriating
@copper canyon I assume you're the guy who released the 'Project Redline UH-60' mod? I'm a PS5 user and wanted to let you know that the mod isn't working. I was wondering if you could take a look at it.
Won't be happening for at least a few months, sorry. Other priorities. Thanks for letting me know though.
Ur welcome
Adding in my GM objects into the Localization table, sometimes it just leave it as the id instead of adding in the name in place of it. What can cause this?
Any other server owners here use Battlemetrics to monitor game chat? If so, how did you guys get the chat in the server to show up in BM? I've had no issues doing so with HLL and other games, but Arma is giving me a hard time
Do you know if there is a specific way they're meant to be setup or configured? We can't get them to work properly. They will only Detonate on AI and if someone is in game master. I messaged bacon but he was no help, just said lol, lol.
I keep getting "Exception: Access violation. Illegal read by 0x7ff6918b4c58 at 0x38" this while trying to add texure to terrians this is a new issue, I cannot figure why it randomly started. I've deleted everything and reinstalled.
What Blackhawk mod works best with WCS nato
ok so i made a script called jammingcomponent.c
Im trying to make a version of the command truck that cna be deployed on both teams that jams enemy coms by playing some audio files i made on the platoon channel of their enemy factions
im trying to add this component to the truck prefab in the prefab editor but for some reason my script wich is under my mods directoriy under scripts so /radiojammermod/scripts is not showing up under the list of avail components in the prefab editor for the copy of the truck in my mod directory.... what did i do wrong here...
Hello guys, stupid question i'm sorry, i don't find how to convert an image to edds
I think there is something in workbench for this purpose but i can't find it
WB down ? could upload my other mod without issues and now we back to this on my othermod im trying to update
small mods seem to update fine but my bigger mod cant update at all as i keep getting the error
Does anyone know if there is a mod that will let you turn AI on and off while server is live?
Bacon photo props has that function
Hello guys, any ideas on how to set up a whitelist (non-admin) to skip the queue?
I don't think that's possible? Currently only for admins and limited to 20 I believe. maybe just put a password on your server?
Hum, I mean more like a VIP whitelist with no admin access
Is there a way to see all of Reforgers existing localization keys?
You can't
It's in properties of AI characters
Ambient Patrol System already deactivates AI that is outside of view distance from players, not sure you need to do anything else
but why are you trying to reinvent the wheel?
like I said conflict already does that for you, not sure if you are running conflict or some custom game mode that does not use ambient spawn system
when players spread out across the whole island then more AI are active which is intentional - you can only cap the total amount of AI or disable AI altogether to fight this issue
currently there does not exist hardware powerful enough to run Reforger 128 player conflict server with AI enabled, but you might get a (small) performance boost by switching to Linux, since AMD CPUs run Reforger Server faster on Linux
For the third time - conflict already deactivates AI based on distance to players. They might have custom behavior, but I don't know what it does.
Any way to make map markers not change size when zooming in or out of the map? I edited the layout to make the marker bigger but I don't want it to change size
It seems to be some bug in workshop API handling subsequent chunks and only smaller mods that can be uploaded in a single chunk work regularly, bigger mod usually fails at the same % depending on total file size of mod bundle. Only work around is to keep retrying
I think a big part of that is probably some bugged/misconfigured AI spawns. I noticed vanilla Conflict world has some AI spawners with 10sec respawn and the check to prevent AI spawning directly on top of players doesn't seem to actually work properly, most servers probably just don't run into it because AI limit will be hit by another spawner spawning AI causing the near instant respawn one to get limit locked
Has anyone had issues with all the buildings on the Takistan map spawning in below world?
i applied this new magazine prefab to my custom weapon. yet for some reason, the weapon still won't take said magazine on the ground, but instead takes 556 m16 magazines?
got it working. thanks!
I haven't been able to upload anything to the Reforger workshop for the past few weeks.
Doesn't matter if the mod is 50Mb or 0.5Mb. It just won't publish. And the workbench always thinks that the mod is 0.2Mb for the upload.
All I get is:
DEFAULT (E): Addon processing on Workshop side failed! Error UID: "" Error Message : "Unknown Error"
Which I'm sure you can imagine, isn't very helpful.
Any ideas?
maybe you are using some picture that cannot be process on backend side?
thumbnail or screenshot can cause such issues although in past backend was stating that this was the issue
Hello, ive gotten told that one of my vehicles causes logs to fill but i dont have it as an dependencie where the log is coming from?
this is from inside tools now and i dont have a RHS components activated or even as a dependency
im using the ural wheels and put a new mesh onto it
at some point you had it and it still present in .et file
you can notice it by opening that .et file in text editor
ahhh didnt know that could be a thing
It's only a 512x512 60kb jpg, so shouldn't be anything crazy.
Well then it was a 237kb PNG before that. I tried to switch it to JPG for compatibility reasons.
compatibility reasons?
Well, you said it could be that it was incompatible, so I just tried both png or jpg. Generally, a jpg should be more compatible.
Sorry I should have clarified that
but I think AR is expecting png
Well, I've done both, and neither work
try to use thumbnail from samples that are on github
what does InventoryItemComponent do? does this handle dropped items?
I had the same error and was able to fix it with the following command via cmd:
ArmaReforgerWorkbenchSteamDiag.exe -clearSettings
If what ex0cate recommended doesn’t help
I also had this issue, but to fix mine I had to go into my registry and delete the arma reforger tools one. And it worked like normal. If his doesn’t work and you need I can find the original thread on here I used, I’m out of the house atm.
Hello, I'm quite new to this, but im trying to do two things right now. I have conflict set up through the game mode setup plug-in, but there's no game master settings to allow administrators to use GM.
Also off that preset, I'm using a conflict base prefab to just quickly get bases out without eating through resources, particularly with the AI. But the AI is roaming off the base, which I've been told is due to a patrol behavior. I've seen the cycle and movement behaviors but I'm looking for some more experienced feedback as to how to get those little things to stay on the bases
how to solve "multiple radiobroadcastmanager" present? I am using arland map and built on top of it. There is a locked radiobroadcast component in locked defaultlayer, so I cannot delete or adjust.
edit: LOL i was confused as to why someone was talking on the radio. After they finish talking the music resumes/starts playing. Works fine.
Anybody have the issue of WCS_VehicleLocks not working?,
I feel like ive setup everything right and ive started from scratch and even used minimal mods/dependencies to reduce any issues.
Lock option will not show. It shows for a split second when spawned by a non GM, and the menu goes away after a milisecond.
I also have an issue with my shopsystem not working, but thats a later issue lol.
Im not seeing anything in my console about it:
Is there a way to view the list of components in a prefab without duplicating it to your mod?
You don't have to duplicate if you're just viewing. Only if you're making changes iirc
Actually, the world editor shows also the list of components I was looking for. The main Enfusion Workbench window does not. Problem solved.
this was the fix thank you guys @kind walrus @random bloom
Hi, my addon is now read-only? Why? It's not on onedrive. But I saw that one should not store projects in the same folder as downloaded mods and I was having my mod there. But I moved it know.
How can I spawn an AI group in ScenarioFramework based on player proximity? I don't want the AI to be active all the time.
Why?
Because now Workbench see only packed-version. You need to find source code and add it to workbench
Ok, how, the GUID?
Find .gproj file which was near your source code of project
And use "Add existing project" in Workbench launcher
The "ambient spawner" prefab groups will do that
Ambients work in conflict but not in scenarioframework, it doesn't spawn the AI
Ohhh. Well damn, no idea then man mb
I've heard others talk about this, I think you just need the ambient patrol system component in your game mode for them to work?
You put them inside an area with dynamic despawn turned on
Remember to enable dynamic despawn in GameModeSF
You can set the dynamic despawn area range. It's 700m by default
And of course use the correct hierarchy to spawn the AI... Area/Layer/SlotAI
Ambient Patrols do work on SF but very limited since you can't put them on a Slot so you lose a lot of functionality
possible to use multiple radiobroadcastmanagers? eg one for radio props (boombox) and one for car radios? Different songs in different managers.
I'm creating a script here, I would like to know if it is possible to create a .ET file from scratch, without using any base?
Have done that but don't work
i try, thanks!
I didn't quite understand what you meant by putting it inside an area. Do you mean a waypoint? I already set it to dynamic and activated it in GameMode.
Done thanks
When adding a Dependencie to my project after reopening my project i get an Error that it can't locate the dependencies?
SCRIPT (W): @"scripts/WorkbenchGame/ScriptEditor/SCR_NewScriptPlugin.c,112": 'GetAddonIndex' is obsolete: Use GetAddonID instead
is this anything related to the error?
How to get workbench use my scrpits when I testplay(F5)? I must upload it first and test it on a server to see if it works, and after that I can test it in WB
Found it, reload game scripts 🙂
I've been given the ModID of an unlisted mod to test, but I don't actually know how you download it, as you can't plugin in the ID into the mod manager and find it that way. Am I being dumb? How can I download it?
Where do I configure a specific item to be excluded from garbage collection?
I am lazy so I just use a server for it
Yeah I ended up doing that. Was convoluted !
I'm slightly new to enfusion, I created my own patches for our milsim and added it into a civ arsenal im testing out on adding weapons now but the configs on the weapon I want to add has an entity catalog with us faction set on it my mod is to customise the arsenals for civ so would I need to disable all the weapons in that entity catalog one by one? and ofc have it enabled on my mod that customises civ arsenal?
@remote estuary its actually your sa58 mod lol, I geniunely only got a pc a few days ago and doing all this
by this, I mean disabling the entity catalogs weapons in sa58 configs in order for my mod to work any help is appreciated
you can. just paste the exact mod ID into the search field and it will pop up in the ingame browser
Just realised theres more in the entity catalog on the mod than I thought, would I need to disable all of em? or not touch it
how do I add in dependencies?
I tried that, but because it’s an unlisted preview, it doesn’t show
I have not made such mod
it works for me, just tried it with two of my mods, both unlisted. they show up with a "PRIVATE" overlay on the thumbnail
my bad, got mixed up with one of your different mods one of yours is a dependency though
got it working anyway
In the launcher click add existing project then go to your armareforger addon dir
I get "No content found"
hm, maybe it only works if you are the author
How can I find default stringtables in Enfusion workbench?
Should work make - ensure that you have that addon https://reforger.armaplatform.com/workshop/5E8EB849F3CF691C-ML_Eastern_European_Assets downloaded.
Two questions if anyone has the answers please. Firstly is s possible to better name Conflict mode capture point and give them more detailed briefings in the "objectives" panel similar to other tasks. And secondly - why would my conflict capture points not be showing up in my objectives panel. Thanks 🙂
... and with that is it possible to add imagery (like ISR photos / recce images etc..) in the Objectives description ?
I swear there was a way to search for things that have no references? Did I hallucinate or just forget how to do it?
Sorry rephrasing,
I swear there was a way to find out which things in my mod have no references.
Nevermind, I forund it in the sound editor
right click a file in the resource browser, find references
results printed in console log
What kind of Config file should I use for a map? I created a deforested version of Arland but not sure what kind of config file it should have
@slow turtle for future reference.
Getting Error Code 403 when trying to upload a 200MB mod, it goes through 0-100% then fails. I tried logging out and back in, restarting workbench, deleting recent changes, etc - switching to a new project. Still won't let me upload. Not sure what the issue is.
I just started creating a custom Gm scenario for my unit. I just set up a spawn and some loadouts but here comes the first problem. I tried to spawn two transport urals but they spawn full of supplies I don't need. I can't see any setting to control their initial storage tho. I'm using SCR_VehicleSpawn
Unable to open the Enfusion Resource Manager. Project launcher opens ok, but can't open any new projects or current ones. Performed a reinstall of sw. Review logs now.
How can i add more comps for factions to build? I tried to add one but it won't show up in the building menu like the arsenal for example
Why can't the AI in the vehicle reverse instead of trying to move the building with the vehicle? Is there a way to fix this?
Not exactly what im looking for, to clarify what I meant further so people can find this in the future:
Inside a sound mod, we have lots of things we are trying to clean up and optimize, hard telling which samples are used in any given sound, especially when theres so many, the console log for finding references is so long you might as well do it one by one to make sure.
I was looking for a way to just find those without references without checking every sound, or groups of them.
This is possible by selecting the desired samples in the audio editor, and right clicking "Find Unreferenced Resources"
Upon doing so, I can see I didnt use a particular AddLayer I imported (likely because it sounded weird with other adjustments made), It's good practice to get rid of these if you arent using them obviously. so you can just delete them from here. Honestly saved me hours.
how can i unlock entities on maps like everon or arland to remove them or move them?
Hey guys, sorry if this is a dumb question. I have a little patrol spawner working with ScenarioFramework. When I copy + paste it or ctl+d duplicated, it creates the entities fine, but their names get reset to defaults. is there anyway to get duplicates to keep the custom names? Blue is the one I made by hand, red is the pasted/duplicated version.
give mod 🫲
I see most map mods add a game master config. You want people to be able to add mods to your map, so add the config and then peop,.e can download and not use the ID.
"You’re not alone. As of Enfusion Workbench 1.4.0.29 (late May/June 2025), multiple users are reporting that custom plugins using [WorkbenchPluginAttribute] no longer show up in the Plugins menu or respond to hotkeys—even with correct code, naming, and script paths.
🚩 What’s Actually Going On?
BIS/Bohemia has silently broken or “locked down” custom plugin registration in recent versions of Workbench.
Plugins that worked in 1.3.x and early 1.4.x no longer appear unless:
You’re an internal developer with elevated build flags, or
You’re using officially whitelisted plugins
This is not a code error on your part—the API simply doesn’t work for user scripts in current public releases."
Any information on if this is going to be resolved or is it new policy or something?
What is this message? Was it generated by some chatbot?
I'm using retail build in my spare time and custom workbench plugins are working fine for me
Nope you just have to rename them every time or just work with default names
Thanks that's what I ended up doing. 😃
oh! I did find a way.
select layer > plugins > wrap entities
when you copy and paste the resulting GenericEntity_xxxx it will keep your names AND even autoincrement numeric suffixes
just gotta ctl+click and drag all the innards out of GenericEntity_xxx parents into whatever parent you want
not perfect, but way easier than typing names every time
Oh damn I didn't know that. That's awesome I'll try that next time! Good find
Help Requests | Copying world to an empty world
Show how to copy a world to an empty world and edit.
BACKEND (E): [RestApi] ID:[14] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:403 - Forbidden, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
:( I've tried just about everything to fix this. I can update other mods but can't upload this one.
What do i have to edit to make a vehicle indestructible but that can still get damage?
Where does your display name on the workshop come from? Posted to it for the first time and it says it was posted by a username i havent used for years... Trying to change it but cant figure out how to
Bohemia account
on workshop it will be probably updated after 24h
Bless
Having a very strange issue with my mission hoping someone knows the answer. Proximity voice chat works fine but radios do not working for anyone. Get the broadcast sign and freq appear and ACE radio Roger beep, but no transmission for any player. Anyone else experience this ? Thanks.
Anyone know what I'm missing to get the welcome screen working under ScenarioFramework? I followed this tutorial, dropped WelcomeScreenComponent into my GameModeSF, but no welcome screen ever shows when I play the scenario. I double checked, I am not just playing from camera position either.
https://youtu.be/_nbVL_dePqg?si=ykah7AhifUuiH88H&t=331
https://www.youtube.com/watch?v=G3uf3HCDcFA
yes, i made a video of it. I think more ppl are having trouble with this.
Hi,
When i looked at the video's and set up the Dynamic despawn, it wont work.
Can someone explain me what i did miss?
can anyone help 
Any clues why workbench isn't detected in blender? I tried reinstalling both blender and workbench, disabled firewall, changed listening ports, and nothing seems to be working
which blender version?
Using blender 4.2 and i just installed the new one 4.4
Hi, can someone help me? When I request callin with rhs mod it tells me I don't have a backpack radio, but I do.
tools only work with LTS version of blender (i think it should be 4.2.xx)
ive got a question, ive found a way to add an entity onto another mod but i want it to be available for GMs to place on another filter type, what do i need to look into to do it?
hey guys, can i get some help? after including some weapons of RHS and another mods, the weapons of my game are not firing anymore, even the vanilla weapons
!verify
Check your messages!
Can I set up a scenario using a vanilla helicopter, then create a mod dependency so that a modded helicopter replaces the vanilla one only for players who have the mod installed? If that’s possible, what’s the correct method? Do I need to rename the modded helicopter to match the vanilla classname, or adjust the GUID? any help appreciated
Hi,
I'm trying to publish my mod to the Arma Reforger Workshop, but the upload process keeps failing. Here’s the error from the Workbench log:
The mod is just a small script no assets ore other things.
BACKEND (E): [RestApi] ID:[11] TYPE:[EBREQ_WORKSHOP_CreateAssetUpload] Error Code:404 - Not Found, apiCode="remoteRequestFailed", uid="1748936950828-885487", message="Remote request failed"
DEFAULT (E): Uploading failed! Reason: "Remote request failed"
BACKEND (E): [RestApi] ID:[12] TYPE:[EBREQ_WORKSHOP_CancelAssetUpload] Error Code:400 - Bad Request, apiCode="ResourceNotFoundError", uid="1748936952061-797237", message="assetVersionUpload 6585300399334D71 1.0.1 not found"
I’ve already tried:
Restarting Workbench
Deleting the publishing cache under %LOCALAPPDATA%
Increasing the mod version (1.0.2)
Making sure my internet connection is stable
But the problem persists.
Any ideas what’s causing this, or how I can reset the upload state fully?
Thanks in advance for any help!
Hi shadows
Were you able to resolve the upload issue?
Hi, can someone guide me spawning a vehicle with the crew already in?
Mostly fixes if id you update a super small mod and then the bigger one
hmm i have only one small mod and cant upload.
#reforger_workbench message
Maybe logout and back into the account linked to your wb
all so down notihng working.
How can I replace my ps_core dependancy without breaking the mod? I wanna switch from old deleted Ps_core to the new one
Hi there,
Is their a way to extend the current world bound of a mod ? I'd like to place carriers further from the original bounds but when in game, you can't zoom on the map to the carriers.
Still having upload woes. It seems that it will let me upload the mod when certain .xobs are deleted, but as soon as they are imported, will not let me upload, with a forbidden 403 error upon upload completion. I have tried reexporting from blender and reimporting to the game, new projects, new file names, the game just hates me?
just change the GUID of the dependency to the new one, but if the new one has differences in scripts, configs, etc. you must update your mod for compatibility.
Also, it appears material assigns seem to be a bit borked? It seems to be related to the issue. A clean reimport with zero assigns should create a matte white object, instead it is mostly black with some white meshes. This is very strange. At least I can upload but I will see what happens when I start assigning materials.
Hi all. I'm having problems finding a way to add a "Press and hold F" button to pick something up, to an entity. Just like the default buttons, with my own text. Does any of you know of a tutorial regarding this?
I can't open the project, the ID of the dependancy is not in the addon.gproj as well
Dear god the workbench and it's dependancy system is pure hell 💀
Dependencies of dependencies also need to be added to enfusion workbench launcher
You are missing dependencies of rhs
Yup, already figured that out and added them
But it would be nice to have the mod name displayed instead of the ID and having to google each and every GUID of the mod to line up with missing dependancies
Hey everyone quick question
I’ve searched high and low but I’m struggling to find a good place to hire someone skilled in modding either creating mods or getting them to work together properly.
I’m the owner of the Roadhouse Servers and I’m currently looking to hire someone to take on this role.
If this isn’t the right place to post this, I apologize I’m just a bit lost and could really use some direction.
Any help or recommendations would be greatly appreciated!
Using modding tools for commercial purposes is not allowed
enfusion wont launch for me. i can select my project, and see the enfusion app launching, but it doesnt open. it shows its running on steam. ive tried verifying integrity, uninstalling, restarting PC, running as admin. nothing is working. any ideas?
Hello guys, how do you place down MapMarkers for a Specific Faction that a Player can see on their Map?
somehow the MapDescripterComponent doesnt really work for me
and i didnt find any infos online how to put down Markers

hm weird, no never had that issue. maybe also ask in #enfusion_engine
TY
eyo bacon my guy
love youre mods btw
can you maybe help a brother out right here?
please?
Thanks for the reply I was not aware.
It makes it hard to find modders willing to help. Since they can't be paid for their time they have little incentive.
#willworkforbeer.
I’m kidding!
How do I make a Entity Prefab from my xob? I'm new to this lol
Go into world editor(leave it as a blank world. And drag the .xob file into it
Just figured it out🙏 thank you
best way to start editing this item? I want to change what's on the white part of the paper(writing, etc) but keep the rest.
Anyone know why it isn't showing in the arsenal? My mod is the last in the load order
easiest way is to go to https://reforger.armaplatform.com/workshop/GUID it will autoredirect to the mod page
22f1feeb-7677-4aa5-b71f-8c2f0ed66b2b
Can I get any info on this crash ID? This is related to my upload issues with a certain XOB, and material issues where assignment is not possible after import (sometimes).
Not sure how to fix this one..
Hi, I'm having trouble generating the vector map of Kunar Province through the RHS GPS map tool, to make it work with GPSs from the mod. It starts but the app crashes or loads forever. Did someone achieve to make the GPS work in Kunar?
@nimble bluff i know you are working on something like that
I had a similar situation with Takistan, I did it without height maps. In general, it is tolerable for a navigator.
I will make generation for Kunar today, if you want use my addon
Has this happened to anyone? Cannot see or edit the values
try resetting the window/ui layout, or drag the window to be wider
Aaah yes, for some reason the column width for the name of the value was all the way to the right. Extending the window made it possible to shrink it. Thanks!
A couple common mistakes I found when adding stuff into the arsenal.
A.) override don’t duplicate the arsenal into your project.
B.) make sure you’re using SCR_EntityCatalogInventoryItem to create the new item spot.
C.) make sure you’re using SCR_ArsenalItem for the arsenal data.
Messing up one of those things, always messes me up 😂.
Is there a way in the workbench to move objects more precise than with the arrows and the move tool? When setting up a prefab this would come in handy. Or should one add slots to the model itself in order to have fix snapping points?
does anyone know if there is a better way for doing loadout prefabs then to search for every item in workbench and copy it in ?
Does anyone know why, when the server restarts, my Conflict mission, when I load the last save, the construction boards disappear? Do I have to delete the save and restart the mission every time the server restarts?
That's no sense since it's using 4% of CPU while loading
It could be so faster
Thanks a lot anyway, it's been loading all night with no results, I may have put some wrong parameters
You have to add weight to the model and make sure the face isn’t being hidden
The "SetVariable" node of the behavior tree editor has some seriouse problems, where it constantly crash workbench as soon as i try to set a value like true or false.
Some other vanilla nodes have this crash behavior too.
As soon as i typed in a value in the node workbench will just crash.
Anyone know of a mod to make explosions work less on armored vehicles like JLTVs?
After I start up my Reforger tools and select and open my project (any project or a new one), I get the Enfusion loading logo on the screen, but then nothing happens — the files just won’t load. Everything was working fine yesterday. I’ve already verified the integrity of the game files, but that didn’t help. Does anyone know how I can fix this?
Hi,
In conflict game mode, how can I pre-place all the buildings for the different FOBs, make these buildings non-deletable, and prevent players from adding any additional buildings on the FOBs?
Thanks.
When setting contributors to a mod on the workbench is it possible to edit the mod in the tools from the file pulled from the workbench?
no. published content is locked for edits
Thanks for the response. We will use github.
using private Git or SVN is prefered yes
I think you could try just put the prefab to see if it links correctly to the base.
I accidently closed the world editor toolbar on the right side of my screen and can't figure out how to reopen it
nvm figured it out
Running into the issue that WB thinks the folders in my project are read only. I suspect that it was caused by having the folder added to Google drive, so I removed it from drive again, but the issue persists.
Edit: Solved
Hello guys im trying to use Central Economy to place down extra loot spawner's I assume using the Loot spawners like this one would spawn a weapon after drag dropping but nothing spawns, loot is spawning in the buildings but not from the custom spawners? Any help would be much appreciated.
I need help. For some reason when I downloaded "Atmospheric Weather Mod
by EO" I put it in the server the wind and maybe the lighting works not the thunder sound. But also the rain. I cant see the rain at all. If i spawn a vehicle like a helicopter then i would be able to hear the rain like hitting the helicopter. do i need to do any additional set up in enfusions properties or any help?
Would be dope to have a function that creates a duplicate of a prefab's current state in the world that does not have any parent. "Current state to new prefab" or such.
I am tired of going up 500 levels of hierarchy to remove one hitzone from the damage manager
I did once a workbench plugin for something similar - its no longer working though. What I did was to go through all containers, get current value and save it in the entity. After that, entity had all values printed inside. For you, next step would be editing manually .et file and removing inheritance from it
My use case was to compare two prefabs since I was trying to figure out why one is working and another one not
Hello everyone, I'm having a little problem with Workbench. When I install it, it doesn't install properly and I'm missing a file called 'EnfusionWorkbenchLauncher.exe'. If anyone can help me, that would be great.
Does anyone have a script to determine whether a player is a Game Master?
Verify files on steam 🤷♂️
Hello guys, I don’t really know where to ask my question on this Discord, but I have some issues with my mod pack and I need some help. Briefly explained: I have a difference in the arsenal between my server and my game in the workbench, so I would like to know how I can fix that.
I want to make shoulder Patches can someone point me in the right direction?
so as some may know, i am owner of OPR FARGO servers & i want to know if this is okay for these people to take credit for my name, lmk what yall think
I think there are some pretty good tuts on YouTube if you have not looked already, I'm unable to link at the moment.
Hello, how can I use Conflict to only have one AI spawn based on proximity? What would be the AI slot in SF with dynamic range enabled, like an ambient patrol but without a group, just one character?
how can I allow people to spawn things on an asset ?
Saying i'm making a huge asset, and want people to spawn helicopters on top, how can i do it ?
I had some people tell me they had to redownload my full mod when i update it, am i doing something wrong when updating? I am suppose to just use publish mod, add change log and the version automatically changes right?
Yeah that sounds about right
can we access google from inside of the code?
Did you ever figure this out? Getting the same issue now
Reducing the size and doing multiple imports trial and error
200 MB struggles apparently not sure why
Mines only 165MB 😦
Xbox players are given full size of mod on update screen to join server, but in mod browser it shows actual size of update
Yeah I wish an engineer/dev could comment on this
Gets to 99% and then fails
Other mods publish fine which precludes a network issue. Create entirely new addon and still errors, rebuild resource database, reassign GUID, etc. still borked.
You might need to be under 150
Mine published at 90mb
As a test reduce all of your texture sizes I guess and see
That’s pretty much what I had to do
Anyone had this happen? All my prefabs show no values, close enfusion and reopen and same thing
grab the right side and drag it over
<-->
bruh
thanks!
Is there a tutorial out there for vehicle arsenals, I want to add a medic arsenal to my modded tank, it shows up in the vehicle storage but I can't take those bandages to my inventory. I also tried the Normal medic truck, it works but not my modded tank. What I did so far is:
added the virtual ambulance to SlotManagerComponent the same way its on the vanilla ambulance, pretty sure I'm missing something but I don't know what it is, can someone help?
How to change the starting rank of a player?
Hello, hopefully an easy fix. When i launch tools it lets me select a project. After i click open on the project it starts to open the workbench but then never appears. I've tried new projects, old ones, restarting my pc, deleting the app and verifying the integrity of it all. No fix sadly, any ideas? (Steam still thinks it running)
Hello , I got a little problem I tried to make a little scenario and to publicate it on workshop ... But it give me this type of error and message ... Any advice or things I can change ? 🙂
Hey, I feel like I'm missing something simple here.
I've made a basic Conflict mode just to learn the tools, and I downloaded a Reforger Tower mod. It shows up in my projects, and when I open my Conflict mode using "Open With Addons" and select the tower mod, it all loads fine — both basicconflictmode and armatowerreforged appear in the Resource Browser.
But for some reason, I can't seem to add the tower mod as a proper dependency in my Conflict mode.
Any idea why it’s not showing up as a dependency or what step I might be missing?
If i have a world already complete and i then add this mod in do i need to make it a dependency?
C:\Users"YourUsername"\OneDrive\Documents\My Games\ArmaReforger\addons
follow that path when setting the dependencies. I made the same mistake lol
I dont have onedrive
dont use onedrive with this game. Change your addons folder location asap.
did you add the addon in the workbench options? in the workbench main window open options and it to the list of dependencies. That should make it stick.
I will look when I'm back at my pc.
Really wish "UI Layout preview" had quick buttons for common resolutions: HD, FHD, 2K, 4K
Resizing with mouse is very annoying
or hotkeys to resize to these
Hello, I want to know how to change the spawning equipment at the base of the parties in Conflict to another one from other mods?
Hey, did you figure this out by any chance?
?
Has anyone dealt with not being able to open any project, including newly made ones? I open up the “reforger tools” and see the menu of where I manage/choose my projects and addons, but soon as I choose open (even with correct addons) it will act like its starting but do nothing. I have uninstalled and done everything chatgpt has told me even
Anyone ever get back to you on this?
No but I found the fix lemme tag it
You have to delete the registry. Search Registry editor -> HKEY_Current_User -> Software -> Bohemia Interactive -> Arma Reforger Workbench and delete everything.
this is in my files directory?
So search for the registry editor. It’s a windows app
okay i shall give it a go
Do that and maybe verify the files of workbench that’s what fixed it for me!
IT WORKED! Thank you so much
No problem man. Have a good one!
You as well
how to make an item this like carryable, or held in player hand to take somewhere? I tried using a bandage.et and then change the object .xob but it gets funky (of course). Thanks
?
Can someone help me I have trouble adding a medical arsenal to a vehicle, I searched everything up but I didn't find anything how to do it. I end up adding it but can't be used, pretty sure I'm missing something
What I did so far is:
added the virtual ambulance to SlotManagerComponent the same way its on the vanilla ambulance, pretty sure I'm missing something but I don't know what it is, can someone help?
You mean like this?
Arsenal in game is bugging and crashing people but works fine on the workbench
fixed it dw
yoooo that's amazing. Any tips to get that working on my end?
why would my world editor be stuck to 30 fps... been working fine last two weeks... 4070, 7800x3d
||About 6 months of scripting and you are good to go|| (DM'd)
thanks!
hey lads, Overiding WCS Arsenal. Disabling the base game Stuff as seen below. once i close and reopen the mod its re-enabled any ideas. As previously mentioned Im overiding WCS_arsenal into my own mod obvs
Hey all, is there any way to open conflict scenario in workbench with some progress (ie. captured bases, built structures)?
Hello there, i'm having an issue right now.
The problem
How to allow spawning vehicle/entities on top of another entity
The context/explanation
I'm making a conflict variant of a map (an Island) and I want to put MOBs on top of aircraft carriers. This part was quite easy, and I could put via the workbench the helipads and arsenals, etc... However, when joining the game and going in a helipad, I can't spawn a helicopter on the aircaft carrier nor the helipad.
My thoughts
- I think we can only spawn things on top of the terrain, but here I can't change the terrain (its not my map) and so I'm blocked.
- I'm a bit new so I don't know if their is a specific thing I could change to the aicraft carrier or things like this to allow spawning things on top. I don't know much about the Workbench.
- It seems that I can't put 2 terrains on a sub-layer of the map, which could help me resolve this issue...
Can I add my nitrado server to reforger workbench? I can't find a FTP option
Search components for "exception" and add that component to the helipad, then add the helis you want to use to the exceptions list.
Is there any way to enable a failsafe for the Escape key when live previewing? I have a habit of pressing escape to close menus in the game but doing so in bench obviously cancels live preview which is frustrating haha.
you can change the keybind
Oh!
How can i Invite my friend on ARTools Workbench?. Is it possible?
You can share the original .gproject and then use something like GitHub to share and update between eachother.
github is a viable option like stated above, if you're not looking to using an actual version control system though I'd just recommend the contributor system. you can add them whenever you publish a version of your mod. I've used both, and they both work for their intended purpose.
anyone know what this means
NETWORK (W): RplAuthBackend::OnFailure called (identity=0x00000000, group=1, reason=9)
NETWORK (W): RplAuthBackend::OnFailure called (identity=0x00000001, group=1, reason=9)```
Does anyone have a list of the xbox and playstation keybinds? Specifically what the start button is called for setting a keybind for a new UI and such
How did you fix this? I'm having it now and cannot open my own mod in world editor
Hello there, i'm still blocked here. Their is a thread there too : https://discord.com/channels/105462288051380224/1381966257263218760
does anyone know why the clothing items that the player is wearing is like this
So I’m having issues with armor colliders only functioning on certain parts of the helmet I’m even using a pistol and it’s still killing the character with level 4 armor
doesnt anyone know why i cant use the drop down menu when publishing a mod ??
hi there i need some help and sure hope i am in the right place i want to create a game master that has
- dynamic map markers the squads can see aswell as the squad leaders
- id like to have the platoon network only avalible to the group leaders while each squad gets assigned the own internal squad channel
has anyone fixed the UE5 stutters in game master yet
UE5 ? bohemia does not use unreal engine (or maybe your UE5 means other things)
ohhhh i see, i never seened it, strange
BACKEND (E): [RestApi] ID:[50] TYPE:[EBREQ_WORKBENCH_GetAsset] Error Code:400 - Bad Request, apiCode="workshopApi.assetNotPublished", uid="1749721970353-34013", message="Asset 65987C78D6669318 is not published"
DEFAULT (E): Addon processing on Workshop side failed! Error UID: "" Error Message : "Unknown Error"
i keep getting this error trying to upload a mod
anyone have any fixes
check the previewrender attributes
if you set it up like in the screenshot you should be fine
Cheers will check when home and let you know mate
Is it necessary to activate something in SF for the backpack radios' fast travel to work? I installed it, but the radio icon doesn't appear deployed on the map, and the radio menu doesn't have the option to request transportation. Does anyone know why this is?
Trying to get in touch.
AYO???
Can anyone help me out here? completely new to workbench and everything. was following along the modding boot camp series uploaded by Arma Platform. Once I reached the point of opening up workbench to create new project, the console displayed these. Anything of concern or anythhing I can do to fix?
Afternoon All.
How do I edit a mod that I have created?
When I open it, it says read only? I tried removing it from Reforger, but I still can't edit it.
hello there,
How can I disable building assets at mobs ?
Hi, for some reason my PrefabEditingPlugin.ent is all dark. Any idea? I want to start working on comps.
NVM, got it via the diag menu :D
lol I'm kinda lost on this. is there any video out there? I don't think I fully get the guide on comps.
Where do I get the mission header, it's messing my config
hi there i need some help and sure hope i am in the right place i want to create a game master that has
- dynamic map markers the squads can see aswell as the squad leaders
- id like to have the platoon RADIO network only avalible to the group leaders while each squad gets assigned the own internal squad channel
Good morning. Can someone tell me how to add weapon mods to my arsenal
Anyone using WCS_Core as a dependency in your mods make sure you update to the most recent version or the world editor will not function 
Is it possible to have the workbench without owning the game?
Is there a mod to add to conflict Everon that will increase the capture points more than 5?
Is the uploads for the workshop completely screwed? its not updating on the website at all
You can duplicate the world and tweak it to your liking, then upload as a mod
Im sure there is a way to do the radio setup properly but its beyond my scope. Easiest way I found to do it is to create a seperate prefab of the radio for your Non-Squad leaders and set the Platoon freq range to 0
i made my own custom conflict scenario, and everything works great, but if i try to use gamemaster through admin password it doesnt do anything, and i know its not a server issue cause it works when i load a vanilla conflict scenario
if anyone could help either through dms or in this channel it would be greatly appreciated
Oh thank you.
How do I duplicate it?
With the reforger tools
Find the world, right click and duplicate and then edit
Yeah iv had a look in there was very confusing, i will preserve regardless. Thanks for your help buddy
@stoic wigeons Videos are very helpful. Learned everything I know about the Workbench from him
Hey all, TPM here.
So a bit about myself, I am a single dad, military vet and being playing Arma since Arma 2. Arma 3 is by no means a perfect game, but it is my go to game. Pretty much the only game I play when I am not spending time with family and friends.
Can't wait for Arma 4 and will hopefully bring something different to the Arma Com...
This will show you most of what you need to know regarding editing scenarios https://www.youtube.com/watch?v=Zji4Jlfg7lQ
An updated video of how to create a PvP Conflict mission within 1.3. Also covers off on how to use the WCS White List feature.
00:00 Introduction
00:45 Creating New Project
01:16 Adding Dependencies
02:29 Creating Folders
03:19 Opening World Editor
04:00 Creating Sub-Scene
04:54 Game Mode Setup
06:55 Mission Header Configuration
12:25 Conflict...
Oh Aye iv watched a few thanks again. I will try this just now
Is it possible to add collisions (armor) to backpacks?
I am making an exoskeleton, and I need it to be armored, but I do not want it to be a vest
I think I found a workaround. Turn it into a vest, add a BaseInventoryStorageComponent. Tahdah. It can carry stuff
Nope. Item attribute SCR_ArmoredClothItem
Nope^2
Going crazy over this
My workbench tools will only load the first menu even when I only try to load the base game with no add-ons. I can see it running in the task manager but the screen never opens with the resource manager. My experimental tools work fine. I've tried reinstalling the game and the tools and deleting all local files I can find, adding firewall rules, disabling firewall and windows defender completely. Does anyone know a fix or workaround to get the enfusion workbench to load properly again? Are there any hidden cache files that could be cleared? Thanks to anyone who can come up with any ideas for a fix.
actually deleting the registry keys just fixed my problem.
The workbench gives me the mission header but it doesn't read
as anyone had this issue when placing a custom AI group: Invalid placement location ?
hello there,
- How can I disable building assets at mobs ?
- How can i change the budgets on the map ? (AI/building)
RESOURCES: Screenshot saved to R:/Projects/Night Raid/Scene5_Recon/Scene5_00151.png AUDIO (E): Invalid output referenced by SOUND_VENT_CLANK sound, in OutputState!!! AUDIO (W): Audio Graph Build Sounds/Structures/Infrastructure/Power/DieselPowerPlant_01/Structures_DieselPowerPlant_01.acp failed!!! AUDIO (E): Invalid output referenced by SOUND_HUM sound, in OutputState!!! AUDIO (W): Audio Graph Build Sounds/Structures/Infrastructure/Lamps/Structures_LampStreet_E_01.acp failed!!! AUDIO (E): Invalid output referenced by SOUND_SEWER_LP sound, in OutputState!!! AUDIO (W): Audio Graph Build Sounds/Structures/Infrastructure/Sewege/ManholeCover/Structures_ManholeCover_Decal.acp failed!!! AUDIO (E): Invalid output referenced by SOUND_ENGINE_LP sound, in OutputState!!! AUDIO (W): Audio Graph Build Sounds/Vehicles/Wheeled/LAV25/Vehicles_LAV25_Engine.acp failed!!!
Hey all. Pretty novice to the Enfusion Workbench. When exporting from cinematic timeline I recieve a batch of errors in the console for every frame exported. The audio it generates is shorter than the length of the rendered clip and only includes ambient noises such as wind and rain. Am I missing something? (probabaly)
Any help is greatly appreciated!
@undone pagoda - hello can we talk with you on private massage? abut your mod
if i recall, path is not required.
Hey! I have a question... I released an update, added the appropriate tags (related to the ARMA contest), and now I’m waiting... but my mod update still doesn’t show up on the Workshop page. Is there some kind of verification process it goes through to check if the content is okay or something? Thanks in advance for the help!
I’m talking about the mod from this link: https://reforger.armaplatform.com/workshop/652A92756918269D-MedicusHonorarius
there are two on the workshop currently. same mod
oh one is dev. that is updated yesterday
yup
if it uploaded, should show up soon. Sometimes it takes a few min for workshop to update. Might need to double check error log or reup
Funny situation — I deleted the DEV version from the workshop... but it’s still there 
Alright, I’m changing my mind — something’s moving now
lol messy.
So I uploaded my map to the workshop but there's no scenarios available even though I clearly made a gamemaster scenario so people could actually use it. What is the fix to this?
did you add a mission config to the project?
I believe so
Let me check the folder here in the workbench
No the mission folder is empty
So how do I fix this knowing that the folder is empty?
I did this and Im still having the same issue. is this still a problem with WCS?
I haven’t had an issue since the most recent WCS_Core update
Maybe update all of your workshop mods
in workbench go to the create button at the bottom of the resource browser window, then create a conf.
https://www.youtube.com/watch?v=O3mo7k0sMhs
thanks mate
ok so i want to make dynamic moving squad mapmarkers in a game master game mode that that squadleader can also see i have added mapmarkerbase.ent and and squadleadermapmarker i have set visbale to true anyhting else i need to do also if there is a better way to do can somone please let me know cheers
any "must have" mods for map creations?
ok so i want to make dynamic moving squad mapmarkers in a game master game mode that the squadleader can also see i have added and overridden
mapmarkerbase
squadleadermapmarker
i have set visible to true in script files
anything else i need to do also if there is a better way to do can someone please let me know cheers.
Im adding the CrowsV2 turret to the Stryker. I have replaced the slot and edited the gunner seat position. I can drag my character into the gunner seat with GM but cannot geat the seat UI to pop up. Any Ideas?
AmbientPatrolSpawnpoint of Bacon Ravage, not working anymore?
i dont change anything and they dont work
is there a way to add dependencies to something already a wip? like say i have a map, can i then add other mods to it and if so how?
It keeps requesting it. Think it's the host I'm using. Host havoc. I thought it would be better than nitrado 🤣.
So what do I actually use as the mission header? Reforger workbench gives me one that isn't being read
@lusty dust Hello, I'm adding the DoorComponent to the GameMode module to increase the door blocking percentage to 90-100% but it doesn't work. It seems to only do 20% since it blocks very few.
hello there,
How can I set for a specific base, what can be built ?
(saying i want an airport without heavy vehicle maintenance points and another base without helipads)
Does anyone know how to increase the percentage of closed doors? I added the door component to the GameMode module and it increased from 20% to 70%, but it doesn't work.
Great. Workbench crashes on map load now, i barely started -_-
how do i raise the ground so its not on the water and wet?
hello there,
How can I set for a specific base, what can be built ?
(saying i want an airport without heavy vehicle maintenance points and another base without helipads)
How can I limit the amount of a same building on bases ? (limit 2 arsenal per bases)
I have a couple things I would appreciate anyone to shed some light on. I have been banging my head against the wall for hours trying to figure this out.
1 - I hid some admin patches in the ION arsenal through the ION entity catalog config so only the GMs could attach the patches, but they are not showing up in the ION arsenal. Help?
2- I created a few new camo variants of clothing items (with mod owners' permission of course), but after duplicating the original item, adjusting the emats, and renaming them, it is not allowing folks to save in the US arsenal. The original I duplicated from is a US item, so I'm not sure why it isn't allowing them to save in the US arsenal. I created campaign characters where they are wearing various items, and it looks like when you try to save wearing those US items that I made in the campaign characters for loadouts, it won't allow you to save them in the US arsenal.
One weird note, is between two servers (both almost identical mod lists) in one server question #2 is not an issue, but in the other it is. But the #1 question above is an issue on both servers. Thanks in advance for any help!
check the vid i posted here. Server host shouldnt matter in terms of publishing a mod/scenario.
#reforger_workbench message
Thank you
Why does it take up to 30 seconds now to drag and drop entities between layers now? It is like the software is doing "Shift-R" every time you drag and drop between layers. Lag is horrible.
I noticed this too! It's only been in the past week though, so I suspect whatever they did in the last mini update did it
anybody knows what to do with the following problem?
Basically my friend downloaded reforger tools, when he launches it he tries to scan for mod directory/folder so that tools loads up the mods to the list. Yet, when he does it - they don't show up.
How can I enable fast travel to backpacks in a scenario framework mission?
Where can I find the Arma reforger tool parameter to avoid players drop handheld item when going unconscious?
download Bacons mod "Keep weapon" and deconstruct.
Can someone make a mod to reconfig a10 rank and supply cost
Hey, I'm new to modding Enfusion and Arma Reforger. Is there any way I can visualize the changes I make to ScreenEffects_ColorPP.emat in real time?
Pretty sure that mod was busted no? Is there a new one?
Anyone know how to add a radio to play music into a vehicle? Want to throw some sick beats in for the homies 🤣
just did this for my rally scenario. It involves utilizing the radiobroadcast component and swapping out the wav files.
https://discord.com/channels/105462288051380224/1348168003010957312
Also you have to upload the wav files to the project, so careful with copyright stuff.
Got updated a few days ago it’s working now
Having the same issue did you find a solution
Try starting up as admin
Is the workshop broken right now? I uploaded an update to a mod i created but it keeps failing to download. I was able to update other mods though
Been having the similar issue
I can only not download mods i created. My friends can't download them either
Mine won’t update but website says it did
Im able to upload my mods. I just can''t download them from the workshop
I popped in here to ask, thankyou for saving me time
502 Gateway errors are popping up atm
trying to test my own map any clue boys? https://pastebin.pl/view/0108baf5
Pastebin.pl is a website where you can store code/text online for a set period of time and share to anybody on earth
I can download ANYONE ELSES ADDONS, just not mine
nvm just saw this
I published an update to my medical system but cant download it bcs of that error code lol
im new and just started testing uploading and i dead ass thoought i was doing something wrong lol
Nah, its a BI problem likely
Thank god
me too. Something is broken today
It was my fault 👀👀
My Addon was too cool for them
lmao
any clues what's going on gang?
My friend's workbench stopped loading projects after he lost power. He has done full reinstalls of both the game and tools but even still when he tries to load he says he just gets the Enfusion logo for a few seconds and then nothing. It is running as seen in the task manager and steam says as so as well but there just is nothing there. Not even the tools logo in the task bar. Is there any way to fix it?
@fluid phoenix i had this problem recently where reinstalling would not fix the tools. I had to uninstall the tools then delete the entire folder from the windows registry and now they work again
hello there,
How can I set for a specific base, what can be built ?
(saying i want an airport without heavy vehicle maintenance points and another base without helipads)
How can I limit the amount of a same building on bases ? (limit 2 arsenal per bases)
Anyone know what would make my ai units walk all the same direction just into the middle of nowhere I’m new to this and trying to set them to defend a house but they just walk away
Does anyone know how to retrieve a picture.edds file from another mod, since it can't be duplicated directly?
Hello, when using the world editor, does it automatically pull AI units and Maps from subscribed mods? Or does that all have to be added manually if there is a way to add it?
❤️ thank you!
Does anyone know why when I load characters or even vehicles they spawn in so high. I cant seem to find the option to change that setting. Also when I do place a vehicle down it lifted up a bit and doesnt allow it to free drive.
How can I get my players map to load? When I press m on my custom map nothing opens
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...
how can i generat my own .top file for my world? i cant find one within my project
It's explained on the linked biki page.
ahh lmao didnt see the hyper link thanks man
anyone else still not able to download their mods?
Mine worked today.
I was able to upload an update and download it
Same here
same issue any fix?
yes
-jobsysLongWorkerCount 4 -jobsysShortWorkerCount 4 try these launche settings
Okay, anyone who has made a custom arsenal, have you run into the problem where even though you imported all of the data for an item, it still isn't showing up in the arsenal? How does one fix that?
Is there any way to save the loadout using the Reforger Lobby mod? I'm trying it on Bacon Loadout but it won't let me save it.
@remote estuary Is it possible to have compatibility with the Reforger Lobby mod to be able to save loadouts in Bacon Loadout?
I dont think the loadout editor cares about reforger lobby
Maybe you are trying to save items that dont belong to your faction
At that point I'd consult settings of the arsenal box
First of all, thanks for your answers. I have the arsenal without faction restrictions. The problem I see is that the Reforger lobby does not use loadouanager, but rather prefab groups with their own playable option, so it is not possible to save the equipment in the arsenal since it does not have the AraenalsaveLoadout, but apparently this also affects the Bacon loadout because it does not allow you to save it in the arsenal either.
This is in editor but the same message appears on the server
Right so the game mode probably needs arsenal manager or whatever component it was
What do the logs say? when it errors
SCRIPT (E): Bacon_GunBuilder_PlayerFactionLoadoutStorage::SerializeCharacter | Failed to serialize Game Entity: SCR_ChimeraCharacter<0x0000017A1DAD3860> @"ENTITY:4611686018427388882" ('SCR_ChimeraCharacter','Assets/Characters/Basebody/Basebody_Male_01.xob') at <2664.660156 8.000605 3083.011230> @"{7CEA5752CB46F9B5}Prefabs/Characters/Factions/BLUFOR/RHS_USAF/RHS_USAF_USMC_MEF_D/Character_RHS_USAF_USMC_D_SL.et"
does saving loadouts in the arsenal box normally work? without use of loadout editor
No, the normal arsenal save doesn't work, I think it's because the reforger lobby mod doesn't use the loadoutmanager resource and doesn't have the savearsenalloadout profile, but instead loads the loadouts from a prefab group, poor thing adding the loadoutManager resource but it still doesn't work
Okay so not a loadout editor problem, because it uses same ways of saving loadouts as vanilla box
Yes, I understand that it is not a fault of the loadout editor, but would there be a possibility of compatibility with the Reforger lobby mod?
Loadout editor uses vanilla method of saving loadouts
Ok, thanks anyway for your time.
Hi, i've got an issue.
I have a MOB with a radio range of 3km because its far away from the battle field.
Because the battle field is small, each point has a radio range of 400m, and i've tried to reduce buildable radio range to 900m (first issue, the radio range seems still to be 2km)
However when i capture the first point and put a radio relay, i can't get people to spawn in, like if it doesn't have the range, even if its connected to the mob
salut a tous mon application tools ne veux plus demarrer correctement quelqu'un aurai une solution ? bonne journee
Like an idiot the scenario i was making saved in one drive, i disabled it and took the folder off read-only but my Worlds/Images/Missions folders are still locked on the workbench. Am i missing a step? The mod itself is unlocked and i can still edit the world file. If i open the one-drive version or the new version i moved to documents, both have the folders as read-only
anyone know why when i add WCS_arsenal to my mod it literally breaks it
"cant game engine"
any clues?
hey all - has anyone worked with map markers within enfusion? ive coded a module to act as a sort of 'radar' to detect if an area is contested/friendly/empty, that logic works but i cant seem to work out how to get a marker (SCP_MapMarkerEntity) to display. Any help / pointers would be appreciated! Thank you.
Hey guys, I'm trying to upload a terrain, I've been publishing changes for months now, and for the first time I keep timing out at 99% uploaded. Does anyone have any ideas? The correct version is reflected on the workshop page after the timeout upload loop, but neither the server or client actually update the package
got a push through successfully, not sure what happened
Hi iam wanting to use somthing like the mortar 3rnd crate as a fireteam rearm box i want it to
1.work like the medical kit be able to walk up to and grab a couple of mag etc and the player to be able to walk with it in there hands
- id like to also have in in a vehicles when i spawn them via my vehicle spawn
any help on this would be great i have played around with it but haven't quite got it todo what i want it todo it ended up loop crashing enfusion tools at one point
Could someone tell me why in a mission with a scenario framework, the AI perfectly follows movement orders given with a waypoint in the editor, but when loading it on the server, they don't move.
Whats the trick to getting ai to spawn in when using the dedicated server tool in world editor?
Maybe you need spawn AI flag checked in game mode
Under debug flags
Actually maybe under real flags too not debug
Check your messages!
New loadout shows random US items that are not on in inventory view, any ideas why this could happen?
it already is checked under the game mode test game flags. I also have it checked in the mission config file. But no AI spawns. Its working fine on an actual server instance, so I must be missing something else. Should I not be using Production backend setting? It says its locked to production if not the internal version of tools.
What about the non-test flags?
Or is there no option for this I dont remember
Not in scenario but in game mode
theres no spawn ai in regular game mode flags
Ah alright whoops
does anyone know what the rangetable is called in the game files? I'm trying to make a JTAC quickreference in-game.
The lag is getting worse in the world editor. Serious delays over 1 minute dragging scenario framework entities between areas. Software locks up. For example, Dragging Layer 10 to Missions Area and dropping.
This action locks up the world editor.
you are not using onedrive/gdrive for storing your mod, right?
NO! M.2 drive on pc.
so its not synced by any cloud service?
No sir.
No github either
I'll try and do a video up on it. I'll try and characterize it better. The lag may be building up over time. Lots of variable involved.
Any idea how to change which compositions can be deployed with the command truck? I'd like to make it so that the AI barracks can only be placed using the command truck.
.. how do i adjust the way it's held?
Can I upload a 40gb mod?
I think the max is like 7gb
What is 40 GB???
a whole nother game??
And max is 7
hey all - is there a way to adjust map marker size or do we use some other entity type for that purpose?
I have the very same problem, moving stuff between layers cause several seconds freeze of entire workbench when working on a everon-based scenario. been this way for several weeks now, not sure if this was introduced by one of the updates, or something in the world causes it.
Anyone know how to make a custom rpg that allows you to pickup vehicles to load as ammo and launch them like a projectile but still retain its vehicle properties?
wait a minute.... Aren't you the GUY who does all those vehicle mods? If you don't know, no one else will. 🤣
I'm just too lazy to play around with it and find out. I got too many other projects I'm working on but I feel like something funny like this would be a fun addition to my community lol
Has anyone else had an issue with the LAV25_turret.et or the LAV_25_turret_base.et? Every turret works fine in workbench but anytime I try to use the LAV25 Turret in a Turret Prefab for a vehicle, the gunner's camera won't follow up & down movement, just left to right
idk if this was a bug or just me always breaking things out of curiosity but I managed to forget to add a closing string to my path while Create a junction point for the addons, but anyways, took me two hours to figure it out, the game will launch, even if it has another window open, and it just runs in the background , and no gui , while on steam it does say running. i had like 7 of them running each a ghost window
console doesnt even log anything either 😄
looking to create dynamic moving squad leader map markers from the vanilla conflict game mode in my game-master only difference is the squad leader would be able to see his position on map as well as his team had a wee play with but not totally successful
Any help here would be greatly appreciated
Are there any guides on how to make a weapon mod?
Anyone else having issues with the workbench?
Wdym?
literally since the update the other day i cant do anything, I open it, even with a fresh new project that still pops up, cant open anything basically...
I'd try verifying the game files, or if you don't have any projects you could uninstall/reinstall
I believe there is a way to move the project's folder out of the Workbench, I'm just not entirely sure how
But that's all I can think of
Hey just a heads up: I just had my workbench crash because I had enfusion opened twice (working on a map and needed to peak at the set up for another map) because it was communicating (or attempting to communicate) with my controller from both applications and return pings were internally DDoSing my system. Just letting yall know lol
DEFAULT (E): Addon processing on Workshop side failed! Error UID: "" Error Message : "Unknown Error"
what is happening
I'm having an issue,
I uploaded my Scenario Mod to the Workshop, It's there I found it, I downloaded it, I uploaded that same mod to my server, ran it on my server, opened up the scenario runs fine but, when I go to connect to the server and check on things, I get Group=4"data" and Reason=2"Script-Mismatch" with the top being Game Mod doesn't match Server Mod but they're using the same mod and I'm just confused and I can't find the exact reason for why it's doing this.
You or a mod you're using has a script that fails to compile. Open script editor and run compiler (F7) to see what the errors are
Oh wait just read the part about even with a fresh new project
I assume that is with no dependencies?
Yea, I fixed it just had to verify files like 4 times
How do i change what material is being used for a .xob?
Anyone else having upl;oad errors in workbench?
keep timing out reeeee
DEFAULT (E): Addon processing on Workshop side failed! Error UID: "" Error Message : "Unknown Error"
Yes and idk how to fix it! It’s been pissing me off cause I can’t update a mod
You can uninstall and reinstall without impacting projects. It won't delete that folder. Worst case, copy and paste a copy somewhere for back up.
you won't be able to fix upload errors to workshop if it's happening on the backend.
majority of times it is on the backend side.
I know it’s what’s makes it so aggravating
Any luck?
I'm getting so pissed
Wtf
Yup
Idk ain’t looked all I know it goes to 100 and then when it’s publishing the blue goes for a few and then boom stops and says what I posted above
But my other mod updates no issues
Even created a new mod and it does it
Yeah same man, I've tried reinstalling, uploading from another machine, etc
My terrain doesn't have anything that would stop it from working, and it's only 600mb
My 1.3g has no issues it’s my 900g that dies
yea thats cause something in your script editior cant compile the game
if they had the workshop in steam, it would be easier but I can understand that the backend is unstable bc they are hosting the workshop for all xbox, ps5 and PC, its not easy and I bet the backend devs are non stop working that api to perfection, this is experimental, all of our hours of experiencing bugs;issues are all in sacrifice to Arma 4, so we are the backbone to that, I would just say:Don't be scared to break things, the more feedback we can help with on reforger, will help us all to make the game of the century (Arma 4)
Found out it was due to a mod updating but not showing in the folder, had to redownload the mod and poof it worked again lol
Anyone know why he do that ?
finalklllllllllyyyyyyyyyyyy
feel like i won a war
GG !
Someone cn help me ?
BRO SAME
I just pushed
maybe us complainging about it made someone notice, my false changelog versions are gone too
It’s a great day!!!
does this look accurate
actually doing this by finding linked resources in the inventory conf then translating it to the Weapons_Tier.conf from zel random loot
It is appending 998 directories paths from the prefabs and it is translating it to the code blocks for the weapons tier configuration
finally
Is there a way to add the encampment composition to the construction truck?
how can i make subfolder like this?
those are "layers and if u create a "subscene" inside that project it will allow you to add them
so in a subscene how do i create a new sub sub scene?
just drag any obj onto the map and it will prompt u to create a subscene
cuz in my sub scene it will make an endless list if i paste
just right click in the hirearchy to create a layer
maybe its me but i dont see it
Hi iam wanting to use somthing like the mortar 3rnd crate as a fireteam rearm box i want it to
1.work like the medical kit be able to walk up to and grab a couple of mag etc and the player to be able to walk with it in there hands
- id like to also have in in a vehicles when i spawn them via my vehicle spawn
any help on this would be great i have played around with it but haven't quite got it todo what i want it todo it ended up loop crashing enfusion tools at one point
hmwvv Variants mod , ovveride prefab and change the inventoryslot
62DA2C805FEB90A1-DaxHumvees
Hello, everyone
Hopefully someone can answer some of this, I am building a PvPvE type of mod
- I understand there is a spawn time limit for AI units, but how do you set AI limits to how many units will be respawned?
- Is there a way to force spawning units to attack bases even if spawned far away? Imagine they spawn in the forest and proceed with patrols, then see the base and begin to attack it. Do I just set patrol radius as far as I can to the direction of the base or how would you make these base raids by AI a regular thing? Be that in vehicles or on foot.
- I would like to create a 4 faction mode, which I started already, but have AI being part of the playable factions, which would patrol and go deep into the territory patrolling, is there ability to add AI to the playable factions? Could you explain how I do this?
- If the base is captured, can AI respawns stop, or will they continue if you set those patrols?
An idea is to have 4 factions fighting autonomously between each other, with the 1 or 2 factions remaining in the end. - Is there a way to make 2 factions be allies and upon winning against those other factions game is concluded with victory?
- Is there a good video on how to port custom uniform patches into the game (for beginners) ?
Thanks!
Why is the peer tool using an outdated version of our test enviroment?
and why cant we get it to update at all. like wat is going on rn
like a snapshot from 30 min ago
we tried to duplicate our test world and point the server tool there but it just crashes now
im trying to log when a bullet hits a player after first hitting a wall. basically a soft anticheat
i found SCR_WeaponBlastComponent that does all this under onWeaponFired. but its only for launches.
anyone able to point me in the direction of hitreg/trace for all projectiles?
If I gave my mate my world file, how can I allow him to edit terrain without it locking?
Or is it by default locked for anyone other than me ?
If so, when I grab the save file from him after his added trees or structures will I be able to edit terrain in my pc ?
Use GitHub to share source files
Why am i getting the following errors when creating a new project? It's happening with everyone of my mods.
How can I fix this issue. I've unistalled and reinstalled Workbench Tools and still getting these errors
W means warning
those are vanilla issues
Yes sir, I wasn't getting these warnings yesterday but today i am. So that is why i was asking.
Next question then. I've created and published several mods however I can not get the Preview Image and Screenshots to showup on Workshop. I've read through here and haven't found a fix. My images are 1596 x 900 and i've tried both jpg and png. None of them will showup. Is there an easy fix or is there issues with Workshop right now?
Does anyone know how the Deployable Spawn from the radio works? I can't get it to work in the editor and I'm trying to make my own Item that works roughly the same way.
Hi, could anyone tell me if a conflict mission, pveremixed, is edited in the workbench that spawns the AI correctly, but doesn't spawn AI on the server?
I'm pretty sure they are there for very long time - some are replaced by other by update
Does anyone have an issue where none of your dependency folders appear in the workbench?
And I get this with every new project
I litterally did a fresh install of arma reforger, the mods, and the workbench
and I still cannot have any dependency folders appear when I create a new project. And when I attempt to open that project, I am met with this error
Doe litterally anyone have a fix?
doeS*
does**
I will cashapp 10 bucks to whoever guides me to fixing this error so I can make patches
Now, thats what I call a motivator to help me fix this
You are missing dependency of RHS Status Quo
RHS on Arma Reforger
See https://forums.bohemia.net/forums/topic/239698-rhs-status-quo/ for more details
You need to add dependencies of dependencies also to the projects list
if reyhard doesnt take your 20 bucks i will put it towards my assets fund
I had those turned on
Well it's too latex already in the middle of the third wipe and reinstall 
And if it works, and i mean if it works, shoot me your cashapp
Hello sorry for my bad english
im currently working on an APC mod
Model for the APC is ready, and now im trying to work on riging the suspension in blender
im wondering if there is someone that can explain to me how to properly make a working suspension
THX FOR HELP ❤️
Show some screenshot maybe from enfusion workbench launcher? Are you sure you had correct one? You could mix it with de version
Sure when it's done downloading
New issue
nvm it works now
Cashapp in my DMs por favor
i have this error when i start the server, any idea ?
SCRIPT : Compiling Game scripts
SCRIPT (E): @"scripts/Game/UI/Inventory/RHS_M_InventoryMenuUI.c,248": Function 'CanInspectItemInInventory' is marked as override, but there is no function with this name in the base class
SCRIPT (W): @"scripts/Game/Components/Vehicles/RHS_WeaponRecoilComponent.c,17": Pointer type 'Physics' can only be used with local variables
SCRIPT (W): @"scripts/Game/SPC_WeaponRecoilComponent.c,17": Pointer type 'Physics' can only be used with local variables
SCRIPT (W): @"Scripts/GameCode/Effects/SCR_OptimizedMuzzleEffectComponent.c,14": Possible variable name conflict 'inScope'
SCRIPT (W): @"scripts/Game/Compositions/RHS_ReplaceDeployableEntityComponent.c,15": Pointer type 'Physics' can only be used with local variables
SCRIPT (W): @"scripts/Game/Editor/UI/Components/Modes/SCR_PhotoSaveModeEditorUIComponent.c,25": Pointer type 'PixelRawData' can only be used with local variables
SCRIPT (E): Can't compile "Game" script module!
scripts/Game/UI/Inventory/RHS_M_InventoryMenuUI.c(248): Function 'CanInspectItemInInventory' is marked as override, but there is no function with this name in the base class
good morning, I have a problem with the AI fia
when I insert it into my conflict via workbench this when I start the scenario tends to move in one direction and to pile up against the walls
I'm definitely doing something wrong, can someone help me?
thanks
ello would anyone happen to know how to make a dynamic marker fixed size? im trying to place a circle on the map but when i zoom it shrinks relative to how far im zoomed in. im using a combination of a custom .edds + a SCR_MapMarkerEntity script to place it
Any tips on making workbench more stable? I get random freezes every now and then, and it forces me to restart my computer every time. Its kinda pain in the ass
Are you giving them a waypoint from the Prefab > AI > waypoints (or something like that). They have some neat ones that will get the AI to do stuff.
Just gotta name the waypoint and put that waypoint name in the AI groups static waypoint thing.
Like the defend ones or loiter waypoints can be neat.
Had that for a bit and then it stopped happening and hasn't got a while, it is indeed not fun.
No i don't bro, you can give me a guide?
Not at the PC ATM but YouTube how to place AI in Reforger tools or something and there is one vid that goes into everything that helped me a bit.
thanks!!! at least i know where to watch, can you point me to the video?
#reforger_servers message this bloke has some good vids that is mentioned here.
Thanks a lot bro, you resolve my problem ❤️🤙🏼
Is there a way to preview what a map would look like on the in-game map in the workbench?
Hey, guys
Is there a mod that allows AI to loot bodies and switch gear to something better or just something like that, even if it is any looting concept?
how will that allow him to edit the worlds terrain ? im confused
i thought all projects are HWID locked ?
No
what gave you that idea
honestly it would make sense. iv tried before to give someone my project and when they opened it up they couldnt edit in it
if (current_user != author) {
lock_project;
}
and where abouts do i find that ?
Thats more or less how it works I mean
Though with packed addons it's locked by default
sorry half asleep typing atm
but with what you posted before couldnt you unlock it ? for others to work on
its not actual code
eh, as long as you dont edit the heightmap
and by heightmap your meaning the manipulation of the terrain via the terrian tool or when you first create the world and bring in a height map etc etc
The only way is to generate one.
Im quickly discovering that. Only way to draw it with all of the topo features is in game?
Yes.
Understood, ty
But you can of course do that in play mode, you don't have to upload it or anything.
The issue I am having is that if I zoom out far enough to see the entire map and its markers, the markers are both larger and less accurate than they are at max zoom
and some topo details are lost
That sounds normal.
Yeah Im not contesting that, just inconvenient for my needs is all
I did manage to get the .layer file to draw the positions for control points outside of the game, but the other topo features are a lot more complicated than a set of xy coords
Actually you know what, if I export the spline entitys as json I can convert them to an svg
Not the prettiest thing in the world but it does work
Hi, I'm currently expericeing problem with publish addon in workbench. is there something to solve?
DEFAULT (E): Uploading failed! Reason: ""```
how do I set my HQ supply point that spawns dynamically next to the radio tent to hold more than 600 supplies? - in conflict
Hello, where do I enable the saving of the backpack radio in workbench?
Has anyone ever got AI to spawn in using the dedicated server tool in world editor? if so, please tell me how, Ive been struggling with this for literally over a year now.
This might be a silly question but you did join the server and spawn in right?
of course
I always have to publish my mod and test it on an actual server to get the ai to spawn in so i can test things.
Is workbench/peertool testing not sufficient?
not when Im trying to test an action on an ai since world editor is the server and the client so it works differently than a dedicated server.
But you could test the action from inside peertool which is just a client
they spawn in with world editor just fine, just not with dedicated server tool. Ok I see your point, I can try that out I suppose. was just curious if anyone has ever got that to work before.
But if you insist on using the dedicated server tool... how are you launching your scenario on it? Because the spawn AI flag on a server only goes through scenario file
The test game flags only apply in actual workbench
You could script something to apply them on the server inside EOnInit of the game mode entity
Then they would always apply
I think this is the issue for you
I just fill in the settings for world/mission header etc and click run on the plugin window
But how do you launch the mission header file with the tool?
there is a field for it in the plugin
so i simply point to the mission config file
everything works except for the ai spawning in
Im starting to suspect a backend issue
Where is that field as I dont see it 
You cant use config json and -addons param at same time so doesnt matter
wait am i confusing server config and mission config?
It might be trying to start a no backend server and then it doesnt load your missiong header at all
Backend Env has a note that only production env can be used if not using internal tools
is mission header supposed to be a server config json and not a scenario mission.conf?
Basically
ScenarioID is only usable through server config json unless you request transition to this scenario via script
If you use World or Addons params then you are running no backend server without usage of server config json therefore you are not using scenario id
That's about it
well thats strange, the server starts up and runs my scenario with these settings, just the ai dont spawn in
No it runs your world, the scenario is ignored
If it was running your scenario then you would have spawn ai flag active

It is not possible to load scenario through startup parameters without mods
so I guess I should try to create a server config file and delete the addons params
Sure, at that point though you are using workshop version of your addon
Honestly just use peertool
its looking for a conf file for the header though, not a json
Just because there is a box to select it doesnt mean it will work
aint that the truth hahah
Unfortunate
error duplicate player identity... I read about this recently, issue with peer tool lol damnit
Good thing is I finally figured out after two weeks that they changed the SCR_EditableCharacterComponent.GetAgent() it now only returns on the server, no longer on clients.
Man I still dont know what causes the identityid to work in workbench randomly
I bet its the secret backend updates they do and never tell anyone about
Can I get some help?
It's been told here numerous times that using OneDrive causes issues and should be avoided.
How do I disable it?
im lost. current project had same bug, made whole new project after reinstalluing reforger and tools and i still get this dang issue. leeps saying it cant find imagesets too. but i am just using prefabs. literally woke up this morning and my project just wasnt working anymore. hopefully someone knows somehthing casue im about to give up all hope ;p;
WORLD : UpdateEntities
WORLD : Frame
GUI (E): ImageWidget 'TaskIconSymbol': Can't find image 'Icon_Icon_Task_Seize' from ImageSet 'UI/Imagesets/Tasks/Task_Icons.imageset'
GUI (E): ImageWidget 'TaskIconSymbol': Can't find image 'Icon_M_Icon_Task_Seize' from ImageSet 'UI/Imagesets/Tasks/Task_Icons.imageset'
I have this error in the workbench
Not this
i keeep getting may errors for all the map imagesets. and this happens when i try and throw a map descriptor on ANYTHING lol
i just wanna show my poor supply depot on the map 😢
This is on a localhost server, i recognise this. But it had a different issue
Check the console when the mission loads
Ahh sorry, im not know with that but in my conflict i added the fia supply point composition. They have working map icons out of the box
Mine don’t that’s so weird
I tired every prefab
Thanks for your input tho. I’m about to clean slate my whole pc and fresh install everything lol
Il have a look at mine, one sec
I've used fia_04_campaign and others in that directory
So the map descriptor is on the CampaignRemnantsSupplyDepot.et I guess if you add that reforger sorts it out for you
unless you add the campaign prefabs they instantly work
hi why in my custom game mode can i not see object cars and on foot AI past 1.5km i have server config SET TO 3.5KM is it somthing i need to change in workbench
FOLLOW UP:
Lag in world editor.
Characterization: Random. Can occur at start of software, or after a length of time. Induce a lag of > 30 seconds between actions.
Symptoms: Significant delay when trying to do basic tasks. IE dragging and dropping between layers. Selecting text entry box.
Workaround To Date: Add Arma Reforger Workbench to Windows System Display Graphics and set GPU preference to dedicate GPU.
Testing: WIP
When launching world via workbench from a project (project has a couple of scripts) does it load the world automatically with those scripts? I can't see it initialize the mod in C:\Users\Home\Documents\My Games\ArmaReforgerWorkbench\logs, i'm trying to view logs/console etc to test a script
Yes it should. If not, ctrl shift R recompiles your scripts
i have no clue man, wheni spawn in the same cache as you it doesnt come with the campaign remnants supply so i addded my own and it still doesnt show anything. i have my cursor right wehere it should be. dang
At least no more errors, i'm not sure whats wrong now but it's a step forward
true true
hey guys i believe i pressed a work shortcut, that basically turned on a weird texture preview thing, looked in controls and i cant find what i pressed, whats the keybind to reset the view to normal in the engine ?
Does Enfusion make no distinction with the mobile fuel tanks and gas stations in scripting? Seems that they use the same configuration and fuel manager
Hi, quick question.
When making custom loadouts, I noticed you can put more in the inventory than there's room for.
Is there any way to determine how many items that can be in a specific item's inventory from the workbench? Or perhaps a smarter method?
It's a hassle loading the mission, check inventory, then go back to editing