#reforger_workbench
1 messages · Page 17 of 1
I think someone mentioned somewhere that he created a script, which exported loadout to clipboard
and then that loadout could be imported in Resource Manager
That would be neat.
You wouldn't happen to know where?
haha, cannot find it know so I though collective knowledge of this discord would get triggered 😅
We'll wait for someone to link it 😛
anyone know where to find the arsenal properties for ambulances? i can find it on the trucks for ammo ect but not for ambulances?
Can I turn down the default camera speed?
When I use manual camera or Armavision, its like its on crack at max speed haha.
Kind of annoying when trying to watch animations from different angles and having to scroll all the way down first so I can position camera.
Try searching for "support" entities in Workbench, I think I saw some of it also under the SupportStation[...] prefix
Anyone have a resource for making the town markers? I’ve followed every tutorial I’ve seen. I can get the comment component to be visible in the editor and I can see the town name on my paper map but when I go into Game master I can’t see any kind of marker at all 😦
hello, I am in need of big help, I have made a modded gun based on AK74, everything works fine except the reload sound, anyone know how to fix this issue ?
whats the name of the empty zone circle,
the empty zone with no logic just the visual
That is not enfusion. That is the game.
Is there a way to use old versions of your project or are they ruined if saved over?
Looking for Help
I'm having trouble with getting a custom faction to show up in the Asset Browser in World editor for workbench, it appears in the Faction picker but not in the Asset Browser.
I'm following the tutorial on the Wiki, but im not sure where i went wrong.
Reading back, i may have messed up the faction config. I didn't inherit one of the base faction configs, i made a new one, should i have inherited/duplicated one of the base ones or is that not necessary?
Nope, making a new one didn't fix it, all three custom factions don't appear in the Asset Browser still
when i am trying to export a blender anim with enfusion tools I am getting this error, I have a workbench instance open with my project (the one i am animating) how to fix this ?
Check ebt documentation
no clue what is this xd
Google enfusion blender tools
Inside of that plugin there should be also link to documentation on wiki
yeah I can't find anything to it
Do you have a link on how to do this? I have some props ready to go but need that part
how do i fix these damn wrong guid for resource errors. Ive try using ai to get an answer but no luck. it looks like this and its happening right when I add them to my project.
ENGINE : GameProject load
INIT : GameProject load project data @"C:/Users/KCRen/Documents/My Games/ArmaReforger/addons/IdentityAMPCharacterSelector_64F869693699EEA7/addon.gproj"
RESOURCES (E): Wrong GUID/name for resource @"{D32918192A62D400}StringTable.st" in property "StringTableSource"
INIT : GameProject load project data @"C:/Users/KCRen/Documents/My Games/ArmaReforger/addons/WCS_Armaments_629B2BA37EFFD577/addon.gproj"
RESOURCES (E): Wrong GUID/name for resource @"{41FA2A08B6971D4C}Language/wcs_armament_localization.st" in property "StringTableSource"
INIT : GameProject load project data @"C:/Users/KCRen/Documents/My Games/ArmaReforger/addons/SpaceCore_5E389BB9F58B79A6/addon.gproj"
RESOURCES (E): Wrong GUID/name for resource @"{F002AD6C09B36E51}Language/SpaceCore_Localization.st" in property "StringTableSource"
INIT : GameProject load project data @"C:/Users/KCRen/Documents/My Games/ArmaReforger/addons/M113APC_5E5C154FEE1094BB/addon.gproj"
RESOURCES (E): Wrong GUID/name for resource @"{FEB7B0D3D1CF5623}Language/M113_localization.st" in property "StringTableSource"
These show as errors but they are not really errors
When it comes to these .st. errors ignore them
They are harmless
okay thank you, I just started re doing my project and these were coming up and Im thinking not again!
Is it possible to configure prefab components live in game? Like tweaking recoil setting on gun
What's the best way to fix this? Or why are some tank mods like this? Is it something I'm doing in my project or the mod broken?
how do i increase veiw distance to be able to see AI i.e i set my server congfig to 3.5km but i still only see AI and objects at 1.5km
Getting old.....
Is there any way to scale/zoom the Workbench, working from a 27" 1440p monitor is proving more challenging with each passing day.
I'm also colour-blind so the colour scheme isn't very friendly towards us folks who are colour vision deficient.
Any tips, if indeed there are any?
CTRL + Mouse wheel +- works on resource browser and console
This mod is broken, I think author didn't updte it after the 1.3 update, LAV and BRDM have introduced a new way of setting turret
Anyone know how I can rotate a backpack model to appear on the players chest? When I 180 the Y axis it just flips the axis to still be on the player models back
I can teach you how! there's also a guide from Bohemia i'll send in just a moment!
So, did you add the SCR_EditableEntityComponet?
my map specifically doesnt work with this mod reforger.armaplatform.com/workshop/647CB046E0EDE0D9-RussianTacticalGear wokrs fine in enfusion then the server says WORLD : UpdateEntities
RPL : rpl::Pip::ProcessNetToGame
RPL (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (con=0x0)
WORLD : UpdateEntities
RPL : rpl::Pip::ProcessNetToGame
RPL (E): IReplication::JIPError: Terminating connection. (identity=0x00000000)
NETWORK (W): RplAuthBackend::OnFailure called (identity=0x00000000, group=1, reason=8)
WORLD : UpdateEntities
RPL : rpl::Pip::ProcessNetToGame
DEFAULT : BattlEye Server: Disconnect player identity=0x00000000
DEFAULT : BattlEye Server: 'Player #0 Pilot Panda disconnected'
Cheers @sullen needle
Have you tried the color filter in Windows? Introduced in Win10. I agree with the coloring when it comes to scripting, it'd be nice to be able to configure them like an IDE (especially if it can work in Visual Code/Eclipse)
Thanks! Is there a way to make it know the difference between a gas station and mobile fuel pump? For a beginner project, I'm trying to make it so military mobile fuel stations have limited fuel, forcing the use of gas trucks to refill them.
Hey how can I use a different Vehicles_Entity_Catalog.conf in different copies of the vehicle depot?
Does anyone know how to remove this stupid plus sign that’s covering the screen 🤦🏽♂️🤦🏽♂️ like bruh always something 🤦🏽♂️🤦🏽♂️🤦🏽♂️ I’m in workbench and was changing a key binds and then this happened
Anyone could let me know how to set up individual ai (I just want them to at least shoot back and take cover) right now they are basically soulless and have no behavior
make sure you set the navemeshes the right way otherwise they will not move or maybe even react at all
anyone knows why the time in the game doesn't match the time of day? like, for example it's 1 PM (in Everon) and sun's already almost gone. also, it seems to be a mismatch between players as well. some see the map at night and some as day!!!
I'm having a hard time with this one. I have my mod that I want load last to override all the things. Do I list it last on the mod list or first for it to be loaded last. I cant find an answer for what is correct. I've been having problems with mods overiding things because of the load order I think. Does it matter in the work bench and/or the server JSON as well?
Alr hear me out
Modding jam where a bunch of modders work on one mod for a limited time
One after the other
Technically MANW is inciting that in a sense
Pretty far from my idea actually
did you ever find a fix for this? scoured discord with tons of the same issues and have found no fix.
No. I just started fresh and always test with the plain MpTest map and it works now
thanks dude. ill try switching my test world to that one.
Has anyone in here gotten the workbench debugger to attach (in any mode, either through workbench or externally with Diag), when running workbench in Proton?
Apologies if this is the wrong place to ask but I didn't see a platform channel for enfusion/reforger
Should ps5 controller work in wb? It works in normal game, but not in wb. Xbox controller works though.
when attempting to upload a scenario that i created in game master to workshop i get the following error. this only happens in game master. i can upload other types, such as a conflict mission, just fine to workshop. it crashes after i enter the description of the scenario and it wants to take a photo. i select to take the photo and crash...
does anyone have a rec on how to fix this? (i'm happy to provide more info if needed just not sure what all needed to be provided)
This is from the error log
13:34:53.525 SCRIPT (E): Cannot find editor component 'SCR_PlacingEditorComponent' on local instance of editor manager or on the current editor mode!
13:34:53.566 SCRIPT (W): Cannot create highlight, widget 'SCR_HintSequenceToolbarAction' not found!
13:35:13.148 ENGINE (F): Crashed
This is from the crash log
Reason: Access violation. Illegal read by 0x141879ef7 at 0x7f4c01205000
Class: 'SCR_PhotoSaveModeEditorUIComponent'
Function: 'OnScreenshotUseDialogConfirm'
Stack trace:
scripts/Game/Editor/UI/Components/Modes/SCR_PhotoSaveModeEditorUIComponent.c:114 Function OnScreenshotUseDialogConfirm
scripts/Game/UI/Menu/SCR_ConfigurableDialogUI.c:438 Function OnConfirm
scripts/Game/UI/Components/WidgetLibrary/SCR_InputButton/SCR_InputButtonComponent.c:745 Function OnInput
scripts/Game/UI/Components/WidgetLibrary/SCR_InputButton/SCR_InputButtonComponent.c:255 Function OnClick
Is there a bin/trash in the Workbench? Deleted a prefab in haste and would rather restore it than rebuild it, if thats an option!
There is not
Got it, thanks for clarifying
There should be one. I created a ticket month ago to just move the files to recycle instead of deleting them instantly.
A community made ticket does not automatically mean there are plans for it
This could also be very easily solved with just using version control
Yes i know, but would be user friendly
I'm borderline tech illiterate and even I version control.
version control in the big '25 🥀
Trying to link into my bohemia account to try and publish a mod but I'm running into an issue and I'm not able to log in. Anyone have and idea's?
How can I add a player map when players open the map? All im getting rn is a blank map with no terrain. I'm using Everon if that helps
I want to remove the FIA Coat of arms from the Fia vehicles. What would i find that asset in on the vehicle prefab, or would it be a part of a .emat like the Details or Body one?
following up on my request for assistance. i narrowed it down to a linux install issue. i am running this in arch and this is the first problem with it that i've had. i hopped over to windows and i am not having the same issue.
i wanted to make sure and update this in case someone else runs into this in the future. but with it being on linux i doubt we'll see many others complain about a similar issue.
same issue here. verify files worked for me
is there a way to visualise hitboxes?
Found it, it was in the SlotManagerComponent
Anyone know where the Armavision name tags config/scripts are located? I can't seem to find them.
slot manager in the vehicle prefab from memory. As an example, I modify that decal in this video which might help you https://youtu.be/cuIfMfy9ipY
yeah i found it lol
thanks for responding at least, a lot of questions go unanswered it seems
Oh lol, missed that
Having trouble getting the GM Image Generator to work. I'm following the tutorial, but it doesn't seem to be taking the pictures and updating the SCR_EditableEntityComponent
https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Image_Generation_Tutorial
Any tips?
If u haven't found it already, give me an hour or so to get back and I'll give u the location
hello everyone 🙂 did someone know how to deal with this error ?
I assume the dependencies you are using have been added to your project.
Also it work well in gamemode from workbench, only the update to workshop fail
and now i can't event start workbench app on the computer 🤣 this game getting on my nerves
Is the dependency your own or from the workshop? If from the workshop, is it still on the workshop?
It’s my own dependency and still in workshop
i can't open workbench now, it start open project folder then when i open a project or create it go to background without any windows. I'm reinstalling everything to check if i can solve this issue.... brrrr
Hello, friends. Does anyone know any tutorial for creation of buildable compositions? I have guided myself by this bohemia page ( https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Composition_Configuration_Tutorial ) but it does not cover the aspect of turn the compositions buildable from the campaign (conflict). So, does anyone have any recomendation for me?
@stoic wigeon it was a duplicate item 😉 thanks for your help
Hey, anyone know how to make the long and short radios work? I mean i am using a single channel radio and also i have another one that is meant to be used as long, ctrl+caps doesnt seem to work correctly
You cannot make radios that only have a platoon channel, if that's what you mean.
You can make radios with multiple channels and radios with only the group channel, but not one with only platoon channel.
Cool, and what about that keybind, it seems its not trasmitting to the other channel
Yeah, i still can't get this work and take the Screenshots automatically. Not sure what im doing wrong
hi folks
When I try to generate a fence, it appears at 1 point, not along the line. if I edit an old fence, it also goes down to 1 point. I may have pressed some setting, but I don't understand which one. help please.
Everything was working fine before
im lookin to make a C&C (original) map - any ideas on how i should set up units? i'm torn trying to find the right compositions
vanilla assets only*
What to do? There were 3 axes, only 2 axes left
Having this exact issue right now, did you ever figure it out?
followed the Guide to edit a default loadout, set it to my custom faction, and its giving me this error:
I did!
I can show you later today as its a bit of a pain to write (on a phone as I am out right now) it out if you have the time later
hell yeah, i have work at 3, but i work at a college and since is summer session, no one is around
otherwise, i'll be home around 11:30pm EST tonight
just dm me when you are available
is there an easy way to change the color of vanilla gear?
Like just the hue. maybe making it a bit darker, etc
Endless publishing loops when updating mods 
Id love to know as well if youre available to help a newbie. I got it to work once and then it stopped, then it worked again, I moved on to something else, came back and when i came back, my game had crashed and corrupted my world and i dont remember a damn thing i did to make the loadout thing work
what are you trying to do?
There is!
This video should show you how to do it quite easily
https://www.youtube.com/watch?v=jlXjWhKAHmU
In this video i will be teaching you how to re texture/color mods. If you learned something or enjoyed the video leave a like and subscribe
the custom faction getting to loadout screen. But i ended up figuring it out lol. Thank you anyway!
anyone know of a working bushmaster vehicle mod?
Doc hasn't gotten back to me yet, how'd you fix it?
Is there any way to change prices of vehicles doesn’t seem to override for me
Is there an easy way to look through vanilla strings?
Is peertool startable with WB profile folder as addons dir or something?
I have a test world there I'd like to use in peertool
But it seems like it's always mismatch
hey! have you found a fix for this yet, i got the same problem
i always use peertool with it's addonsDir set to my workbench addons dir no problem, only times i got mismatch errors was when my workbench addons dir had old/unpublished mods. so maybe try wiping everything except for your souce mods from it and copying any dependencies over from game client addons fresh?
unless the mismatch error is coming from one of your source mods directly then i have no idea
I don't understand how this helps me with using content from WB profile folder in peertool
I haven't had any issues doing that with my own source mods, only when WB was trying to load unpublished mods which caused the diag/peertool client to crash with mismatch errors
by unpublished I mean mods that were downloaded via workshop in the game client then copied to WB addons to use as dependencies
If I understand correctly you're trying to use your ArmaReforgerWorkbench\addons dir as addonsDir for your peertool? That should work fine at least from my experience
no you may need to read my question again
oh you mean like using ArmaReforgerWorkbench\profile specifically
I thought you just meant addons from WB lol
maybe you can symlink (or I think the Windows equivalent is junctions apparently Windows has symlink support since Win10) your world file from profile into addons somewhere so peertool loads it with just using WB addons?
I dont have time to do random things rn, I'll wait until someone that has a solution to my problem hopefully shares it
It seemed to have fix itself, and then started behaving that way again🥲
Okay you are a genius, symlinking my dev folder into dev folder in peertool's profile folder worked
Are you using a poly line instead of a spline
profile folder on itself is an addon
same for save folder
Duplicate or override the vehicle, edit prefab, editable vehicle component, change the campaign value
@remote estuary That above is why I tell people to not place random assets in profiles folder
As IT IS AN addon
And it will replace your stuff on others or override
i tried this and it stayed the same price
I know, it helps me a lot to have assets there that are not shipped with mod
Add the new version of the vehicle back into the vehicle config
Specifically easy dev world
let retry it
Set the profile param to the WB one
that has drawbacks
Yeah, I should have specified I only want to share a folder inside profile folder than the whole thing
My bad
Symlink works very well
still showing default price 🤔
Wtf, change the name in the editablevehicle component and make sure you have the edited one in the arsenal, never seen this not work
i got it working now for some reason i had to change the 2 variants
Good stuff 
Thank you
No. Even if I change the old fence, the same error appears. That's why I wrote about it. It's very strange.
Some one knows a video or link in Bohemia wiki showing how to make a preset loadout for the players when get in the server, in the spawn screen like Rifleman, Machine gunner, sniper... ? For my GM missions, and if is possible for any scenario, I will use in diferente maps
I tryed to find in the Bohemia wiki but I didnt
This process basically https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation#Loadouts
This process make the loadout appears in this scenario Specificaly, have form to Globalize this ?, to appears in any GM scenario where I open with the mod and when I say if there is any way, I mean if there is a file that I just need to duplicate and configure without having to script.
I think I found 
Hello, I have a problem with my Arla Reforger Tools. Everything works fine, but since yesterday I can no longer open new projects. I uninstalled everything and restarted, but since yesterday I still can't find the problem. If someone can help me,
try seeking the windows registry
What makes an object fit into holdable slot, so it appears in character's hand? Cant figure out which component of setting does it.
Tried comparing against other gadgets but couldn't figure it out, need a hint
Please help. My workbench stopped working.
The application opens, but when I want to open the project, it just loads endlessly
The endless wait for the project to open
Morning all.
Is there a way to make patches, so that it's works, even if you aren't running RHS or GRS? Or do you have to have them as a dependency for it to work?
I'm having a similar issue, how did you solve it?
Day three of still being unable to get rid of this error, any help would be great
I dont think people know the contents of scripts down to a particular line to be able to immediately tell you what it is, if I was in your place I would open the script in question, go to the line in question and check what the value is supposed to be
this is what comes up when i hit Debug
this is a basic arma script it seems, i have made zero changes to it, haven't even opened it until this started happening
all im trying to do is set a new faction's default loadout and test it in the world editor.
When i change the playable factions to the custom ones, and delete the player character that spawns by default, then hit respawn, none of the saved loadouts are available and when i select the faction, it errors
im following all the guides i can find on this, including the official one, and its not working
i have remade the default loadout from scratch, following the Bohemia guide on faction creation starting with the base character and that still doesn't work
It only does this for the custom faction ive made, and not for vanilla factions, the SampleFaction mod, or #1051635128943779871
as far as i can tell, everything is properly inherited or duplicated. nothing is overidden for my mod
Hi does anyone know where are the item's descriptions stored in workbench? would like to edit some but can't find them. I thought it would be in a component in the prefab but apparently not. any help appreciated thanks!
On the prefab, go to *inventoryItemComponent -> UI info -> you'll see "name" & "description". Base game prefabs normally read from a string table, so most likely start with something '#AR-...."
thanks!
go to publish 1.0 of my terrain
times out
;;;;;;;(
timing out on verifing upload to workshop
never happens when im spamming updates, always happens when i wait a week and push a big update
Does anyone please. Know how to solve this I can’t even run the enfusion workbench this pops up when I press launch and then it just never brings up the application tools
Please I’m just a girl tryna finish a project for my boyfriend
hi is the any veiw distance setting within work bench to play around with find most of my mission are 1500m object veiw any help here would be most appreciated
I HIGHLY recommend turning on all notifications for this channel https://youtu.be/kYuRexWmvPY?si=OcUDBJRdF6lX1R0z
A quick video showing how to adjust the view distance within the workbench.
Music from #Uppbeat
https://uppbeat.io/t/matrika/days-off
License code: HKL4WSBRMSVCVINJ
#arma #armareforger #tpmtactical #pcgaming #armaplatform #armareforgertutorals #armareforgermicrolearning
i think animation? i dont actually know. everyone should help samatra he is the legend who brought us KOTH
Thanks, it figured it out and it was SCR_ConsumableItemComponent's Can be Held checkbox. No idea how I missed it at first.
My enfusion workbench won’t start up I deleted it and re downloaded it and nothing
Does anyone know how to fix this please
so mission header parameter in dedicated server plugin doesn't work?
game still returns null instead of mission header
-
If it's only with one mod, open gproj and delete dependencies of that mod and try again.
-
If it's any project backup anything important just in case from add-ons and profile. Then delete workbench from steam.
Then go regedit, hkey_current_user\software\Bohemia and delete
Then re install on steam
Hey does anyone know how to add a us tank to the user faction side to be available in there heavy vehicle depot
I went workbench enfusion and added the m1a2 abrams to the ussr vehicle entity catalog and it still doesn’t appear in game for the ussr side
💯❤️
I created a custom arsenal configuration and I need to update an item that is within it. However, the folder is now locked. Is there a way to unlock that folder? Edit: I'm dumb
In the script editor, Im sick and tired of the bottom windows vertical bars moving to the left every time I open it up! Is there some kind of setting for that somewhere, to like define the width of the windows or something?
Looking to adjust the movement speed for the Character Base and can't seem to find it in the Edit Prefab Component SCR files. Can someone point me in the right direction please?
Edit Prefab then locate SCR_EditableVehicleComponent in Object Properties, then in Visualization UI Info Auto labels, adjust Faction from US to USSR and save.
Holy bro i love you man bro i been trying get insight on this
to have it show up in the depot and GM you will need to have these checked in you vehicle entity file
Ok but if i change it to ussr from us will it still appear in both heavy depots ? Sorry
Ahhh gotcha
if you want it in both, then you have to add another auto labels and assign it to US or USSR faction.
you'll need both factions in your auto labels
The label right to make sure im getting it
yes sir
And this goes for any vehicle like say i wanna do us Stryker same way to ussr
yep
Your gold Mr blaze like fr this is knowledge i need im only 80 hours in on effusion
Thank you sir
you don't happen to know where I adjust movement speed for Base Character in the Edit Prefab do ya?
lol
lol man i would of helped you in a heartbeat sir but im clueless on that one most i know from base character is changing the factions default loadout but that’s all
Im still noobie but if I hear it from somewhere ill send the knowledge to ya sir @serene moss
hopefully someone will respond with an answer pretty soon. I'm tired and want to finish this mod before I go to sleep. 🤦♂️
Yeah someone will sir ! I pray
@serene moss wait so I don’t have to touch vehicle catalog at all ?
you'll have to add it to the vehicle catalog. Easier done if you just duplicate one and then make sure Edit and Building is checked.
edit adds it to GM list and Building adds it to Depot as long as you have the factions set
Anyone know why Everon looks like this for me? lmao
completely normal when played, restarted computer etc - on other ent files of Everon the terrain shows up normal.
looks like it fixed itself when I recreated the ENT file with the exact same layers. Odd!
Guys please help
When I try to generate a fence, it appears at 1 point, not along the line. if I edit an old fence, it also goes down to 1 point. I may have pressed some setting, but I don't understand which one. help please. Everything was working fine before
Gimme 5 I know a trick that may help
Yay, I hope you can help
Maybe my settings are wrong?
I can't edit a fence that's already built, it's all bunched up in one spot.
It's a setting u play with and it 🌟fixes🌟 the fence
Fence gen is broken from what I read and have experienced
What setting?
Just fixed it and can still install fences freely. try playing with the Tangent mode
Well there you go, trial and error 
but it helped me
I keep making fences.
Hey, guys, how do you place a refueling station that is not bound to any faction to have it fully neutral, could you tell me how to set it up, what prefab to use, I think I tried every combination and can't get it to work?
Does anyone know if it possible to remove moon by overriding the moon preset on Everon, I know it's prebaked into the map, but is there a way to fully remove the moon?
Having issues with the Gamemaster Image Generation Tutorial: https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Image_Generation_Tutorial
I'm following all the steps and it doesn't appear to be saving the screenshots anywhere. its not giving me any log console errors, so idk whats wrong with it. the World Editor screen is too small to read anything on it
JerryCan is one item you can find easily, watch can be found by typing in "watch", 2 mags could be custom, but you can find them by typing in "ammo" and looking through mod folders under prefabs
Does anyone know how to add a rank requirement to a vehicle
I’m in SCR_editablevehiclecomponent and it doesn’t bring up a rank option or value to enter
I figured it wow was in my face
Can players be made to respawn with the exact loadout they had at the moment of death? For example, if they originally had 10 magazines but used 6 before dying, they should respawn with only the remaining 4, not a full reset to the original loadout. Is this possible?
Hey guys, how can i solve this?
do you have placeholder images already on drive?
anyone knows why my custom flag looks like this? the green is overextending at the end where it shouldn't.
The dimensions seem to be correct
nevermind figured it out lol
IS there a reason why I can't add WCS_Core as a dependency
script failures when opening project due to wcs core as a dependency
They're duplicated from a vanilla vehicle/character. They have whatever image the previous one has by default, but it won't let me remove it, and doing the asset image generator is supposed to override/replace/update it, no?
No, you would need to create new placeholder first
See that part of tutorial
okay, ran that plugin, now im getting this error when i try to play the world with the prefabs i want to update:
ran it again after doing the plugin for for some vehicles, it didn't seem to create placeholder images, but i was able to play the world without issues. It did not create new asset image screenshots
Which tutorial are you referencing? https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Image_Generation_Tutorial with this section?
yeah i ran that plugin, it didn't do anything as far as i can tell
i was using the pink placeholder edds in the arma files, but it doesn't seem to have a png version, so i added a new png one and slotted in the edds that it created and im gonna try again
the tutorial isn't clear, do i need the PNG file to still be present?
also, that "Image placeholder" isn't in that config anymore
it appears to now be in "editablePrefabsComponent_EditableEntity.conf"
Hey guys, how I export a native prefab from arma to blender
You can't are not allowed to
Ok, thx!
Usually I try to override the vanilla texture with same guid - this way I don't have to change references in config
I think it is now also referenced by more systems
Hm, not sure now. I would have to check it at pc
im gonna replace the image placeholder with the one from the tutorial page, and try running it again with it configured fresh
still getting this error, but only for Characters
Guys, does anyone know what the problem might be? I'm creating a script in ar tools using the PS CORE REFOFGER LOBBY, but when I try to publish it to the workshop, I get this error (below). Does anyone know how to solve this issue?
RESOURCES (E): Packaging project failed
DEFAULT (E): Failed to create PAK file(s).
RESOURCES (E): Creating bundle failed
So im trying to make my own faction right... I have been following some guide on yt to try to understand it...
I have done all corect (I think)
I dont understand why it dosent work when i go in world editor...
Anyone that feel nice today wanna help me out.... Pretty new to this stuff
Thanks
when i was working on mine and couldn't get them to appear, i made sure to double check the faction key and Authored label for what was not appearing
might be able to help more if you specify what you are expecting to appear, Character/group/vehicles, or the faction itself in Gamemaster/conflict.
Is there a "REFRESH" function in WordEditor? If you Move a FrameworkArea with a lot of childs, the childs get not updated, you always had to reload.
Help lol. Im having issues with the workbench crashing after a save. Says something about Render Error. looked at the log but i have no idea what to do lol.
ive been fighting it for days
I recommend using the FIA flag as a guide; that flag is correctly positioned in the center.
So I want it to show in GM as a playable faction. At this moment it dosent at all. The group,crharacter,faction,spawnpoint, i made dosent show either...
I made my own faction key... and that faction key is on everything im gonna use.
Hello my fellow workbenchers.
I’ve been facing a lot of crashes when running the workbench (with peertool clients) using my desktop screen rather than my laptop’s screen.
Is there a specific version of my nvidia drivers i should be running to hopefully fix those issues?
it runs on the nvidia gpu right? any chance it runs it on integrated chip?
I doubt it. I don't see why it runs smoothly on my 2K laptop screen but struggles on my 1080p fixed screen
my assumption is that it has something to do with the scaling... but i couldn't find anything on that
FOLLOW UP:
I've seemed to fix the issue of lag in the world by optimizing Windows 11 for gaming. Search of the intertubes will yield a method.
Hey is it possible to spawn lets say an ai group inside the car and provide waypoint tasks to that ai group. Currently i am using a method that i am spawning the car, and then i just spawn the ai group, then i make a task to get in nearest vehicle and then do stuff
you likely just missed it on one of the config files. Double check all the configs, and also make sure you register them as placeable https://community.bistudio.com/wiki/Arma_Reforger:Asset_Browser_Mod_Integration
Also make sure its added to the faction manager: https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation#Adding_new_faction_to_Faction_Manager
Okay, so i've gone back through the tutorial (which is hella outdated it seems, several referenced files or screenshots are no longer the same in Workbench as they are in the guide)
I made sure the EEditableEntityLabel.c was correct, and then checked EditableEntityCore.conf, EditablePrefabsConfig.conf, EditablePrefabsComponent_EditableEntity.conf
Then i ran into a bug with the SCR_PlaceableEntitiesRegistry. It seems that that no longer needs to be used as it duplicates all the editites in the asset browser. If those Registries don't have any prefabs listed in them, then they don't duplicate.
It seems like the Entity Catalog configs are what the workbench uses to have them appear in the Asset Browser
But after doing that and making sure the, i re-did the asset image generator and am still getting the error.
I checked in the world editor, the Prefabs have a placeholder image in game. They don't have it in the prefab editor
somewhere, that step in the process is not being done properly
I'm locked out of my own mod pack any ideas why? I am not editing the wrong one either.
So to understand 100% i need to put my faction in the asset. like it showing with the cars on the site right?
Also do i need to have world to have it to work? Like a scenario with that faction?
Correct, so for mine, its in EEditableEntityCore, EditablePrefabsComponent_EditableEntity, and the Faction configs are slotted into FactionManager_Editor
I'm trying to add Colonel and General to the Missions config file, but it will not show in game. What am I doing wrong here? The image sets are in the base Arma UI textures and should show when Colonel and General ranks are reached. However, the onscreen Titles end up saying "#AR-Rank_WestColonel" instead of "Colonel" and the insignia will not show up.
I figured out my issue.
Each Prefab needs its own Placeholder image .png and .edds files set. if they don't have their own, the screenshot tool won't override it. If it doesn't have any image at all, thats when the error pops up.
The more i get into modding, the more i find that the offical modding guides are outdated or wrong.
The guide states that the tool is supposed to add a placeholder image for the prefab, but it doesn't
So i have done that and it showes up as a faction, but dosent show up in the GM menu
Also when trying to spawn it crash bc of.
Was wondering if this is bc of the character i made
I keep getting this error message of "addon processing on workshop side failed Error : unknown Error" what do i need to do to fix this??
if anyone could help me i would be grately appreicated
anyone know where to change building speed?
ooh, i just had this one the other day, one sec, lemme find the solution
Okay, make sure you override, not duplicate, the loadout manager file: https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation#Loadouts
If you duplicate, the game will pull from the vanilla version (or any overrides from any dependency mods you also have loaded in your project)
if you override, the game will pull from yours and look at any changes you make to the overridden original
Okay gonna try this.
But i still dont see my Faction/Arsenal inside GM menu (Where to spawn guys / arsenal) Any suggestions?
I added what u said and added arsenal to it aswell
I im to stupid.... where do i finde it like. I looked at the sheet u send. And i dont seen to finde it.... is it in workbench or do i miss something here... Sorry
those need to be registered: https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation#Creating_new_spawn_points
specifically this section: https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation#Registering_spawn_point
make sure the spawn point and arsenal is in the Systems_ config and properly set up
The Spawn point is working will check it out with the arsenal.
But can u please explane a bit more about that error i got bc i still dosent understand where i will finde that and where i did finde it hehe..... trying to read it.
Do i need to make a campain conflict like it showes or?
you don't need to make a conflict scenario, you just need the campaign loadout.
The Loadout manager is in the same folder as the Faction manager. Make sure when you copy the one from the base arma folder, you Override, not duplicate it, then add the loadout (character prefab) to it as described
THANKS working now thanks u soooo much my guy all creds to u
(Still dosnt have arsenal and the faction in the gm menu)
But thats fine for now THANKS
yeah just check the other config files and make sure they are overrides if they need to be
there is so much crosschecking between files to get something to work, so if you miss even a faction key somewhere, then it all breaks lol
How can I replace these for my own? nothing seems to work
Is it possible to unbind the escape key from exiting my current workbench scenario?
Would prefer to rebind it something else I don't keep accidently hitting..
yes, change shortcut for it in Workbench settings
Maybe a late reaction but havent been able to fix this. Did you figure it out?
I have exact same issue only with reforger.armaplatform.com/workshop/63132835C7B48A57-StrikeWorksRuSmallArmsPack
And indeed only in combination of 1 of the maps. Other maps are fine with same mods
is that with new tools? In any case -> #enfusion_workshop
God I wish, something I haven’t tried yet is changing the mod load order. You could try and make sure your custom map loads first then all the other mods. Which is best practice but I haven’t checked if that works myself as I’ve moved onto another project
please don't tell me they broke it again 
Was it ever fixed
Where does this get slotted into? what file? my new faction loadouts are just showing a white background
This one in particular is the Loadout BG imageset for US. The image that shows behind your character in the respawn menu when you are selecting your loadout.
{F8AC305446D5D480}UI/Textures/DeployMenu/Loadout-BG/Loadout_US_BG.imageset
yeah i found the files, just not sure where to apply them to my new faction
im just gonna use the base US ones
nvm, found it
was in faction manager
oh yeah? I looked at the faction manager and didn't find anything lol I'll check again!
yep, one sec, i'll screenshot for you
bottom right, "Faction background" under "Flag names" and above "Base callsigns"
if we compare to the US one:
its alllllll the way at the bottom lol
make sure to do it in the faction manager and the faction configs themselves
doing it in the manager doesn't add it to the configs it seems
Oh yeah! nice! thanks!
Wish I could find out how to actually replace the images from the imageset with my own but I guess setting it to the neutral imageset will do the job. thanks!!
yeah i just duplicated the "custom" one and renamed it
im sure its just taking custom screenshots (properly sized i'd imagine) for each time of day, then slotting them into the imageset
but thats more work than i want to do
got it. thanks!
where's the faction config tho? 😅
configs/factions
not sure if its needed anymore, seems redundant because all the info is in the faction manager, but the tutorial said to make one, so i did
thanks alright I'll do some testing. appreciate the help
British Forces has it, as does the sample faction mod, so i figured i might as well make them
ive been using #1051635128943779871 as a reference a lot
Hi, does anyone know how to fix the conflictpveremixed2.0 counter being infinite? They keep coming all the time even if I put waves 1 or 2.
@peak cedar
#1113877580714614944 we can discus here
oh, thanks
What side of the Arma Reforger tools handles the player rank within the server?
Please I am on my hands and knees now

Oh it's this one I guess
Has anyone tried to change the base compositions? Example Helipad without the dirt box around or maybe just the spawn board?
That's easy to do just override/duplicate the prefab and click edit prefab. You can see all the other prefabs that are part of that prefab like dirt etc and delete them.
However if you just want the "spawn board" it's already in the game, it's called Vehicle Service US Large
So I attempted it with the AmmoStorage_S_US_01.et. Removed one of the Shelters, Dirt mound, Supply boxes and moved over the Arsenal to line up in front of the other Shelter but didn't save the changes only moving the the Arsenal.
My Idea is to make things more compact to easily set up bases in game. I'd like to make a Structed Helipad instead of Improvised.
Anyone know why my Character prefabs Pants keep changing colors?
Base game assets, the m65 pants keep changing from green to the M81 woodland BDUs.
the loadout manager component has the correct item, but they show as Woodland in the resource browser and in the world editor, including when i test in game
well shit, now its doing it for other prefabs and loadout pieces, this guy's helmet is supposed to be DBDU:
Disable variants
what component is that under? Editable character component?
this?
or is there a setting in the clothing item prefab i need to look for?
hmm, that seems to do it, toggleing it on and off resets it
they were disabled/not set already, not sure why workbench thought it was enabled
that doesn't seem to fix it, every time i open the prefab in the World editor, it resets back to the camo version (unless im disabling the wrong thing)
Does it need to have a Class set, but then "randomize default variant" unchecked?
tried that, no change
Hello. anyone knows where these markers/icons are stored in the workbench? and if it's possible to add more or change them?
Unfortunately still having issues (for months now), where I cannot publish anything to the workshop. Along with the least descriptive error for something for me to troubleshoot my side.
BACKEND (E): [RestApi] ID:[50] TYPE:[EBREQ_WORKSHOP_CancelAssetUpload] Error Code:404 - Not Found, apiCode="NotFound", uid="1752246878914-369670", message="Not Found"```
```RESOURCES : Creating bundle successful
DEFAULT : Validating bundle...
DEFAULT : Validating bundle successful
DEFAULT : Publishing project to Workshop...
DEFAULT : Validating bundle...
DEFAULT : Validating bundle successful
DEFAULT : Uploading status: 25%
DEFAULT : Uploading status: 50%
DEFAULT : Uploading status: 75%
DEFAULT : Uploading status: 100%
DEFAULT : Uploading finished
DEFAULT : Project uploaded successfully
DEFAULT : Checking addon processing status...
DEFAULT (E): Addon processing on Workshop side failed! Error UID: "" Error Message : "Unknown Error"```
This is a basically blank addon. 1MB in size, I have uploaded something to the workshop in the past which worked, but have never been able to since.
there was a patch yesterday that supposedly fixed this, are you on the newest version?
can you be more specific?
Me? Yes. I try basically after every update for the past few months now. And have asked here in the past with little response.
Yes that's it. No class should do it.
yeah it resets every time i open the World editor
im trying to make new GM Asset preview images and it keeps resetting to the wrong texture, so the screenshot taken is wrong
Yes! thanks. is it possible to replace some of them for my own? I don't really understand how it works.
the .edds looks like this. which format is this?
You'd want to override/duplicate to your mod, then click on the Quads tab and swap the grid squares with images you do want to use
it can be whatever, .edds is just the Workshop file extension. if you import a PNG, it'll make a version that is .edds
alright I'll give it a try. thanks!
Couldn't figure out a way to make it not change every time i opened the World Editor, so i submitted a ticket to the Feedback Tracker. it does it with full vanilla assets. just tested with a modified US rifleman loadout, same thing
Hi, does anyone know why the autocomplete feature isn't working properly in the Script Editor? LCtrl + Space doesn't do anything either
Anybody know why there is more rank images then there are ranks? Currently have only; Private, Corporal, Sergeant, Lieutenant, Captain, Major, Colonel, General. The following need to be added.
Private First Class
Specialist
Staff Sergeant
Sergeant First Class
Master Sergeant
Lieutenant Colonel
Brigadier General
Major General
Lieutenant General
General of the Army
I created a mod and modified the following files and they show up in the default list along with modified the budget types, however they are not overriding the default scripts, SCR_CharacterRankComponent, SCR_EntityCatalogSpawnerData, EEditableEntityBudget.
What am I missing? Could someone reach out to me if they know how to get them added, as I'd like to implement a better rank structure for my servers.
Hello! I placed a radio (civ radio to play music) inside a humvee in workbench but the only issue is that I can only interact with it if I'm off the vehicle, but if I'm inside driving or as a passenger I get no prompt to turn it on or off. Any idea how to fix this?
how do i get a prefab added to the gm menu?
Either register it to the placeable configs, or add it to an entity list for a faction
So Im trying to put a prefab on top of a vehicle and it keeps pushing it into the ground, am I missing something simple?
how are you doing it?
Im making a new weapon slot component and changing the prefab for the gun to a different vanilla weapon that is big enough to have standalone physics I guess
Im attempting to strap one of the USSR rocket pods to the roof of a BTR
I know its probably sometthing simple I skipped over
I found the cause but now I have a new problem
I disabled merge physics but without doing that I cant change the offset on the weapon\
I've never tried it with a weapon but in my case, I always have to check disable physics interaction and deactivate physics on attaching
do you have these options?
tried both of those
neither worked
but I figured out it was becuase I disabled the merge physics options but without doing that I cant change the position of the weapon
yeah I think I encountered that issue in the past but I don't think I ever figured it out. lol
I have an idea I'll get back to you on if it works or not
didnt work
so the current problem is with merge physics on, I cant move the prefab, but with it off it pushes it into the ground
any ideas
Hi all, is there any way to increase disassembly speed? I managed to speed up building but disassembly is still quite slow for my taste. thanks in advance
Searching for a arsenal mod where I can select items from a list of all available equipment which is than chooseable to get from the arsenal.... Is there a mod like this? 😬
No
Thank you. U did great work btw. Love ur mods!!!
Anyone knows How can I activate the ranks in SF? I've added the SCR_CharacterRankComponent, but nothing happened. any help appreciated
Is anyone here getting the SCR_WeaponAttachementsStorageComponent error ?
I’ve got RHS all rifles have no muzzles
Hey, guys
Is there a point of setting a random capture point as "Can be HQ"?
I am creating a scenario where HQ can be captured, so think of this scenario, you have your official HQ captured, as there a point of setting some capture objective as "Can be HQ" in case a faction loses main base? Any logical reason?
Considering most capture points I am creating will not have resupply box, or similar stuff at actual HQ, is there even a point, and why is this option "Can be HQ" present in Workbench?
Make sure you have all 3 RHS packs as dependencies first, just to isolate any issues. There is Status Quo RHS one and 2 separate packs on top of it, see if that fixes it
It was Enfusion database frame work
For some reason when I removed it everything worked fine
Ok so I have messed up and deleted my mission file from the work bench I have the mod I made is my Arma reforger game mod files however it is read only is there a way to make this editable again or do I need to start from the ground up please help this is hundreds or hours put into this project
Iv done this about 5 times and have shit mods in the workshop I'd like to remove
You deleted the mission folder from the Addons folder? Or just from workbench?
Folder from the addons
Damn bro that sucks. I don't really know of there's a way to get it back from a read only but I hope it is.
Most costly left click of my life
If not may this be a lesson for you to ALWAYS backup your mods
Hard bro
Been there 🙏
Cheer for the reply though better to spend time rebuilding than trying to fix something that won’t work
Hey lads quick question!
I am making an edit of a map, and I'd like to edit the base name of the map world markers
Is this possible? Because the map markers are on a locked layer
Is there a settings option in the workbench, to allocate more memory towards the application? Importing map images is a struggle at the moment.
Nice... Apply Changes to Prefab.... WB Crash and Prefab is at 0 kb and 2 hours wasted
You never saved in 2 hours or file got corrupted?
i saved every 5min.. but after crash the file has 0 bytes
Damn that sucks man
How would I be able to delete all of the same prefab from a map?
Has anyone had an issue with Workbench not opening but is running in Task Manager? I was working on a new project and closed it down after saving and went to reopen the project to remove a dependency and Workbench wouldn't fully open and would act like it was closed. Steam won't stop the app, only going into Task Manager will close Workbench. Please tell me there is an easy fix...
I've uninstalled and reinstalled workbench and still no luck...
~~I'm trying to change how a prefab sits in a pouch. The item is offset outside of the pouch and to the left. What would I need to change to affect this?~~Figured it out
I've found a workaround to allow me to force start do to a registry error.
added ArmaReforgerWorkbenchSteamDiag.exe -forcesettings
This allowed the window to open and allows me to work with my mod again.
Anyone knows how to make it so players respawn with the same loadout they had when they died? like, if they died with 3 full mags, they respawn with those 3 mags for example instead of full loadout
This is how World Editor opens with 150% windows UI size on 4K resolution, neither frames on left or right are big enough to be useful, you have to resize them eacn and every time (layout doesn't save it right), and its very annoying.
Other editors are also affected
When they die, go 1 second back in time and save the loadout. Then you can assign it to respawn loadout.
On a serious note it might be most feasible to do something like track inventory item changes... so the loadout is saved when the number of items changes
I closed the enfusion workbench with a compiler error in my scripts. Now I cant open the project anymore :o
What are these errors and why am i getting them when I open one of my mods?
Additionally happens on 1440p Ultrawide with %150 windows ui scaling. Might just be related to the ui scaling, potentially.
I’m so used to it at this point that I dont even think about it lol
Yeah, lot of older programs struggle with custom Windows UI scaling, sucks that Reforger is a new game and still has this problem
Bro the console log window still:
- Doesnt wrap lines
- Resizes itself when I resize the main window
Just re-bumping this, as unfortunately no luck and no answers.
Hello, I have just created a map and I have uploaded it to the work shop, my friend has downloaded the map and has been added as a contributor, but the map is locked for editing. How can we both work on this together?
Same issue here, did you ever find a solution? I've been able to upload sporadically, but not for the last 3 or 4 days.
Does RHS include tan variants for transport trucks i see the humvees but no trucks?
For the third year now I have been faced with the situation that the blue arrow disappears. Does anyone have any thoughts or life hacks on how to get it back without restarting?
It might be angle based? When you move camera it might reappear.
Alternatively, you can move it in the horizontal axis by using the green square.
Sorry I dont have a fix for you.
Yes, that's what I do
Does the show gizmo off and on does not reset it?
I don't understand how to do this to be honest
Hi there guys awhile back I managed to get dynamic moving map markers such as the the ones in conflict game mode that a squad leader could see also I edited a line in a script to true i have to be honest I wasn’t really sure how I managed to enable this and I can’t remember if there is anybody out there that knows how to set dynamic moving map unit markers to visible for the squad leader with out writing custom scripts can you please let me know cheers
Press G I think to cycle it
I'll try, the tools are crashing now, the problem hasn't appeared yet.
If I publish my scenario mod as unlisted will my players still be able to join my server? I'm not ready for others to use it yet as it's still very WIP
yes
Awesome good to know and thank you for your reply reyhard
no problem!
doesn't help

Has anyone else noticed since the last main update that workbench's camera speed is really high?
Even when trying to scroll wheel it down when in ARMAvision for example its still ludicriously fast on 0.1x.
Is there a setting somewhere thats changed or is it a bug?
Hi guys, maybe this has been answered somewhere, but why would the folders of my mod become read only and be locked?
youve loaded the pak version
restart workbench and add your existing project from the workbench addons folder
not arma reforgers addon folder
remove and add again
its one i just created and did not open from arma addon folder. I'll remove and add again
does not show locked here
still locked here
Are you using Onedrive/Gdrive/anything similar?
indeed, my documents located on onedrive
#enfusion_generic message and here you have some workaround how to unlock your files after you moved them out of onedrive
for now i have set to always keep files on device. It should solve the syncing issue i hop
will give feedback on that at some point
I don't think that this will work
if i remember well one of my other mods were locked and some time later it was unlocked again by itself
or maybe not
ill give feedback
No unfortunately not. And I'm just not able to upload anything at all, even if I retry every few minutes for a while. It'll just never work.
My workbench crashed and took my server scenario off my tools, now its read only. Can I get this back?
I just saw reyhard post I will check that out
Where do I find my batch files?
How can I unpack .pak files?
Hi where can I change how many supplies a vehicle can take? I assumed it was here (See image) but setting the resource value max does nothing
Hi, I'm getting the following error when trying to open my Workbench Project: Exception: Access violation. Illegal read by 0x7ff6d149dec1 at 0x0
When I open other projects, it works fine
I've already downgraded NVIDIA drivers to 566.36 - Issue remains
I've never launched workbench before, but access violation suggests some kind of permissions issue.
Given there's no context, I'm assuming you've maybe got some kind of custom object, and you're trying to read the properties of it from an instance that doesn't have ownership of it?
seems like it. i've renamed the scripts folder from explorer and now it opens at least. Thanks!
Best way to find out which it is... move all the files out to an external directory, and move the files back into it one by one until you get the exception violation again (starting with the empty folder for your first test to make sure the folder isn't the issue)
Yep, the culprit was an parameter with a default value, which is a private member of the class:
void AddWaypoint(ResourceName waypointName, vector position = m_spawnPosition)
{
// ...
}
hi, does anyone know how to get add gunner controls to pilot
Anyone know any reasons that vehicles repairs with a wrench would not be costing any supplies? Can't figure it out for the life of me. Even just using the default wrench and repair truck prefabs, no supplies are consumed.
Global Supply usage is turned off?
Where do i add new names for the SCR_EditableCharacterComponent Visualization? Like this one for the Medic prefab, #AR-Role_Medic
i want to make one for a Designated Marksman role
i know i can just plain text it and put "Designated Marksman" and that'll work, but i want to add the name to whatever list these are found in as #AR-Role_DMR so its less to type each time i make this type of character
Still having this issue, if anyone knows a fix. I submitted a ticket on the Feedback tracker, but haven't found a temporary fix yet
I think it was that, redid my game settings and it's working now. Thanks!
Anyone know how to damage wheels through code now? Had a script using SCR_WheelHitZone that used to work great but that seems like it was deprecated?
Ah figured it out, each wheel entity has it's own hitzone now, it's no longer part of the vehicle's VehicleDamageManagerComponent. So you have to get the all the SlotInfos from the SlotManagerComponent, get the attached entities of the SlotInfos, then get all the WheelHitZones from the attached entities
Is it possible for me to edit a preexisting map by fortifying an area, then saving it and loading that edited map into Game Master to create scenarios on? Also if I used an asset mod to add 1 prop to the map I save, do others need to have that asset pack active in order to play on the edited map/scenario? I'm basically trying to reduce my GM server mod list size and looking at the large asset packs is all I can really do without. I was hoping to be able to edit a map using various assets then save it and just have that as a base, so people don't have to install a 700mb asset pack just to see a single prop that's now 'part of' the map. I don't really have any idea how all this works but in my mind, editing a map beforehand and then using the edited map as a base makes more sense than adding to or editing the map during an active Game Master session. I am assuming that having loads of 'active' structures placed down in GM mode will decrease performance and I'd also like to know whether that same performance decrease would occur if those structures were already placed down as part of the map before loading it in Game Master.
Any idea why the vehicles in my conflict faction aren't available at all from vehicle depots?
Hey, guys, can you tell me how do you add collision to an existing Reforger prefab?
Basically, I attached a prefab to a vehicle and when another vehicle collides with it, it just goes through it (clips through it), but bullets still register hits, with holes through that prefab.
I am guessing this object had no collision or collider set during the creation of the prefab, and if I enable collision nothing happens, so I am guessing collider does not exist.
Maybe, there is an easy way to enable collision for an object, or can someone explain what do I need to do for the object to actually bump into other cars as a piece of metal, not just a hollow body?
Thank you
Could be many things, I am pretty new to modding, but couple things to check:
- Make sure that faction is set up properly, with proper names
- Vehicles are not rank locked
- Make sure that vehicle depots are set up properly for specific faction, you have to look at all options and make sure you type in the faction in there, sometimes prefabs can have as much as 3 of them
Thanks will look at these
Love how hint doesn't show often most important part of transformation matrix
i'm getting this error in the peertool log when launching the game in the workbench with server localhost + peertool checked. what does it mean? it also errors on a bunch of other external functions, and GetID is the firs one listed. seems like i might have my peertool configured incorrectly?
11:03:38.636 SCRIPT (E): Can't compile "GameLib" script module!
scripts/GameLib/generated/online/Dependency.c(34): Method 'GetID' is linked as member but declared as external/static.```
Tried to close the AI Behavior editor. Made the mistake of pressing Yes to the save changes dialog and it crashed workbench.
So, I'm sure this has been answered before but please humor me: I want to create a scenario for some friends and I want to use a bunch of addons for it. How long would it take just for the dependency setup alone? Is there any faster way to add a bunch of addons to the project all at once so that I can finally get started on creating the scenario? Because I'm running into some preliminary issues and all it's done is dissuade me from ever getting into Enfusion.
It's not as frustrating as the Skyrim Creation Kit, but DAMN does it eat up my time 
https://community.bistudio.com/wiki/Arma_Reforger:Mod_Project_Setup#Adding_Other_Existing_Projects you can batch add addons
I've spawned a BuildingService along with some Resources. Holding F does not open the freeform building menu. Am I missing something?
That's amazing, cheers!! ty
Hey guys, can this problem be fixed somehow?
As far as I have also noticed, one cannot. It seems to follow the same pattern as Arma3: attached stuff DOES have collision against incoming firing and players, but does NOT have collision versus terrain and other vehicles.
I know there is some kind of "volumetric/LOD" you can mess with in the Prefabs' configs, that will show you some colored rectangles "surrounding" the entity, but I don't remember where I saw it.
why?
Hey, guys I deleted a prefab that I made, is it possible to take a prefab that was placed on map and copy it somehow into my prefabs folder?
There are several of them that I deleted by mistake
Is it possible to remove mods from the workshop that are no longer on the workbench due to crashes?
Hi! I recently added my first mod, Modern Combat Gear. I got home from work, turned on my computer, opened the project, and it immediately crashed. The project immediately crashed with WCS_Arsenal. What could be the cause? It launches normally without it. I can't even start a new project from scratch with WCS_Arsenal, it crashes immediately
DEFAULT : Loading WB plugins
RESOURCES (E): Wrong GUID/name for resource @"{B715BD6936976B7B}MySQL/scripts" in property "m_sDestinationDirectory"
^ random error that doesn't really tell me anything.
I don't have any mods with that GUID so I don't know what it's looking for, or why it's looking for it, but it's stopping me from loading any plugins
Are workbench plugins also called when the game server is running?
Hello. How can I have multiple duplicates of the VehicleMaintenance.et with different vehicle catalogs in them? for example one with CIV vehicles only (that US faction can use)
one with only basic humvees, etc
anyone who might know why my guy is about to take a nap when aiming in prone mode? ive checked aninmations seems they should be fine and not be a cause. But the if i got into freelook mode it snaps correct it seems
figured it out somewhat. turns out it the socket(empty) i have for the "eye" socket that is somehow messing things up
alright whos using the workbench on linux? I'm unable to select a project file as there is no option to show hidden folders like the .steam folder, nor can I use a direct path. The normal file browser shows hidden files fine. Or am I going to have to do reforger modding back on the windows partition.
Edit: I just made a symlink to it instead into a visible folder
Losing my mind, does anyone know why AI is not attacking one another or myself? They seem to be perceptive and look at me, but they just constantly all flee in the exact same direction. Factions look to be setup correctly, there's an AIWorld entity, PerceptionManager entity and the AI components look fine on the AI
Is there a way to reverse the Esc / Shift+Esc for exiting the game? I keep instinctively pressing escape and closing it lol
Hi! There's a way to copy a prefab from one of my project to another one (mine too) without having it locked? Thanks!
ya bro just copy and paste the files you want, also you can add your mod as a dependency (unlocked). when adding dependency search in C:\Users\Admin\Documents\My Games\ArmaReforgerWorkbench\addons\
anyone know why things might be disappearing for me in world editor. they are there when i press play
*edit needed to update the map mod
Can anyone help please... If I make duplicates of Vehicles_EntityCatalg_US.conf how can I choose which one to use with a duplicate(s) of VehicleMaintenance_US.et?
I can show you the way if you didn't get any help yet
I just did a temp fix with making a sym link instead. What's your way?
exactly the same and figured it out 1h ago🤣
I've tried this way but the resulting prefab is locked even if it's mine
There is a full tutorial on how to import a weapon to Reforger on the wiki
alr ill try to use it idk if itll work tho for me
It will work if your asset is prepared correctly. If it isn't then you need to prepare it on your own, as the environment assumes you have prerequisite modeling and texturing skills and they are not reforger-specific.
But there are samples and guidelines and you can always check vanilla assets in workbench to get a target.
hm well even the 1911 model is in like multiple parts so yea
ill try and look
The tutorial will walk you through a lot of steps you need to know anyway
yea ngl tho alot of this seems to complex for my dumb brain so yea ill try tho also does the rig have to be facing a certian direction?
or can it be like this
imo its easier for me to get it like that idk for anyone else tho
ngl bacon im to dumb for this man
thx ill try it no guarantees tho i suck at learning things
Same
yea and i give up on stuff to easily so uh yea ngl with how hard this is i wonder if we get coders will they even be able to make good ai frameworks even if theyve had like 20 years in coding experience
Maybe consider not giving up then. If you dont have patience then modding may not be for you.
its not the easiest for me i do and dont have the patience its about learning something new and i dont believe in myself 99% of the times so that too also it just seems to complex for me to understand
Cooked then
you sound defeated before you tried lol. Very self deprecating.
yea ik but idk what else to do tbh bc learning blender was fun but still a challenge for me so yea and enfusion uh doesnt seem like fun ever more like endless pain
yea ik thats how my brain works
i hate it
Maybe talk to a therapist instead of venting on disc 😛
i do im just telling you why so you understand rather than think i dont wanna bother doing it or whatever idk
ok, but you're here throwing a pittyparty for yourself "im to dumb. its hard. idk i cant do it." rather then just do it, and come here when you have issues so we can try to help instead of reading about you complaining about not donig anything..
Just do a little everyday man, when I first started I didn't know Jack shit. Watch videos. Ask good questions that aren't too generic and hopefully someone will help, at the end of the day we all start out as noobs and have to read all the docs like 20 times
true ik im doing that why idk rather than just doing it i guess i dont wanna fail idk man
Also the search feature in the discord is invaluable.. often times your question has already been asked and answered but maybe worded differently
true
ah well ill try later ngl i just saw it and got like zero motavation to do it yk
Watch all the enfusion boot camps, I listen to them while I'm at work. It's always good to take a break, do another task and maybe the answer will come to you
ah yea i tried i wanted to get into animation but again never did so yea which sucks bc i wanna but i never do
Also I would take any advice bacon gives, bro is way smarter than me 💀
thats me
so uh like where do i import my fbx to exactly
i dont get it am i supposed to make a folder
i dont get this at all
i cant i tried to do this i dont understand why everything for me is broken
i was watching a vid and the model was still broken so im done for now this day sucks for me
If I have a project that uses a local addon as a dependency, will that break when I upload my addons to the workshop?
Have you not made a showcase showing Models of what you have already? Or is this another "We have made a working AC-130 Mod" conspiracy 
we have a render not guns actually working yet bc none of us know how to use enfusion
Can someone tell me the scale im supposed to set my model to in Blender, i imported a pistol im working on and its absoluetely massive in enfusion
Life size
I meant the Scene-Unit-Unit Scale, but thanks
ive tried many times and cant get my spawn positions working correctly on live server, anyone willing to help me out?
Wym like CM, M etc?
contained in Creator DLC: Global Mobilization - Cold War Germany
Can someone explain why the terrain just refuses to show explosion decal on the ground, it floats it above it?
(This is solved)
Ask in #enfusion_model instead
Hellow ! Did someone use the mod « reloadz Whitelist » with Overthrow ?
Hey, guys, how do you set a fuel station in workbench that can be used by any faction, what prefab do you use? I assume you will set the prefab to no faction in order to do so, but what prefab is applicable for such use, can you name it for me, tried different combos
I search for compositions.conf and look what's in there. Would fia fuel station work?
Guys my game keep crashing with this reason on logs : Reason: Access violation. Illegal read by 0x7ff7b9f80a16 at 0x1590
any help ?, ive tried to reset windows, verify integrity files, remove and reinstall the game clean way, played a day no problem since crash every random times
look at your logs before anything @slow patio
I make mods that cater to singleplayer.
I am trying to make a support callout mod that uses the order wheel to spawn mortar fire, smoke grenades (or just other selections in the order wheel) that spawn fireteam support and armor support.
What in the world do I have to do to spawn an in coming mortar barrage. I cannot find it anywhere under Reforger or core.
I have found the invisible trigger and mortar explosion animation but I was hoping to find the event spawner that game master uses.
Dropping a fuel station doesn't work, there are several of them, I tried Jerry Cans and rolling up in the vehicle and I cannot refuel, something is missing, even when I deselect faction affiliation
Maybe someone else knows how to make an "independent fuel station"
Weird cause I've 100% refueled at an enemy base
Can someone tell what exactly this error is about:
Message below:
Virtual Machine Exception
Reason: NULL pointer to instance
Class: 'SCR_PlayerController'
Entity id:2305843009213695671
Function: 'InitializeHUD'
Stack trace:
scripts/Game/SAL_PlayerController.c:28 Function InitializeHUD
scripts/Game/SAL_PlayerController.c:20 Function OnThirdPerson
scripts/Game/SAL_HUDCharacterComponent.c:61 Function OnThirdPerson
scripts/Game/Character/CharacterCameraHandlerComponent.c:421 Function OnThirdPersonSwitch
scripts/Game/Character/CharacterCameraHandlerComponent.c:62 Function OnCameraActivate
What prefab did you use, can you tell me exact one by name of prefab, please?
I want to make stations along the road, but I don't know which one to use, it's been a search quest of sorts lol
Unless you mean you just used another map and filled up there, which I still don't know what is the correct prefab
Like I said, I looked in the compositions.conf and looked for the FIA fuel depot, I'm at work so I can't do it for you
Looks like a null pointer in salamis drone mod
I figured it out! That mod was accidentally deleted, thank you
I think I used the same one, if you get a chance, please let me know, I am not asking to do right now-right now, I have been trying to get it to work, it just doesn't work for some reason, if you can at least point me to the correct prefab, I will begin messing around with settings, maybe I missed another setting combo, but there are several fuel prefabs in the files, so I tried a bunch of them
Bro open up the compositions.conf and the FIA fuel depot is the one lol
But, why am I looking in compositions.conf when I just need a prefab name?
I am not sure what I am looking for there
I thought any fuel station can be made to be independent, I opened it up and I see E_FuelStorage_S_FIA_01.et
I guess it could be the one, I will try it out, thanks
I'm glad you figured it out 😭 these are all the compositions you can speak in conflict
Thanks, bro! 😄 You made it easier for me, as it's hard to tell which prefabs are in Vanilla sometimes
By the way, that HUD message is back, even when returning that HUD mod back to the game, do you think it's a Gas Mask mod that is now outdated or Salamis HUD mod being outdated now? I can never tell when something is outdated.
I really wish we could see when the mod was last updated in Download section, so we could cross reference to official Reforger updates
Would the best way to simulate a high population server to test mod performance be to open 50 peers from workbench? 
Let's give it a shot
the answer is "no" 💔
Does anyone know why my navmesh isnt loading the soldier
SCRIPT : SCR_BaseGameMode::OnGameStateChanged = GAME
WORLD : UpdateEntities
WORLD : PostFrame
GUI : WidgetManager: CrateWidgets @"{D89BBA18F99053D6}UI/layouts/HUD/Chat/ChatHud.layout"
SCRIPT (W): EditBoxFilterComponent used on invalid widget type.
GUI : WidgetManager: CrateWidgets @"{64BA84B7B89FB1B9}UI/layouts/Editor/Modes/Mode_Edit.layout"
SCRIPT (W): Slot_Chat Has no Content!
SCRIPT (W): Slot_VON Has no Content!
SCRIPT (W): Slot_AvailableActions Has no Content!
SCRIPT (W): Slot_GameVersion Has no Content!
GUI : GUI : ChangeEngineUserSettings
PROFILING : Settings changed took: 0.257900 ms
PROFILING : ChangeEngineUserSettings took: 0.393900 ms
PATHFINDING(E): Unable to open navmesh file "World/.NavData/soldiers/navData_229.ntile"!
PATHFINDING(E): Not able to load data from file World/.NavData/soldiers/navData_229.ntile
RESOURCES (E): Failed to load ''
hello why when i try to download my mods, i got this error : the following mods could not be downloaded :
it's only happen on my mods, it was working yesterday ...
try deleting them first if youre updating to a newer version
BACKEND : Loading dedicated server config.
RESOURCES : GetResourceObject @"{FA270D23E1458CE6}Missions/OVT_EDEN_EVERONLIFE.conf"
RESOURCES (E): Failed to open
RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/OVT_EDEN_EVERONLIFE.conf'!
i got this in the server console but i don't know why, its an addon backup that was working like 1 hour before
Workshop has to be down or just not running properly right now. We've attempted to push a few updates on our conflict server and they're not being downloaded after you take all the steps to correct the issue. We have members running into the same issue all over North America right now.
ohhh
okey thanks bro, so it's only for ppl who update their mods ?
It seems like an issue from today, we updated a few things yesterday and had zero issues downloading them, but since a few hours ago to now, its a no go.
yes yes
I have the same problem
i was updating my mod 1h ago it worked
so just wait and see haha thanks for the answer
What a scare, I thought I did something stupid lol
I just tested one of our mods to see, just push an update nothing changed other than the version, refuses to download. To us that's a confirmation its Work Shop.
my server won't start. this is in the logs:
17:15:22.618 BACKEND (E): Failed to fetch addon details from workshop API! Repeat later or try different mods.
17:15:22.622 BACKEND (E): Failed to fetch addon details from workshop API! Repeat later or try different mods.
Does this mean there's a problem with the workshop? because I tested all the mods and they are all working fine
problem with workshop
we have the same problem we just need to wait
Is there a way I can do things like deploy the bipod or open the bolt when it the editor?
same
Is anyone having issues downloading updates from mods right now? I get the following error in the logs. I'm trying to download updates to my mods. Even if I delete them from disk and try to download it fails. However, I can for whatever reason download OTHER peoples mods?
15:40:33.659 WORLD : Game::LoadEntities
15:40:33.659 WORLD : CreateEntities
15:40:33.659 WORLD : CreateEntities
15:40:33.659 ENTITY : Create entity @"ENTITY:2" ('Music', GenericEntity) at <0.000000 0.000000 0.000000>
15:40:33.659 AUDIO (W): SignalManagerComponent not present, functionality will be limited
15:40:33.958 DEFAULT (W): No GameMode present in the world, using fallback logic!
15:40:34.524 BACKEND (E): [RestApi] ID:[7] TYPE:[EBREQ_WORKSHOP_GetVersionSizeDiffWorkshop] Error Code:401 - Unauthorized, apiCode="Unauthorized", uid="1753040435171-450482", message="Unauthorized"
15:40:45.430 GUI : WidgetManager: CrateWidgets @"{3BD9DA10C8BBF798}UI/layouts/Menus/ContentBrowser/MainMenu/ContentBrowser_AddonsSubMenuOnline.layout"
15:40:45.430 SCRIPT (W): EditBoxFilterComponent used on invalid widget type.
15:40:53.185 BACKEND (E): [RestApi] ID:[33] TYPE:[EBREQ_CONTENT_DirectDownloadFile] Error Code:502 - Bad Gateway
15:45:18.247 BACKEND (E): Fragmentizer: Can't load manifest file '$profile:../addons/TrainWreck-GM_61F8FB543ECB6949/resourceDatabase.rdb_1.0.38_manifest.json'
15:45:18.537 BACKEND (E): [RestApi] ID:[38] TYPE:[EBREQ_CONTENT_DirectDownloadFile] Error Code:502 - Bad Gateway
15:45:25.412 BACKEND (E): [RestApi] ID:[45] TYPE:[EBREQ_CONTENT_DirectDownloadFile] Error Code:502 - Bad Gateway
I get a generic "The following mods could not be downloaded" within the game
its down i cannot download my mods or others mods from the workshop
if you delete the mods from your server and they have to redownload it will do it for all of the mods
I did that and now i cannot force a previous version since I dont have the mod downloaded anymore.
I find it comical to find someone with the gamertag TrainWreck. Cuz our server is called TrainWreck, our mods TrainWreck and of all people to respond it's TrainWreck 🤣 what are the odds
just wait
I was just making sure I wasn't going crazy, thanks for verifying
dude ive used your mods and was like what are the odds
I used your no gamemaster budgets one once haha
lol sick, I uh deleted that on Thursday. We kept having random issues with the logic. Either players couldn't place buildings, or Gm couldn't place systems. Might add it back in if I can figure it out. TFU Disable GM Budgets works well.
Yeah I seen I switch over to that one aswell
I made an oopsie on Thursday, I think I missed pushing an update to one of the mods - and as a result the spawn system doesn't work right now. Works locally! So I tried pushing all the things I have to fix the problem... and can't test. Hopefully workbench will be back soon
workshop... workhop.. too many W words
yeah it seems to go down right when I'm trying to fix things on the servers. At least this time is wasn't my fault. The last 100 ehh we wont talk about those.
lol, always seems to happen that way. At least this time we can blame the Gatway being down 🤣
The error you're encountering in Arma Reforger, specifically the "BACKEND (E): [RestApi] ID:[5] TYPE:[EBREQ_CONTENT_DirectDownloadFile] Error Code:502 - Bad Gateway" and "Failed to fetch addon details from workshop API," indicates a problem with the server’s ability to communicate with the Steam Workshop API to download or verify mod content.
A 502 Bad Gateway error means the server acting as a gateway (in this case, likely Bohemia Interactive’s server or Steam Workshop’s API) received an invalid response from an upstream server. BI should focus on their backend services, as the error appears in their RestApi layer when attempting direct downloads or fetching mod details.
Hopefully, not everyone at BI is asleep at the wheel and resolves this issue in a timely manor. These kind of API issues in the reason why PSN has stated external API's are not allowed, but yet allowed BI approval. More testing needs to be completed before they roll out with Workshop Updates to mitigate downtime for servers and creators.
hey everyone. I'm kinda new to modding (very basic modding). I've recently made a core mod for my server, I made a custom arsenal and it worked great. Well I wanted to override the us faction today and change the flags and name of it. It worked surprisingly and had no issues..until I was messing with the default loadout the player starts off with. I changed it to have RHS gear. When I went to publish the mod again it, the mod no longer worked at all. It wouldn't let me launch my server and doesn't let me download it on the workshop anymore even after fixing the issue (I deleted the prefabs from my core mod). Even after removing the folder that the startout loadout was in the mod still no longer works
thankfully I have the version before it broke so my server still works with it. What could the problem be though?
I have this problem and I can't solve it for anything, sad for the developer and even more for those who try to play
The weird part was I couldn't download the mods I pushed up, but I was able to download OTHER mods for about 5 minutes or so after this. Then it died and I couldn't grab anything. So it was one of those "is this a me issue or a bohemia issue" lol. Gateway made it look like a them issue but I've been around the block enough to know an error can cascade fail and finding the root cause takes time. Like, was it my IPS blocking stuff it shouldn't.
Ah won't let you download anymore? That's the issue a few of us have already mentioned here. It's not a you issue, it's just us waiting until the folks at Bohemia address the problem. Unknown when it'll be fixed
hopefully soon
yeah sadly I cant find out if its actually fixed until bohemia gets the servers fixed
Yeah, probably going to try again sometime tomorrow and see if it's up again
roger that
This issue is for any mod that has been uploaded or updated within the past 12 - 16 hours. The last time a similar issue happened it took BI several days if not a week to resolve.
workshop is working now for me. (west coast)
give it a try again if you haven't for a while.
still down for me, I cant get the dedicated server to grab any mods from their database
I cant even download it from the workshop in game. I can download some and some I cant.
OH i just deleted all the mods from the addon folder on the dedicated servers drive. It redownloaded them this time and worked.
Is there a way to turn the graphics for the world editor to low? My pc is kind of struggling with it.
You would think that would be a sign it was working again but alas.... it's not working for me 🤣 drats
I'm still have problems trying to download some of the mods on the workshop in game. They are just failing to update.
How do I become a Workshop member so I can publish mods etc 🤔
you publish mods with Arma workbench tools
Yeah im on the workbench tools...publish to workshop was greyed out, but i have figured it out now thanks 👍🏻
Open Reforger and set your graphics settings up however you want, then copy your "ReforgerEngineSettings.conf" file from:
C:\Users\_\Documents\My Games\ArmaReforger\profile\.save\app1874880_user_\settings
and paste it in:
C:\Users\_\Documents\My Games\ArmaReforgerWorkbench\profile\.save\app1874910_user_\settings
Where can I find the Bigfoot mod man 😭😂
Thank you!
How do I make the Conflict Escalation gamemode appear so I can place it on a map?
Are there any video guides where I can create a game scenario and save it so my server reloads the scenario every time it restarts?
how can I tell which BI account my workbench is linked with? or am I expecting too much
Hi. I'd like to know if other people have had this problem with Workbench. It launches but nothing opens. However, it tells me that Workbench is running. Or it's just a problem with Bohemia or Steam
Hey there, I'm currently working on a server and we'd need to edit the RHS K17 armor values. I know some mods allow to edit these stats, but I don't know if RHS does and if so, I can't remember where to find these values in the workbench. Can anyone help ?
(Repost here, I posted in the wrong channel)
Try the rhs showcase thread, also read their license to see if they even allow you to do that.
ty, I didn't think about the RHS showcase
Hello did someone know How to port the Whitelist mod From reloadz to Overthrow mod by aaron ? 💪🏽
Does anyone know where to find the options to have name tags show up? For some reason they disappeared and I don't know why. Is it something to do with base characters or campaign base characters? I have Coalition squad interface on but that seems to not work anymore.
Did you override them for the server when changing the settings ingame?
Hey guys 😄 I'm trying to understand one thing => Vehicle have a default 300s cooldown on spawning, did someone manage to change this? because even WCS cooldonw cannot help with this :/
you using the trainwreck gm mod? WE UH..... may have yeeted name tags out....
we need to figure out how to make that toggleable instead of force removing it.
Check if you have this component in your game mode manager! if not, add it. If yes, it might be due to a mod conflict or maybe what @bitter portal said 👆
Isn't it already toggleable from the settings?
nametags, no. well not for our mod. If it is toggleable now .... i have not honestly looked since the mod was initially made
to see if vanilla offered it
Yes you can now disable name tags from the interface settings in the vanilla game 👌
well snap... got some stuff to undo in our mod then lol
we were tired of seeing the tags and the positions of players on the map at the time. Will undo whatever it was I did so we don't negatively impact others
Sorry to insist on this one but i been struggling with that for weeks now... Does anyone have any clue?
you might have to edit each car individually (at least the base prefabs)
Open the vehicle prefab and go to SCR_EditableVehicleComponent
I already tried it, this one enables or disables the cooldown, if you put other than 0 or 1 then cooldown becomes infinite
The value there is 120
By default?
I tried putting 30 and cooldown was infinite
What mods do you have loaded in workbench?
I’m not in front of my PC (it’s 2 am here and I’m going to bed 😅) but the usual vehicles used in lots of servers like gaz tigr, JLTV, AH64d, Ka52 etc…
But weirdest thing is that it happens to vanilla vehicles too, supply truck and variants have 300s cooldown and I did not edit them
How do I make the Conflict Escalation gamemode appear so I can place it on a map?
Hey, guys a quick question, when you create a custom faction, do you need to add weapon prefabs to an actual character you create, or you will add the weapon loadout base to FactionManager?
Where I enable and disable Global suplly in the WB ?
Hello, how can I prevent the antennas from amplifying the signal from handheld radios? I want the handheld radios to have a fixed distance.
in gameMode resource
Is it possible to have a custom player model say a all white skin model and have that model only show through custom scopes? Sort of like faking thermal vision by only having the custom model render through the scope?
I didn't find it on the Bohemia wiki, but could someone tell me where there is a tutorial on how to make a Reskin? Basically, I want to take a HMWWV and put a logo on the door, but I can't find a tutorial on how to do this.
I have CSI addon on. It was working for a few mins then just disappeared on us mid game which is weird. Maybe its the mod I can remove it and see if they come back. It shows names now but just the placeholder of Player Name. It shows the group name tho.
Something to do with the player name widget i bet. Anyone else using CSI having just player name show up instead of the actual name of the player?
Never mind it looks like it was a mod update that did the breaking
wanted to know if i can disable the vehicle spawning in the conflict on the hq base
yes you can
Its under faction manager
Anyone know how to unlock created folders so they are not read-only folders?
I created an images, world's & missions folder...but now they are all padlocked 🤔
Thanks...but that hasn't helped me 😅 I'm totally new to all this.
Anymore tips for a noob 😂
and what have you tried?
If you see read-only icon in project then ensure that:
It's not synced via OneDrive (or similar, issue also applies to GDrive) Project is not in the same folder as where downloaded Workshop mods are located
describe your situation
It's the OneDrive I think...I don't know how to un sync 🤔
@tight dune
easiest is to move it outside of onedrive folder
then use the batch file
Read the full tutorial here: http://www.makeuseof.com/tag/write-simple-batch-bat-file/
Batch files are the computer handyman’s way of getting things done. They can automate everyday tasks, shorten the required time to do something, and translate a complex process into something anyone could operate.
In this tutorial, I’ll show you how to w...
Hey im new to Modding still On Reforger and im wondering how to fully set up a vest, ive done the rigging and everything but idk where to go from there
as i cant find the ET file
theres only an FBX, XOB and Txo file
Anybody know why or how to fix my prefab conflict military base.et is not visible when I play test the game . All the layers are set to visible and I've already done a uninstall and re install of both the mod map and the workbench completely still it's not visible when placed ??
Dont know whats wrong pls help
@ornate delta
I believe it is in the game mode manager set the slider to 0 .0 for both night and day . And double check the settings In the mission header config . And turn off override. I believe that should cause a static time .
is it possible to open two projects at the same time in workbench?
Out of curiosity, has anyone gotten the workbench working properly on Linux? Workbench works perfect except for all 3d viewports flicker
Yeah pin it to your task bar and you can
You can inherit from vest_base.et( or smth similar) and place a vanilla vest down and copy the components you need
And ofc configure your vest model in mesh component
Did you check the “import skinning” box in import settings on your mesh?
Ngl im a beginner at all this lol when I’m home any chance your free to VC ABT IT
Caps
I did yes the bones were there
also can a relay station not be connected to a specific base that is inside coverage?
ATTENTION
looking for an experienced developer to join our team and help bring our project across the finish line. We've accomplished a lot over the past six months, building a DayZ-inspired Arma Reforger server with a functional scenario and most core systems already in place. However, we've run into a few technical roadblocks near the end, and we could really use the support of someone skilled who can help get everything running smoothly on a live server. If this sounds like something you'd be interested in—or if you'd like more details—feel free to DM me. We're passionate about seeing this vision come to life and would love to have someone onboard who shares that drive.
#creators_recruiting and make sure you follow the template in the pinned messages
Hey, guys, what does that even mean?
I added flashlight to a vest, but it says it's not inserted
I can see it on the jacket, but when I add it to a soldier, it disappears, perhaps linking to this message
Not sure of this message as well.
I used pants form a mod, but it says something is missing in RigidBodyComponent
Is there a complete list of these? Trying to hide the entire body for a body replacer
thanks, i hope people actually check that channel lmao
Hi, does anyone know how to prevent the handheld radio's transmission range from being extended by the conflict antennas? I want it to have a fixed maximum.
Is there a mod that saves things placed from gm on the servers after a restart
how to disable Supply regeneration
@remote estuary Sorry to bother you , is there a way to block loadout loading based on required ranks? It seems like when you load a saved loadout, you can bypass the rank restrictions. (On your arsenal system)
Video?
I can't check it right now, but for example — in the last game I was a lieutenant, and I saved a loadout that included a sniper rifle locked behind the lieutenant rank. In the next game, when I'm just a private, I can still load that same loadout and use the weapon, even though it's supposed to be restricted
supplies caches are red in my workbench when play and check map
Explain why I can't edit other people's mods? And how can I edit them?
They have a lock on them
to mod someone elses mod, you have to create a new mod of your own which depends on theirs.
Then you treat their mod similar to Base game where you can override stuff from someones mod, mod their scripts.
For instance, modifying a prefab of theirs --> Right click on prefab -> Override
For a script you'd use the modded keyword + their classname to modify stuff of theirs.
can i transfer to "project" all mods?
I'm not sure I am following. What do you mean transfer to project?
Are you saying how to you essentially copy/paste everything from one mod into yours? I don't think that's possible.
It has to be a "duplicate" or "override" action for each thing you bring into your mod
Cuz override means you directly change their stuff - so anywhere they use that thing your changes will be applied. Duplicating means their "base" functionality is untouched. If that makes sense
I am learning, I did not know this was a thing
ohh.. okay, thanks
It's very inconvenient to create folders and click override for each file, and I have more than 30 mods...
Thats really not ideal to load all mods into one mod. Also, nobody mentioned you have to read the licenses for each mod to see if they even allow you to edit them. Many people skip over that part and it can get you into trouble if the author doesn't want anyone editing their mods.
Hey If anyones done a vest for Arma Reforger before could you give me a DM please
trying to sort out a vest
it is not function to copy someone else mod
it is basically tool to apply all overrides (like apply patch) to another non read only mod
Anyone know that? Before loading wcs dependencies supply caches were green, and after they became red in color in map
Following up on this subject @remote estuary here’s more information and a config example: you can save a loadout, and the required rank in the config is set to Renegade, you’re still able to load it and bypass the rank restriction
Renegade is the lowest possible rank. You cannot be lower than renegade. What is not working properly here?
For example, I save a loadout with a sniper rifle that has a rank restriction of Lieutenant. In the next game, I'm a Private, but I can still load that previous loadout with the sniper and bypass the rank restriction
Ah so it's not detecting the rank of your gear properly
I guess it's more like when you save the loadout to JSON, the restriction should scale based on the item with the highest rank requirement, that would make more sense to me
Exactly what I said
Correct, but into the GUI, the rank is correctly detected but when the information are copied into the json user file, the renegade rank is used
Can this be reproduced without any other mods? Since you seem to not be able to read the messages in the editor about bug reports, I guess those are broken as well
ok lets us check w8
There should be one message when you open the editor in a popup window and another in the bottom right corner of the interface afterward, are those broken?
No popup, no message and saved rank is Renegade. Tested when you save an Automatic M16 (Lieutnant) with vanilla + Beacon Loadout
It's above the buttons on the bottom right in your screenshot
Anyway I will try to repro on sunday
Still looking for help with the Editable___Component Names with the #AR- prefix
if anyone knows where that list is, that'd be super helpful
localization config files
Hello everyone , I'm trying to create the paper map for my scenario and getting lil lost on how to do it for this map . I had found a vid before helped me huge but cant find it now . can anyone help ?
those files don't have anything in them
at least not outwardly editable
unless im looking at the wrong thing
Hello everyone , I'm trying to create
hello anyone familliar with this? i get in to the server i am moding and get kicked
Is workbench having issues uploading updated mods? I've updated mods but they are still reflecting older versions.
what about localization.st
That opens up the string editor, and that's also empty
And I can't duplicate it to my project to check it in the file explorer in like a notepad app
There was a stringtable converter thing in one of the enfusion tools channels
I'll look into it, what I'm trying to use this for isn't really that big of a deal, I can just put normal text in the name entry in a editable prefab, I was just wondering if there was some way to have it do this automatically
Thanks
I think there was mod localization stuff on the wiki somewhere
Yeah, i found this, but it didn't seem to work: https://community.bistudio.com/wiki/Arma_Reforger:Editor_Entity_Naming_Conventions
Not sure if you found your answer, but I had this same issue and posted about it in the "enfusion tools" channel (whitch it seems was maybe the wrong place), but I found the issue to be due to XWayland showing a junk frame in the viewport when it is supposed to be presenting the last good frame. If you use a Wayland native build of Proton, such as Proton GE, or Proton EM, along with the appropriate envirmeny varbiles to enable Wayland support, it should stop having the issue.
However, keep in mind that Wayland support is not perfect yet so there may be some other issues such as being unable to maximize the window (I got around this by making sure it was maximized when using XWayland, then switching to native Wayland), or open right click context menus.
The variable that needs to be true is:
PROTON_ENABLE_WAYLAND=1
Anyone can help me getting this fixed?
I heard there's a way that arma auto translates mods through a .st file
Is there a way to enable this for my mod dependencies?
Anybody know how to make the FIA-AI in conflict game mode...patrol a set of way points??
If have tried multiple ways from how people described on YouTube vids...but everything i have tried never seems to work, they just stay in one position.
Any help would be much appreciated 👏🏻
Use gramps framework. Makes like easy for making conflict work. Unless your doing PVPVE, and not PVE
Is there a way to set cooldowns for specific weapons? I'd like to prevent players from repeatedly picking up launchers from the arsenal.
Hey everyone,
I hope to have some help here :/
Since this morning i try to open my mods with the same mod preset i use in tools since the beginning and i get problms :
- First, it doesn't seem to load all the assets i have loaded in it (mod is loaded but still in my vehicle entity catalog, there a some with "no prefab" as in the screenshot)
- I get this error : INIT : GameProject load project data @"C:/Users/oddod/Documents/My Games/ArmaReforger/addons/WCS_Arsenal_615CC2D870A39838/addon.gproj"
RESOURCES (E): Wrong GUID/name for resource @"{6B8296B3BDD8AD1D}Language/wcs_arsenal_localization.st" in property "StringTableSource"
=> For multiple mods loaded
When i open my conflict with my preset, i get all these.
When i open only my Arsenal mod, everything is ok...
I didn't change anything in these but i get this error... Did anyone ever encounter this?
Silly question but have you placed the Ai waypoint cycle ? and hit the play button.
Yeah i done that...I place down the FIA, then the patrol way points (the path i want them to follow), and then the cycle way point. I then nestle them all into the FIA i placed down (fireteam for example) then I save and play...but all they do is stay in one position, they do move around but they won't follow the way points.
I have even typed the names of the way points into the cycle way point prefab data on the right hand side, and still they won't follow 🤷♂️
hey guys. I'm asking for help on how to add a custom server banner into my core mod, I can't find any tutorials on how to do it
Hi, is anyone available to assist me with the conflict behavior? I am not able to connect the capture points to the hq.
i have a question can anyone make a maid outfit mod i have a buddy who wants to run around in one on arma and i thought it would be funny
aint that against tos
It’s called commission
fair i just dont know how much it would be to get a mod maker to make it
Idk it seems like it wouldn’t be that bad since it’s just one outfit but I know creating a custom mod isn’t that cheap either. I think on fiver you could get someone to do it for maybe 15$
i see ill take a look on there then
Be careful to not find someone who tries to scam you, I’ve been scammed twice. But that was my fault for not checking more into the seller. Make sure they already have good reviews and have a good reputation
And never pay them off of fiver. Always pay on there
Hi, all. I'm trying to get WCS/RHS USSR camo into the arsenal but it's not showing up no matter what I do. All my other arsenal changes are working fine. Any idea why I can't add the M88 camo variants to USSR arsenal?
Sort of. I have a bunch of it working, so I guess not first first time? But I'm new to modding
I've overridden the InventoryItems_EntityCatalog_USSR.conf from ArmaReforger and it's working almost entirely
It's just a few of the WCS/RHS items that aren't working, but most of the WCS/RHS that I have in there is working fine
That's not how the waypoints work in conflict. I think it spawns a cycle waypoint for you. Then you make the patrol hierarchy waypoints the spawnpoints children. If the waypoint you're using doesn't have a hierarchy component then it won't work.
I would just study the vanilla conflict mission to see how they do it, that's how I learned how. Fyi it does spawn them on a random waypoint though.
Just use a RHS to arsenal mod, that’s what I did for mine
It’ll save you a ton of time
Ive already spent hours crafting this arsenal and the mission goes live next weekend. What does that mod do? I don’t want all of RHS, just a select few items
Maybe there are some here who have had the problem before. I've been looking for a fix for hours. Whenever I import a Heighmap and paint on it with the pain tool, my tool crashes. Yesterday I hadn't noticed the problem. It came suddenly. I've tried all sorts of things- Window Update Heighmap PNG 8 or 16 bit other terrain sizes Other normal maps.
Have you tried running as admin? Access violation makes it sound as if it’s a permissions error. Does your user account own the file?
I started "ArmaReforgerWorkbenchSteamDiag" with admin rights. The window has also been redesigned. I also installed and tested the tools on C and D.
Have you tried running tools as admin?
Hello, I'm encountering an issue that's starting to drive me crazy. I'm trying to edit the headquarter prefab — I took the FIA one, and for my first tests, I simply removed the tent above the supply.
I duplicated the prefab, then edited it by just deleting the tent and saving. My CampaignFaction is updated with the new duplicated prefab.
When I load the scenario, the FIA prefab does load, but the tent is still there. Whatever modification I make, it doesn't work. Am I doing something wrong?
18:46:06.583 SCRIPT (E): Leaked 'Restrict' script instance (2x)!```
Why would workbench peertool be throwing this error when pressing play using peertool.
But using DS tool with a peer and pressing run works fine?
override the prefab and then edit it
same issue :/
and you're sure you're loading in the correct prefab?
do you have any other mods running?
Yes, I even tried replacing the building in question with a vehicle, just in case my CampaignFactionManager was being overridden elsewhere.
When I launch the World Editor with my scenario, then close it and reopen my edited headquarter prefab, the tent comes back... XD
Did you save it when opening the prefab itself, or save it in world editor?
Deleting there, then I press Ctrl+S
I also tried dragging and dropping the GenericEntity and giving it a different name, but all my modifications to the prefab keep reappearing.
So now I’m wondering — maybe I’m not modifying the prefab correctly?
Yep, only my mod & arma Reforger
I see you're modifying the wcs one
I've dup from armareforger folder
then wcs is overriding that one
go to the wcs folder, override their e_headquartes_s_us or ussr one and try similar
I can't remember exactly but I had something similar when going through the building config with wcs installed as I had fia vanilla and wcs command posts showing
Still having the same issue it’s driving me nuts
i don't know the the campaign base component plays a part in it
but definitely just sounds like it's being overriden
I just ran a new test to be sure: I duplicated the USSR headquarter prefab and deleted the tent. Then I assigned it in the CampaignFactionManager. The tent still appears.
So there must be another resource that references or instantiates the prefab indirectly…
and No mods were used at all.
Is there a way to change sprint speed for human players and AI?
Yes
Open character_base prefab and in object details find: SCR_CharacterAnimationComponent then:
m_fSpeed_Erect_Fast_Forward
I will check it out, thanks dude!
yes, no success
Did you check the logs?
Yes, always the same. It has to be something with the terrain size and the Heighmap in conjunction with the texture size. It is not an authorization error. What settings do I have to make so that I can use a 4096x4096 Heighmap?
I would do it this way so that I can get to the 40km.
depends on the details and complexity
we cant just say $15
I said maybe but yeah definitely depends on complexity and how good he wants it
does anyone know how to get the new gear that WCS uses?
such as the pants with the knee pads
Hi all, where can we get the documentation of managers, to get all the params, how to configure and so on? I am looking also a dev giude about how to create a manager...
If it's your own custom manager for your own purposes then you create one by creating one. Like, script one in. This might not make sense for you if you don't have experience scripting, though.
Yo @remote estuary would you know solution to this?
I'm spawning a prefab via script with GetGame().SpawnEntityPrefabEx() or GetGame().SpawnEntityPrefab(). Base prefab, spawns fine.
Duplicated prefab, ends up throwing:
Attempting to insert an entity with invalid prefab resource GUID @"{5221EB116BFAEA8D}".```
Spawning in vehicles that are overriden is no problem though as it seems to spawn the base prefab
I even tried creating a new prefab from generic entity and attaching random .xob and it still throws wrong GUID errors
I think something wonky with the meta file
isn't the meta file literally just that GUID/ path?
Like I can duplicate a vanilla vehicle, place in world , press play from workbench, all good its there.
Do the same from dedicated server with peer and the vehicle isn't there
Imagine my surprise
restarting workbench fix (have to do it with every duplicate to replicate in peer server apparently)
Hey! I have a problem. Can you help me and tell me why it won't work? I want the radio to be in the Vest pouch right away. I added it to Enfusion and swapped the prefab. I did the same with the radio pouch and swapped it with my own pouch. Of course, I added a slot to the radio pouch to accommodate the radio. I added a slot to the main vest pouch and put the radio pouch in it, but unfortunately, the item is on the Vest but doesn't work, literally like a dummy. It doesn't even show up as an item in EQ. And the radio works because when I take it out of the arsenal it's working
im having a somewhat similar issue @frosty blaze. I am trying to create a custom loadout for players to spawn in with instead of the default old school vanilla gear, I've done everything as I should and it's still spawning with the vanilla gear. Any help?
did you override the correct prefab?
should be campaign_US_Player and USSR_Player
When you open the prefab, are there other resource variants higher numbered than yours?
top right
yes
I dont have a custom world. It's just a modded map
Check their map if it has one, if it doesn't create a subscene of the world, save it, then add your own
should I change this? ArmaReforger is at a "1" and mine is "2"
no that's fine. If yours is the highest variant you'll override
okay and I was thinking it might have been the gear I was using. The character is a bit mangled atm
I will try this, I assume it does, its the main Takistan
Gear should be fine, just check loadoutmanager
I am getting errors in console though is that fine?
could be minor errors, if your world loads its fine
just check what errors are later if issues with the gear
first check manager
in the world?
ye
so how would I go about doing that?
this is my core mod and I dont want to add a map into it since I change the map a lot
My problem is a bit different, I want the radio to be in my vest variant, not the default one
any ideas?
I mean, if the map you load the mod in to has the loadoutmanager yours will override it (most likely if you load mod last).
but you're not going to get anywhere if you don't test it
okay will do
got it but how can I fix this
also when I try to open inventory it crashes
Bro
What's that about?
anyone knows why this is happening after some seconds i start the game
That's not a crash, you can ignore it
This looks like you placed the shirt on the wrong inventory spot
