#reforger_workbench
1 messages · Page 18 of 1
yes
I fixed the model being fked up. I was using a bugged prefab I switched it and fixed the character model, but wdym?
Ah all good then, start using vests and attachment slots you'll see what I mean
I got the whole thing to work but you were right about the map not working
I appreciate the help
Hi guys, is there an easy way to enter the coordinates of elements in the SCR_EditorLinkComponent, or do I have to input the position and rotation manually and cry about it?
Up on this subject, not sure if you’ve had time to look into it
Can you send the saved loadout that shows up as renegade but shouldnt?
How many items are detected in the cache on server start? There should be a message in server log that says cache and a number basically
does anyone know how to add a loading screen to a core mod
I dont wanna have to make a custom world to do so, Im wondering if its possible to without doing that
I’m not sure what you’re referring to, but whatever the item is, the required rank is always set to Renegade
Server console log
So, none of the wcs weapon packs scopes will work
Like there isnt a slot for them
but other mods like bacon work fine
@hollow badger hi,Are you the creator of nv-system? I'm having a problem loading your mod. I see the soldiers with white hands and parts of the uniform too.
Huh? I'd have to see a picture to understand 
anyone knows why as nato either russia i can see the enemy starting hq base?
Look at your hands, it happens to me when I load your mod, when I remove it everything is fine again
🤨
I have a test experiment in there that could cause that but it shouldn't be active..
Wait is rhs loaded?
Yes
Then it's probably that, they might not be compatible. Idk why you'd run my stuff if you're using rhs anyways.
not compatible?
There might be some type of conflict somewhere, it happens.
I don't use rhs and don't see why anyone would use nv-system if they're using rhs anyways since they have their own setup so not gonna try to look into it 
Your system seems to work better than the one with RHS in my opinion. I tried it together with RHS in GM single player and the hands thing didn't happen, but on the server it does, so it could be due to incompatibility with some other active mod.
Thanks, I'll do my own research and if not, then I won't be able to use it and that's it.
Does anyone know where I can find these pants from wcs servers. I can’t find them anywhere
I’ve seen them used on other servers as well
I'll also nuke the experimental stuff out and maybe it will fix its self but I doubt it don't see how this is being picked up by other mods 
Ok, I'll check it out, thanks.
Any idea how to set up the maximum supply amount for the HQ and the supply income rate?
Watch this.
https://youtu.be/Zji4Jlfg7lQ?si=cjCzm8cgoWBhqo5A
An updated video of how to create a PvP Conflict mission within 1.3. Also covers off on how to use the WCS White List feature.
00:00 Introduction
00:45 Creating New Project
01:16 Adding Dependencies
02:29 Creating Folders
03:19 Opening World Editor
04:00 Creating Sub-Scene
04:54 Game Mode Setup
06:55 Mission Header Configuration
12:25 Conflict...
@hollow badger Hello, everything is working correctly after the update, thank you.
Already checked, that why i asked here
PLEASE HELP.
Created new faction, but when inheriting or duplicating base character models to set default loadouts to spawn with, simply changing them to be in the new faction suddenly makes the character model clip through any clothing put on it as if its suddenly misaligned despite that being tho only change made to the prefab
Any one know if there’s a way to create a squad of Ai that use drones as apart of their aresenal?
Any way to limit the number of respawns in scenario framework?
Really?? That's so weird... no mod should of been aware of it. That's so bizarre.
I can confirm that it is now working properly.
Mby worng channel but
Anyone know how i can remove the huey stuff frome my heli xD
If anyone has done police vehicles for Arma can you give me a DM please need some help
About to rip my hair out... I'm trying to modify the RHS (USAF) default loadout for the player and I can't for the life of me figure out which prefab I need to edit
Can someone please help. I have created a heli play ground and am wanting to have only the transport Huey and Littlebird able to be spawned. Can someone point me in the right direction to disable other helis and also where I can change the required rank, supplys and Exp values to make them free
whats the prefab for the game master player models?
I found it. For anyone else looking it was something like US_Rifleman in a folder called blufor or something I forgot the exact directory
Updated it yesterday
Ok great ! i ll check if it works the way i want and btw ty for your time
Hello, is there any way to limit the number of lives a player has in a scenario framework?
Anyone know why I cannot upload images or edit/delete files rn?
those parts should be in the SlotManagerComponent
Hi, when I tried to update my project, I saw that the update option is gone and there is only publish option, anyone know why perhaps?
thank you!
nvm it gittered and fixed itself after few tries.
Hello all , does anyone know what camera or setting it is to fix the static camera view when using the whiteboard to build stuff at bases ? im always fixed on the edge of circle and can only zoom in /out and move the object not the cam position.
Is there a way to check where an .edds image I found is used? Sort of like a "backwards navigate to file"?
Right click and select navigate to original I think ?
Yeah ig it's "find references" but for the specific image it points me to a .et instead of .layout or image widget :/
The first image is when i play the game for some reason it reset to this camo but in the second image is when i insert something in inventory or i remove something. Basically the second image is the correct one, but as soon as i click play it spawn the player as the first image
I'm trying to upload a test file of MP mission to the workshop, but having this weird error:
RESOURCES (E): Packaging project failed RESOURCES : Cleaning up created PAKs DEFAULT (E): Failed to create PAK file(s). RESOURCES (E): Creating bundle failed
Can anyone advise on what it may be caused by?
it seems reloading the workbench it fixed the issue?

Does anyone here have experience working with WCS_Armaments ?
WCS might
Already asked there, no respone sadly
Trying to make a TOW and 9k111 Fagot static weapon mod but the implentation in wcs armaments is a bit unclear
when spawning in on my server player gets kicked after one second, what am i missing?
i mean we solved our merge conflict and sussed out wich tiles were wich but i dont what bsp is related too so we gambled on the default layer file
For some reason I'm unable to publish my mod. It says dependency not found but doesn't tell me what the dependency is
Does anyone have any idea where to find that information?
BACKEND (E): [RestApi] ID:[158] TYPE:[EBREQ_WORKSHOP_CreateAssetUpload] Error Code:400 - Bad Request, apiCode="ValidationError", uid="1753833209907-462924", message="Referenced dependency doesn't exist or isn't accessible" DEFAULT (E): Uploading failed! Reason: "Referenced dependency doesn't exist or isn't accessible" BACKEND (E): [RestApi] ID:[159] TYPE:[EBREQ_WORKSHOP_CancelAssetUpload] Error Code:400 - Bad Request, apiCode="ResourceNotFoundError", uid="1753833211468-777533", message="assetVersionUpload 65F02EEE7674D13C 0.0.10 not found"
I jsut checked and all of my dependencies are visible in the workshop so they didn't get deleted or anything like that
***Fixed -- the problem was that I had imported the same dependency twice
I am for some reason missing the chat entity
.. Did I screw something up, and need to verify files, or am I missing a step here. As this is odd
Where in a weapon's prefab can I change the damage of the weapon?
Anyone good @ making garbage collectors? I can do all the work
I know most of it just a couple pointers or tips would be amazing
I am very familiar with tools
hey is it possible somehow to create a loadout from workbench in game and make it as a prefab?
is n't there one on the workshop?
sure it can be done. but i dont know how. maybey search youtube?
What do the logs say?
place the "ScriptedChatEntity" in the manager tree
or just run the Plugin - ScenarioFramework. Search for it on youtube. Blackbear has good videos
I'm for some reason just completely missing it I got it solved now as I had to copy it from another project and duplicate it. And also if only I heard about this much earlier as I kind of brute forced my way into learning by mimicking and experimenting other structures Thank you for giving me his name as I'll have to check that out for sure as I'm running into other errors such as n "SCRIPT (E): 'SCR_ExtendedIdentityComponent' given type (CHARACTER) and index bio group: -1 and bio index: -1 are invalid!" I'm assuming that's a prefab I use, But cannot find it anywhere So that recommendation hopefully will catch me up on being less confused here Thank you once again.
Thanks so much! It worked! (sorry, got busy and only got arround to trying it today)
Also, you can fix maximizing it if you use winecfg and disable Allow the window manager to decorate the windows in the Graphics tab
How can I use an editor prefab on the server? I want to use ManualCameraSpectate but it tells me there are components that don't exist.
How can I edit the object in the "Slot" prefab under "object to spawn"? I tried connecting the "E_Editor_zone" to a "SlotPlayerTrigger," but no matter what I do, it doesn't work. Only the variant described above works.
how can I add a specific version of a mod as a dependency in workbench?
ValidationError remote script source code checksum does not match! local=0xAA2A96618B76CD94 remote=0x3BE489719FF3ADFB
can i find which mod is doing this?
Ah yes, the Perfect screenshot, exactly how i want with a leaf in front of half the camera
Thanks Arma
Hey friends, was wondering if anybody knew how to fix this.
I'm working on a custom edit for Eden (Everon), my PC hard froze earlier while in the Reforger tools (what a shocker) and I had to power off my PC and back on. Upon return, opening up my custom map leaves me with this blank white screen. Any ideas on how I might fix this? I do have backups, but the last backup was from this morning. I've never encountered this issue before.
i got the same last week. I found out that the world was not anymore in the layers.
i did copy the layers through windows 11 and in Enfusion made a new project, world - sub scene with new name. Than copy in wind11 the files in the directory. So you have the assets back in the world
you cant
Thank you a ton, if I encounter this issue again I'll do this. I appreciate it!
thanks but not answering the right question
aha, thnx. i read it now 3 time. the version is not in de enfusion engine. it is from wen you start Arma Regforger and update there at the workshop. Also in the JSON you can specific overrule te version for on the serverside.
Heey heey,
As some of you might know I am working on a ((total)overhaul) mod, called Entropy, a mod that will bring a lot to the table in enfusion.
However when I wanted to test a few things last night with some people and I noticed that the uploadlimit of the Workbench is only 6 gig? (since my mod is over 6 gig it will totally destroy the mod).
Now this causes a mayor issue for me, since 1: this was nowhere written down. -> therefor no action was taken before this like, making multiple packs of smaller mods like assets/gear weapons/terrains/creatures ect.
2: There is no real guide how to safely seperate the mod into smaller parts without breaking the project entirely.
Is there a future plan to remove the 6gig limit and/or is there a dev that could help me solve this problem or any real good documentation how I can safely seperate stuff?
Thank you in advance,
Greets,
The Paramedic
You'll need to split the mod into a couple and use them as dependency. This is quite easy as you can move the meta files along with the assets and their GUID will remain the same. Make backups tho.
So seperating files will NOT break the mod, if I make multiple dependencys of it?
So for example:
Entropy 1 (terrain)
Entropy 2 (assetspack 1)
Entropy 3 (assetpack 2)
ect ect
yea
Yes it will also help users when they encounter download issues. More smaller mods = better.
thats what RHS does, it has 1 RHS mod that everything else is dependent on
also, bacon, where did you find thermals in the workbench?
They don't seem to be able to be enabled unless I missed something
There is a submenu for it in diag menu and materials received thermal configuration properties
ic
Oke, I will try that later this week. (after making some safe copy's from it).
I am just really worried that when I take stuff out of my mod and make a dependency from it, it will be unable to trace back the asset for example.
But I guesse we will see. 🙂
Thanks for the help lads!
I do still hate that the upload limit is nowhere written down on any official forum because this gives me next level anxiety and stress.
Did you found any solution, for me wcs cooldown doesnt work and if i set the cooldown anything more than 0 or 1 it goes infinite
Sadly, I didn’t, I couldn’t get answers anywhere else and I’m still stuck with this
ahh same position for me
Is there a way to remove dependencies for a project manually? I can't get into my project because "654CE5DB387D758D" is missing and there is no file with this ID. Thanks for the help
What happened to CTAC gear by Gabagool
open Addon.gproj with notepad, delete missing dependency ID should be a at the beginning of the file
I already tried that and there is no such ID ??
ok I think I get it
You may be lacking a dependency used by one of the dependency you included yourself
Alright I got into the project by just removing all dependencies and now I am going to add them again. I guesst there is no way arround that
f.e you wanna you want to use WCS helicopter as dependency for your mod
but it need WCS armaments to work
and you do not have wcs armament in your workbench list
so you have this message telling you that a dependecy you use, need another one that workbench cannot find
it will behave the same until you add the missing dependency to workbench project
go to your reforger addons folder, use windows search copy ID here, it should telle you which mod is missing
Also did that, no results
But I got my project back running. so all good
damn
guess it's a win then ^^
I drop my gun into test server and when I pick it up they hold it sideways and it fires to the side is there anyone who knows what's up
I get kicked from my server after 1 sec, the logs dont show any clear indication of issue? i assume faction manager is cause of issue and would really appreciate some help with this. ive worked on my server for half a year and now when its time to test live it wont let me spawn in, it works in editor and Scenario just not on live server... someone with more knowledge would likely fix this issue pretty quick.
anyone know the Arland command scenario ID?
Hello. I’m having some issues with one of my projects, Project one is a straight up standalone. Then project two has project one as a dependency. And the issue I'm having is that whenever I make changes or add prefabs to project one and save it. when I go to project two it doesn’t show the new changes/added new prefabs. I'm unsure what I can do to make it show with the latest changes. I’ve tried removing it as a dependency and then adding it back. And same again but removing it, closing the workbench and launching it again to then add it back as a dependency, but I had no luck. Any knowledge about this would be appreciated!
sounds like you didn't inherit the files to the dependant project, just duplicated/override
that is exactly what i did.. i will look into that. thank you!
Hello, I'm newer to enfusion and have been helping with configs for the server I play on. We are looking to run a "No helis" conflict, would it be easier to just disable the helipad or disable all helis? I'd prefer to just disable the ability to build the helipad but am not sure how. Any guidance/advice would be appreciated 
override the helipads, change the faction labels so that faction can't build them
that'd be one way to do it
I will give this a try, thanks
Can someone explain how do you limit what you can build on terrain/map using supplies?
I would like to make a limited build set up, so people are not creating machine guns all over the map and stuff like that, as it won't fit the theme of the map
Hello.
Im trying to make a Heli right
I got the modell in to tools
But im kinda stupid so
(i have tried looking)
Dose anyone now of a site or something to help me out to put on the right stuff and other things for the heli?
Thank you for ur time reading this
And thanks to who evere kind person can help me out
Not sure where to report this but I get this error when reloading scripts in the workbench for Experimental 1.5:
how to add component on locked stuff like CabinetMetal_o1_grey_v1_6236
i want add loot component on it
where can I see the explosion damage value of a grenade or C4 charge?
What are the best workbench settings to use and for the “enable Net API” what port do I use?
Does anyone know how to roll back to a previous version of a mod in the Workbench?
your own or someone elses you used as a dependency?
Well just in case you need to make a call to the API endpoint that gives you Nets obviously? this is for Blender jokes aside
?
Anyone know why my Group names aren't taking in the Workbench? It has the right String for the name, but in the GM asset Browser, its just showing as "Group"
Even when i try to do plain text, not a localized string, it still only shows as "Group":
Augh, i just duplicated the US group, reset the faction, and swapped to my Faction's character prefabs and it works totally fine,
might be that the game can't figure out what the Group name should be for a custom faction?
idk
so i guess im doing that from now on
i'm trying to use Zelik's LootSpawner Component to allow objects like locker to searchable,But i can't add Component on locked object on map,so I want to know how to add Component on locked object,if anyone could hint me?
maybe just use an area, no idea, since buildings have colliders they will spawn into the colliders
dadjoke
Would anyone be able to help with a very interesting mod bug I am running into? I am creating an IFAK mod using unused assets in the game. I have created a USSR version, and when put into the base character inventory for a Soviet Soldier, it works as intended. However, when put into an FIA inventory, it seems to disrupt the Inventorypreview icons of the jacket, pants and boots for some unknown reason. I am not messing with these items (aside from placing the item into the generic entity catalogue and in the pants of the characters themselves). Just needing some assistance with trouble shooting this further as I'm at a bit of a loss as to why it is happening.
Moved to this chat due to seeming more appropriate to the question
Is there a grid I can turn on in the world editor to keep an eye on scale of prefabs I'm building?
I have been trying to get invitations to a project, but the guy publishes the mod and adds me as a contributor yet I don't get an email or pending invitation and on there side they can't manage perms on what I can access and what I can not anyone know what the problem is?
How could i add components to mutiple entity?
i was trying Shift select all,but it wont work
If wanting a system that allows searching of containers for loot and spawned loot on the ground with minimal setup, take a look at CentralEconomy 😄
anyone else not able to download mods? my brother and I cant for an hour or so now. the downloads wont even start.
Hey, I'm getting the "Cannot locate dependencies required to open this project" error (listing all dependencies) when trying to open a project of mine - but all of the "missing" dependencies are downloaded, up-to-date, and recognized by Workbench. I can open other projects with some of the same dependencies, but this one doesn't seem to work. I've already verified files and reinstalled the dependencies, no dice. Any pointers?
Im new to workbench and currently trying to figure it out. How do you apply a script to a vehicle?
I recommend getting the exanple mod
Example vehicle is the name, and follow the guide either in bootcamp vid or wiki
But in short, you add the defined component to it
Didn't know you visit this discord, but best way to report is on bug report forum:
https://feedback.bistudio.com/
Otherwise, it will be ignored, as I don't really see any active developers in Discord itself
I recently found your channel too, and watched that interview with developer, it was a good watch, keep doing more of those interviews if they let you, as we really don't have too much insight into Bohemia Interactive's development, at least as much as we would like to see
A lot of updates are like covert ops 😄
You would override the freeroambuilding.conf, then open and remove the E_helipad_L_US_01 aswell the E_Helipad_L_USSR_01 from the config. This would be the same process for adding your own custom editable entities in to be built in the world, just click the + and add your creation in the conf.
Does anyone know what "Game Material Effect" and "Effect Index" are under SCR_ParticleContactComponent?
anyone know what I could do, trying to work on a map project and wanna use the in house invitation on workbench but not working somehow
IIRC they just publish an update with your email in the contributers field
Have you uploaded anything to the workshop before?
or is it your first time?
How can I make a modded vehicle carry supplies like the Trucks ?
I found a work around for the project, should be all good I get no pending invitations even though its the correct email linked
publish something to the workshop, then remove it.
iirc there is technically no workshop account until you publish something
I have published before, done a few mods but this is the first map making project but we're all good now anyway
yeah but it is odd. can you point me to your BI account or email on a DM?. I will check out on the system if it's there
Will drop a dm now, been trying to get an invite from a friend when they add me as a contributor in the mod and somehow I don't get any pending invites is that how it works?
not much online to check anything about it
they also publish it
or would it need to be the mod creators email?
anyone here using the enfusion engine workbench on linux? i'm on fedora linux, and for some reason in the 3D port i get a 'flicker' of loading. where it's constantly loading flashing a quick 'loading' screen and then shows me the 3D render. this most often happens during movement through the 3D port, and rarely happens while stationary and looking at something. anyone else experiencing this, and additionally has anyone come up with a solution to this weird issue?
How do I update my dependencies on the workbench properly?
Anybody know how to fix this 🤔
BACKEND (E): [RestApi] ID:[8] TYPE:[EBREQ_USER_DirectLogin] Error Code:400 - Bad Request, apiCode="userService.noPassword", uid="", message="User doesn't have password."
DEFAULT (E): Login failed. Error code: 0 (400) im halla confused
Is there a way to copy data from one mod to another? I have an WCS weapon compat for the US and for both US and RU, I've updated the US one but don't wanna spend another 2 hours manually dragging prefabs into the config
Hi all, I’m hoping someone can help me with the missing piece of the puzzle.
I’m using the USSR Mi-8MT Armed Transport as an example. What I’m trying to do is make it spawn for the US faction at their MOB.
So far, I have:
Overwritten the Mi-8MT prefab and added it to the entity catalogue for the US faction.
Copied the entity data list to match the other US helicopters in the CampaignFactionManager.
Edited the overwritten Mi-8MT prefab, changing both the SCR_EditableVehicleComponent and SCR_VehicleFactionAffiliationComponent to the US faction.
In Game Master mode, I can see the Mi-8MT listed under the US faction, but it doesn’t appear as an option at the helipad spawn point.
I’ve attached pictures for reference — any help would be greatly appreciated.
i'm getting this weird issue.
Cannot locate dependencies required to open this project:
- 5614BBCCBB55ED1C
for some reason my project is suddenly not opening. even though the only dependency is the base game. not sure what the issue is here. has anyone come across this issue? anyone have a fix?
looking deeper into it looks like arma reforger base game relies on this as a dependency..... not sure where or why this dependency suddenly broke.
whats more of an outlier is that i'm able to play the game without issue. and i'm able to create a new project which opens up fine. i'm just not able to open up a saved project.
What is dependency 5614BBCCBB55ED1C i can't see it on the workshop.
Have you ever added a dependency to your project?
i have not added that to my project. it turns out it's a dependency with Arma Reforger (the base game) when i open the ArmaReforger.gproj i found the depdency there.
if i remove the dependency that i can't even create a new proejct. and keep in mind that this error only pops up if i'm opening an old project. i can still create a new project and it opens and functions like normal. it's just when opening up a saved project.
ArmaReforger.gproj
GameProject {
ID "ArmaReforger"
GUID "58D0FB3206B6F859"
TITLE "Arma Reforger"
Dependencies {
"5614BBCCBB55ED1C" #This is the dependency that it's looking for but can't find.
}
...
}
here is the contents of that file for more context.
Fxied it. not sure what the actual answer to the problem is.
but what fixed it form me was deleting all the compdata (if you're using linux). my guess is that there must of been something that was probably cached from a previous version of the workbench that didn't get updated or something, thus preventing the projects from loading unable to find something that i guess it relied on.
however after clearning everything out and relaunching it, i am not able to open up saved projects. thanks regardless for the time spent.
Can anyone help me with this??
Some of the FIA that I have placed around the map that are stationed at checkpoints etc...are not spawning in.
They are showing on the workbench world... but when I press play I'm getting this error code, and the FIA are not in the locations I have placed them at 🤔
Hello, has anyone encountered this problem? I did nothing with the game, it is impossible to create or open an existing project.
click on Troubleshooting Guide page
follow the steps
ok, thx for answer
Maybe all your addons/games are in one drive
For half a year everything was fine._.
Happened randomly to me too, didn't even know I had one drive until it started saving my stuff where I didn't want it
Hi folks!
I need help. I have adapted my PvE scenarios to the Russian faction from RHS by overriding the USSR faction. Now I’m having a problem related to the arsenal: the personal belongings each character has don’t allow me to save the loadout in the arsenal. I’m trying to locate this in the workbench to adjust it, but I can’t find it. Could someone guide me with this issue? I appreciate any help in advance.
Question I am completely new to the modding scene and im trying to make a new multiplayer PVP game mode for reforger. basically short 15 minute matches focused on small squad vs squad combat where everyone has only one life, but as a newbie i have no idea how to go about it. So which articles, tutorial videos, etc shoud i look at to start getting my feet under me and figure out how to make this game mode?
Anyone know why an emat isn't applying to a prefab? im trying to recolor the vanilla Tanker Helmet for the US, and i created new versions of both it and its .emat, but the emat doesn't seem to be changing the color correctly.
I keep getting "DEFAULT (E): Addon processing on Workshop side failed! Error UID: "" Error Message : "Unknown Error" every time i try to publish
Am I doing something wrong?
I can change the color in the parametricMaterialInstanceComponent, and it looks right, but doesn't properly change the item in the arsenal
workshop has been fucky the last few days
give it a bit to stabilize and it should be good
😭
but yeah, the emat color is correct, its just the actual prefab that won't change
Changing it on the default emat for the vanilla helmet works, but i can't save it for the vanilla one ovbiously, those files are read only:
you are retexturing wrong thing
you are changing materials for model which is visible on ground
then why does it work for vanilla object?
what you see in world editor is model for ground model
okay, which one is the one i need for the worn model?
see here, worn model
I would recommend making prefab and not using material overrides
https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation#Creating_retextures_using_prefabs due to issues mentioned here
Hey, wanted to ask if it’s possible to open the bin file from a saved loadout from bacon loadout editor. My main goal is to save time from editing a loadout of a character prefab in the workbench
this worked great, thanks
hello. I have a custom loadout for players who spawn in my server. It works howevever, when players go to save the loadout it says none of the gear is part of there current faction. How can I fix this?
Create a custom arsenal configuration and add that gear to the arsenal
I've done that already
Does anyone know of a guide i can use to create a safe zone where no weapons at all can be used (hand held and vehicle)
Hey, so I have an arsenal for a custom faction - but it wont save the loadout of players in the corresponding faction. Every other faction doesnt seem to have this issue, and everything seems identical. How do I fix this?
I installed it on Arch and then tried my dual boot Fedora I'm just gonna get straight to the answer you're better off just getting a virtual machine to be honest A graphics card can handle it and you can do pass through You might be able to get through with the 256 something megabytes but I doubt it but worth a try as that is still less effort than trying to get the workbench working with Wine because the folders you need end up installed in /usr/share
Ajnd the others a complet e diff locaiton under home
In other words so the files that you need are installed on your actual Linux directory the ones are just the work bench they're in some sort of container with PROT emulating the Windows file system so workbench unless there's a work around this can't pick up the game
proton*
With this the Game Master Safe Zone using as a dependency might actually be a good thing to look into let me know if you do this
As it is a plug in already in I'd imagine you can easily just move over what they use as an entity to create such safe zone WCS may have it as well but you'd have to check with them
Thank yoi
I am trying to make a simple mod pack that just has all the mods i want to use as dependencies and was curious if it is possible to version lock the dependencies to prevent them from breaking stuff when they update? Is that something I can do?
its not possible
Can you only version lock in server console?
Any server owners having issues with workshop not downloading mods?
Failed to fetch addon details from workshop API
Usually I take this as the workshop is down - just want to see if anyone else is having this today?
I had some trouble uploading earlier, so I wouldn’t doubt workshop having some issues today
Okay so How do I get actions to work on different things or even to get show up?Will I have to add the other object’s animation to a certain component or create a new component on the new object?If there’s a video feel free to post it.Example I’m trying to do say you can open a mail box,how do I add a mine action and explosion to that?
Anyone know how to increase throwing distance on a item say a smoke grenade
If you stay in runtime with A.I. for a little longer ( couple minutes ) you will also come across a second "Assertion Failed" message popup.
1.5.0.14 is all about clicking on error popup messages. 💩
I think runtime error popup has to do with A.I. reloading.
At least pretty much most of the time it pops-up is whenever i see a A.I. reloading it's weapon.
Hello All.
Can I get some advice, please?
If I want to use a mod as a dependency, but that mod also has dependencies, do I have to add all of the other dependencies to my mod, or just the first one?
great question, I have no idea but I think this channel might be more helpful, good luck https://discord.com/channels/105462288051380224/976618709185626132
Thank you.
Hi everyone)
Do someone knows how can I change the list of composition for fractions?
I mean these on screen...
I wanna delete ZU for US faction.
ENGINE (E): Can't find game project file
Im trying to add depandecy to my mod but its not finding the mod aney one can help?
First one is enough.
Thank you.
anyone know why my editor preview images arent saving?
RESOURCES (E): Cannot save screenshot file $ShatteredDawnFactions:UI/Textures/EditorPreviews/Characters/Factions/CARTEL/Corruption/Character_CRTL_Corruption_Random.png
ENGINE (E): Screenshot failed to open file for write $ShatteredDawnFactions:UI/Textures/EditorPreviews/Characters/Factions/CARTEL/Corruption/Character_CRTL_Corruption_Random
What image type u using ?
i managed to get it working, seemed to have an issue with creating the folders
so i just made those myself and it just started working
makes sense

I have been struggling to disable certain JLTV's in a server config pack i have been trying to make
After the WCS update it for some reason wont let me just overwrite it in the US_campaign.conf
moved elsewhere maybe?
thats what i was thinking but when ever i search for them all that changed was the GUID which i changed to the new ones
its like the file is being inherited instead of overwritten
Quick question, I added new pouch variants, everything seems to work great, but when I save the loadout and load it, the radio disappears and is gone, why and where can I change that? 😄
I feel like I seen that in a component somewhere lol
You sure you have enough space on the character or space in the pouch ?If it’s on the ground afterwards then that’s the problem
Say I want to add a time fuse mine to a car.I messed with the components but the action don’t show up.I feel like I’m missing something big.
There is nothing, when you equip a new one from the arsenal everything is fine, after saving and loading it is gone, it does not appear on the ground, nothing
so inherited from the Character_Base to create a new faction. everything is working as expected. hoever when i select my new faction, and then select the group i noticed that there is no preview of the character. what can i do to ensure i have everything configured correctly? that seems to be the only issue that i'm having, spawning in and loadouts seem to be working properly when in the game (GM mode)
I do notice that my new character is n the 't-pose' and the lets say the 'rifleman' is in his idle animation. not sure if that has something to do with it. but just something that i've noted.
designing background war sounds for a mod, any feed back on the gunshots and explosion samples y'all have ? as i feel its a little muffled too much for earplugs / being indors
is it possible to hide water in workbench? looking to check the surface textures underneath
Why not using real life soundscapes? Or at least sample some real sounds? There are so many videos especially like "what does it sound like getting shot at" or rl war footage etc.
PS: and while you are using FL i expect some "getting shot at type Beat Trap Banger"
And why is this not in #enfusion_audio ?
Guys so i want to make this arsenal to show only the items that icreated do i need to creat faction?
no, there is override option in arsenal
As I don't have equipment to capture it for use in a game, otherwise to just ONLY use sound, those are still real noises, just laid out on a track playlist, different tones and effects added on them to get rid of the "recorded mic" feel.
one of the big FPS studios spent a lot of money on those recording gun ranges, and well it still just sounds like shite; microphones don't like loud sudden volumes (the ones we can afford that is) and do have a gain cut off
As to answer your other question, still working out what channels im missing.
i needed to manually enable them 
Hey guys, I'm looking to make my own "independent, FIA, Greenfor" faction mod with an assortment of retextured vanilla clothing and vics, I'm also thinking about retexturing modded clothing and using some modded weapons to kit the squads etc, so I'll also want to use some mods as dependencies , my question is whether is wise to do ALL of this in one single project or should I divide it up into parts then just use them as dependencies, I'm a bit of noob and completely new to the workbench and I don't really know the best way to go about it, any help would be much appreaciated, thanks - Six
if it’s your own map, you can just clear the “Ocean Material” under the environment section in your world entity
How can i turn off the Fog in World Editor inside Workbench?
Hello i have a problem, i modded a vehicle but when i put it on a server, the driver see it moving but the other player doesnt, I SEE THE VEHICLE MOVING ON THE MAP THO
Not sure if it's related or not but the base character doesn't have the faction affiliation component and all of the faction loadout prefabs do.
right now i just got it fixed. not sure what fixed it. but i just started over this morning through the process, and i guess this time going around i did something right. just not sure what i must of forgot to do the last time around. but i'll try to keep note of that intot he future. what's weird, is that everything was working. loadouts and everything. just the preview wasn't working. xD not sure what it was precisely, but whatever xD
Did you follow the wiki to make sure your loadouts are configured correctly?
i thought i followed it correctly. but i couldn't tell you what part of the instructions i must of missed. because first time go around didn't work. then doing it again, suddenly it did.
it also could be an odd behaviour or side effect from me using linux,
anyone else seeing Phoenix Studios Common is off the workshop?
hey all. Can someone point me in the right direction on where i change the vehicle repawn timer. i am wanting to change it to 60 seconds
why can't i search for my custom assets in the game master entity browser?
i can filter by 'modded' tab at the bottom, but i'm not able to filter by anything else not even the 'name'. anyone have any idea?
ahh i see, i guess i need to use the String Editor. to build localized strings for the entity browser to be able to fuilter.
https://community.bistudio.com/wiki/Arma_Reforger:String_Editor#Create_a_Stringtable_File
so now i can filter by 'text' and by 'modded' however i would like to be able to filter by 'faction' cuz i'm creating a new faction 'Canada' and i would like to filter by that faction. however the only filters i see are the default toggles, such as 'US' ,' Russia' 'Civ' etc. how do i add the 'Canada' one the filter?
sure
I urgently need help, I have the map already completed but I wanted to add some decorative elements from mods and I did something wrong that now I can't enter my map, this dependency error appears.
but I have my folder intact I don't understand...
i need help...
Have you got the dependency in your addon folder
I don't understand, that is the folder of my project.
Documents >mygames>armareforger>addons
not arma reforger workbench. just arma reforger
I never managed to upload my map to the workshop.
ok go to Documents >mygames>armareforger>addons
ok
ok so go back to your workshop launcher
click add project and look for that add on you just found
right click Galicia and select open with add on
mmmmmm
🙁
what happens when you try to open your project (the right one)
work, yes
nice
Now how do I prevent this from happening again? I just wanted to add decoration like a tractor to my map.
have you got the mapa galicia as a dependancy
work????
we then just dont remove it from your addon folder or your launcher
So can I delete the one with the lock now? Is it working correctly?
no
ok! XD
if you delete it your project will not open for you
but before there was simply the one on the left, the one on the right with the lock did not exist
I won't have problems now to upload it?
because you are using the one on the right as an addon/dependancy you need to have it there
I have like 20 there
okei
And how the hell do I add mods? I want decorations like tractors on my map without ruining it again? @boreal lava
Well, you have helped me a lot, thank you very much, very kind!
all good man enjoy
Does anyone know how to get rid of this error.
It ends up creeping into the project sooner or later, is this somehow I am hitting engine limit, or is there another reason. I am not running out of ram or GPU resources (for certain), but I am getting this buffer error after placing dozens of trees on the map, happens when I first open the project, then it goes away.
Hi All. Can someone guide me on where to change the vehicle spawn cooldown. I want to change the cool down to 60 seconda
Hello, what kind of license should I use so that the map cannot be modified, but they can use it to add game modes, meaning they cannot remove a village or anything that I have built.
WHAT IS THIS ERROR?
Put your email in contributor's and use a public licence normally the on that is already selected
anyone else have an issue if you create a sub-scene from a world (Kunar in particlar, you are unable to reenter that same world? or launch it on your server)
I have my own custom factions. One bluefor and other opfor. The bluefor flag on hg's and everything works but opfor is defaulted to the soviet flag, what could be causing this?
how do I fix medical items in the arsenal not showing up
hey guys just getting into reforger
i cant get the remote console to work
anything i can look at to see what im doing wrong
Got this error about "too many diags" on loading a project in workbench, should I be concerned?
Hello wassup wassup fellow players
I’m a personnel player from 75th on Reforger and I’m in need of contact with a specific modder
For anyone that made this mod pack please react or send me a DM 🤙
Has anyone had an issue where the workbench suddenly won't launch? It shows as running on steam / on task manager, and it lets me select an addon to open, but as soon as I try and open an addon to work on it, it just does nothing. Still shows as running on steam, but nothing happens. I've tried a fresh install. Using Arma REforger Experimental Tools launch perfectly fine, but I have no idea how to troubleshoot this.
@terse badge check DM brother 🤙
When you create a sub-scene from any map, your first step really is to save it in your mod folder you created. Whenever you load that sub-scene from your mod folder, test/play in the editor will be on that version you created. To access it on your server - you need to upload to workshop and set the map to that version you created.
You would override the flag & change the material to whatever you desire to be for OpFor. That would be found in object properties of that prefab.
To make any changes to the arsenal, first you would need to override the InventoryItems_entityCatalog_US.conf into your mod, then edit it. Making the changes you want.
It would also be similar to the USSR..
i did already
Did you compare your entities/entrys the same as other items already there?
Always best to compare to whats already there to see if you missed something or left something unchecked.
Faster way is to copy an existing entry in the configs and when you add just paste the copy and change the prefab/name or whatever else kinda self proofs itself at that point, if that helps.
Does it make a difference the order i have the dependencys in
Probably not
Didn't think so but started thinking and had to ask
Anybody know how to remove shit that magically merged with the base game??
I tried deleting my override of the file and restarting workbench but they just stay no matter what and that should definitely not be happening. Only realized this became a thing because i was gonna change the binds for them but can't since they are now considered part of the base-file for whatever reason
They should be in bold white text but they are in that grey text. Even trying to override the file again has no effect
I added these. I should have full control
i want to override a small piece of the https://enfusionengine.com/api/redirect?to=enfusion://ResourceManager/~ArmaReforger:scripts/Game/Character/CharacterCameraHandlerComponent.c
scripts/Game/Character/CharacterCameraHandlerComponent.c
but i wasn't able to override it.
the https://community.bistudio.com/wiki/Arma_Reforger:Data_Modding_Basics
states i can inherit from it.
Anyone have some insight on what WeaponToggleSightsIllumination does?
You would want to have a modded version of that script to have an override.
got it. i duplicated the script and now?
Check https://discordapp.com/channels/105462288051380224/976155351999201390 for the examples, I'm not coder by heart, but for anything to be used as modifed it would be modded class <then the class>
example.
yeah they're all good so idk
another thing I'm having a problem with is items not showing up in the default loadout
I've changed the gear for it and made sure the items are going into the vest but it doesnt show up still
hi, anyone know how i use this plugin? Data To Spreadsheet i dont find anywhere
Are we talking about modded items or vanilla items?
It could be size related, assuming you've overridden the base loadout prefab for specific faction, under SCR_InventoryStorageManagerComponent you can add whatever you want but if its weight restricted you wont have the item when you spawn in.
Example, I just added 4 morphine's in their pants, but adding a m60 it wouldn't allow it for obvious reasons.
How do I create a custom composition in work bench?
How can I choose selection of model in workbench like before in object builder? For example i defined vertex groups in blender, then export to workbench and i dont see them, no selections, only solid model.
Does anyone else not see weapons, vehicles, etc., when they enter them in the .conf of the arsenals or inventories???
It's on Experimental now. I've published Wiki page bit to early since I got confused what goes where internally
Hello. I have issue with property section in world editor in any project (even in empty and just created). What could it be?
Drag the panels to the left, then drag the column separator of the object properties to the left. They are clipping.
Or just drag the separator to the left, its visible on your screenshot from what i see

thx.
Im so embarrassed that I forgot about this editor "feature".
hello guys
Can someone help me on this one? What to do if you have an older version of your original workbench files (granted you formatted your computer and only have those files) for a custom made map, but the uploaded version on the arma workshop is on the last version I did (so like a lot different from the older workbench files) ... how can I like... unpack the workshop map back into the workbench files or am i screwed?
I have already sent an email to BI support if they can help me, currently waiting for a reply.
Hello,
how i can enter debug menu in win 11 ?
i have try win+alt / ctrl+win like said here https://community.bistudio.com/wiki/Arma_Reforger:Diag_Menu
But i cant open them
Guys, I need help — the problem is when I press Play, nothing happens, just a black screen
Do you have your managers in the world? Example gamemode - loadout - perception.
I setup the GameMaster for the world
only
Perception maybe?
it's there also
Interesting, compare to mp_basic or Eden layer see what you may be missing.
Hello, so i trying to make a custom loadout right.
I using a custom faction aswell.
And i override it and did what i should by looking at stuff
But it dosent work?
It spawns with the Default?
Anyone knows why?
Left override and right Default
Also wanna add that i use modded stuff
Thanks for ur time and help 🙂
anyone know how I would figure out why my mod was banned?
Check your email
nothing in there. Who would it be from?
Check the email used on the workshop/bi account
and in spam perhaps
Just search for [ARMA REFORGER]
Anyway, the reason was the following
Your mod has been found to break ND license of its dependencies.
Gotcha. If I remove said dependencies can I reupload the mod?
It's not only the dependency, but content in your mod from said dependencies. Derivative works for example
But yeah, if you have no other prior offenses. You should be able to get the second change.
Handle it with dms with @vagrant beacon pls
He will handle your case
Hi. How can I create a mod that automatically sets the mission parameters I usually setup in the world editor? Like squad callsigns and frequencies, Medical settings and spawn loadouts? I know how to do overrides of other files but how do I override those settings from a standalone mod which doesn't contain a world at all?
I'd like to have those settings shared in all the empty game master scenarios I load in my server
Hey, guys, how do you make an attachment compatible for other weapons as a snap on, meaning, you have some scopes that you can drop on the weapon and it will take it, while other weapons it does not.
Which class tree do I need to look at in order to make an attachment of sorts to fit on other weapons, no necessarily the scope, but in general
I can custom make a rifle, but as soon as you remove that attachment you can't reattach it back, due to compatibility
Hey, Ref
Can you give a link to mod rules? I am pretty far from releasing, but I want to read through it
The ToU of the workshop, game, tools, server and the BI online services terms of service
This or something else?
https://reforger.armaplatform.com/eula
Up
I’m looking for someone to make a scenario for me
try enfusion_scenario channel
Anyone know why a player's identity/personal documents would be dropping on the ground on death?
Ahh just found it, SCR_IdentityManagerComponent on the Gamemode object controls when you want the documents to spawn, On Death is an option
Any help with overriding gamemanagers to standardize settings across multiple scenarios?
Why can't prefab selection window focus on previously selected prefab?
Sounds like such an obvious convenience
In scripts look at Game/Weapon/Attachments/ folder. For example, the M21 rifle has a WeaponComponent with an AttachmentSlotComponent as a child. In that AttachmentSlotComponent, you define the Attachment Type. Hope that helps!
For m21 optic you would want to set it to AttachmentOpticsM21
I think most of the modern weapons use AttachmentOpticsRIS1913 or one of the shorter ones
I was hoping it was in Class trees instead, since I know nothing of scripting 😄
I opened it up, but it's like teaching a crocodile how to play drums hahaha!
I am the crocodile 😄
IDK what a class tree is, but those script files are pretty much lists of the various attachment types you can allow on your weapon.
theres even comments telling you exactly what each one is for
Class trees are just categories in Object Properties 🙂
I will take a look at it again, maybe I will learn scripting at basic level, it's just looks very intimidating to me, since I never done it
is it possible to regain access to my mod that i lost the files to ?
Is there a mod that allows weapon displays?
Hello, once I finish making my item in workshop? what do I do next? I have tested it it works...but how do I get it on a server now?
Do you have backups?
A GitHub maybe?
Nah my buddy wiped his pc I heard you can recover it somehow by enter guid
cleaned up 🙂
I got a question im trying to re do the camo on the LAV25 i change the body color but the turret is still same. Cant figure out why any suggestions?
you need to change the camo for the turret too
check the Slot component in the prefab, not just the Mesh component
the turret is its own prefab tha needs the new .emat camo pattern you do
Thank you!
Is there a way to freeze time? I know you can slow it down in the cheat menu but thats only to 0.01.
Game master has a pause button
Hey, I'm a bit confused. I am using the world editor and want to increase the view distance in the map I am working on, so I adjusted the Far Plane in the camera tool but it's not quite working how it would with Arland for example.
I'm wondering if when setting up the terrain itself or importing the heightmap I did something wrong that caused the map to be sliced in smaller chunks maybe?
I found a solution after some searching. Just needed to click the weather tol to update the changes
yea thanks i found it right after asking xD i was tierd forgot the prefab
Is it any way to make it so u can only put medical stuff in a backpack? if so how?
Hey, a little stuck on what is quite a simple issue with adding new vehicles into factions; working for one faction, but not the other via same method, any advice would be really appreciated xoxo
changed the factionkey to the right one?
i'll explain in DM if thats sound mate, dont wanna spam, everyone in here, or is it common to do that so others can use the info; only just joined the Discord, but yes, I've changed the faction key, even any factionaffiliation components on the prefab, and tried adding directly into campaign conf, factionmanager, and via entityentry
and none of it worked haha, when for USSR it just lemme put it straight into the factionmanager and was happy
What is the name of the prefab in Enfusion for the arsenal that you can place in builder mode at captured bases?
how to increase capacity in a drawer?
hello, everytime i try to open my project, it will just have the enfusion screen for seemingly forever, and never open my project properly. this doesnt seem to be an issue with other projects at all. anyone know how to fix it?
Question so io updated a mod
and if i look at the change nots that updates correctly
but the main page info and mod version does not update
any idea why ?
Also this one didnt update to 1.0.4
It's normal: it takes some time until the main page updates. The changelog page will be up to date in a few minutes, tops - don't worry.
And it might need some time until you and mod users can see the update icon in-game as well. 😎 👍
Hello reforger worksbench experts!
Quick question .. is it possible to create a building prefab with enemies spawned in it? what would be the right entity to add to building prefab? FIA ambient spawn?
403 error when updating mod?? This is driving me nuts. now been 4 days of trying to push this update legit over 50x times
I am however able to still update my other smaller mods... So I dont know whats going on with this one.
Clearly its something more the then standard "cloudflare" crap. Ive done a search in discord with no real answers around it. If anyone has ANY suggestions please let me know.
BACKEND (E): [RestApi] ID:[20] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:403 - Forbidden, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
Does anyone know how to stop AI from alerting other nearby AI when they get aggroed on a player?
Is there a way to make these destructible?
It has the destruction component but the fence just still shows up when I try running it over.
Hey all wondering if anyone else has come across this error when attempting to publish an update to there mod?
That's just how they work.
There are multiple things like A.I. observe and investigate, which will help them to get aware of any nearby danger.
Compared to other Arma games A.I. in Reforger has a lot of autonomous behaviors, which has it's pros and cons.
In your case you would need to modify A.I. systems/behaviors to prevent A.I. from using them.
Hey there)
Do someone knows how can i change the respawn price in default preset?
do you have a destruction manager?
im getting something simliar
ive updated it a couple times already today, not sure why it isnt working now
literally doesnt give me a reason either lmao
Hi guys, how can i scale prefab and attach it in slotmanger without loosing the scale!!
You would duplicate the prefab, scale it to the size you want, save it. Then add that version of the prefab, should work.
Inherit will not work?
You can try inherit if you'd like.
did not work
Duplication or inherit?
Select merg physics
Assuming you already know this but I duplicated the m998 - duplicated the m2hb. Went to the m998 duplicated prefab > slot manager > add > entityslotinfo > select prefab > select each box required. Hope that helped.
I made a seat by adjusting a few settings in the action and compartment, but when I interact with it, the character just stands there. How can I make it sit down like in a helicopter?
you need to import a satmap
I have a sat map
Grass picks the color of the ground
can you show me your satmap (move away a bit from the surface)
its yellow in this section is that why?
probably
I juse removed the Satmap and its green
Do you know a way i can get a really high res sat map?
use QGIS
thanks
btw how do you increase the distance at which grass and other stuff appear to the camera?
Oooohhhh! So THTAT's the way to do it!
I have been struggling to slot-and-rescalling stuff, because it works fine in simple parenting, but NOT in slot manager. I would never thought of that method of yours.
Thank you!
no problem.
Sitting, passengers and related stuff are dealt with by the BaseCompartmentsManager .
I have found a lot of good info here in forums, and compiled as much as I could here:
#1387042344766935244 message
So, providing from where you got the Components for your modded seat/bench, their animations and/or "seat Type"s might not be matching the ones you are currently trying to use.
In your picture there, we see "get in Driver", which is shown by the "UI" slot inside the compartment's configuration. Sometimes you need only to change the class of your DOOR's references, and thing immediately begin to work.
Another thing that might help you a lot: override/duplicate the huey chopper into your mod and edit it. Then, take a look in the passengers configurations so you will quickly get the hang of it.
But pay attention, as the rear/back passenger seats are managed inside an EXTERNAL Prefab for the seats - the same way is done i several other vehicles: the vanilla trucks, jeeps, vans, etc. So, in order to actually reach "those" rear seats, you will need to duplicate the attached/slot Prefab as well.
But I believe you can find all that you need just by looking into doors, actions and compartments for your front right passenger nonetheless.
please, can you make a tutorial how to make a vehicle from scratch?
both
I posted that eariler and explained how to do it, review that. Your not selecting merg phys
Try that and let me know.
I did it my friend but still same
the scale gone when aplly the prfab to the vehicle slotcomponent manger
\
And here is the logo prefab that i adjusted to 1.200 scale
Try it as a Registered Component Slot Info
Same
check those other boxes that are uncchecked test each one
Ihave tested bro nothing happend, the thing is do i need to add smth to the logo prefab its self?
I added u dm once you accept
does anyone know why the workbench would suddenly start refusing to open any project, ive validated files for everything on steam, ive even done a fresh install, deleted literally everything, and the issue is still happening.
tried creating a new project as well, same issue.
there is nothing in the console logs, they continue as normal, as if nothing out of the ordinary is happening.
it shows up in the task manager fine but there is no window on my desktop.
and its not on a different desktop (win + tab)
its not hidden to tray.
im out of ideas...
both experimental tools and game work fine as well as the base game itself

https://feedback.bistudio.com/T192593
it was this if anyone is curious
Computer\HKEY_CURRENT_USER\Software\Bohemia Interactive\Arma Reforger Workbench deleting this
how do i change the default charactor i load into, to one i made in workbench?
I wouldn't advise people to use override.. it overrides that specific vehicle on anyone that uses the mod from that point on. Inherit or duplicate but not override.
It's important to know the differences between override, duplicate and inherit
It's very easy to unintentionally blow up some random mod
heyo, guys I have a question. Do anybody know, where I can disable the Radio Antenna tent? I assume I have to do it in the Scenario I build right? I wanna do it for both sides in my scenario, so its not buildable in capable bases and HQs.
So does Replace with Prefab just not work?
trying to swap the USSR sign to the US one, and when i select this option, and then the sign i want, nothing happens when i hit Ok
NVM, its just dumb and doesn't work with base game prefabs for some reason
i'd have to duplicate every prop i want to swap in
thats fucking stupid, why can't i just plug in an existing prop?
is it because it's "read only"?
@plucky basalt @remote estuary Thank you for the warning!
The little I understand, instead of have just overridden all the edited vehicles in my mod, it could be more decent to create inherited versions of them, and delete the overridden ones, so to avoid messing around other mods, right?
The worst case scenario, the inherited ones could be messed by another mod that ends up overriding same vehicles, but that would happen anyway... ? 
If you want to override existing content then override it. If you want to duplicate existing content then duplicate it. If you want to inherit then inherit. These are extremely simple concepts. Pick the one that helps you achieve your desired outcome.
yeah i just duplicate to avoid any conflicts with other mods
Does anyone have a high-res version of this and Everon's by any chance? My screen is small, so I can’t see the whole thing at 100% zoom. I’d have to piece it together like a puzzle. I can do it, but I thought I’d ask here first.
Why do you need it?
I just want to add some overlays in Photoshop and then update the file in the map entity.
Why not use map descriptor components or some in game/tool functionality?
I need to add a red semi transparent circular zone of a specific size and I don't know how to do it also I'm not very good with scripting yet
Anyone know why the killfeed absolutely refuses to turn off? It stays as Disabled in the workbench but it still shows ingame (outside workbench playmode). Don't really want to turn off the whole component cause it looks like it also controlls showing when players leave/join
I’m new to the sever. Is there a channel for help I need with a mod issue?
that would be this one, unless its a scripting, config or workshop uploading issue, then in that case, use #enfusion_configuration #enfusion_scripting or #enfusion_workshop
To Zelik's point, If you place an object down on the map, you can add a MapDescriptorComponent. This is how Reforger renders things on the map. Specifically, you can tell it what the thing is. A tree, hill, fire station, hospital, a pub. Now for rendering a circle... I am not entirely sure how folks have been drawing shapes yet. Have not yet dove into that side of things.
When you import a jpg and it makes an edds, can you delete the jpg after? Or does that need to stay
Anyone know why my custom factions are getting rank/XP penalized for killing FIA in conflict? Perceived faction is disabled, and the factions are not allies in game
Thank you so much! Here is my issue:
I’m new to running a server. My buddies and I have been doing it for about a week. Mostly spent troubleshooting and finding the right mod order. I’m stumped on this one. I tried the medkit fixes broken bones mod and nobody liked it except me lmao. Now the issue is our bandages show up as medkits, no saline, no morphine (they’re all rolled into one in the bandage medkit). I took that mod out and also ACE medical prototypes. Bandages as medkits are still showing, morphine and saline are back, but now phenylephrine, metoprolol, smelling salts, and naloxone are all gone.
Please ask anything if this was confusing.
Here is the mod list straight from our server .json
not showing where? in the arsenals?
That was the original issue. It was showing my bandages as medkits (alongside the actual medkits). Morphine, saline, and bandages weren’t showing because the bandage medkit issue was combining them. All other drugs were showing. I’ve taken out the mod I think was the issue (medical backpack fixes bones). Now, it’s as if ace medical isn’t there at all (see attached .json; it is). Morphine and saline is back, all other ACE meds are gone, and I have to get bandages from the enemy arsenal.
Does that make sense?
sounds like you messed up something in the Entity Catalogs for the faction inventory
That would also cause the ACE medical items to disappear?
The US arsenal bandages are labeled medkits now. So, if I get shot, let’s say, three times, I can use one of them and it instantly heals everything. As far as I know, that shouldn’t be happening anymore and there aren’t any mods that stand out as causing that within our .json list
Unless there’s something I’m missing and you see anything in our list that stands out to you as having issue
Bumping this, it goes away after a while, but yeah, for the first few kills, they penalize the player and detract XP/Rank
Does anyone know which Component (SCR_GameModeCampaign?) are to change fuel consumption in conflict
its on the individual vehicles: SCR_FuelConsumptionComponent
you can't change the overall rate for the whole gamemode?
unless you're in the gamemaster menu?
IDK but heres what I do for my AI patrol vehicles: ```cs
SCR_FuelConsumptionComponent fuelComp = SCR_FuelConsumptionComponent.Cast(spawnedVehicle.FindComponent(SCR_FuelConsumptionComponent));
if(fuelComp)
{
// Get fuel consumption component and set to none
SCR_FuelConsumptionComponentClass m_ComponentData = SCR_FuelConsumptionComponentClass.Cast(fuelComp.GetComponentData(spawnedVehicle));
m_ComponentData.m_fFuelConsumption = 0;
// Set speed limit for AI
AICarMovementComponent ACMC = AICarMovementComponent.Cast(spawnedVehicle.FindComponent(AICarMovementComponent));
ACMC.SetCruiseSpeed(27);
}
spawnedVehicle is of class "Vehicle"
and I believe default fuel consumption is 8
yeah it usually seems to be set to 8x speed
that probably changes per vehicle though which leads me to believe there may not be a way to do a global change?
Dont quote me on that though! 
i mean, in the GM menu, senario properties, you can adjust it:
found it! ```cs
SCR_FuelConsumptionComponent.SetGlobalFuelConsumptionScale(float value);
that is also a static function
hmm
i wonder if it can be done via Server Config/Mission Header
welp, its after midnight here, im calling it for the night
if anyone figures it out, just @ me
https://reforger.armaplatform.com/workshop/652ED72B582C52D7-CustomLoadingScreen
How do I use this mod? I tried to copy it and add my own image but the files are read only.
Hello, does anyone have the SCR_DataToSpreadsheet plugin file or is there an alternative to batch export data to a spreadsheet?
Is there a way to prevent world editor from selecting objects that are on the locked layers or on the layers that are not currently selected?
NVM. I guess it's this. Hopefully it works.
For some reason I cannot link my BI account in workbench. I created account few days ago and it also has some trouble to log in to BI main page (after multiple tries it logs in).
Hello all, does any one of you have a good Tutorial on how edit a map mod (for example Kunar)? I try since 2 days but the map won't open in the world editor
How do you edit mods in workbench?
well there's the answer:
its a Server only setting according to the API wiki
https://community.bistudio.com/wikidata/external-data/arma-reforger/ArmaReforgerScriptAPIPublic/interfaceSCR__FuelConsumptionComponent.html
anyone know where i can get some good information on how to setup dialog between players and NPCs? digging through the 'tutorial scenario' so that i can find out how they did the scripted voice over with subtitles. looks like it's broken up into several components and systems, was just wondering if there was any clear documentation on how to use these components and system to customize the dialog and the user interaction with that dialog such as response dialog, or interrupted interactions based on sudden damage or aggression?
You can probably create a mod that adjusts it via a JSON config file like most people use for their mods.
Or just create a mod that overrides the default value of 8
All that is is this script modded class ArmaReforgerScripted { override event void OnWorldPostProcess(World world) { super.OnWorldPostProcess(world); SCR_FuelConsumptionComponent.SetGlobalFuelConsumptionScale(1); } }
and it worked when I tested it
i'll probably just add this mod to the server list lol
easier than doing it myself
though having that setting in the World Editor when making scenarios would be super helpful
Just be careful as it's really outdated. It is simple, so should be ok. But still just a warning
I’m sorry to spam this. Just trying to fix this
Hi, I've just published an update of my mod but it cannot be downloaded from the workshop and server cannot get it either. It says it's publishing fine but i have just found this on one of the uploads.... BACKEND (E): [RestApi] ID:[29] TYPE:[EBREQ_WORKSHOP_StatusAsset] Error Code:400 - Bad Request, apiCode="ResourceNotFoundError", uid="1755603012478-657480", message="Resource 6614FA4DE94345BB not found"
The latest update has published with no errors and it's all available with correct version update on workshop but still won't download. Is this a workshop side error as opposed to a problem on my side?
i have similar problem with my mod pushed update to it and now on my server in console i've got 502 bad gateway when trying to download update, and can't even download update on my client version :/
hmmmm! maybe a problem their side?
i hope so...
so frustrating, this was to be the last update to complete the mod too!
just dropped to check if I have the same problem 😄
same, uploaded correctly no errors in console and drops bad API error in server console
looks like workshop issue
I've just tried republishing, all good and in workshop but it will download half of the 26mb and then says it can't download!
Please Help. I Uploaded the newest Version of my map for testing to the Workshop. But now this error pops out. What can i do? there is no error code or something iam totaly lost. i did this so many times before and it worked. Other Mods are Downloading. i startet my project with a bunch of mods ticked on...can this be the reason?
possibly the same problem as the rest of us are having
Ah okay? didnt read. Are there Problems with the Arma Servers?
The Bad Gateway i got everytime at the Upload. But a VPN fixed this for me
well i've uploaded mods without problem but my server won't download it
Realy Frustrating. Hope there is just a problem with the Servers and they fix it. But older mods start to download...looks like that we just can wait
Did you try to download the mod in Reforger before starting the Server for testing. This also not work for me
same
Hey! Does anyone face significant performance and freezing issues with Workbench, especially in world editor? Any way to handle that?
Maybe they already try to fix this
I've been having these issues - Says all clear on down detector!
Because the download itself works. It just dont work for new published mods or mod updates today. I uploaded also my update today now i cant play it.
Please let us know if someone knows anything new about that.
anyone know if there is an advanced ballistics mod for reforger like in arma 3 by ACE 3
or if its in planning
The Reforger Ballistics are pretty good...but i looked at the mod you mentioned and i think that would be pretty nice. But for now i heard nothing about a mod like this 🙄
Seems to all be working now
i created a custom scenario, was able to get everything working using the gamemode_editor. but now i wanted to create my own game mode by inheriting from the base class. I also did the same for loadout manager, and faction manager.
however when i go to start the game via the editor, i get spawned in the ocean. my respawn is set to autospawn and i have the forced faction and loadout set to the us however when i go to spawn, i spawn in the ocean. i can hold 'Y" to go into a GM view, while not being staged for GM. i see that i have the US as a playable faction, however when i go to the 'respawn' window, nothing shows up. i have i broken or forgotton something?
the GM UI disappears as though the re-spawn window was supposed to appear, however nothing appears, and all i see now is the game view, with the only way out going back to GM view with "Y"
BACKEND (E): [RestApi] ID:[9] TYPE:[EBREQ_USER_DirectLogin] Error Code:400 - Bad Request, apiCode="userService.noPassword", uid="", message="User doesn't have password."
DEFAULT (E): Login failed. Error code: 0 (400)
can someone help me here
i made a mod and i cant publish it because that button is grayed out i can only see a link button i created a account but when i try to do my emailand password i get this code
Nice. I will try in the next hours. 🙏
I am trying to make a bullet path mod, to demonstrate ballistics as I saw arma 3 vs reforger ballistics in here, has anyone done this already/ is it feasible to do the same way the bullet ballistic path trajectory mod in arma 3 was?
does anyone know how to play as a custum character in editor?
If you send me your email address you are trying to link with and we will check what is with the account.
Anyone know of any mods that add a countdown timer to the escape and respawn buttons in the exit menu while playing?
Did you delete the UUID?
If as so, kudos, happy to see that being done. ❤️
(I do cybersecurity for a living primarily in devsecops)
im having the same issue, did you ever find a fix for this?
Anyone that know how i can get a Arsenal/Supply box to show in GM when i play randome maps?
place it down as a GM?
What's the easiest way to make a box that the gamemaster can spawn that has selected items inside (not an arsenal)?
I keep trying and failing with overriding default Editable props
what do you guys think about my scripting font 😎
Hi guys, can you tell me how to make light portals in vehicles?
Could you use GM to make a layout of prefab models i.e I am using hesco buildables and would be much easier to build ijn gm and then edit in tools, import it into workbench tools??
https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Editable_Entities_Configuration
It's more towards the end in all of that.
Good evening everyone, I'm having a problem with duplicate GUIDs. Is there a way to fix this?
Anyone know where i can Download the Blend file for the sample car mod?
I don't think they publicly released that specific model with a .blend
I haven't checked in a while but take a look here..
https://github.com/BohemiaInteractive/Arma-Reforger-Samples
If your looking for a simple vehicle check fab or sketchfab for a public vehicle model. It doesn't have to be .blend btw.
how do i turn off gamemaster/killfeed for the host?
Hi, recently I installed a debloated version of windows 11 and since then everytime I try to run Game Mode in the world editor I get a blank white screen.
The log spits out: DEFAULT (W): No GameMode present in the world, using fallback logic! // as only error code.
Hi there)
Do someone know good mode for optimization. I found out that WCS Core works with server and game optimization, however there are a lot of additional changes for their servers.
Maybe someone know good mode or addon for WCS Core mode?
In regards to HOTAS.. does anyone know if there is a way in Workshop to make a single click of a button register as a double click?
I am trying to press a button and have the server spawn in entities when that action occurs..
I can do this in workbench successfully but when I attach client using Peer tool and press the button, there is no objects being spawned in..
I have tried Rpc calls when button is pressed but that doesnt seem to work either... any help or insight appreciated here
Does anybody know how I can get the Marine Corps DI cover model back?
Does anyone think if you had played flight sims before, an independent application for other comms, i.e CAS to take place over, and actual JTAC or forward op controller
would be a cool mod to make? *
vatsim for arma, and milops than GA, obviously. I just wonder if theres a way to have an application be able to read someones coordinates out of the game third party app...
who has any clues on if importing fbx files with embedded textures is possible? i dont feel like importing and asigning 200 textures lol
Does enfusion relay on Microsoft Edge WebView2 Runtime in any form? Like do I need freaking edge for this stuff to run?
The previous issue you posted here is because you are trying to load an empty world for play mode
I had a terrain setup, but my silly mistake was that I didnt enable "play from camera position". Everything works as its supposed now. thx anyways 🙂
does workshop work? my 3 servers are down
hey all trying to open an old mod of mine but no matter what i do it always comes up as locked
i know its not my project but how can i preview or generate an image from that camera perspective? i want to do it for my vehicles/props.
Pretty sure there's a built-in plugin for that
In your user action return if you're not the server and spawn stuff if you are.
override void PerformAction(IEntity pOwnerEntity, IEntity pUserEntity)
{
If(!Replication.IsServer())
return;
//Spawn Something
}
Autocorrect on my phone hated typing that. Lol
I have polylines drawn on my map. They are filled with FG_xxxxxx .et files (forest generator).
Why can I not select individual trees in the polyline to delete or move?
ah alr thx ill check that 
Hello. I'm not sure if I'm posting in the right channel.
Yesterday, there seemed to be some kind of problem with publishing mods in Workbench. I tried to upload my mod, Arma Tools reported that the publication was successful, but when I tried to download it through the game itself (an error occurred while connecting to the server).
Today, this problem has disappeared, but all versions of my mod after the one I tried to publish yesterday give a JIP error when connecting to the server.
I rolled back all the changes in the mod itself (via Arma Tools - I removed everything I did yesterday), published this version of the mod, but the error is still there.
For example, mod version 1.3.49 (published before yesterday's problems) is completely identical to version 1.3.55 (which I published today), but when I try to connect to the server with version 1.3.55, I get a JIP error.
Can anyone please help me find if there're any complete and comprehensive guide about creating a scenario and config for creating a custom server? All i found was about creating scenarios for pve missions or anything like that.
Is anyone familiar with a black screen when pressing Play in Enfusion?
maybe try the game mode setup tool
does the server actually execute PerformAction though at any point?
Yes
And only the server can spawn things unless you use the spawn local function
so on the client I execute the action - then server executes this action simultaneously?
Yes
But this isn't workbench related if you want to ask questions about scripting you should be asking in the scripting channel
ah I didnt see there was such a channel my b
Is there anyay to get transfer to project working, What am I missing any steps because I am wanting to make a remix of a map with the map makers permission without doing each item 1 by 1
As it only moves folders or create folders in my project it does not move the items even though workbench says it's moving X amount of items I just I don't know if I'm missing a step here, I know there's a YouTube video on how to do it with the map editor but it would be lovely to move all layers over as well but I am trying to get scripts as well with prefab object folders duplicated into my project which modifies it
I hope this makes sense what I try to achieve Sorry for bad english
Hi there, how do I register my vehicle prefab for game master? I tried overriding default faction config and using plugin, unfortunately nothing worked
hello, can anyone help me fix an issue with the workbench not loading please?
Been working on a project for a few days and all of a sudden my workbench closed, when trying to reopen it it lots me choose the project shows the enfusion loading but then nothing happens but apparently its running....
on steam its shows STOP...
I tried deleting the addons in documents and tried uninstalling and reinsatlling stil same issue, it also shows running in task manager but nothing comes up on screen
Hey there)
do someone know any mode that can change the map after restart?
I wanna start a poll in the end of the match and there players have to choose what map have to be next.
Anyone know why one faction of my two custom ones is having issues saving loadouts with a US TQ?
Its saying the US TQ doesn't belong to the faction despite it being in the faction's entity catalog?
My other custom faction doesn't have this issue, the TQ is also in that one's arsenal and default loadout and i have no issues saving a loadout
NVM i figured it out, i had the wrong prefab in the character inventory
i had the _base.et instead of the corect one
Democracy - Map Voting
by vlad333000
Placed ScenarioFramework Area, MoveToLayer and MoveToSlot, but the marker spawns at 0,0,0 for some reason. Any idea why?
Aso these look like world entities created without prefab. How does that happen?
Figured out. You have to use this window.
Thisp problem is still there though.
Anyone on here who knows how to animate objects that are imported from blender to a mod project? I got two buildings and two elevators in different sizes imported, for now im just using a ladder as a temporary solution.
Hello everyone, I have such a problem! I have PVE Conflict Liner Conflict - I changed the game faction from the USA to the Soviet Union, because of which in Arsen "Soviet Union" there is no "Arsenal", it is in the FIA - And the FIA Arsenal is in the Soviets! How to fix this? I dug through the entire Internet, I can not understand what the problem is! And also when players build Arsenal, the FIA Arsenal is built instead of the USSR
@peak cedar pls help me man 🙁
You will need to adjust the faction manager or the configs for each faction. If you need more help than that, I'll be off work in a few hours.
any clues on why red? brought in fbx from blender, normals and textures are fine it seems i have no clue why its tinted red, the image texture looks fine in preview
Anyone know why the map is showing up blue? I've tried regening both the topo map and the satellite background iamge :/
All these settings should be default, I haven't touched them
Okay well I got it working, but now the satellite map refuses to colour in forests
Apparently, has something to do with factions and factionless init. Seems like if a character is being without faction at the start as well as SF area/layer/slot has no faciton key assigned - it ends up being yeeted to the 0, 0, 0 coors in the world. Yet the task itself is still perfectly visible.
Setting a faction key for the area/layer/slot helps, but the issue remains in the sense I have to do it for every single area, which is inconvenient. Still looking for a better solution.
Interestingly enough, seems to work fine in vanilla setup. I have a feeling it has something to do with the Enfusion Perisistance Framework.
I need help, I can't find a solution to this problem, I need you to tell me where it is
Hello, is there any way to block the construction of a helipad? Since I have made a map focused on infantry and I only want vehicles, not helicopters. Thank you.
As I said it's either in the faction manager or the campaign config files for each faction. I'm unable to help more today, getting ready to go to work again.
hello can anyone help me please, I've been working on a project in the arma tools and all my building interiors have disappeared but when i go ingame they are there how to i see them in editor again please?
When loading up my world it shows no map until i hit right click and unhide all which brings the map back but i have no building interiors ?
You probably imported them with vertex colors
You don't
shit is so hard
It's against EULA
I had realized I was posting in the wrong channel, I'll keep it short but am I kind of SOL? with my map after suffering data loss reinstalling Windows, and not being smart with backups.. the only way I was able to get it back was installing it as an addon through the workshop, its a basic wcs based conflict map.
I cannot find any way to get the layers back as when I use the transfer tool option in the file browser that only moves to folders I can duplicate them one by one each layer.. But at that point should I just remake it tbh?
just as I typed in herre, someone just replied to me despite being in the wrong channel, I'll update if we get it solved. (disregard it was just a reminder I was in the wrong channel)
just grab from workshop, make new prject and duplicate all assets to new project to unlock, unless you have a back up from addons file the this is the best way to get back to your project data
i had similar issue, had to factory default my pc to get the workshop to load as it wouldnt boot any projects, said was running but nothing on screen - backed up my project to usb drive - reste pc and made new project then copied old project files to new and all is as when workshop crashed.
DO NOT DELETE YOUR PROJECT, ALL IS SALVAGABLE
Is there anyway to do more than one at a time? as shift click doesnt work for me, as there is A LOT, or is it sadly 1 by 1?
Screw microsoft lately for causing me to reinstall due to their onedrive crap. should be illegal to make all document folders onedrive, And then corrupt such Documents directory by creating a duplicate
Has anybody ever ran into issues when trying to edit the Campaign_US_Player and it's variant? For some reason the textures don't seem to be applying properly, it's just using whatever the item's base .xob looks like without applying the material overrides. Sometimes it will appear correctly in the prefab editor, but when trying to test it in an actual Conflict match, it will appear the same as the screenshot below. Any ideas?
Seems to be doing it for the shirt, pants, boots, and tape.
what is shown in tools vs what is shown in testing
yeah, known bug currently: https://feedback.bistudio.com/T193288
Feel free to add your screenshots and sub to it so the devs know its more widespread
do you know if it appears correctly when the mod is actually uploaded and in game? testing scenarios in world editor still shows the messed up textures and whatnot but if its just a bug in tools i'm not too concerned.
will definitely drop my experience with the bug in that thread, thank you for the link!
it displays in game correctly
just workbench is bugged
which means for character/group prefabs, if you try to take Asset Browser Image Preview pics, they will display the wrong color uniform in the asset browser
luckily this is just a default loadout swap so i won't have to worry about that, but that sounds incredibly annoying - hopefully this gets on their radar at some point
according to the feedback tracker its being looked into
or whatever "assigned" means
whenever i see 'assigned' without an actual 'assignee' i always take it with a grain of salt lmao, BIs feedback tracker might be different than github's in that respect tho
yeah this is on the BI studios tracker
i would expect they don't announce which dev is assigned to which ticket lol
i'd imagine that people would just pester them in dms to fix shit faster lmao
oh 1000% lmao, especially this community 🤣
"its been 20 minutes, why is my issue not fixed and a patch pushed to all platforms"?
Is there a way to specify mod version in mod depencencies?
download the mod versions you want, load that into workbench, never update that mod until you publish your mod
I need my published version to refer to a specific mod version, if that's at all possible.
Duplicate does not work for everything
@sturdy sleet Send me a dm with the mod GUID or link
i know you can make some names appear in the world editor by toggling on context. But is it possible to do it in the preview as well too see bone and sockets names on here
I encountered it. I learned how to get out of this situation. You just need to clear the inventory (for example, a bandage) and put it back.. after these actions the texture becomes what it should be.
I had luck changing the banner image but how does one go about changing the image that appears in the server browser?
Can anyone point me to a tutorial or something on how to make a prefab of a vehicle with AI already in it?
Open the xob and then click on the bones tab
yeah, but i wanted it on the model itself like when you do it on the actionsmanger
Thought I seen that as a Layout while scrolling through to find the CampaignHUD.layout.You may want to go through the layouts and find it there.
Put them in a duplicated Vehicles.Config then Add that into the duplicated editor mode.edit
Thank you. Turns out Addon variable in Vehicles.conf should match your addon id found in workbench options. Also EditorModeEdit.et should be overridden, not duplicated
Hi, I created a mod to change a certain behavior in the game, now I want to create a custom slider option in the game settings. I found the settings layout I want to add it to and managed to create everything, I just don't know how to connect the slider to my script. Does anybody know how to do that? Thank you.
anyone know why this billboard shows fine for PC and Xbox, but on playstation it has a mirror finish 😒
did you have success?
Anyone with Faction creation knowledge that can give me a hand? I'm trying to get the vehicle spawners to work in GM for my custom faction, and I can't figure it out...
Hod would i remove a building from the everon map in the worl editor please?
I don't think you can, If it's a subscene, you'd have to create an empty map and copy all the layers from the full one, and then delete it
yeah thats what i figured, you cant delete from the default map base layer. F**k loading a empty map and adding all layers back haha thats serious effort, thank you though
check out blackheartsix videos on copying layers, i don't know for sure, but maybe you can do it the way i said before, copying all the layers from the full map
have u managed to find solution ?
okay i shall have a look, copying layers on a sub layer is no issue. Is there a way to copy all layers at once or is that done one by one as i tried to copy all layers at once but that just made the folders and files and then you have to go to each file one by one and duplicate each .et file which is hella long
Haven't done it in a while, but i'm pretty sure there is way
sweet ill do some research sir, thank you
Oh wow, this is an old post 😅 yes, AFAIK you need to set up MapMarkerConfig. I don’t have access to my pc right now but you can check out this repo https://github.com/ArmaForces/SerialKillersReforged
i just found ur post about white squares and i thought its the same issue. I created a new faction and when I hover with the mouse over my control points icon on map the next capture points on my project, these points switching their icons to the white square instead of the default symbol
Yeah you need to create map marker config with correct imagesets etc. In the end I just gave up with creating my own and I’m reusing stuff from scenario framework
how do i set a spawn point for shop system as ive having error for pointinfo ?
witch isnt spawning my cars
everything else is working
hi ! i try to put a huey inside blender for modification, but i have this issue when i import the model.
Someone now the solution ?
How would one make a structure placeable in gm?, I made my model done everything else and set that up just need to make sure its placeable in there
add it to the placeable entity configs
anyone have had this issue?
Si have uniform with everything that i override and in the map GM arland in tools its all white and when im looking at it in edit prefab.
But when i look at the prefab it have the correct colors that i used to override with
This is on a custom character that i will be using as default person to spawn when joing server
Please some help
Are you using material overrides?
think so?
I did just override the EMAT thats on the unifrom then put my own edds on it?
never touched the clothing just the emat
never had this problem with doing this
so, there's a different way to do it, that is more reliable, it involves creating a wearable prefab
it happens to vanilla gear too, if an item has been recolored or textureswapped in some way: https://feedback.bistudio.com/T193288
the solid green Pants for US take on the M81 camo pattern in the workbench
it will look correct in game, just not in the workbench world editor
make my own emat to it and put it in okay i will test on live server then 😄 thanks
Yeah, there's a video in there that shows how to do it
thanks
Can anyone tell me how to put belts into waist slots using Zeliks characters? I put them in the entity config same way I put in helmets and vests and shit but the belts dont appear in bacon under the waist tab.
Hi everyone,
I’m working on a custom map in Workbench and I’ve hit a problem with destructible assets. In the base game, buildings and vehicles switch correctly to a destroyed state, but in Workbench my placed assets only show bullet decals and fire/explosion effects — they never change state (no wreck/ruin).
Here’s what I’ve done so far:
• Added SCR_DestructionManager and SCR_RegionalDestructionManager in the world.
• Added SCR_DamageManagerComponent and destructible components to my prefabs.
• Everything in my scene is still sitting under the Default layer (roads, houses, trees).
My questions are:
1. Do I need to manually recreate the vanilla physics layers (Building, VehicleDynamic, etc.) in my project, or should they be available by default?
2. What’s the correct setup for making custom houses/vehicles switch into a destroyed state (e.g. to a wreck prefab) instead of just burning forever?
Any advice, examples, or links to working prefabs would be really helpful. Thanks!
Hi i was wondering when i duplicate a moddel thats from basic reforger reskin it with new EMAT and showes the right color in tools but not in live server ?
you probably changed the base model
it only have one?
using assistant
maybe you changed the wrong emat
dig deeper
open all (blue arrows)
in the prefaab editor under mesh
ohh
bro did you add the vehicle to the vehicle conf?
@onyx wasp
vehicle????
what conf?
i need to add it to the item list?
ah shit forgot that part i guess
you need to add the prefab
yeah push the + sign add a nes slot
then uplaod your duplicated(moded) prefab save it and publish it
@onyx wasp notify me if it worked
im also looking for the same information please
Ye I think we are stuck because no one likes to help in here but yet when you go online it says come here for support 🤣🤣
i know right 🤣 information is hard to find on setting up some mods.
All i need to know is what to use for the spawnpoint for vehicles but cant find anywhere
Me and you in same boat here mate 🤣 I’ve looked everywhere and the GitHub guide is are tells you everything and to set it as point info but dose nothing
did you set the coordinates in xyz? and do we need a pivot ID
Nope all I did was change class to point info then did merchandise because that all it said to do on GitHub guide
But gotta be more to it than that
I’ve got literally everything set up for our server but that spawn point
same for me, ill let you know if i figure it as working now
Fasho appreciate it mate same to you
@cloud zenith could we have abit of help please
Still same color as the normal one so did not work
Or @spiral totem if possible ts making me stress🤣
i just have no idea i tried spawners, entityspawnerslot_Vehicles but nothing just says not set up
Ye I’ve tried all the spawns I’ve tried spawning a entity then attaching the og spawn to it but still nothing Adam’s the owner of the shop system I think so hopefully he gives us abit of information I’ve been going at it for like 2 weeks I can’t do it much longer lol🤣
dam man thats long, ive only come across it the last couple days and i must have hunted the internet to find something and no luck so hopefully, there must be someone who knows lol, ill try ask in JC'S discord he does some good videos.. what currency are you using for shop system >?
Zelks notes for currency not sure how to set up the whole banking system so it’s all digital but i prefer having hand held cash out server is base on RP so want it as realistic as possible
^
nice i presume that inside the banking as im using that to and pretty much going for a RP DayZ style server
yeha i see it in prefabs 🙂
Ahh cool man,ye it’s sommat good to use as money but when I put it as a payment I put it thru as a totem not a currency so it takes the item from inventory and spawn the car but you know that’s the part no one knows 🤣
God help us 🤣 @hearty osprey
check under your prefabs do you see another folder called prefabeditables?
I’ll be home in 10/20 min I’ll check then mate
I’m pretty sure it does
there a editable entityslot in there maybe thats something to do with it ?
Maybe pm me @hearty osprey
heyo, guys I have a question. Do anybody know, where I can disable the Radio Antenna tent? I assume I have to do it in the PlaceableEntitysConfig. But where do I put the Config, after I deleted the Radio Antenna tent?
you override the config to your mod, then delete it from that one
the game will use the overridden config file going forward
There was a minor update for Reforger and RHS.
this may have caused the issue.🤔
Also got the problem with some of the reforger prefabs.
Thumbnails are unpredictable, just have to get used to it. As long as the prefab works and the object is actually there then yeah, unfortunately just have to get used to it.
Well, that's the thing, when I open the prefab, nothing is there. But that only happens with the ones where the thumbnail isn't working
Oh damn...
Sorry, I didn't understand.
Have you tried testing with just vanilla game?
Then trying to deduct which mod is causing the issue if not present in vanilla game.
Will try that thanks!
did you ever figure this out?
anyone in here sufficient in the scripting language as I come from the CLINE team the VS code extension except I just do management there but I decided to try to port over the same sort of system we have in there into Infusion And I mean I learned that I suck at the scripting language and I really need help I got most of the code word now it's just all syntax error right now and realized its been 12h
In short it's a fancy auto complete copilot plugin for Workbench that I'm trying to do Very ambitious I don't even think Bohemia intended this to ever happen but I am trying my best to make it happen
I don't know if this is a question to ask other modders, or if I should honestly just ask Bohemia (Bohemia if you somehow see this any of y'all could I shoot you an email with this as if it works out I'd be happy for you to do anything you'd want with it)
yes
REAL QUICK QUESTION FOLKS, how can i make my fence not stop bullets? is there a specific flag or something i have to change on my fire geo?
it is a custom mesh i made, not the default fence
I have my save path set to a OneDrive. How can I go about changing this. I am about to pull all my hair out.
Getting this message any idea if this is part of the problem ?
And when I run my save with only the vanilla Reforger, I still get the problem. So, the issue is probably inside my save. Any idea how I can fix that?
still tryna figure this out
do you just want it to stop nothing or whats the end goal? you already made colliders for it?
i just want the chain link fence i made to not stop bullets haha since right now it behaves like a solid wall, it has a plane UTM mesh as colider currently
could you search for a similar fence in reforger prefabs and check what it's colliders are like?
@vagrant forge I got a question about your mod GUIDs
how?
Tried that, they look identical to mine 🥲😂

Can anyone help, in a GM or Conflict gamemode is the duplicating of assets caused by the server save
What do you mean by run your save ?
Your mod won't open properly if you don't have the mod dependencies, since the assets used are no longer available.
Create a test project with no mods and see if you have the thumbnail/Prefab problem
Then add one mod at a time each time testing to see if you get any issues.
What is the player camera called? I want to replicate POV of player
does anyone know where the Enfusion settings and the vm cleint settings are stored? It's not in C:\Users\%USERPROFILE%\Documents\My Games\ArmaReforgerWorkbench\profile as those are only server side settings
I am trying to view the initial state of settings but I can as it loads the stored settings
Better question then would be why does the reforger api fail, when I wanna download it 
any idea why this is happening when I open a world? it only happens in one of my projects and it was fine literally 10 minutes ago
nevermind it fixed itself. weird.
When I launch my server Im getting a game version missmatch error. I've validation my enfusion files multiple times.
Could anyone assist?
did you try updating the server?
Really stupid beginner question. How would one do that
is the server on your pc?
Hosted
just need to update arma reforger server on steam if so
Its hosted via hosthavoc
never used them
do you have desktop access?
or is it like nitrado
anyways there should be some way to update it somewhere
Similar to Nitrado
I believe I solved it. Thank you for the assistance
What did you do? I'm using host havoc for testing only because I forgot to stop paying for it. Most hosts it just takes a restart after updating Arma via steam. This didn't work this time for me
Do any of you have issues uploading a mod?
I'm getting error 524 => Cloudflare-specific HTTP status code that indicates that the connection to the server has been closed due to a timeout
DEFAULT : Uploading status: 75%
DEFAULT : Uploading status: 80%
DEFAULT : Uploading status: 85%
DEFAULT : Uploading status: 90%
DEFAULT : Uploading status: 95%
BACKEND (E): [RestApi] ID:[365] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Unimplemented 5xx, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
anyone know why its doing this and the fix?
Maybe,Workbench is down?I know mines bugged but not sure.
Not sure on what to do with that.🤣
You keep using workbench and workshop interchangeably. They're not the same thing.
Do you think its fair to use #reforger_workbench #enfusion_engine and #enfusion_tools interchangeably?
Im not sure what you’re getting at?I ain’t doing nothing with workshop?Workshop is where the mods are.Im asking a question on workbench.
My bad but, your previous post sounded like you're using workbench when you were talking about the workshop because workbench doesn't "go down" and the workshop does.
Workbench and "the tools" are kinda the same thing. The engine is neither of those.
My point is to just use correct terminology, it's hard to help when someone is referring to something completely different than the person trying to help them.
its just bothers me that I use tools to access workbench and I guess all of which are accessing enfusion and that really needed 3 categories for chats
and the chategory for optimizing my explosive warhead would be: ?
I would say you moreso use workbench to access the "individual" tools to alter the engine.
sounds like #enfusion_generic to me.
Workbench is an application is it not? I’m assuming it can go down also.
how could one channel possibly be responsible for answering every question regarding every stat and setting for every weapon vehicle gear ammo magazines explosives armor and how each thing behaves under different circustances. thats absurd.
in my opinion, that category is far too broad, named so poorly cause it has nothing to do with .config files and is far too low on the list.
Prefabs, just like conf files are base containers. Which are "configured". But yes, it's incredibly broad.
audio gets its own category, sure. particles, makes sense. models? good category, lots of like minded people I bet. animation? probably decent idk how many kinds of thing get animated around here. but wheres the weapon channel. or vehicle channel. some of the most difficult and highly sought after mods that all noobies are willing to throw money at 3d models before giving up on learning how to use them?
If workbench were a live service (like the workshop) it could go down but, it isn't. Regardless, this is probably considered off topic. If you have any questions feel free to message me.
Trying to figure out how to make a placable unit with a custom loadout, I've duplicated a vanilla entity but I can't for the life of me get it to load in the in-game editor?
How do I make this disappear forever
most worthless and annoying thing popping up on my screen
Fix the error that's causing it.
I would if it told me anything about whats wrong, with what, and how to fix it
Look at the console, it tells you why you're getting a VME
Yeah, read through that section multiple times, I don't know if it's the way it's worded or not, but it's not clicking with me, trying to add the character to a pre-existing faction.
it looks bad, really bad, like i dont even want skim it kind of bad
AC_PlayerSaveSystem
do I delete it
The function resides in the system
If you didn't create the system and you don't need it, then why are you using it in the first place?
im just here to shoot stuff and what happens
Still doesn't explain why you're using a mod that you "don't need".
which mod is it?
If you have dependencies that you "don't need" remove them.