#reforger_workbench
1 messages · Page 20 of 1
Any reccomend tutorials you could point me to? I just want to make sure i has all my basics covered
Sorry for ping and thank you
With the new update I am now getting this in workbench experimental. did they break it?
I think you need to try VPN. Which country?
fine for me, sure it isnt one of your scripts or another mods that broke on the update?
Turns out I updated the workbench but not the actual game and that was the issue. All fixed now 😅
ah, yup ive done that before 
I'm getting this when trying to launch workbench with the newest experimental version. I've updated both the game and workbench. I'm getting this even when creating a new addon with no dependencies other then ArmaReforger
Does anyone have any ideas?
Can anyone help me with this
Not sure how, but I fixed it
Any modders willing to help with a project?
When I save the World Editor, I can see my change. When I apply to Prefab, I cannot see the change. The ActionsManagerComponent is what I'm trying to get working. Any ideas why this is happening and how to fix?
While browsing through chimeraInputCommon.conf I noticed this action.
If I trigger it (via LSHIFT + TILDE) it this comes up, and it looks like it accepts input somehow, but I can't figure out how to enter text into it. Does anyone have any ideas how to use this?
that looks like the log. If you're trying to get into the diag menu, its Windows key+Alt I think
I could never get text in it either
It's in game console
Windows key+Alt is the diag menu
what would the issue(s) be if my mod works in the 3d viewport, has the mod symbol within the game when selecting it (support structure), but it doesn't work in game? Wondering if i need to test it in various world editor maps
i think i see the issue. What is the difference between the "Prefabs" and "PrefabsEditable" folders? My prefab is in both of them, but the icon colors are different. The config file is pointing to the PrefabsEditable folder for the prefabs I'm not overriding.
I think the prefabs editable are used as ghost entities for building those are placeholders for the buildings you can build for example in the gamemode conflict but not really sure
So if you want to add prefabs to your map I highly suggest to use "normal" prefabs :)
What determines the axis of placement , example i want to place this item on the other axis
Why in the watch list i cannot see half of the stuff is there a way to bypass this character limit?
are there any resources for setting up a TDM scenario on a custom map?
Thx, thats what im hoping for so I dont have to repeat the work on the "E_" prefabs. Still trying to figure out why my changes aren't showing ingame, but are there in the 3d viewport 
I am trying to print the Prefabname for a certain object but it doesn't show up even though there is prefab
any idea why?
reset the search filter?
Anyone know how to take buildings out of everon and replace them ?
Looks like I gotta recreate everything, it became too much of a mess. https://community.bohemia.net/wiki/Arma_Reforger:Game_Master:_Editable_Entities_Configuration?useskin=darkvector says I need to modify the E_ prefabs that are generated from whatever regular prefab I want to work on. Odd since I can edit the regular Prefabs and the mod worked fine until I tested in game
how to fix that ?
My prefabs are appearing overexposed
anyone have any ideas why i dont have the same selection menu as the video im learning from did i change a view i cant find a setting for it
How do i see the shape of the explosive and debug why something is not being destoryed?
i fixed this it was a compact view i had to stretch the bars out
hello I have rain on my map but it is not making any rain sound? Any ideas?
Good evening everyone,
I'm looking for someone who can teach/work with me to setup my own conflict server, I might be over thinking it as I havent worked in Arma scripting/modding in many years.
If this isnt the right channel to be asking this please delete and PM me.
Thank you.
Maybe you clicked the wrong prefab?
i fixed it it was just that i dragged the colum and it was hidden because of that
i am having issues with setting a conflicy base as HQ and i put it to the US tag but its not a spawnable location
i think its because i set radio to turned on and thats why
wait you need to have two lcoations set as possible hqs so that you can spawn on them? cant i just do one?
Anyone know why my Editable prefab comes up with no image (screenshot in the red marking)? I'm selecting the Prefab files, pressing CTRL+SHIFT+U to update/create selected Editables but it won't work. Deleting them results in a crash. It should be the image of the source prefab with an orange bar.
Anyone know where i can change player body despawn rate?
ChimeraSettings 》garbage collection.
Search for Garbage Collection for more details, I forgot the specifics.
A quick video showing how to disable or modify the garbage cleanup config.
TPM Tactical Discord (Aussie Community): https://discord.gg/arm2ZQ4wAQ
Music:
- Playlist: Peaceful Day
- Link: https://youtu.be/cYPJaHT5f3E?si=kVbdknXY3fHsZflv
#arma #armareforger #armatutorial #tpmtactical #pcgaming #xboxgaming #armaplatform
Hello I’m trying to work out how to get the GM game mode on to a map I haven’t build it but added a sub layer can anyone let me know how to do it so I can then add it to a scenario onto a server many thanks
Getting this error when reloading scripts on Experimental branch. Only script I added was this https://community.bistudio.com/wiki/Arma_Reforger:Create_a_Component#Final_Code
Ignore it, it's just how it behaves in experimental.
Aight 👍 I thought it'd be related to the example component not working
I think it's related to having had the world editor open before or during compiling. If you don't open the world editor, I don't think you get that error.
Good evening everyone,
I'm in the midst of setting up a community conflict server, but im having trouble using my brain
and using workbench, would anyone be able to teach/work with me. I would greatly appreciate it
Also looking to get a custom scenario, and getting the guns/vehicles I want in the arsenals.
Please PM me.
Thank you
Hi I'm having trouble with the peer tool. I've made a script that spawns a prefab into the world. I have a statement IEntity ent = GetGame().SpawnEntityPrefab(prefab, GetGame().GetWorld(), spawnParams); where prefab is something like Resource prefab = Resource.Load("{18C641DA6FB5F97A}Prefabs/RplExampleShape.et") which is an entity saved in my current addon. When the client's character spawns into the world, they always gets a NULL pointer to instance Variable 'ent'. I'm not sure what todo next to debug this. In the peer tool I'm using the params -debuggerPort 7777 -addonDir "C:\Users\Clinton\Documents\My Games\ArmaReforgerWorkbench\" if that helps. I believe the peer tool is not loading my mod but idk how to check that
You must use SpawnEntityPrefab only on Authority (Server in MP/DS env)
Oh right. Thanks
Check logs
An error should have shown on the client logs when you tried to use this like this
I haven't been looking at the logs, I've only been using the console output. So I've probably been missing things
how do i get the world editor to let me move things on a modded map
okay wow the crash logs kinda do work. I feel like a genius for getting the example in the Enfusion Script API documentation to work in my workbench
How to spawn an explosion or warhead effect from explosives at an offset?
If anybody has experince with the componets system for weapons, I just made new assets I like it to fire the 40mm grenades yet i cant get it to work so far I only got it to fire base ak mags since thats the prefab i based my weapon off.
If anybody has experince with this please could you dm me or let me know how to go about this.
There is MagazineWellClass or something similar you can look at.And I believe you can change it on the muzzleComponent entity
The magazine well is what kind of magazines it accepts
Getting this error when making/updating prefabs in my mod, regarding the prefab preview image missing in the E_ directory. Any ideas why? I think this is why my mod is not working right. Update: Reported as a bug
Does anyone know how to return players to the main menu on server disconnect instead of freezing on the arma logo and having to task manager out
What would be a reason an Editable prefab (E_) won't show ActionsManagerComponent interaction, but it works fine with the regular prefab? Both have their components set up the same, testing in 3d viewport world.
Got one qeustion i just tried to change the ammo type
I used a rpg 7 as base just for now to test and put the 40mm grenades in there same as the attacment for the m16 yet it doesnt accept the grenades does anybody know what im missing here?
whats it do after apply to prefab?
Do experimental prefab ID’s change from experimental to release?
I dont know, but I doubt it as long as the game version matches e.g. 1.6 Exp <-> 1.6 Stable. Otherwise, I'd imagine modders would have to make them by scratch for Stable instead of importing from their Exp version.
Has anyone found a better way to do ammo mapping for magazines? I'm trying to map some 800rd Coax Boxes to be a 4:1 AP:Tracer mix but am not enjoying having to map every individual round
Always great to hear from a living legend.
Can't you script something out in the API for that? Sounds tedious, there's gotta be an efficient way.
I genuinely have no idea
I tried opening the .et file and doing it there but ended up breaking the file
how does the vanilla 4:1 set up work with MG rounds? Maybe draw from that method
I was just recently stating this in modders lounge but for the new modders confused on debugging I did leave the message over there that I’ll forward here.
Noteably if you’re wondering why something isn’t functioning as intended or imported asset has unexpected issues your log console will tell you these things some may be confusing to read but you’ll get the hang of it.
I’ve seen a lot of people over here ask some of these things as well so I thought I’d just drop in for a second.
Got a step further with my weapon mod — I managed to add compatibility so it can reload with 40 mm grenades, but it still refuses to fire them and they disappear from your inventory with every reload.
Would anyone be able to help with this?
Why can't I open the world editor? Seeing the error in the log, no idea how it's fixed! (Experimental)
did you update the experimental game?
no...... I will try that!
All fine now thanks
No worries, same thing happened to me lol
Not sure if just my PC, but since at least 1.5 experimental (and maybe earlier), opening a large config (chimeraInputCommon.conf for example) takes WAY longer than it used to and keeping it open kills workbench performance, making it almost impossible to edit it. Any others ran into this issue?
How do we get rid of these white cylinders? They're awful in Game Master and especially so in the Workbench.
How do I edit the alternative one with the '_beige.et'? Whenever I try to edit the mesh it will show me the right one with 'school_v2.et'
Hi, how do I request a ban for a newly released mod? I can't pronounce the title because it's full of insults.
Report it in the game
THANKS
What are you trying to achieve ?
Oh, nevermind I figured it out. The interface just was fucking with me. I was trying to change the external textures and colors.
When trying to edit the one on the left, it displayed the one on the right instead because they are based on the same model.
Hi would someone be able to tell me why I cant open the map when I use the world editor as in I spawn in and the map just raises in the characters hands and nothing else happens. Thanks
Hello there....sudenly iam not able to click on any asset in my world editor and move him.... i can click on it in hierarchy table and than i can move with it.. what the hell is that? i restarded pc verified integrity 😄 iam not sure if i did not clicked somewhere but I was just placing sand bags.
Or better said i noticed that I cannot direct click to objects only in specific region of map
when i try to drag and select all entities than you can see that literally whats on right side looks like its locked or so..
Have you placed all of those trees / copied them over into an empty world?
Well but next bug emerged...... I hit play button in editor to test level... than i escape to editor and half of asset is missing.... I need to push CTRL+H to UNHIDE ALL and it appear.... what is that? 😄
i was not hiding anything why its Enfusion so random? ???
BACKEND (E): [RestApi] ID:[56] TYPE:[EBREQ_WORKBENCH_GetAsset] Error Code:400 - Bad Request, apiCode="ValidationError", uid="1761779585205-93205", message="data.assetId should match pattern "^[0-9A-F]{16}$""
Having this issue after trying to publish a mod? any help appricated
#enfusion_workshop known issue they are working on it im only having luck with about 900mb max and that takes several tries
This is different issue. Read the error
He probably mistyped some dependency id on gproj
In workshop, mods are referenced as "assets"
So that is what an asset means in workshop logs
It would be nice if numeric WB attributes that specify infinity as the maximum had a toggle button or something next to the number input to set the value to infinity w/o having to script it
You should not use inf as actual values
Unless entirely scriptrd behavior uses it and ot your own
But do not pass it to vanilla stuff as you might heavily break computations
For that, we will not give option to use inf as value in configs
I just noticed there's a few vanilla limits etc already with infinity as the max, though I guess that might just be a confusion of the WB attribute as it seems generally -1 is used to disable them
Inf and -inf in attributes are only used to mean no uppwr and lower limits
Hello, throwing a quick message in what I think is correct channel:
BACKEND (E): [RestApi] ID:[38] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:400 - Bad Request, apiCode="ValidationError", uid="1761811953245-82176", message="Scenario name or game ID must be provided for scenario images"
DEFAULT (E): Uploading failed! Reason: "Scenario name or game ID must be provided for scenario images"
Any ideas on how to fix? Tried some suggestions in the reforher experimental channel but no luck, better off waiting for new update and releasing via the standard workbench?
If anyone can teach me or sell me a tutorial on how to make my FBX models work in Arma Reforger Tools, please contact me.
Make them prefabs you mean? Or import them?
Two methods of creating custom prefabs without inheriting from the original prefab.
➡️ Donate here: https://ko-fi.com/andeerock
If it doesnt have the part you need lmk
Lol in 1.6 it is not possible to start workbench with a mod that fails to compile
I guess Bohemia will fix my mods since I can't, right?
^
@neon ore
They are forcing us to start from scratch I guess
MANW is over so no need for mods anyway
SCRIPT (E): Can't compile "Game" script module!
Scripts/Game/Destruction/SCR_DestructibleEntity.c(61): Overloading event 'OnDamage' is not allowed
Is what I'm getting
Well I would be able to fix my scripts but WB closes itself after it shows the error
Oh fun, it's doing that...
So just Enfusion logo then crash?
Only for some mods though not all of them 
Yeah, just removed dependencies and I'm fine
We have a different issue 
Yeah , no doubt. Scripts....
Welp, still getting this so unable to publish 🙁 Aware it's only been like half an hour but how do I fix this please?
Trying to publish from standard workbench now ofc
and the cloud flair issue is worse. its now less than 2 min before timeout
so most mods cant even fix if they tried
a mod I was able to upload last night no problem is only getting to 60% before I get the timeout message
Been having this issue since this morning but I have no idea what the log message is meant to mean not a clue
Could you share me the logs?
No
No help then

Has anyone else had an issue like this with ACE_CORE?
SCRIPT : Compiling Game scripts
SCRIPT (E): @"scripts/Game/ACE_Core/GameMode/SaveLoad/SCR_MissionStruct.c,2": Unknown type 'SCR_MissionStruct'
SCRIPT (E): Can't compile "Game" script module!
scripts/Game/ACE_Core/GameMode/SaveLoad/SCR_MissionStruct.c(2): Unknown type 'SCR_MissionStruct'
SCRIPT (W): Failed to load
PROFILING : Compiling Game scripts took: 325.456000 ms
ENGINE (E): Unable to initialize a game/gamelib. Some workbench features will not work.
SCRIPT (W): Initializing default GameLib's game class.
INIT : Creating game instance(Game), version 1.6.0.54 built 2025-10-22 22:27:57 UTC.```
Happens when you have script error in GameLib I think
I mean, this report like this is not helpful at all
Did you update the game to 1.6 ?
If you want help on this, we need the logs
Yes
Share logs too pls
I have a hunch on what is happening, but I need logs to corroborate
By logs I mean whole log folder for that run
That's ok I figured it out, repro is above
Then 1.6 broke ACE and you will have to wait for ACE to fix and upload that is if they can even upload.
without logs it's just speculation
You can send them to me in dm if you do not want to here
I dunno, I usually treat repros as repros instead of speculation
Thing is that this did not work for me
So otherwise I can't check anything regarding your issue
put it in scripts/GameLib
This is expected
GameLib and Core are engine only
and as mentioned before here, they would probably end up being protected
It's not silent crash
It will report in logs the issue
This change is missing from changelog, I guess I'm not fixing those mods then
If those two modules fail to load, then engine basically fails for the game.
This is also why those two modules are unamanged classes by default
so whatever class you create there, won't be managed and will behave like normal pointer
unless you make it inherit from Managed
Yeah, I can't even open my mods to see what I need to change. I'm guessing that the dependencies that aren't updated won't allow me to open in workbench.
Check the logs
It tells you right there
go to the logs folder, then check it there
Found the fix for this - Images for the mission header need to be placed in the main project folder, so they have the ID at the start once added to the config, apologies if this is some commonly known thing, only just moved into the 1.6 workbench 🙂
All you need to do, is copy everything you have in gamelib into game, then it will work
You can mod gamelib classes from inside game?
You should never mod gamelib classes
Except the times when it was necessary, like modding EAIDangerEvent enum
This might break CPP
so my racers are working.. waiting for big boys above to do their work for other mods, no halloween beasts till then, thanks @remote estuary for being on it as always
Have you made a ticket for making it moddable?
It's ok I guess I didn't expect changelog to be missing things like this, I don't see how CPP was broken in the past from that mod
Probably got filtered out as internal on a pass by accident
You probably bugged the game and thought it was any of the other bugs from vanilla
Hard for you to know
Right there could have been a bug that I just didnt see for like a year
AI danger events worked just fine idk bro
Yeah that one you got lucky
Just checked the gamecode cpp part
That one is safe, it could be made moddable without issues
There was also SCR danger event enum
If you need it right now, for making your mod work
do hard override EAIDangerEventType.c with empty file. And have the contents moved to Game module with your stuff. Just beware that you will need to check changes each update. Not ideal.
Could be moved to Game by us but you will have to wait for next update
Ah no wait, it is already in game 😅
Yeah it's fine
scripts/GameLib/622120AS448725E3/Modded.c(1]: Unknown type
'EAlDangerEventType‘```
assuming is re above? 🙂
copy paste that file into Game module
Please do not ping me with mod issues after a game update that has guaranteed mod issues
oh sorry man 🙂
I already know, all it does is take my attention away from it
no of course wasnt trying to bug you Im sure you are already on it and all the rest you manage
Womp womp still crashing when recompiling scripts
INIT : Workbench Create Game
SCRIPT : Compiling Game scripts
SCRIPT (E): @"Scripts/Game/ACE_Core/GameMode/SaveLoad/SCR_MissionStruct.c,2": Unknown type 'SCR_MissionStruct'
SCRIPT (E): Can't compile "Game" script module!
Scripts/Game/ACE_Core/GameMode/SaveLoad/SCR_MissionStruct.c(2): Unknown type 'SCR_MissionStruct'
ENGINE (E): Unable to initialize a game/gamelib. Some workbench features will not work.
any solutions to this error or is it a waiting game for ace??
should I be worried?
Yea I can’t even open tools rn
Did they remove gestures menu?
ENFUSION
then crash
i’d assume waiting. The update just dropped teams are all a actively working
An easy fix is fix the script in something like note pad and add it back to your mod
Are the new SCR Building components changing how the previous building colliders/damage recognition system works? I didn’t see much about any of those changes leading up to today.
Thats it. I'm making a new mod that only adds tablets as place able props. They'll illustrate in crude carvings the story of every major arma update
Itll be called this
An art museum of every discord message from each update
“ENFUSION CRASH”
-The plight of reforger creators
I’ll make a map for it and everything
I mean I could do that just wanted to know what the issue was before jumping to conclusions
I have a issue with logging into my connected steam account on Tools. "This account is already linked to different Game Identity." I purchased the game on the account after I had connected my steam account via Bohemia's website. Has anyone dealt with this before?
this is as far as i can go 🤦♂️
Are you opening with Bacon Ravage Zombies ?
yes figured it was the but its set as a dependency
Try remove it in notepad and see what else is broken
open the gproj and just remove that dep correct
Yes just make sure you leave a space and no empty brackets. 😉
BTW Bacon Zombies has been updated
oh perfect so no need now then lol
getting this error on start for workbench:
and when i open an entity catalog config, this pops up
Yea its saying everything is obsolete and refusing the launch
but my tools are updated
If you use dependencies wait until they are updated before you continue your work, or remove them
im sure youve been responding to stuff like crazy cudos for the help
so if a dependency hasn't been updated to 1.6, the mode that it uses is un-modable?
oof
that breaks like every custom arsenal mod i'd imagine
Since you need dependency to run a mod that has dependency, if it breaks then so does the dependent
thats always the case with updates just how it works
My tools is throwing a code saying base features are outdated but my tools program is up to date so im confused
is it just arsenal-style mods that are broken? What exactly is the issue that needs fixing?
Scripts mostly
perhaps but just today my txa exporter stoped working everytime it crashes both my reforger and blender
anybody encounterd this?
Ive been using the Enfusion Tools addon, had to uninstall and reinstall it for it to work today
yup just treid again and put my export profile folder somewhere else that seemd to do the trick, thanks (:
Sooooo
why this
can any dev answer as to why this is no longer allowed?
And what does this mean for turrets on vehivles that have more that one weapon component already?
@neon ore
Is it normal that all my file form mod are read as .json file ?
What do you have as dependancies?
lots of them so its all about dependancie not update ?
Its a bit of both
Broken dependancies made my mod unusable in tools
Was removing and readding mods all afternoon to see what allowed my tools to work
okay their is one i cant even open it crash instant
@torn kayak sorry for the ping but can i get clarity on this?
is anyone getting cloudflare timout error trying to upload mods?
been happening for like a month now yea
has any bohemia dev said anything about this?
Yes plenty
ok thanks
Weapon component != weapon slot component. we still have turrets on e.g. our LAV etc who have two weapons. the setup of two plain weapon components on the same entity has always been illegal
So its referring to two weapons taking up one weapon slot?
No, an entity with two weaponcomponent on it
So nothing to do with weapon slot components, ex: and aircraft with a weapon slot for missile pods and a weapon slot for a cannon.
Versus trying to slap both of those weapons into one weapon slot component?
Sorry if this is all on the nose, the language in the changelog just threw me off
hello
any ideas what this is when I try to publish? Not sure what this is referring to.. dont see this option in mission file
What am i doing wrong. I ditched EPF in favour of new persistence but its not functioning. Its present in the SF gamemode, ive faction in and characters spawning yet when i exit and relog, nothing is saved, the scenario starts fresh. Persistence is present yet no save.
Mod RHS has a problem, waiting for a fix.
you should have save files in the .save/game/ folder, if not its not saving. but either way you cant load a save file right now. I think we have to wait for an update/hotfix.
Delete any missions made. this is how i fixed it
yes i fixed by regenerating the mission file and that worked
Hi guys. Im having trouble trying to do custom conflict HQ commander scenarios. They run fine on workbench, but when i upload it and test the scenario in game, it seems like the commander role is deactivated, i cant volunteer for commander role, nor ask for commander AI to aprove establishing bases solicitations.
This issue is at my attempt to make a conflict hq commander scenario at belleau wood. Early today I also tried to make a custom layout to Kolguyev conflict hq commander, but the problem this time was that not every CAMPAIGN REMNANTS SUPPLY DEPOT present in the terrain was shown at the game paper map. Anyone have a clue what can be happening?
whats the name and file location of the arsenal that the player spawn in at the main tents
Put images directly in main project folder see screenshots
On the RPG i see the AMMO Template , i changed to and adjusted AMMO Prefab that i made to test out some guidance scripting and Does this mean by deafult the weapon will spawn with that projectile and when it fires it will use the projectile?
When the weapon shot does the Project Prefab exist in the world or is just the model flying through space
hey dear modders i have a question about string tables
i created a string table for my mod
i added into the configuration PC where also the Default.st / Localization.st is defined
what i noticed is in all other configurations for Xbox and PS4/5 is the Localization.st gone is there a way to add it again, i did not delete them they are just sudenly gone.
thanks for your help
Hello,
Am I the only one who has this problem when publishing on the workshop?
DEFAULT (E): Unknown class 'SCR_FilterCategory' at offset 19(0x13)
When does the 1.6 stuff come for Tools?
Already did
I dont know where to ask this. Im working on a mod that would add some additional fortifications(longer walls, 2floor walls and such). Is it possible to make it so that when these are placed down in conflict build menu, they can overlap a bit? Because i now can only place them with like 30cm gap between
In Game master you can set them so they overlap
Still getting this error when loading workbench
Anyone else getting a lot of crashes in tools since the update? Must have had 10+ this morning.
i checked the script, and the "Service_source_base" is there, so idk what i need to do to fix it
Do you know how to make a supply regeneration base? I've implemented it but it's not regenerating.??
I've removed the outdated dependencies that were causing crashes in the game, but the Workbench is still throwing errors
This only seems to do this in this one particular project, despite the error seeming to be in a base ARMA script?
It seems they commented the scripts SCR_CampaignTask.c and some others What do they use now instead if the SCR_CampaignTask?
Fixed my issues, i had a duplicate EEditableEntityLabel.c i guess?
i deleted it and shit works now, so yay?
INIT : Workbench Create Game
SCRIPT : Compiling Game scripts
SCRIPT (E): @"Scripts/Game/Components/Damage/SCR_CharacterDamageManagerComponent.c,1809": Overloading event 'OnDamageStateChanged' is not allowed
SCRIPT (E): Can't compile "Game" script module!
Scripts/Game/Components/Damage/SCR_CharacterDamageManagerComponent.c(1809): Overloading event 'OnDamageStateChanged' is not allowed
ENGINE (E): Unable to initialize a game/gamelib. Some workbench features will not work.
anyone know ??
anyone know how to fix?
so is modifying {3B230AAC5252108F}Prefabs/MP/Modes/Conflict/GameMode_Campaign.et not a thing anymore? Since the update it's throwing errors that keeps saying after override the there are two in the world and it's not allowed. If so, this keeps us from overriding scenarios time/date/starting inventory/basic scenario defaults across all maps on a server.
for some reason i am unable to import my files into enfusion can anyone help me
Hey guys how is it going. Tackling my first arma refroger server and am setting up the custom factions! I am looking for some help though from more experienced people, am i in the right place and if not can someone point me in the right direction
#reforger_servers would maybe be better
Im assuming it's a dependency issue from a particular mod, but have you found a solution for this? I'm having the same issue
try to open a project and this pop up ! any1 can help ?
pretty sure you can press abort or ignore and continue on fine
no the program crash after
Ah hmm, not sure then. Whenever that pops up (which is has consistently with 1.6), I'm able to abort or ignore and it goes away
okay
Is there any possible way to revert my project to a previous version of itself?
Like if I were to remove the addon of my current project, and redownload an older build of the addon from workshop. Could that work?
Is there a hotkey to directly freeze the time? I know about the cheat menu time dilation but is there a way to flat out stop it like the pause button in GM?
I noticed that opening two instances of the animation editor crashes the workbench now.
any ideas why i don't have option to save loadout? i'm using WCS arsenal on my server
Can I turn off this function?
How do I disable Workbench from doing random traceroutes in the background?
Hello, good day, is the zombie ambient spawner broken? The zombies aren't appearing for me.
Do they spawn when you launch the sample scenario through the game?
when trying to load my world for the first time since 1.6 update, my workbench freezes, anyone know how to fix this?
18:30:11.687 PATHFINDING : Navmesh Init 'Soldiers'
18:30:11.687 PATHFINDING(E): Navmesh file "worlds/GameMaster/Navmeshes/Soldiers.nmn" is obsolete. It should be regenerated!
18:30:11.687 PATHFINDING(E): Failed to load Navmesh from file! Will initialize empty navmesh world
18:30:11.698 PATHFINDING : Navmesh Init 'BTRlike'
18:30:11.698 PATHFINDING(E): Navmesh file "worlds/GameMaster/Navmeshes/BTRlike.nmn" is obsolete. It should be regenerated!
18:30:11.699 PATHFINDING(E): Failed to load Navmesh from file! Will initialize empty navmesh world
18:30:11.707 PATHFINDING : Navmesh Init 'LowRes'
18:30:11.708 PATHFINDING(E): Navmesh file "worlds/GameMaster/Navmeshes/LowRes.nmn" is obsolete. It should be regenerated!
18:30:11.708 PATHFINDING(E): Failed to load Navmesh from file! Will initialize empty navmesh world
Nope, they don't appear either.
this is happening on every single project.#
Maybe that's for the best since the game has a bug that crashes the game when a group of zombies is deleted (sometimes)
Oh, okay thanks 🥲 We'll have to do it another way haha
Even if I fix it right now the game will still crash when groups get deleted
So not very motivating to work on it
maybe show config so anybody can help u
before 1.6 it worked
i did not change anything
i start the game from camera position
the peertool starts i get the error about Resources are leaking and after that i get the message that there is a double name identity
normaly peertool should take your playername(1) something like that
config looks fine
u can try adding -profile but i dont think this will help
cuz its above
this also happens when i create a new project, and try and add a terrain.
@stable oxide i restarted workbench now i just get an error log
and i restart again and i get this again
whats in error log
documents>mygames>workbench>logs
Is there anyone I can talk to who mods pronto Brit kit
There’s a problem
With the webbing
Where bacon loadout editor got deleted
@oak vale would you know why
How can I make the character appear in RHS and not in vanilla?
no i dont do mods for prontos brit kit
Do you know who does
pronto
Is the guys name pronto
he is aware of the situation, but cannot update the mod like many other ppl
Thanks for the info
happening to a lot of people just click ignore for now im sure they will be hotfixing it
Anybody tell me how to open an existing cinematic file?
He's aware of it, and has fixed it on his end. Just can't push the update out due to the cloudfair issue.
I'm trying to login to my BI account in workbench, but when I click user profile it just endlessly hangs trying to load this screen. Anyone know what's going on?
this might sound stupid but can you only export as images?, i exported something hoping for it to be a video but it was a million pngs
i think it can only be images, how can i compile it into a video?
is blender a good way to do it?
Log C:\Users\CUSTOMER PC\Documents\My Games\ArmaReforger\logs\logs_2025-11-01_18-35-28\crash.log started at 2025-11-01 18:36:51 (2025-11-01 22:36:51 UTC)
01.11 2025 18:36:51
Unhandled exception
Program: C:\Program Files (x86)\Steam\steamapps\common\Arma Reforger\ArmaReforgerSteam.exe
Reason: Access violation. Illegal read by 0x7ff788d4f50b at 0x29ff781a0e0
SymGetSymFromAddr:487, addr:0x7ff788d4f50b
SymGetSymFromAddr:487, addr:0x7ff789028fd7
SymGetSymFromAddr:487, addr:0x7ff789028729
SymGetSymFromAddr:487, addr:0x7ff788b837e0
SymGetSymFromAddr:487, addr:0x7ff788b840f3
SymGetSymFromAddr:487, addr:0x7ff788b8533b
SymGetSymFromAddr:487, addr:0x7ff789026d2a
SymGetSymFromAddr:487, addr:0x7ff789028a6e
SymGetSymFromAddr:487, addr:0x7ff7889df44c
SymGetSymFromAddr:487, addr:0x7ff7893837b5
SymGetSymFromAddr:487, addr:0x7ff7893bfd8a
SymGetSymFromAddr:487, addr:0x7ff7889ffed7
SymGetSymFromAddr:487, addr:0x7ff789276a76
SymGetSymFromAddr:487, addr:0x7ff78926d9f8
SymGetSymFromAddr:487, addr:0x7ff78926d82b
SymGetSymFromAddr:487, addr:0x7ff7883e9ce0
SymGetSymFromAddr:487, addr:0x7ff7883e952a
SymGetSymFromAddr:487, addr:0x7ff7896b7972
[BaseThreadInitThunk]: ??? addr:0x7fffaa84e8d7
[RtlUserThreadStart]: ??? addr:0x7fffab4cc53c
[RtlUserThreadStart]: ??? addr:0x7fffab4cc53c
Runtime mode
CLI params: NoPause noSplash forceUpdate
can someone tell me why I hard crashed? this is all im getting
can someone help me out with this?
ok last time I checked in was 1.4. I have a few script errors but i'm not sure how to start 'fixing'. Are these scripts new and I need to add them to the project, or are they broken?
'Commander' and 'cant find variable commander" seems to keep coming up. I can't open the world editor so I can't get into where I understand how to correct these issues.
I wouldn't mind starting a new 1.6 file and copying things over, but wouldn't be able to keep asset positions if I cant copy/paste from world editor.
Thanks.
👀
guys, If I want to add my own factionmanager in the conflict mod map(they have their own factionmanager already set and lock) is it possible to do it? some tip would be appreciate
I just want to customize conflict map to have only 1 playable faction instead of both RU and US
Hey, probably a stupid question but does anyone know how to close this poison debug screen?
does anyone know why explosion effects won’t appear in the render but will in preview?
also rain won’t save for some reason
What am I looking at here
Hello, good morning. Does this happen to anyone else? After the update, when I try to load my scene, it loads very slowly and this error appears:
I've tried to update about 30 times.
hello, recently (i think) the ability to make terrain covers was like made ?
how do i make my own mesh shape ? or do i have to shoehorn the only terrain cover in the files for my map, thanks
is your game actually updated ?
Yep, everything's up to date. The same thing happened to me yesterday, like every 50 attempts it finally loads. It's a bit annoying, haha.
no clue then, i had a similar ish issue, and it was because i didnt update the actual game, only the engine
Anyone know when shop system will be updated
I just noticed that the day can only be changed up to the 12th, but not any further, to the 30th or 31st, depending on the month.
does anyone know why explosion effects won’t appear in the render but will in preview?
also rain won’t save for some reason
I use the peertool in the MPTest and it works fine, but if i open a current map with conflict i get the error
and the message Duplicate_Player_Identity
sometimes it works and most of the time i get this error
do i something wrong?
Just hit ignore. Lots of people getting it including me. Assuming they will hotfix.
i tried all the options but the peertool will not connect then Duplicate_Player_Identity
RPL : ServerImpl event: authenticating (identity=0x00000000, address=127.0.0.1:54914)
RPL : ServerImpl event: connected (identity=0x00000000)
WORLD : UpdateEntities
NETWORK (E): Trying to register connection of possibly unauthorized client.
NETWORK : Player connected: connectionID=0
NETWORK : ### Connecting player: connectionID=0, Name=
WORLD : UpdateEntities
RPL : rpl::Pip::ProcessNetToGame
DEFAULT (W): Another connected player with the same identity found. Dropping this connection request and disconnecting the client
Having your Mod projects on a External Drive.... Yes or No? and Why should i NOT use external Drive for working on my projects
All good long as its fast connection which pretty much everything is now, and SSD ofc is preferable.
Install steam and workbench on it also if its ssd
If i only have the project itself on the external SSD and the workbench on the actual computer.. will it fuck up?
Nope
Do however you want. If the computer drive is hdd not ssd it will slow it down, but otherwise doesn't matter.
My system drive is still hdd so I installed that stuff on the ssd
does anyone else know why explosion effects won’t appear in the render but will in preview?
rain is the same
export terrain to blender
alright thx
i noticed there is a new navmesh for HQC Eden CTI_Campaign_HQC_Eden.nmn. Is it okay to use partial navmeshe overrides that were generated before the 1.6 update? or do we have to regen all navmeshes for custom areas built up (even if those areas havent changed themselves)?
Im gonna assume the answer is yes, they need to be regenned, based on some previous posts in here like this one #general_chat_arma message
but if anyone knows for sure, please let me know 🙂
ahh, tried registering and importing the old navmesh overrides and it throws an error, so i guess they do in fact need to be regenerated (or at least in my case).
RESOURCES (W): Non standard build technique used (C:/.../navmesh-regen1.nmn)
was wondering if someone could help me? i'm someone who learns as i go. i'm looking to mod the handheld map of Kolguyev. it says i need to add armareforger, armareforgergame, armareforgerworlds,armareforgerKolguyev and armareforgerUI as dependencies. I can't locate them though. It says there saved as .pak files but I can't locate those either.
Any one know how I can get these to show up? the picture above is from a video? but on my workbench I cant see them
There is a display or show shape somewhere inside the trigger thing, hope this helps I dont exactly remember
That doesnt help D:
Im getting this error and the vest slots and everything are just gone. I seen in the coding of SCR_InventoryStoragesListUI that there is 2 d's in the first part of this,
override protected void FillWithEmptySlots()
{
array<SCR_LoadoutArea> validLoadoutAreas = {};
m_pInventoryUIConfig.GetValidLoaddoutAreas(validLoadoutAreas);
SCR_CharacterInventoryStorageComponent characterStorage = SCR_CharacterInventoryStorageComponent.Cast(m_Storage);
bool notEmpty;
int row, column;
Widget slotWidget;
SCR_ItemAttributeCollection itemAttributeCollection;
SCR_InventorySlotUI newUiSlot;
ResourceName iconName;
foreach (int i, SCR_LoadoutArea area : validLoadoutAreas)
{
column = 0;
row = i;
if (!CorrectSlotPositioning(column, row))
break;
notEmpty = false;
foreach (SCR_InventorySlotUI uiSlot: m_aSlots)
{
slotWidget = uiSlot.GetWidget();
if (!slotWidget)
continue;
if (column != GridSlot.GetColumn(slotWidget))
continue;
if (row != GridSlot.GetRow(slotWidget))
continue;
notEmpty = true;
break;
}
im trying to set up Zeliks Loot Spawners
how would i do that i understand i need to the tools and i get that but im not understand how to set up the files
Hey, run -noBackend as a param, fixed it for me with Dedicated Server Tool.
Hi Guys, since 1.6 i can not load my Kingmaker Scenario anymore in workbech. Its based on "EdenEmpty". While loading into WorldEditor i get a lot of such Errors:
ENTITY : Init entity @"ENTITY:2305843009215105372" ('DecalEntity') at <11524.993164 14.566086 1420.808960> @"{15749F6DEE797FC5}Prefabs/Decals/Fluids/Decal_PetrolStain_01_V4.et"
ENTITY (E): Huge number of entities (62746) per scene tree leaf! Center position <10625.000000 -118.000000 2218.500000>
ENTITY : Init entity @"ENTITY:2305843009215105544" ('DecalEntity') at <11552.643555 14.528315 1458.375977> @"{925553528D276E6D}Prefabs/Decals/Asphalt/Decal_Asphalt_Cracks_03.et"
ENTITY (E): Huge number of entities (62746) per scene tree leaf! Center position <10625.000000 -118.000000 2218.500000>
ENTITY : Init entity @"ENTITY:2305843009215105755" ('DecalEntity') at <11524.599609 14.654902 1461.232056> @"{AF61766AF84BE75A}Prefabs/Decals/Asphalt/Decal_Asphalt_Cracks_04.et"
ENTITY (E): Huge number of entities (62746) per scene tree leaf! Center position <10625.000000 -118.000000 2218.500000>
ENTITY : Init entity @"ENTITY:2305843009215105767" ('DecalEntity') at <11525.958984 14.556170 1419.743042> @"{B38FBA56FA69E392}Prefabs/Decals/Fluids/Decal_OilStain_01_large.et"
ENTITY (E): Huge number of entities (62746) per scene tree leaf! Center position <10625.000000 -118.000000 2218.500000>
ENTITY : Init entity @"ENTITY:2305843009215106943" ('DecalEntity') at <9950.663086 316.464539 2261.614014> @"{1DC3A792132D86CB}Prefabs/Decals/Blood/BloodStain_Large_02.et"
ENTITY (E): Huge number of entities (180738) per scene tree leaf! Center position <10625.000000 2058.000000 2125.000000>
ENTITY : Init entity @"ENTITY:2305843009215107604" ('DecalEntity') at <7094.854004 111.202911 5562.068848> @"{9EE74738BD9E8CDB}Prefabs/Decals/Dirt/Decal_Dirt_Tracks_02.et"
ENTITY (E): Huge number of entities (308698) per scene tree leaf! Center position <6375.000000 2058.000000 6375.000000>
ENTITY : Init entity @"ENTITY:2305843009215107605" ('DecalEntity') at <7095.598145 110.827446 5564.958008> @"{9EE74738BD9E8CDB}Prefabs/Decals/Dirt/Decal_Dirt_Tracks_02.et"
ENTITY (E): Huge number of entities (308698) per scene tree leaf! Center position <6375.000000 2058.000000 6375.000000>
When i then hit play, it starts loading and completely fill all of my 64 GB Memory. Then it crash with the attached memory error.
Ha.. Worked.... Project on External SSD... Both Computers have Tools AND Reforger (1.6 on both now) Installed (proably on exact same directory also)
And could open, edit, save and open the project from the External SSD and continue working 🙂
Couldnt open Project first (said it couldnt start Engine, looking for some GUID) when my Arma on the other computer wasnt updated to 1.6... kinda crap but.. Since its dependency of the Original Arma i guess you need to have it installed as well...
Welcome to the 524 Battalion
Not sure where to ask this, is there any way at all to get access to an old mod that is published on the Reforger workshop if the source is gone from my PC? I'm wondering if there is a way to pull it from your end somehow 👉 👈
Best you can do is just get what's on the workshop
Anyone can hlep me out? So i have no idea why this mod gives me this type of errors when i try to open it in the workbench, all the errors are vanilla ones, nothing on my back. So how can i fix it?
does anyone know aout a mod saving position and inventory? or would know how to make such a thing, id really appreciate that
errors maybe because it was made with <1.4. Yellow text I usually ignore
Can anybody tell me how to open an existing cinematic timeline? Seems I have to make a new scene every time I close the editor.
I have the .timeline file
how is the workshop still bugged
Mario has spoken about it a lot in #enfusion_workshop. Go to pinned messages.
I see now thank you
how do you change the order of the Resource Variants for an override?
Which resource is this? player controller prefab? 😅
Arsenal EntityCatalog
Will the cloudfare timeout be fixed at some point? Basically you cannot upload any large mods if you have a slow upload connection as it always times out after x minutes 😿
thanks for the link
The issue is that it doesn’t allow me to used world editor… where I have all my work in progress
There is something really weird happening to me on the workbench
I'm trying to do an override of the m2, from the bradley mod, when I do it, it duplicates it instead and creates the override icon on the original bradley prefab, I cannot edit either
When I duplicate any prefab from the bradley mod it does not let me edit the duplicate either
It doesn't happen with any other mod or vanilla, I've tried reinstalling the mod itself
It's really weird behaviour for the workbench though
Okay, I decided to check the folder, it had a weird lingering meta file, deleted and it worked, unsure why
Not sure where to field this question, but is there any access for modders to write surface shaders?
Hello. I'm just starting out with editing in Workbench and I'm having several problems, although what's most important to me right now is that I can't play (F5) my progress. I'm trying to create a kind of mission on the Arland map.
I open the world editor, open the Arland world, and create a sub-scene.
I put structures and vehicles and press play, but in the log it tells me:
WORLD : CreateEntities WORLD : CreateEntities ENTITY : Create entity @"ENTITY:1" ('world', GenericWorldEntity) at <0.000000 0.000000 0.000000> @"{08A95D735ECC517F}Prefabs/World/DefaultWorld/GenericWorld_Default.et" WORLD (E): Loading of shore map data file '$ArmaReforger:worlds/Arland/Arland.smd' failed - failed to open the file. SCRIPT (E): 'SCR_BaseResupplySupportStationComponent' needs an entity catalog manager! SCRIPT (E): 'SCR_BaseResupplySupportStationComponent' needs an entity catalog manager!
I think this is important: Loading of shore map data file '$ArmaReforger:worlds/Arland/Arland.smd'
causing the screen to turn bluish with ambient noise
I don't want to overcomplicate things; I just want to be able to create an Arland map with helipads, arsenals, and vehicles ready for military simulation, but it's more difficult than it seems. Any help is appreciated.
Is there any update for bacon loadout editor
Every time someone asks the Multidimensional rift that surrounds Bacon reverts him back in time so it takes longer. Poor guys in the 1600's now.
How many times do i have to ask him for me to send him back to the year 0 so he can tell me about the coming of christ?
He wouldn't be able to tell you because someone will ask again and he'll be reverted to the big bang and have to bear witness to the coalescence of the universe.
listen i am willing to wait
just got hit with an unclose able exception 
that is my entire screen top to bottom, the close button top right doesnt work and the buttons at the bottom have been cut off
and this window is not resizeable
bruh moment...
cant upload mods, love it
BACKEND (E): [RestApi] ID:[38] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
always something with the backend
Does -username not work anymore with peertool connecting to dedicated server tool? Was using the wrong executable
how do i edit the properties of the light emitting from this lamp? or how do i create a light particle with properties i can edit (ex. light color, strength, etc)?
It should have a child entity that is the light.
where would i go to find child entities? sorry if im uneducated on this i'm not a modder, just need to change the properties for some stills im making
Override or duplicate the prefab. Open it and you'll see the child entity in the hierarchy
appreciate it!!!
I want to add a shirt with a custom patch on the arm to my character. Is there a way I can add the patch to the shirt in workbench or do I need to make a model of the shirt with the patch on it so it’s just one entity?
BACKEND (E): [RestApi] ID:[23] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
smh'
Enfusion Persistence Framework
and
Enfusion Database Framework
can you help me get my map to save
I got it all on the workbench and everything place in game mode but I'm still have iss where it not save any item or server . so on restart it go back to refresh i got a lot done maybe you can see the one thing I'm missing
what did you do so far? I'm planning on building my own persistent mission for my unit. I don't even knwo how to start or if it's even possible to build something like that
i know you can save everything on the map bc im trying to do a dayz server and other server get there to Save that all im trying to get set up on my ProJcet
i added something to the GameMode something that start with EPF_ and then i get each perfab items i want to stay and add a EPF_ to it also
anyone know how to fix this?
is the the correct setting to stop persistent spawns when joining a server id like to get it back to pre 1.6
yes
you can duplicate the file that's giving you problems and adjust consequently, I did like this on the same script and it's working, or wait for the author to release the compatibility update
just be sure that if you want to load the mod in MP you have to put it as a dependency of your main project and NOT insert it in the server config to allow your modified file to be loaded first and avoid the compilation error
Having issues with SCR_BaseHUDComponent, looking for some help.
I want a gas mask HUD to come on when a player equips a mask item. It works in workbench, and on a single player GM scenario, even on a GM Scenario hosted from the Scenario menu, but when we load the mod onto the server, it does not work at all (no Hud appears)
anyone know what i could be doing wrong with this? Is it a Mod Load order issue or something else
i am using a mod that uses #1308981778924441631 as a dependency, but found that that causes the HUD popup to appear regardless of the item being equipped or just in the player's inventory
So i have disabled that component on the item
Is there any way to run the workbench on a server without a gpu? for example to remotly build the project
can anyone pls help me set this mod on on my project trying to make new dayz server for People
Enfusion Persistence Framework
and
Enfusion Database Framework
only 2 mods that all i need help with
I think EPF and EDF are currently not working
thank you
awesome so got it to work but how do you make it so you have to select a squad also before can load in basically like it was pre 1.6 i dont seem to get the deployment setup anymore
Why can't I generate any Editable prefabs with models after overriding a read-only model? I edit the EditablePrefabsConfig.conf file like shown under Preparation: https://community.bohemia.net/wiki/Arma_Reforger:Game_Master:_Editable_Entities_Configuration?useskin=darkvector
Hi everyone, quick question: is it possible to modify it so that built bases aren’t visible on the map until someone has discovered them?
Goodmorning reforger gang! Hopefully easy question here.
After 1.6, a mod I relied upon as a dependancy was removed from the workshop. I am atempting to recover my mod, however upon trying to open my project I am hit with a missing addon notification for the removed mod. I looked around this disco and found a few instances of advice given to edit the gproj folder. After atempting to remove that mod, and re-scan my project, I am still plagued by the same missing addon notification.
Thank you in advance for any information!
Make sure you opening the source version and not the workshop version which will be locked and still have the removed addon in dependencies
Especially if you rescanned for projects.
Right, i will triple check. 😁
Resolved😁 💜
If I disable Visible on map, will it hide the icon on the map for enemy bases that the enemy has just built, but show it again when a reconnaissance unit discovers them?
This sounds like a fog of war type thing. For locations to appear on player maps if they've been found by certain unit(s), that sounds like something scripting can do. #enfusion_scripting
Still having issues with this. If anyone knows how to get HUDs to overlay help would be much appreciated
Hi, I'm new to the enfusion workbench and need a little help finding my way around the files is there a legend to help navigate through the files
Not really, best you can do is watch the YT modding bootcamp videos and click around the interface. The Biki has some tutorials, too
theres a lot in it, impossible to learn it all in 1 sitting so take some time to poke around.
Exactly what SweetPotatoh said.
Just get I'm a start messing around, just a little tip, create two projects one for actual work and a test mod that you can completely mess around in, this way If you catastrophically mess something up it won't affect your main mod/project.
yea you're gonna mess up, a lot. Workbench needs some tweaks, fixes, and better documentation ... but overall it's a good framework with everything in one spot.
I have total messed things up but it is the best way to learn what not to do.
yeah im just switching over from dayz coding so its a learning curve
how i can export .et to .obj?
you can’t
lmao
et is a prefab not a mesh
Why is the only thing holding changes in InventoryItems_EntityCatalog_US.conf the Weapons? I've tried modifying the entities for Ammunition, Weapon Attachments, Throwable and Explosives, Equipment, Backpack and Vest, Clothing and they won't hold the changes. If I disable an entity it won't go bold in any of the above categories except weapons.
I'm working on changing the rank and MSAR requirements for Items for my server. I never had a problem prior to 1.6 but now every time I close and reopen Workbench it reverts back to original.
I have had this issue before and had to update the entity catalogue via notepad++. I assume you are overriding the entity catalogue.
Yes, I'm overriding
Or create your own entity catalogue and just link it to your faction. Takes more work initially, but pays off in the long run imo.
Thats what im doing now hopefully I can get it to work.
Good luck. If you have any issues, feel free to DM.
i can modify the weapons section but not the others and have it hold my changes. 🤦♂️
Is this an override?
Yes, I'm trying to take some of our mods we use and put them in one mod to edit the rank and MSAR. I'm overriding the one from Arma Reforger dependency because it pulls in all the overrides from the other dependencies.
Anybody know what I may have done to make my local dev version of my mod show up as read only in the launcher all teh sudden?
It is the correct path still
Can anyone provide an example of how to use nested configs for the EntityCatalog? I'd like to split up the file as it's become quite large, but not sure how to do this.
Do you have OneDrive installed?
Negative learned that one long time ago lol
double check to make sure it's pointing to the project in your ArmaReforgerWorkbench/addons path and not the ArmaReforger/addons path
Nested Configs?
cuz normally you will see two, one for your workbench local copy, and one for the downloaded published copy
yeah @neon ore mentioned nested configs for this, but idk how thats done.
Just not sure what nested Configs means.
What entity catalogue are you trying to create? Weapons/gear?
Where do I make bug reports on the enfusion engine?
me neither, but im assuming its some kind of #include directive that can combine multiple files. This is for InventoryItems_EntityCatalogs, the file has become huge and i'd like to make it more manageable
Google Arma Reforger feedback tracker.
Are you using a multi-list config?
Thanks there was a data.pak file in it for some reason. Deleted it and its good.
The dedicated server is creating it when I start the server.
is there any practical difference between SCR_EntityCatalogInventoryItem and SCR_EntityCatalogEntry within an SCR_EntityCatalogMultiListEntry?
Entity Catalog is a single list, multi has multiple list.
Is there an easier way to create an enemy bot loadout and export it into Workbench?
An example of my multi list
What have you tried so far?
Currently, I'm editing enemy classes one by one within the workbench using SCR_InventoryStorageManagerComponent and other tools, but editing all troops individually is far too much work!
Yeah it sucks. You can copy and paste them via notepad++ or something similar.
As an example:
Warning: Make sure to backup your project prior to performing this.
I did that, I edited one character and pasted it onto the others, but I'm editing weapon by weapon, the problem is when I try to put the ammunition inside the RHS vests.
Finally, great video! I learned how to create many mods by watching your videos!
You would need to ensure you are using all the correct names for ammo, vest etc. Probably easier to do all the base stuff via notepad and then manually for the ammo.
Unless someone else can jump in an share some more knowledge on the above.
Thanks, I'll use this method. If I find another way, I'll post it here.
That would be awesome if you could share the details of a faster method if you find out 🙂
Is this the correct Image Placeholder to change when creating Editable Prefabs? Because uh, it still makes blank prefab preview images and doesn't work.
yeah ours looks very similar, so many entries. Wanted to find a way to split it up somehow
I havent looked into it any further, so unsure sorry. I suppose that is the nested config the BI Dev was referring to. Would be interested to know myself if you do find out.
Hey @stoic wigeon , the good thing about being a developer is trying to find a solution for everything. I just created a mod that exports the loadout to the profile, generating a .et file. I still need to tweak it, but it's on the right track.
is still in development
That's awesome. Would love to test it out.
I keep having this even if all the mod are up to date when i try to open my mod or add addons
even if i press Ignore multiple time it make reforger tool crash after
It seems the World Editor is frequently causing my PC to freeze, whether in gamemode or edit mode (World Edit). Does anyone know a trick to resolve? This causes FREQUENT full PC freezes for me
Sooo I managed to delete one of my mods source files, anyway to get that back or do I just kiss it goodbye lol
In Windows or WB?
Windows lol
just restore them from your backup
recuva recovery might be able to do it if you dont have any backups
This is so ridiculous
Trying to patch my mod that I updated not but 10 mins ago and now I cant upload at all. It fails at 1%
Like cmon this is ridiculous
I have a 724mbps upload speed so its def not that
That worked
Is there any new update on this upload issue because it’s getting so tiresome
not yet
When I generate Editable prefabs, I get errors with it not creating a meta file so it messes up the Editable prefab. Any ideas how to fix?
RESOURCES (E): ResourceDB: could not load metafile: (...)
RESOURCES (W): ResourceDB: could not get real GUID from metafile, setting null GUID (...)
RESOURCES (W): Could not load metafile (...)
Found a work around since Workbench is being super mean to me.
- Generate Editable prefabs of the base prefabs with CTRL+SHIFT+U. Witness all the red error messages
- Go into the mods base Prefab folder with the .meta files in Windows Explorer. Copy each .meta file(s).
- Paste the .meta files in the applicable PrefabsEditable directory.
- Open each applicable .meta file in the PrefabsEditable directory. Update the .meta path to the PrefabEditable location and insert a unique GUID in the curly brackets (Utilities > Generate GUID). Save the updated .meta files
- Regenerate the base prefabs with CTRL+SHIFT+U. Errors shouldn't show anymore.
how does one change the welcome screen of a modded map
like I know how
but every time I close the world editor it resets to default
Wish this wasn't a thing, regular enuf I made this.
I want what he is on
brother its driving me nuts only thing i can find that helps is altering the FOV but the rolling issue doesnt give up
is there any way to fix this issue with peer tools?
WORLD : UpdateEntities
RPL : rpl::Pip::ProcessNetToGame
DEFAULT : Disconnecting identity=0x00000000: group=6 reason=2
NETWORK : Player disconnected: connectionID=0
NETWORK : Total number of players: 1
Can anyone help me some of my bases are not getting signal from my HQ on the USSR side I have three bases near that HQ that are yellow but cross the map you can take the base near the us side can’t find anything about this. This is my map with ussr on top
Hi guys 🫡
Does somebody knows how to disable predefined groups and the new group categories (Recon, Assault, etc..)
We are on pve conflict with HQ commander disabled and this new system overrides our predefined radios
Thank you
on fobs radio "is source" must be selected
Oh my god, I spent like 3 hours trying to debug this, to unblock myself from the only Youtube tutorial I could find. Eventually, I joined this Discord, searched for the component name, and found your post. This is so unintuitive for new people! It's such a pitfall! Thank you so much for posting this, 2 years ago! I hope one day we'll have a more and easily accessible tutorial to help people get started with missionmaking in this new engine.
Yeah I did that idk still lol
both radio points overlap?
Hey everyone, dumb question, I want to start making mods, do I need to own the game on steam or is there an SDK I can use and just test mods on my PS5? I only haven’t gotten Reforger on PC because mine is a bit of a potato
Yes
u need to own game on steam to get tools
are u using any mods in dependencies?
wcs core for example
that uses own logic to connect points
Im using 9 mods and I’m not using that one should I?
i mean wcs core allows u to make whitelist between points, u can use other mod that provides this but most scernarios uses wcs core
its not must have
having an issue here; got my custom map on my dedicated server but everytime i join i get a connection timeout and the error BACKEND (E): [RestApi] ID:[14] TYPE:[EBREQ_LOBBY_RoomsAcceptPlayerS2S] Error Code:400 - Bad Request, apiCode="InvalidSessionTicket", uid="f01e46dd-cfeb-4742-8513-79d72ba9bc9c", message="Invalid ticket"
Now when I use a default map like standard Eden GM, It works fine. Not sure if my map is missing anything. Works fine in SP
DEFAULT (E): Uploading failed! Reason: ""```
Is there a solution for this problem?
I cant either of my 1.4 mods project to launch in the world editor. Same errors. Anyone have any thoughts?
SCRIPT (E): @"scripts/Game/FactionCommander/Components/SCR_FactionCommanderHandlerComponent.c,378": Can't find variable 'COMMANDER' @"scripts/Game/UI/Components/Notification/SCR_VotingStickyNotificationUIComponent.c,56": Undefined function 'SCR_VotingManagerComponent.GetVoteAlwaysDisplayVoteSubjectVotingTimer' SCRIPT (E): @"scripts/Game/UI/Components/SCR_SpinningWidgetComponent.c,25": Can't find class SCR_SpinningWidgetAnimation SCRIPT (E): @"scripts/Game/UI/Components/SCR_SpinningWidgetComponent.c,27": Can't find class SCR_SpinningWidgetAnimation SCRIPT (E): Can't compile "Game" script module!
The 1.6 update changed some scripts so your scripts are now broken.
Fix the scripts, compile and you mod will open correctly.
Thanks. How do I do that? Open those components and do that manually? Take a default version of that compenent and redo it? I looked in my project and there is no custom factioncommandercomponenet.
I see it shows what line the error is on, but deleting it doesnt help.
Does your mod have other mod dependencies, if yes, make sure they are not the cause.
Open a vanilla test project with no mods and see if the issue it still present if not open your mod and try find what exact script causing the problem and replace it with the 1.6 vanilla script.
If your mod has the scripts duplicated, you can click on the log link and it will take you right to the script.
You can delete lines from code it may cause even more problems best is to write the line with the correct code.
I was being an idiot and using the wrong GUID 😎
Your upload speed might be too low
Question: I'm just now getting back into learning how to use the workbench and Reforger Tools. For my first project I'm trying to add props onto vehicles (Specifically the base game MERDC humvee). I've got as far as getting sandbag(s) on it without breaking anything, but when I spawn it in it, the sandbag(s) are no longer a part of the vehicle, break/detach and become a prop in the world no longer moving with the vehicle. I can provide any information as needed, any help would be appreciated.
Edit: Probably should've included this, but the sandbags are detached from their prefabs and are a child of the humvee.
can anyone tell me what the fuck ive done here lol
How can I fix this problem?
errr get higher upload speed somehow?
My mod is 500MB in size, sometimes I upload successfully, sometimes I fail to upload. Sorry, I'm not good at English.
Cloudflare which is some workshop infrastructure firewall or something has a 100 sec or something timeout, and if your mod does not upload completely in that window it will fail with a timeout
that's why it sometimes manages and sometimes not, if you have sometime a slower speed it does not manage and it fails
If I use a VPN, will I be able to fix this issue?
speed...you need to upload faster...
I have an upload speed of 200 Mbps.
Do you think that's too slow?
do you actually have this speed? can you measure it?
or just try again tomorrow
maybe something wrong on workshop side
I tried uploading again and it was successful.
Thank you for helping me solve the problem.
My new favorite feature
Ive been able to upload properly once in the last 4 days. This is just absurd
how do i get the bone animation track to work in the cinematic editor?\
nvm i got it kind of
tell me about it we were only able to update our map once in 3 months
and that was day after update
they cant get shit fixed but have every excuse on what it is or could be
Managed to update this morning thank god, but now that’s like, every other day for me, Still absolutely absurd
i have push another patch after work let’s see if it it works or not.
Hello all, I took a break from reforger mission making for about a month. (1.6 Dropped while I was away).
I am trying to make conflict mission on a usermade map and I seem to remember when you where editing the "SCR_CoverageRadioComponent" a blue sphere used to appear to visulaise the radio range, however I no longer have that sphere?
Any advice would be appreciated, im sure its a simple setting that I have messed up somewhere.
Many thanks in advance for your time and assistance!
Question regarding the "Max Weight" in SCR_UniversalInventoryComponent
Is that in kg or something else?
it doesn't specify like the Volume (cm3)
Ty!
Is there any way to directly copy a component from one Prefab to another?
ctrl-c/v just duplicate the entire prefab
I've had some success with this (see screenshot) this is a left-click on the gear.
Only works sometimes though, and then only copies and pastes some information.
hmm, i only want to copy a couple components, not all of them
That is for the properties of the selected component. You can also right-click on a field inside a component and copy/paste (this works better) though still as temperamental.
Though you have to +add component and have that component attached to your prefab already before doing either of these afaik. I wish there was a way to drag and drop components from one prefab to another, because you can drag a component from the properties window but you can't do anything with it once dragging.
You can copy/paste fields that are inside the Component, but AFAIK you cannot copy the whole Component (which can be frustrating). FWIW there can be multiple entities in a prefab (eg compositions) that have their own Components that you don't see unless the entity is selected.
I wish you can open two prefabs and see their component menus side by side, and be able to drag-drop/copy-paste from one to the other.
You kinda can. You can drag and drop the componen into a folder of your project and name it whatever you want. You can drag and drop the newly created file into the component of a different prefab and it will replace it
WHAT!!! 
Theres that, but no ability to just copy the entire component with a right click??
@past dune you probably just saved me a few hours of manually copy and pasting component elements over 🙏
✅ Monday tasks: Wake up, eat breakfast, learn useful Workbench tips and tricks.
Day complete
Okay so the update I pushed is half baked, like half the information from it didnt fully convert to the workshop. Could this be because of the data leak?
Does everything work in your testing env (3d viewport)?
Yes. Everything is normal, Muzzle positions, magazine and weapon types, sounds and fire rates are all good, then as soon as it updates it’s like half of it doesn’t stick
did you update all the prefabs and configs as necessary? the Editable prefabs have to be regenerated if you change something on the base prefab
When making a dayz server Should i make a Scenario or Cof
hey guys i want to delete existing items in the arsenal is there a way to do that?
del doesnt work and i just want to remove everything and start clean so i dont double up on items for like variants etc
thanks though
How do you unlock world entities to edit basegame maps?
I've tried subscenes etc I just can't seem to figure it out and nobody explains it anywhere
u cannot
man so how are people uploading custom versions of everon etc to the workshop
How do you copy stuff over to the empty map file so you can edit it
Yes
You also having issues Guy?
after 3 sacrifices, and reciting the proper montras to the machine spirit. it uploaded
I tired I think 11 times and nothing so I gave up
Just create a sub scene of empty, load not empty up, copy everything you want then go back into empty and paste
I've made some expanded rigs for my project that I've been working on, and I've added them into the InventoryItems_EntityCatalog, but nothing seems to be showing up in game. I've tried to fix this, but I'm not sure what to do. Can anyone assist me in what I'm doing wrong?
Can anyone please help fix this?
SCRIPT (E): Can't compile "Game" script module!
I opened 1.4 scenario to figure out why it doesnt work in 1.6 and got this
A script is broken. But send the rest of the error (the actual useful part that tells you which script is broken)
Anyone else having issues loading maps in enfusion with this new update?
Disregard, I had to open with addons for some reason 
This is a script issue you will need to fix it if it is one of your scripts or of you using mods make sure one of the mods are not causing the problem.
Look in the log it will point you right to the script that is causing the problem.
Yep it's one of the scripts that 1.6 ruined 😀
Make a duplicate of Everon map. You cannot edit the base game version of it.
Hey guys I have big problem. I use Arma Reforger Tools and struggle, my Military Base not showing anymore Blue Circle - Transmitting Range no longer showing to me distance and I can`t continue my project. How I can return Blue Circle as I would like to use distance between Military Bases 🙁
Can anyone help me?
I reinstall Arma Reforger Tools, and seems Visualizer dissappear... I press SHIFT + V (nothing happening), miracle...
BACKEND (E): [RestApi] ID:[63] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
Anyone else getting these? Seem to get to 85% upload of project then - timeout!
Yeah, it's been an issue for a lil while now
I made some changes to my mod and now I want to update the prefabs I use in other projects with these changes. Is there a way to automatically apply the updates so that the prefabs in the other projects are also updated? Or do I have to create a new prefab every time I make a change?
I believe this is because conflict mode has changed and no longer require you to jump base to base. You are able to build FOBs to maintain radio. I think this is it as I can’t find any tutorials on the setup but I have seen the way the mode is played
Hey guys, I am trying to setup an HQ for a PVE scenario, but when I press play nothing spawns and it says HQ Radio Lost. I get an error in console "SCRIPT (E): Not enough suitable starting locations found in current setup. Check 'Can Be HQ' attributes in SCR_CampaignMilitaryBaseComponent!" I have "Can be HQ" checked. Any ideas?
You need to have at least 2 HQs, the checkbox « CAN be HQ » checked, on both, verify « faction affiliation » and try again
Hello,
I’m currently unable to open the World Editor in Arma Reforger Workbench because one of the default scripts in the game packages fails to compile.
Workbench stops with this message in the console:
ENGINE (E): Cannot create new instance of World Editor because its dependent on working scripts
SCRIPT (E): Can’t compile “Game” script module!
scripts/Game/Destruction/SCR_DestructibleEntity_test.c : Overloading event ‘OnDamage’ is not allowed
The file is protected, located inside the default scripts/Game/Destruction/ folder, and cannot be edited or deleted from user projects.
This error completely blocks the initialization of Workbench — the World Editor can’t load at all.
I have already:
• Verified my dependencies (ArmaReforger and ArmaReforgerWorkbench)
• Cleared local caches
• Reinstalled Workbench
• Confirmed there are no conflicting local scripts
The issue seems to come directly from that test script (SCR_DestructibleEntity_test.c), which overloads a protected engine event (OnDamage).
Could someone please confirm if this is a known issue in version 1.6.0 and if there’s any way to exclude or disable that file until it’s fixed?
Thank you for your help guys.
not a common issue
check your profile folder for scripts
or just search for this file SCR_DestructibleEntity_test.c and see if you can delete it
I can’t, it’s protected, I have a breakpoint in the script file that I cannot delete because it’s protected.. I hope it doesn’t block my map for too long I worked 4 months on it..
Yes.. both are on the latest version
I will reach back to you this evening, when I’m coming back from work.
Do you have OneDrive installed on your PC?
Yes
OneDrive causes a lot of problems for AR mods due to the fact the mods are located within your Documents folder.
But when I’m entering the problematic script, I have a breakpoint in the script that I cannot delete
try setting launch options for AF Tools. Example: In Steam, open its properties and set your profile to a different drive/path with:
-profile "E:\Games\ArmaReforgerWorkbench"
other launch options are on the AF Wiki
OneDrive will be a problem with Workbench so I highly recommend putting your AF Workbench stuff elsewhere
Guys anyone can help us - how to return Blue Circle for Military Base range? I use Conflict Mode and something went wrong... couple of days before everything was working
is there a way to look up something via GUID in the workbench? i'm getting this error in multiplayer when i join my dedicated server, and it would be nice to be able to figure out what has5CC296FBD8B6CA6C as its GUID
09:06:32.469 DEFAULT (E): Kicked from game. group=1 reason=8
09:06:32.469 SCRIPT : string strDetail = 'Kick cause code: group=1 'REPLICATION', reason=8 'JIP_ERROR''
09:06:32.471 RESOURCES : GetResourceObject @"{0AD1F1993FE94C28}UI/layouts/Menus/Dialogs/KickDialog.layout"
09:06:32.471 GUI : Layout load @"{0AD1F1993FE94C28}UI/layouts/Menus/Dialogs/KickDialog.layout"
09:06:32.471 GUI : Widget prefab @"{E6B607B27BCC1477}UI/layouts/Menus/Dialogs/ConfigurableDialog.layout"
09:06:32.471 GUI (W): Overridden prefab member (GUID: '{5CC296FBD8B6CA6C}' type: TextWidgetClass) no longer exists in prefab
09:06:32.471 SCRIPT : [SCR_ConfigurableDialogUi] presetsResourceName: {D3BFEE28E7D5B6A1}Configs/ServerBrowser/KickDialogs.conf, tag: REPLICATION_JIP_ERROR, customDialogObj: NULL
09:06:33.978 SCRIPT : [SCR_AddonManager] SCR_AddonManager<0x000002A1F4BC0030> @"ENTITY:3" ('SCR_AddonManager') at <0.000000 0.000000 0.000000> Callback_CheckAddons_OnSuccess()
09:06:34.018 SCRIPT : [SCR_AddonManager] SCR_AddonManager<0x000002A1F4BC0030> @"ENTITY:3" ('SCR_AddonManager') at <0.000000 0.000000 0.000000> FinalizeInitAfterAsyncChecks()
09:06:34.018 SCRIPT : [SCR_AddonManager] SCR_AddonManager<0x000002A1F4BC0030> @"ENTITY:3" ('SCR_AddonManager') at <0.000000 0.000000 0.000000> Init Finished
09:06:34.018 SCRIPT : [SCR_AddonManager] SCR_AddonManager<0x000002A1F4BC0030> @"ENTITY:3" ('SCR_AddonManager') at <0.000000 0.000000 0.000000> User Workshop access: 1
How does one name locations as there are in vanilla reforger? Such as Montignac as pictured.
Following some documentation and tutorials, I'm trying to set up the session saving system on the anizay map. They suggested applying SCR_SaveLoadComponent to the map, but I can't find it anywhere.
I also tried setting persistence in the config, but it doesn't work.
I can't save sessions or find this component.
Believe its bugged they just released new persistence system in 1.6 update
yeah buth the last update i read Fixed: Loading saves did not work on dedicated servers
oh 
No… the file is locked
Let me try it
doesn't work
the same errors keep happening again : INIT : Workbench Create Game
SCRIPT : Compiling Game scripts
SCRIPT (W): @"scripts/Game/Network/ServerCommands/UploadSaveCommand.c,15": 'OnError' is obsolete: Use BackendCallback.SetOnError() instead.
SCRIPT (W): @"scripts/Game/Network/ServerCommands/UploadSaveCommand.c,22": 'OnSuccess' is obsolete: Use BackendCallback.SetOnSuccess() instead.
SCRIPT (W): @"scripts/Game/Network/ServerCommands/UploadSaveCommand.c,28": 'OnTimeout' is obsolete: Use BackendCallback.SetOnError() instead.
SCRIPT (E): @"scripts/Game/Destruction/SCR_DestructibleEntity_test.c,64": Overloading event 'OnDamage' is not allowed
SCRIPT (E): Can't compile "Game" script module!
scripts/Game/Destruction/SCR_DestructibleEntity_test.c(64): Overloading event 'OnDamage' is not allowed
SCRIPT (W): Failed to load
PROFILING : Compiling Game scripts took: 644.835700 ms
ENGINE (E): Unable to initialize a game/gamelib. Some workbench features will not work.
SCRIPT (W): Initializing default GameLib's game class.
INIT : Creating game instance(Game), version 1.6.0.68 built 2025-11-06 19:33:55 UTC.
okey, found the solution, it wasSCR_DestructibleEntity_test on the mod MHM Modulable structures live that was broken, the creator of the mod needs to fix it
is there a reason why the world editor crashes SO much?
it's impossible to do anything
@copper obsidian Hello, do you have any information that you could send me to regarding the northern lights?
i would like to render my own smoke stacks and place them into the sky like a forest fire in the distance.
Alright I've got a Dev question, not sure if this is the right spot.
"Why are consoles so limited with mod space when other games don't have such a small limit?"
probably the terms of the console store for that specific product?
I know they had a hard time getting mods at ALL on ps5
I was wanting an answer from Devs, but I guess this will do. Expanding on that, are they trying to expand the mod size for xbox
I highly doubt, there's been no mention of it anywhere not to mention the fact that reforger is gonna be EoS in like 18 months if A4 is coming
So, how would I go about having a rocket pod being used as a weapon? I can put it in a persons slot but can't raise it like a normal weapon
Has anyone had an issue like this?
I’ve been experiencing it more often since the 1.6 release — the WE freezes, the CPU spikes to 100% for one or two seconds, then it unfreezes. Is there a way to fix this?
Let's pray that they fix the workshop uploads by the atleast
Lower your render distance in workshop
With the Far Plane camera option, right?
Yes, set it to like 2000
The Far Plane value was 2000. I tried lowering it to 500 to test, but the issue persists.
I've been having this all day and it's driving me insane
also for some bizzare reason my mission is using 28gb of ram on load and I cannot figure why
I just stopped the L-Connect service from the Lian Li software, and it seems to be working better now... Thats really strange
RESOURCES (E): Duplicating base worlds is not supported
Am I doing something wrong?
Did you try to open the Everon entity, and use Ctrl + N, and create a sub-scene ?
Yeah?
if you copy empty everon into a subscene, then load the assets from normal everon onto it
and try to run it
I get an out of error memory too
so I'm doing something wrong but there's no information anywhere how to do this
I just do it, everything is working as well
what am I doing wrong then :'(
Have you tried it in 1.6
I just cannot get even empty everon with assets to load
Yeah, i just do it now
wtf why is it crashing for me
Han, you want the EmptyEden ?
I just try with the empty, its also working for me
yeah but if you try to import the assets does it work
because it spikes my ram by 20+gb and crashes
gonna test on another device
What do you mean by assets? Layers?
yeah like the trees etc
So why you don't take the Eden entity ? It's actually not possible to import locked layers
I think you had to rebuild everything — I’ve never seen any possibilities like this before
thing is i'm literally looking at a map where someone has done exactly what I'm describing
and it works fine
but if I do it, it's fucked
I'm not sure that's allowed by Bohemia.
unless this person has recreated the whole of everon from scratch
It has to be allowed surely, WCS etc make custom versions of everon
629C5CE8D95EEF8B - This is the ID of the workshop scenario that I'm talking about; It's taken empty Everon, edited it, then turned it into a custom version of everon.
Ok the same issue is happening to my friend so I think this might be a bug?
Idk, i never try this before

Not sure since I haven't dealt with maps, but this might be something to try ^^^ There are maps that take Everon and alter it so it should be possible
huh
Same here, it causes a crash. Its registering all those as entities I think. It jump my RAM usage to 32gb, and crashes
Its a bug for sure its only when you copy over the assest like you said.
Which sucks because I was tired of punks blowing up my MOB, so I wanted to make everything undestroyable and watch them cry.
yeah i thought as much but like, how tf do you do it otherwise? there's no other (documented) way?>
No other way. Maybe try to duplicate the whole world via clicking on the world you want in the resource browers and duplicate. It worked for me on eden combat ops. It unlocked everything, I just tried it.
I dont think its supposed to do that either wtf haha
the duplicate thing doesn't work for base maps though
looks like they locked just the base maps. it just unlocked the combat ops added stuff
agony
I once duplicated everon and was able to then remove anything on the map maybe they changed it now
Yeah now if you do that, which you can still, but it crashes your system with an out of memory error.
EH what just happened? I was working on workbench then it crashed and now when I load my world back up I get a white screen?
WHY!!!!!! If I have to start over again for the 10th time!!! Why cant there just be some stability with this, I've been crashing like crazy since 1.6. Before the update I maybe crashed once and a while. Now its every 5-10 minutes. What gives?
Where the F did my world go, The errors are saying there is no terrain, Well no shit!
I cant even open other worlds now, It just crashes.
Dude not trying to be a jerk, but you need to use version control and make regular backups or you are asking for this to happen.
You can mitigate it if you choose to.
I loaded some mods up and after saving project it says im missing dependencies for the mods even though they're in the fold of workbench? Any fix?
Do they show in the project selection bit when you first open workbench?
I wish I could send a screenshot in here
When I select project, it says "Cannot locate dependencies required to open this project:" but when I create a new project it allows me to select them again
So you've scanned for them, got them showing up, and still won't let you open? If this is the case I'm not sure, sorry!
I scanned them in now, and now they show up as projects but it suddenly says im missing one so that might be a new depend for the mods.
Yeah found issue they added zelks as a depend now
Look up the guid on workshop website
Turrets gettign stuck pointing 90 degrees down after the first shot? anyone know why this could be?
My fuel depot composition only shows up in GM, not as a buildable item for players. Any idea why? It replaced all the applicable models in the necessary .conf files AFAIK, including HQC and have it as a registered placeable prefab
Try unloading all mods and look at the logs?
Is there a way to make the Prefab Editor brighter? It's super dark in there.
\Configs\Editor\PlaceableEntities\Compositions\Compositions_FreeRoamBuilding.conf
If I remember correctly, it's here?
Yea, there are three confs in that folder where I replaced the default Editable prefabs with mine. probably need to do the trait thing like @limber eagle showed, realized i missed that part
I offer a firm virtual handshake for whoever makes a WB plugin that puts all this stuff in one screen with checkboxes and it does everything for you to save 50 mouse clicks
Doubt it, you can just change the font IIRC. Color themes would be appreciated so I can change the color of the other modules to know where I am
yeah you need to do the traits. Service Trait is what you need i think
that got it to work, thanks. now to see why the prefab pics aren't showing up. bah
I know this might be a bit of a particularly weird question.
But related to mod-sets and setting up mods for scene in Workbench, from what I've seen so far, there's no simple, open an arsenal and just bulk select what I want available and what I don't.
Same with loadouts, every unit needs to be specifically created, there's no simple inventory system to units with items, have I been missing something, or is this just this system is at the moment?
Arsenal is managed via config file. From the config file you can add or remove items to the arsenal for each faction.
The loadout, yeah it needs to be done manually.
It's all still that manual process of adding items individually and finding them mod and dragging them across, nothing like a tick box interface?
I'm more asking, because I don't want to design a program that's already doing what reforger does
Working on a scenario and I can't find where to remove/edit these groups?
For some reason the US fuel depot appears in the GM screen twice, even though it's in the three composition configs just once. It won't even appear in the HQC build menu anymore. Any ideas why?
Looking at compositions.conf, Compositions_FreeRoamBuilding.conf, and Compositions_FreeRoamBuilding_HQC.conf
What groups, the faction squad names? Roles?
they redid that part in 1.6, havent seen any changes to it on servers yet
Yes the faction squad names.
I am havin a issues with Arma Reforger tools and going into GM while testing. Well I cant go into GM, Does anyone recognized this?
hold down Y. if its in the 3d view port maybe you loaded a world without GM, it doesnt have it on some iirc.
3rd viewport?
any fix for this?
Its because you have to replace or remove vanilla fuel depot from compositions.conf if you dont want multiple entries.
Pics and names get reset every time you regenerate editable prefab
Hi all. I know some others have had issues with this and I've sent out a few messages for any assistance. Has anyone found a fix for spamming of:
SCRIPT (W): [AnimateWidget.PrepareAnimation] AnimateWidget entity instance is missing ImageWidget<0x000002B57FDFE0B0> { Name: 'Saline_icon' }.Saline_icon SCRIPT (W): [AnimateWidget.PrepareAnimation] AnimateWidget entity instance is missing ImageWidget<0x000002B57FDFE2B8> { Name: 'Morphine_icon' }.Morphine_icon
This triggers on opening storage and then spams continuously, even after closing container. It appears its looking for an animation for the Saline bag and Morphine injector. Any ideas on the best way to solve are much appreciated. Thanks
not sure right place but im trying to set this mod up
https://reforger.armaplatform.com/workshop/66D3598450D638F1-BuildingSystem2
all im trying to ask is how to make to world save players base
Placing things in tools for screenshots speaks to me on a molecular level. ||BTW the belt links are smaller than the .50 Cal bullets, Unplayable.||
anyone else getting a cloudflare timeout while trying to upload?
Hello, does anybody know how I can export an edds file from workbench so I can edit it to use it in my own mod? The file is this one in the image attached.
Have you tried using a VPN? It helped me upload once.
fixed it by changing the upload screenshot. not sure why
Hi everyone! Can someone help me or explain where is the problem. I create new project but always got that error before start spawn:
Hey guys!
I'm trying to bring 1.4 scenarios to 1.6 and I get this error, any ideas how to fix it?
For some reason a few scenarios were missing path to conf file, but i fixed that. still this error
hello, does anyone know how to make NPC's clothing stay on at traders, in the editor they keep there uniform on but when loaded on a server the clothing is on the floor under them ?
what spawnlogic are you using ?
spawnmenu]
are your factions set up in faction manager?
if you wanna drop me dm thats fine instead of spamming here 🙂
Hi guys!
I'm creating a scenario using the Scenario Framework along with GameMode_SF, and I'm having issues configuring the construction system and the unit requisition system so that they properly consume supplies.
The systems correctly detect the available supply amount, but they do not use or reduce it when I try to construct buildings or request units.
To check whether the issue was in my custom composition, I also tested using the vanilla prefab Headquarters_S_US, but the problem still happens.
The arsenal works perfectly and consumes resources normally.
I'm not using the Conflict game mode as the base for my mission, so I believe (but I'm not entirely sure) that there might be a configuration missing in my GameMode_SF related to supply consumption.
Does anyone know how to properly configure this or what settings are required in GameMode_SF for construction and unit requisition to spend supplies?
Thanks in advance!
How would one resize an object / person?
Hi. I created an ArsenalBox by duplicating the vanilla ArsenalBox_FIA.et, retexturing and configuring his new faction. What should I do to make it appear in the game master Entity Browser?
oh man, that is so annoying :/ yea, there's only one of each in the conf ... not sure if it's hanging around somehow and didnt get replaced. ill just re-override the conf i 'spose
It's been two days since I started trying to figure this out. Thanks a lot. It works.
I apologize if this has been asked a lot, but I can't get enemy AI to fight back in a custom co-op mission I'm working on. Is this a known issue or am I missing something obvious. As far as I know, I have everything setup correctly. I've even tried using Reaper Core as a mod dependency because it was suggested that would fix this, it didn't. Does anyone know how to make AI fight back in a custom mission Co-op PVE mode?
Does GM look at more than one .conf file for what editable prefabs to load? The photo it shows two fuel depots for each faction but no .conf file has more than 1 of each. Already re-overrided the vanilla confs (compositions.conf, Compositions_FreeRoamBuilding.conf, and Compositions_FreeRoamBuilding_HQC.conf) and replaced the vanilla prefabs.
Getting this problem popping up and then having the inventory messed up. A few of the slots are not showing up like the vests. Anyone else have this or know how I might fix it?
That looks like it needs a bug report, tbh.
well no its a mod doing it, I just took off this MACvSOG mod 66291D8816A6E942, That was causing it or another mod is conflicting with that one. Anyone else using that mod and have that problem?
Using Adam's shop mod? Your trader entity needs to inherit from a properly set up character prefab, if you search the mod showcase thread on this discord you can find lots of other people who had that problem and the solution
No but I've seen the same error triggered by other mods. It appears to be a prefab misconfiguration issue, most likely offending mods have outdated prefabs that are missing something needed since 1.6
screenshot it
I think you need a PerceptionComponent in your world
That could be it, I read about needing a Perception Manager, but that didn't seem to be the right thing.
AIworld -> navmesh for AI pathfinding
PerceptionManager to make AI perceive the world and threats.
they move, and take cover and look around, they even throw smoke grenades sometimes, but they don't seem to see me, and never shoot back
Do you have a PerceptionManager in your world ?
I did try adding that a couple times and it didn't seem to change anything. The Perceptionmanager seemed to have something to do with light levels, maybe it's another "perception" thing.
I did find PerceptionComponent in the AI group
even with that setup, they don't fight back, lol.
Not sure exactly where to put this but when i open reforger tools and either open or make a new project itll show the enfusion loading screen and then just not load and the loading screen will dissapear and only show up as running in task manager ive tried uninstalling and reinstalling and checking file integrity and neither have fixed the issues does anyone got any reccomendations on what to do?
Check your faction config/affiliation and faction perception. If your faction isn't a military faction or you are percieved as a non-military faction (e.g. disguised as a civilian) then AIs will ignore you
Or if the AI's faction considers your faction to be friendly/allied
Are other users having this?
I find it happens even with a clean project:
WORLD : CreateEntities
ENTITY : Create entity @"ENTITY:1" ('world', GenericWorldEntity) at <0.000000 0.000000 0.000000>
WORLD (E): Loading of shore map data file 'worlds/Eden/Eden.smd' failed - failed to open the file.
Did you figure It out?
where have the little degree numbers gone that was the aid to my ocd
🤣
assume they also remove the radio coverage bubble 
the radio coverage bubble was annoying tho. Did they replace it with those blue circle areas? or are those waypoints?
yh it was but helpful lol and yeah waypoint patrol areas
gotcha. they could turn the radio coverage bubbles into areas like the waypoint ones (just a different color) and it would work very well. less annoying
Hi all,
Having some weird issues. I am trying to create a collider in blender, but the materials for the colliders are all missing when i ttempt to set it. Alongside that the following error is shown when I open the workbench:
RESOURCES (W): Cannot load preset settings file "$profile:ResourceViewerPresets/"
Newest tools issue just hit the market.
To even check my edits to the world viewer, I know have to fully close and reopen tools, because the software can no longer keep up with the most minuscule of changes I make to my prefabs.
I change the fire rate of a gun, i have to close and reopen tools to see the difference.
I make a change in particle effects, i have to close and reopen tools to see it.
and so on and so on. This is just absurd at this point. Like what happened
It’s unsustainable
Tools 3 months ago, as buggy as it still was then, was nowhere near as frustrating to use as it is now
Hey bro how you did this working?
Also, I have every time, issue launching game... press F5 and Crash
Same time, I just upload my project and on Arma Reforger (not Arma Tools) I can`t simple login (5sec and disconnected)
This report includes files that may contain personal information. For more information about how we process your personal data, please visit
https://www.bohemia.net/privacy-policy.
Following files will be included in the report (if they exist):
C:/Users/aordi/OneDrive/Documents/My Games/ArmaReforgerWorkbench/logs/logs_2025-11-15_21-32-09/dxDiag.txt
C:/Users/aordi/OneDrive/Documents/My Games/ArmaReforgerWorkbench/logs/logs_2025-11-15_21-32-09/crash.log
C:/Users/aordi/OneDrive/Documents/My Games/ArmaReforgerWorkbench/logs/logs_2025-11-15_21-32-09/console.log
C:/Users/aordi/OneDrive/Documents/My Games/ArmaReforgerWorkbench/logs/logs_2025-11-15_21-32-09/script.log
C:/Users/aordi/OneDrive/Documents/My Games/ArmaReforgerWorkbench/logs/logs_2025-11-15_21-32-09/error.log
C:/Users/aordi/OneDrive/Documents/My Games/ArmaReforgerWorkbench/profile/wbSettingsDump.ini
C:/Users/aordi/OneDrive/Documents/My Games/ArmaReforgerWorkbench/profile/.save/ReforgerEngineSettings.conf
C:/Users/aordi/OneDrive/Documents/My Games/ArmaReforgerWorkbench/profile/.save/ReforgerGameSettings.conf
C:/Users/aordi/OneDrive/Documents/My Games/ArmaReforgerWorkbench/logs/logs_2025-11-15_21-32-09/ArmaReforgerWorkbenchSteamDiag_2025-11-15_21-33-59.mdmp
In addition, following summary information will also be included in the report.
User: Q4GTU\aordi
Computer: Q4GTU
Mode: Workbench
Version: 1.6.0.68
Command line: "D:\steam\steamapps\common\Arma Reforger Tools\Workbench\ArmaReforgerWorkbenchSteamDiag.exe"
OS: Windows
CPU: GenuineIntel: Intel(R) Core(TM) i9-10850K CPU @ 3.60GHz
RAM: 32690 MB
GPU: NVIDIA GeForce RTX 3080
VRAM: 10053MB
GPU Driver: 581.80 [ 29.10.2025 (18 days) ]
Exception: Access violation. Illegal read by 0x7ff7ec6eecc5 at 0xffffffffffffffff
Yeah, that's what I did. Thank you.
Hi, I created an arsenal box and succesfully added it to the game master entity browser, filters like "system" and the Faction are working but I can't find the item by writing it's name. What am I missing?
i think search only works for localized strings, so if you just write a name directly in the name field in the prefab it won’t be searchable
Hey guy's! I'm brand new to enfusion/modding in general and I was working on this project for a gun i wanted to bring into arma. Long story short I'm stuck on this part of the wiki where it shows how to structure your files in the workbench and I don't want to edit prefabs or anything if something will be messed up down the line.
TLDR:
I'm brand new and managed to get my model in workbench but im stuck on the file structure any help would ve much appreciated! Thank you for your time.
Did you get this sorted out? I'm in the same situation, the prefab is vanilla with some components added, but no visual changes
the workbench tab is not showing up in reforger tools any idea? cant publish the mod without it
it doesnt exist anymore. It's file menu now.
still cant upload?
Yup
Try component SCR_EditorLinkComponent for the Composition. Add the Editable prefab to Entries if it isn't there. Not sure if it works but mine was missing the prefab I changed
Hey, does anyone know what the GameModeManager.et was renamed to? I was wanting to disable backpack radio spawns for my server and I think that's where the setting used to be.
didnt they have a diff feature for 1.6 that lets you see stuff like that?
whoops @neon ore 😄 There was only one prefab dropped on the terrain, but became 100 when testing
How come my workbench can't find mods as a dependency? Trying to use ace medical to fix the medkit arsenal bug despite me adding the two mod requirements, it says it can't find it
Anyone else having trouble with the workbench windows? Like I cant click anything in the audio editor or work editor unless I minimize all the other windows.
yeah having an issue swapping between it and the game, have to alt tab to something else first
No unfortunately not :/
I start a new sub-scene, and this happens. It yeets the ground and such. Wat do
Hi I have a problem, Wcs core apparently reveals the location of the enemy mob, how do I get the enemy mob to be hidden again?
Question
Is it possible to add a Script Event track with a setting to set the Far Plane (Render Distance) for exporting videos from Workbench?
I have found the Diag Menu, where i can set it, but it doesnt seem to translate over when i Render out a sequence from the Timeline
When working on the workbench with multiple monitors in windows 10 (Script Editor on screen 1, World Editor on screen 2) and I go to switch from screen 1 to 2, it glitches out and only allows me to focus on script editor unless I exit out of it and switch to the World editor.
I cant select text or use menu buttons like Plugins, Entities, Help unless I exit the previous page. Is this by design or am I bugging?
Stuff provided by BIS will be read-only for the most part, if not entirely.
You'll be creating your own prefabs, not overwriting existing ones
nobody else seeing the shore map data error?
Yup, cannot overwrite. You can "override" them, which is kind of a mysterious thing because it won't generate the Editable prefabs. You can "duplicate" them too, which can make Editable prefabs.
I see this every now and then and ignore it. Another noisy WB error that needs to be tweaked
thanks, that's good enough for me!
you'll see some errors in the log regarding things you haven't touched and has nothing to do with what you're doing. It makes troubleshooting a pain, they really need to tune those out.
I didn't mean to come off like I'm using others prefabs, I have a rigged model in blender and im having trouble setting up my project because of how I have to set up the files and such. Just more confused than anything because this is the message I get when I try and port my .fbx file over to enfusion so I can start working on it
Sounds like you need to have the addon project created in Workbench before you can import
Thank you for your time, I have arma as a dependency and created a new project downloaded enfusion tools to blender set the api to on so blender and enfusion workbench can communicate with one another and this is the error I get after those steps the project is open on workbench as well. Again thank you for your time it means a lot to me especially being newer to this
Is the project saved? Save it, then restart Workbench. That usually resolves some annoying issues on my end
Other than that, im not sure since I havent gotten into modeling yet
I figured this out. In the Editable Prefab, ensure the new prefab(s) (in this case the pumpkins) are included in SCR_EditorLinkComponent -> Entries so it's also ghosted out in the build blueprint
Is there a way to cancel background tasks without killing workbench?
||We don't like quiters in enfusion||
Actually, I never thought about it. Not sure.
I know you can cancel process blocking ones. But idk about background tasks
Haha ok cool. Yeah I dont really want to wait for 10 terrain tile texture rebuilding processes
Any thoughts why the compositions I modified appear in GM twice for each faction? They're in the .conf file once per faction, I can't find where it'd have duplicates. I've tried looking at prefab references and re-copying the vanilla .conf then replacing vanilla with the altered in the array.
I'll have to come back to it here soon thank you for your time!
@neon ore What .confs and locations does the GM menu look for/use to show the placables in the GM menu? It's duping fuel depots in GM only, but its .conf looks just fine 
So I was reading through the set classes as have too much free time wrote a config for most of the popular sticks I'm trying to get throttle working with collective properly where I thought I would askhere..
if I was to set the class to value and the axis2+/- for throttle Is it implemented in the game yet where there's a threshold/max %? or is it just one 100 percent in all cases with no in between For increasing and decreasing collective
Can you apply time and weather settings to the view port preview/play preview as well as the scenario header?
Does the prefab contain more than one faction in the tags?
Just set the default weather state and variation in the conf files.
I'd updated it in the header but i wanted to see it from workbench - i found the above menu so all good!
When I place down a machine gun nest from British Forces mod, it reverts to another model when spawning in - I'm using E_MachineGunNest_S_UK_02
GM is something I never got myself into (The system personally confuses me so much). So I have no knowledge here,
everytime i try to uplaod my map all i get is this
FOOOOK!½!!!!½"!#½!¤#%%
Project broken... and havent done backup...
I readded a FBX to update Bones to a model i'm making..
Only thing i did was change bone position.. Export from Blender.. Import.. Then just getting the crappy Crash Reporter...
The Model was in as a .et in the world..
🔥 😭
I can't even open the project and get the same crash report again...
Anyone know what to do? =/
.... Just deleted the OBJ FBX etc from that folder... seems to work again..
Hi, does anyone know why the commander isn't working in conflict mode? It works in tools mode.
did you figure this out? I am having the same problem, but only after joining another specific server. Trying to find out the conflict.
it was a mod causing the crash, but the log i posted above wasn't the culprit. the logs had virtually no useful information to track down what was causing the RPL error. i had to start removing mods to find out which one was causing it. BI really needs to improve the logging with some more useful information like the GUID of what mod or asset is cauing the problem
no idea, where is that?
This is all I see for the tags under the Placable component. I don't think it'd be it since it only does it to the fuel depots, and the other altered prefabs have the same thing and they also have the FactionAffilation component.
Why are something's in the prefab view hidden but some are not?
Can you not set them to view by clicking the eye? Might just be the way the devs saved the last state it was in
I can yes, but if I then open it again, they are hidden again. I was wondering if there is a toggle in a setting or something for visibility.
no idea, it does it to me too
I was asking because I do have multiple factions in the prefabs of some vanilla vehicles and they show up twice for me in the vehicle depots. Not figured out why yet, assumed it was the faction tags for some reason.
how do things keep getting progressively worse inbetween updates? like how does that just start happening? time delay broken features coded in?
Mine did that too for my modded veh depots, fuel depots, and heli pads but I couldn't find what was causing it. I re-duplicated the confs, readded the modded prefabs, and that removed the duplicates from the HQC/Command tent building/GM (except for the duped fuel depots in GM).
Try running a search for the GUID in the addon/ directory. If it's a plaintext file it'll come up
Question - trying to place British Forces assets but they revert when previewing the scenario?
Interesting one! Mind expanding upon the steps I need to take to replicate this?
OK to DM you?
yeah also welcome to join our discord https://discord.gg/hB4p9N4F
is it just me who cant switch to diffrent windows on the arma tools workbench ?
it could be that its just the artists trying out different things for the prefab / prop and hiding some things that they dont think fits always 🤔
Also had that issue, you just gotta minimize the start up menu is all if you're in the map editor
Turning off discord overlay fixed it for me
I'm a little confused on the wording here - is this what I'd use to create a task to destroy and object that was not destructible? I'm wanting to add a task in which you destroy a weapons cache.
when testing every time i switch to after taking control of a character it crashes
Virtual Machine Exception
Reason: NULL pointer to instance. Variable 'to'
Class: 'SCR_PlayerController'
Entity id:4611686018427387950
Function: 'OnControlledEntityChanged'
Stack trace:
scripts/Game/Player/RHS_M_PlayerController.c:25 Function OnControlledEntityChanged
scripts/Game/Player/SCR_PlayerController.c:376 Function SetPossessedEntity
scripts/Game/Editor/Components/Editor/SCR_PlayersManagerEditorComponent.c:359 Function StopPosessing
scripts/Game/Editor/Components/Editor/SCR_PlayersManagerEditorComponent.c:451 Function EOnEditorOpenServerCallback
scripts/Game/Editor/Entities/SCR_EditorManagerEntity.c:318 Function ToggleOwnerServerCallback
scripts/Game/Editor/Entities/SCR_EditorManagerEntity.c:1788 Function ProcessEvent
scripts/Game/Editor/Entities/SCR_EditorManagerEntity.c:1823 Function ProcessEvent
scripts/Game/Editor/Entities/SCR_EditorManagerEntity.c:1823 Function ProcessEvent
scripts/Game/Editor/Entities/SCR_EditorManagerEntity.c:1713 Function ProcessEvent
scripts/Game/Editor/Entities/SCR_EditorManagerEntity.c:1713 Function ProcessEvent
scripts/Game/Editor/Entities/SCR_EditorManagerEntity.c:1713 Function ProcessEvent
scripts/Game/Editor/Entities/SCR_EditorManagerEntity.c:1713 Function ProcessEvent
scripts/Game/Editor/Entities/SCR_EditorManagerEntity.c:1713 Function ProcessEvent
scripts/Game/Editor/Entities/SCR_EditorManagerEntity.c:1713 Function ProcessEvent
scripts/Game/Editor/Entities/SCR_EditorManagerEntity.c:1713 Function ProcessEvent
scripts/Game/Editor/Entities/SCR_EditorManagerEntity.c:1713 Function ProcessEvent
scripts/Game/Editor/Entities/SCR_EditorManagerEntity.c:1713 Function ProcessEvent
scripts/Game/Editor/Entities/SCR_EditorManagerEntity.c:2143 Function EOnFrame
to replicate this i do world editor any game master map including custom and spawn a unit
take control then hold Y to leave the unit
i can vc and stream
Maaaaan Workbench have become so extremely LAGGY.... as soon as you go into test in world it starts to lag and then you need to restart Workbench otherwise its a paint to work in it...
does anyone know why ai wont move on elan map please?
Nav mesh problem maybe?
yeah ive tried every navmesh set up and they wont work just on elan, its fine on worthy island for me
Yeah I think so, destroy task seems to work on any destructible thing so I think they've just added that component to the rock
Hey everyone!
Is it possible to enable radio range visible dome in Reforger Tools while editing a scenario? It was super useful in 1.4 in earlier versions, without it it's hard linking bases, Please help
⛑️
Leaf bones got you!
yea i figured it out. haven’t had to export without the addon for a while so i was spoiled with not having to think about them
Thanks for the reply, would the rock actually blow up despawn. RPG doesn't seem to be doing anything.
Try casting lightning on it and see if it destroys it? That's what I normally do for tests, then I'll just weak the health of the object to be destroyed
Hey guys,
I want to upload my updated mod version (1.0.7) to the workshop. It's about 1.5GB.
At 80/83%, it stops and displays the following errors:
BACKEND (E): [RestApi] ID:[13] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: “”
Does anyone know how I can fix this?
Does anybody have a decent resource for how to place and control AI behavior in a custom scenario?
@neon ore can I dm you a question?
You need faster upload speeds, you will have to upload 1.5GB in two minutes.
this problem has been around for ages since early September, if you searched 524 in the https://discord.com/channels/105462288051380224/976618709185626132
section you would have found your answer.
There are some workarounds but the best option is to get faster upload speeds
I am trying to make an infinite stamina mod. Why is this not working? Those are from the Character_Base.et