#reforger_workbench

1 messages · Page 20 of 1

plush iris
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How can I solve this problem? When I upload, I get the following error: BACKEND (E): [RestApi] ID:[13] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:403 - Forbidden, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""

mental badger
#

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

past dune
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With the new update I am now getting this in workbench experimental. did they break it?

golden sail
hearty granite
past dune
hearty granite
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ah, yup ive done that before hmmyes

clever mulch
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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

final thicket
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Can anyone help me with this

loud pawn
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Any modders willing to help with a project?

vocal isle
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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?

clever mulch
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While browsing through chimeraInputCommon.conf I noticed this action.

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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?

vocal isle
fathom harness
clever mulch
vocal isle
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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

vocal isle
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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.

fluid hazel
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So if you want to add prefabs to your map I highly suggest to use "normal" prefabs :)

odd ore
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What determines the axis of placement , example i want to place this item on the other axis

odd ore
#

Why in the watch list i cannot see half of the stuff is there a way to bypass this character limit?

frank terrace
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are there any resources for setting up a TDM scenario on a custom map?

vocal isle
odd ore
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I am trying to print the Prefabname for a certain object but it doesn't show up even though there is prefab

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any idea why?

vocal isle
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reset the search filter?

lunar sky
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Anyone know how to take buildings out of everon and replace them ?

vocal isle
patent charm
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how to fix that ?

My prefabs are appearing overexposed

mental badger
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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

odd ore
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How do i see the shape of the explosive and debug why something is not being destoryed?

mental badger
frank terrace
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hello I have rain on my map but it is not making any rain sound? Any ideas?

next quiver
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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.

vocal isle
mental badger
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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

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i think its because i set radio to turned on and thats why

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wait you need to have two lcoations set as possible hqs so that you can spawn on them? cant i just do one?

vocal isle
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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.

fallow fern
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Anyone know where i can change player body despawn rate?

keen bobcat
# fallow fern Anyone know where i can change player body despawn rate?

ChimeraSettings 》garbage collection.

Search for Garbage Collection for more details, I forgot the specifics.

https://youtu.be/h29HtsO0uxY?si=6Dn43Vt-A7w7XkaC

A quick video showing how to disable or modify the garbage cleanup config.

TPM Tactical Discord (Aussie Community): https://discord.gg/arm2ZQ4wAQ

Music:

#arma #armareforger #armatutorial #tpmtactical #pcgaming #xboxgaming #armaplatform

▶ Play video
finite elbow
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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

terse snow
lean eagle
terse snow
peak cedar
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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.

next quiver
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Good evening everyone,

I'm in the midst of setting up a community conflict server, but im having trouble using my brain cry 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

dense grove
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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

neon ore
dense grove
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Oh right. Thanks

neon ore
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Check logs

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An error should have shown on the client logs when you tried to use this like this

dense grove
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I haven't been looking at the logs, I've only been using the console output. So I've probably been missing things

junior bridge
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how do i get the world editor to let me move things on a modded map

dense grove
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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

odd ore
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How to spawn an explosion or warhead effect from explosives at an offset?

hollow thunder
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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.

fathom harness
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The magazine well is what kind of magazines it accepts

vocal isle
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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

hearty osprey
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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

vocal isle
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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.

hollow thunder
vocal isle
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whats it do after apply to prefab?

dawn cedar
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Do experimental prefab ID’s change from experimental to release?

vocal isle
charred bone
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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

dawn cedar
vocal isle
charred bone
vocal isle
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how does the vanilla 4:1 set up work with MG rounds? Maybe draw from that method

atomic dune
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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.

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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.

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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.

hollow thunder
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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?

meager belfry
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Why can't I open the world editor? Seeing the error in the log, no idea how it's fixed! (Experimental)

past dune
meager belfry
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no...... I will try that!

meager belfry
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All fine now thanks

past dune
balmy cradle
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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?

pulsar spoke
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How do we get rid of these white cylinders? They're awful in Game Master and especially so in the Workbench.

clever swallow
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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'

upbeat horizon
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Hi, how do I request a ban for a newly released mod? I can't pronounce the title because it's full of insults.

remote estuary
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Report it in the game

upbeat horizon
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THANKS

keen bobcat
clever swallow
# keen bobcat 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.

brazen plaza
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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

wise sigil
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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.

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Or better said i noticed that I cannot direct click to objects only in specific region of map

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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..

meager belfry
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Have you placed all of those trees / copied them over into an empty world?

wise sigil
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nah I have fount it out 😄

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i dont know why but inactive layers were only ON

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solved

wise sigil
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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? 😄

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i was not hiding anything why its Enfusion so random? ???

next quiver
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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

fathom harness
neon ore
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He probably mistyped some dependency id on gproj

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In workshop, mods are referenced as "assets"

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So that is what an asset means in workshop logs

light blaze
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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

neon ore
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Unless entirely scriptrd behavior uses it and ot your own

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But do not pass it to vanilla stuff as you might heavily break computations

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For that, we will not give option to use inf as value in configs

light blaze
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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

neon ore
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Inf and -inf in attributes are only used to mean no uppwr and lower limits

meager belfry
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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?

restive solar
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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.

fathom harness
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If it doesnt have the part you need lmk

remote estuary
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Lol in 1.6 it is not possible to start workbench with a mod that fails to compile

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I guess Bohemia will fix my mods since I can't, right?

unkempt valley
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^

remote estuary
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@neon ore

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They are forcing us to start from scratch I guess

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MANW is over so no need for mods anyway

unkempt valley
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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

remote estuary
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Well I would be able to fix my scripts but WB closes itself after it shows the error

unkempt valley
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Oh fun, it's doing that...
So just Enfusion logo then crash?

remote estuary
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Only for some mods though not all of them thonk

unkempt valley
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Yeah, just removed dependencies and I'm fine

remote estuary
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We have a different issue prayge

unkempt valley
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Yeah , no doubt. Scripts....

meager belfry
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Trying to publish from standard workbench now ofc

frank token
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and the cloud flair issue is worse. its now less than 2 min before timeout

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so most mods cant even fix if they tried

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a mod I was able to upload last night no problem is only getting to 60% before I get the timeout message

meager belfry
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Been having this issue since this morning but I have no idea what the log message is meant to mean not a clue

neon ore
remote estuary
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No

neon ore
fervent crown
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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.```
remote estuary
neon ore
keen bobcat
neon ore
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If you want help on this, we need the logs

fervent crown
neon ore
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I have a hunch on what is happening, but I need logs to corroborate

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By logs I mean whole log folder for that run

remote estuary
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That's ok I figured it out, repro is above

keen bobcat
# fervent crown Yes

Then 1.6 broke ACE and you will have to wait for ACE to fix and upload that is if they can even upload.

neon ore
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You can send them to me in dm if you do not want to here

remote estuary
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I dunno, I usually treat repros as repros instead of speculation

neon ore
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So otherwise I can't check anything regarding your issue

remote estuary
neon ore
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GameLib and Core are engine only

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and as mentioned before here, they would probably end up being protected

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It's not silent crash

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It will report in logs the issue

remote estuary
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This change is missing from changelog, I guess I'm not fixing those mods then

neon ore
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If those two modules fail to load, then engine basically fails for the game.

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This is also why those two modules are unamanged classes by default

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so whatever class you create there, won't be managed and will behave like normal pointer

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unless you make it inherit from Managed

serene moss
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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.

neon ore
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It tells you right there

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go to the logs folder, then check it there

meager belfry
neon ore
remote estuary
neon ore
remote estuary
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Except the times when it was necessary, like modding EAIDangerEvent enum

neon ore
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Which one is moddable?

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It should be blocked

cloud bloom
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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

neon ore
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Have you made a ticket for making it moddable?

remote estuary
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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

neon ore
neon ore
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Hard for you to know

remote estuary
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Right there could have been a bug that I just didnt see for like a year

remote estuary
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AI danger events worked just fine idk bro

neon ore
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Just checked the gamecode cpp part

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That one is safe, it could be made moddable without issues

remote estuary
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There was also SCR danger event enum

neon ore
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If you need it right now, for making your mod work

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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.

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Could be moved to Game by us but you will have to wait for next update

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Ah no wait, it is already in game 😅

remote estuary
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Yeah it's fine

cloud bloom
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scripts/GameLib/622120AS448725E3/Modded.c(1]: Unknown type
'EAlDangerEventType‘```

assuming is re above? 🙂
neon ore
cloud bloom
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thanks

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seems to be from @remote estuary 's zombies from my testing

remote estuary
cloud bloom
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oh sorry man 🙂

remote estuary
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I already know, all it does is take my attention away from it

cloud bloom
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no of course wasnt trying to bug you Im sure you are already on it and all the rest you manage

remote estuary
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Womp womp still crashing when recompiling scripts

stoic kettle
dire goblet
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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??

cinder verge
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should I be worried?

dire goblet
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any solutions to this error?

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yes to all

stiff dagger
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Yea I can’t even open tools rn

cinder verge
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Did they remove gestures menu?

stiff dagger
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ENFUSION

then crash

stiff dagger
wary grove
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An easy fix is fix the script in something like note pad and add it back to your mod

stiff dagger
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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.

stoic kettle
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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

stoic kettle
stiff dagger
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An art museum of every discord message from each update

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“ENFUSION CRASH”

-The plight of reforger creators

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I’ll make a map for it and everything

dire goblet
balmy gull
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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?

pallid copper
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this is as far as i can go 🤦‍♂️

keen bobcat
pallid copper
keen bobcat
pallid copper
keen bobcat
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Yes just make sure you leave a space and no empty brackets. 😉

keen bobcat
pallid copper
weary hearth
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getting this error on start for workbench:

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and when i open an entity catalog config, this pops up

stiff dagger
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Yea its saying everything is obsolete and refusing the launch

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but my tools are updated

remote estuary
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If you use dependencies wait until they are updated before you continue your work, or remove them

stiff dagger
weary hearth
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so if a dependency hasn't been updated to 1.6, the mode that it uses is un-modable?

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oof

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that breaks like every custom arsenal mod i'd imagine

remote estuary
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Since you need dependency to run a mod that has dependency, if it breaks then so does the dependent

stiff dagger
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thats always the case with updates just how it works

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My tools is throwing a code saying base features are outdated but my tools program is up to date so im confused

sturdy hound
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is it just arsenal-style mods that are broken? What exactly is the issue that needs fixing?

remote estuary
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Scripts mostly

hollow thunder
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perhaps but just today my txa exporter stoped working everytime it crashes both my reforger and blender
anybody encounterd this?

stiff dagger
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Ive been using the Enfusion Tools addon, had to uninstall and reinstall it for it to work today

hollow thunder
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yup just treid again and put my export profile folder somewhere else that seemd to do the trick, thanks (:

stiff dagger
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Sooooo

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why this

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can any dev answer as to why this is no longer allowed?

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And what does this mean for turrets on vehivles that have more that one weapon component already?

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@neon ore

warm peak
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Is it normal that all my file form mod are read as .json file ?

stiff dagger
warm peak
stiff dagger
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Its a bit of both

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Broken dependancies made my mod unusable in tools

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Was removing and readding mods all afternoon to see what allowed my tools to work

warm peak
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okay their is one i cant even open it crash instant

stiff dagger
cerulean timber
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is anyone getting cloudflare timout error trying to upload mods?

stiff dagger
cerulean timber
peak cedar
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Yes plenty

cerulean timber
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ok thanks

torn kayak
stiff dagger
torn kayak
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No, an entity with two weaponcomponent on it

stiff dagger
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Sorry if this is all on the nose, the language in the changelog just threw me off

gilded wasp
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the lighting looks better

frank terrace
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hello

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any ideas what this is when I try to publish? Not sure what this is referring to.. dont see this option in mission file

stuck shoal
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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.

gleaming burrow
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cant spawn anything that is in the arsenal

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like cant put anything on

plush iris
peak cedar
simple hollow
frank terrace
gaunt marsh
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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?

gleaming burrow
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whats the name and file location of the arsenal that the player spawn in at the main tents

meager belfry
odd ore
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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?

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When the weapon shot does the Project Prefab exist in the world or is just the model flying through space

fathom harness
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How do I open an existing cinematic timeline?

sharp vapor
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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

fervent crown
#

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)

glass holly
#

When does the 1.6 stuff come for Tools?

fathom harness
limber eagle
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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

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In Game master you can set them so they overlap

weary hearth
modern summit
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Anyone else getting a lot of crashes in tools since the update? Must have had 10+ this morning.

weary hearth
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i checked the script, and the "Service_source_base" is there, so idk what i need to do to fix it

random briar
#

Do you know how to make a supply regeneration base? I've implemented it but it's not regenerating.??

weary hearth
#

This only seems to do this in this one particular project, despite the error seeming to be in a base ARMA script?

sharp vapor
#

It seems they commented the scripts SCR_CampaignTask.c and some others What do they use now instead if the SCR_CampaignTask?

weary hearth
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Fixed my issues, i had a duplicate EEditableEntityLabel.c i guess?

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i deleted it and shit works now, so yay?

dire goblet
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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.

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anyone know ??

sudden junco
#

anyone know how to fix?

serene moss
#

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.

brittle star
#

for some reason i am unable to import my files into enfusion can anyone help me

rancid canyon
#

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

spiral copper
warm peak
#

try to open a project and this pop up ! any1 can help ?

balmy cradle
#

pretty sure you can press abort or ignore and continue on fine

warm peak
#

no the program crash after

balmy cradle
#

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

warm peak
#

okay

stiff dagger
#

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?

minor sleet
#

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?

haughty holly
#

I noticed that opening two instances of the animation editor crashes the workbench now.

violet panther
#

any ideas why i don't have option to save loadout? i'm using WCS arsenal on my server

plush iris
#

Can I turn off this function?

remote estuary
#

How do I disable Workbench from doing random traceroutes in the background?

regal basin
#

Hello, good day, is the zombie ambient spawner broken? The zombies aren't appearing for me.

remote estuary
sharp vapor
#

Does the Peertool not working?

#

after i ignore the message i get this

oak vale
#

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

regal basin
oak vale
remote estuary
regal basin
remote estuary
#

Even if I fix it right now the game will still crash when groups get deleted

#

So not very motivating to work on it

stable oxide
sharp vapor
#

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

stable oxide
#

config looks fine

#

u can try adding -profile but i dont think this will help

#

cuz its above

oak vale
sharp vapor
#

@stable oxide i restarted workbench now i just get an error log

#

and i restart again and i get this again

stable oxide
#

documents>mygames>workbench>logs

native island
#

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

random briar
#

How can I make the character appear in RHS and not in vanilla?

oak vale
native island
#

Do you know who does

oak vale
native island
#

Is the guys name pronto

oak vale
native island
#

Alright

#

Because on the Arsenal there everything else but webbing

fathom harness
#

Anybody tell me how to open an existing cinematic file?

hollow plank
random estuary
#

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?

civic nova
#

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?

river vine
#

Hey guys, what's up? Are there any alternatives to the Bacon Loadout?

#

temporal*

frank token
#

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

sudden junco
#

can someone help me out with this?

brazen plaza
#

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.

modern shore
acoustic sand
#

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

robust merlin
#

Hey, probably a stupid question but does anyone know how to close this poison debug screen?

civic nova
#

does anyone know why explosion effects won’t appear in the render but will in preview?

#

also rain won’t save for some reason

past dune
regal basin
#

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.

empty scarab
#

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

empty scarab
regal basin
empty scarab
#

no clue then, i had a similar ish issue, and it was because i didnt update the actual game, only the engine

dire goblet
#

Anyone know when shop system will be updated

violet field
#

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.

civic nova
#

does anyone know why explosion effects won’t appear in the render but will in preview?
also rain won’t save for some reason

sharp vapor
#

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?

fathom harness
sharp vapor
#

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

glass holly
#

Having your Mod projects on a External Drive.... Yes or No? and Why should i NOT use external Drive for working on my projects

fathom harness
#

Install steam and workbench on it also if its ssd

glass holly
#

If i only have the project itself on the external SSD and the workbench on the actual computer.. will it fuck up?

fathom harness
#

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

civic nova
#

does anyone else know why explosion effects won’t appear in the render but will in preview?

#

rain is the same

empty scarab
#

alright thx

buoyant pagoda
#

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)

spring holly
#

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.

next quiver
#

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

remote estuary
#

There is a display or show shape somewhere inside the trigger thing, hope this helps I dont exactly remember

next quiver
#

That doesnt help D:

pale oak
#

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;
        }
craggy carbon
#

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

lapis leaf
thick lake
#

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.

glass holly
#

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...

vocal isle
#

When Workbench crashes when you try getting the mod to work

paper ocean
#

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 👉 👈

remote estuary
#

Best you can do is just get what's on the workshop

plain veldt
#

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?

tidal socket
#

does anyone know aout a mod saving position and inventory? or would know how to make such a thing, id really appreciate that

vocal isle
fathom harness
#

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

hexed crest
#

how is the workshop still bugged

naive hatch
buoyant pagoda
#

how do you change the order of the Resource Variants for an override?

neon ore
buoyant pagoda
nova remnant
#

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 😿

stable oxide
#

read pinned messages

nova remnant
#

thanks for the linkmeowhuh

plain veldt
sick widget
#

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

prime moon
#

Not sure where to field this question, but is there any access for modders to write surface shaders?

short gorge
#

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.

magic seal
#

Is there any update for bacon loadout editor

steep compass
magic seal
#

Noooooo😭

#

Not the 1600's

livid swallow
steep compass
livid swallow
#

listen i am willing to wait

hearty granite
#

just got hit with an unclose able exception hmmyes

#

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...

wild sorrel
#

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

slate sentinel
#

Does -username not work anymore with peertool connecting to dedicated server tool? Was using the wrong executable

lavish hill
#

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)?

cloud zenith
#

It should have a child entity that is the light.

lavish hill
cloud zenith
#

Override or duplicate the prefab. Open it and you'll see the child entity in the hierarchy

lusty parcel
#

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?

wild sorrel
#

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'

craggy carbon
#

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

plush horizon
craggy carbon
#

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

sudden junco
#

anyone know how to fix this?

pallid copper
#

is the the correct setting to stop persistent spawns when joining a server id like to get it back to pre 1.6

ember mountain
# sudden junco anyone know how to fix this?

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

weary hearth
#

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

weary hearth
#

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

long dirge
#

Is there any way to run the workbench on a server without a gpu? for example to remotly build the project

craggy carbon
#

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

past dune
craggy carbon
#

thank you

pallid copper
# ember mountain yes

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

vocal isle
hybrid iron
#

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?

waxen orbit
#

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!

keen bobcat
waxen orbit
hybrid iron
#

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?

vocal isle
weary hearth
brittle arrow
#

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

vocal isle
#

theres a lot in it, impossible to learn it all in 1 sitting so take some time to poke around.

keen bobcat
vocal isle
#

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.

keen bobcat
brittle arrow
#

yeah im just switching over from dayz coding so its a learning curve

edgy knot
#

how i can export .et to .obj?

balmy cradle
edgy knot
#

lmao

fathom harness
#

et is a prefab not a mesh

serene moss
#

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.

stoic wigeon
stoic wigeon
#

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.

serene moss
#

Thats what im doing now hopefully I can get it to work.

stoic wigeon
serene moss
#

i can modify the weapons section but not the others and have it hold my changes. 🤦‍♂️

serene moss
# stoic wigeon 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.

fathom harness
#

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

buoyant pagoda
#

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.

stoic wigeon
fathom harness
buoyant pagoda
buoyant pagoda
#

cuz normally you will see two, one for your workbench local copy, and one for the downloaded published copy

buoyant pagoda
stoic wigeon
soft talon
#

Where do I make bug reports on the enfusion engine?

buoyant pagoda
stoic wigeon
stoic wigeon
fathom harness
fathom harness
#

The dedicated server is creating it when I start the server.

buoyant pagoda
#

is there any practical difference between SCR_EntityCatalogInventoryItem and SCR_EntityCatalogEntry within an SCR_EntityCatalogMultiListEntry?

civic cairn
#

Is there an easier way to create an enemy bot loadout and export it into Workbench?

civic cairn
# stoic wigeon 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!

stoic wigeon
#

As an example:

#

Warning: Make sure to backup your project prior to performing this.

civic cairn
# stoic wigeon

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!

stoic wigeon
#

Unless someone else can jump in an share some more knowledge on the above.

civic cairn
stoic wigeon
vocal isle
buoyant pagoda
stoic wigeon
civic cairn
#

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

stoic wigeon
warm peak
#

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

lapis leaf
#

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

candid eagle
#

Sooo I managed to delete one of my mods source files, anyway to get that back or do I just kiss it goodbye lol

candid eagle
stable oxide
#

or check trashbin

remote estuary
#

just restore them from your backup

#

recuva recovery might be able to do it if you dont have any backups

stiff dagger
#

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

stiff dagger
#

Is there any new update on this upload issue because it’s getting so tiresome

vocal isle
#

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.

  1. Generate Editable prefabs of the base prefabs with CTRL+SHIFT+U. Witness all the red error messages
  2. Go into the mods base Prefab folder with the .meta files in Windows Explorer. Copy each .meta file(s).
  3. Paste the .meta files in the applicable PrefabsEditable directory.
  4. 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
  5. Regenerate the base prefabs with CTRL+SHIFT+U. Errors shouldn't show anymore.
toxic saddle
#

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

cloud bloom
#

Wish this wasn't a thing, regular enuf I made this.

soft perch
#

why do dis

cloud bloom
soft perch
#

brother its driving me nuts only thing i can find that helps is altering the FOV but the rolling issue doesnt give up

hearty granite
#

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
final thicket
#

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

nova tundra
#

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

peak cedar
#

Pretty sure that's done in faction manager

#

Or faction config

stable oxide
plain saffron
#

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.

final thicket
stable oxide
night moon
#

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

final thicket
stable oxide
stable oxide
#

wcs core for example

#

that uses own logic to connect points

final thicket
stable oxide
#

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

chrome onyx
#

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

plush iris
#
DEFAULT   (E): Uploading failed! Reason: ""```
Is there a solution for this problem?
brazen plaza
#

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!

keen bobcat
brazen plaza
keen bobcat
#

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.

chrome onyx
midnight wigeon
glossy whale
#

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.

amber flower
next quiver
#

can anyone tell me what the fuck ive done here lol

plush iris
midnight wigeon
plush iris
midnight wigeon
#

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

plush iris
midnight wigeon
#

speed...you need to upload faster...

plush iris
midnight wigeon
#

do you actually have this speed? can you measure it?

#

or just try again tomorrow

#

maybe something wrong on workshop side

plush iris
gaunt raven
stiff dagger
#

My new favorite feature

#

Ive been able to upload properly once in the last 4 days. This is just absurd

lavish hill
#

how do i get the bone animation track to work in the cinematic editor?\

#

nvm i got it kind of

lusty anchor
#

and that was day after update

#

they cant get shit fixed but have every excuse on what it is or could be

stiff dagger
#

i have push another patch after work let’s see if it it works or not.

shy oar
#

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!

weary hearth
#

Question regarding the "Max Weight" in SCR_UniversalInventoryComponent

Is that in kg or something else?

#

it doesn't specify like the Volume (cm3)

stiff dagger
#

kg

#

@weary hearth

weary hearth
#

Ty!

#

Is there any way to directly copy a component from one Prefab to another?

#

ctrl-c/v just duplicate the entire prefab

steep compass
#

Only works sometimes though, and then only copies and pastes some information.

weary hearth
#

hmm, i only want to copy a couple components, not all of them

steep compass
#

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.

vocal isle
#

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.

past dune
vocal isle
#

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 🙏

vocal isle
#

✅ Monday tasks: Wake up, eat breakfast, learn useful Workbench tips and tricks.
Day complete

stiff dagger
#

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?

steep compass
vocal isle
stiff dagger
vocal isle
#

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

craggy carbon
#

When making a dayz server Should i make a Scenario or Cof

mental badger
#

hey guys i want to delete existing items in the arsenal is there a way to do that?

stable oxide
#

hit del on keyboard

#

or just unselect enable

mental badger
#

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

uncut vault
#

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

uncut vault
#

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

tawny flax
stiff dagger
tawny flax
#

I tired I think 11 times and nothing so I gave up

narrow temple
soft wind
#

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?

unreal plover
#

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

past dune
astral fable
#

Anyone else having issues loading maps in enfusion with this new update?

#

Disregard, I had to open with addons for some reason eyes_sus

keen bobcat
unreal plover
vocal isle
neat tundra
#

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...

stuck shoal
#

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!

stoic wigeon
stable zephyr
#

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?

grand badger
cinder anvil
#

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?

plush stump
#

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.

hearty granite
#

or just search for this file SCR_DestructibleEntity_test.c and see if you can delete it

plush stump
#

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..

hearty granite
#

is both your game and workbench up to date?

#

that file doesnt exist for me

plush stump
#

Yes.. both are on the latest version

#

I will reach back to you this evening, when I’m coming back from work.

stoic wigeon
plush stump
stoic wigeon
# plush stump Yes

OneDrive causes a lot of problems for AR mods due to the fact the mods are located within your Documents folder.

plush stump
#

But when I’m entering the problematic script, I have a breakpoint in the script that I cannot delete

vocal isle
#

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

neat tundra
#

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

halcyon tangle
#

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
clever swallow
#

How does one name locations as there are in vanilla reforger? Such as Montignac as pictured.

pastel plume
#

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.

fathom harness
pastel plume
plush stump
#

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

uncut vault
#

is there a reason why the world editor crashes SO much?

#

it's impossible to do anything

swift valley
#

@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.

abstract tartan
#

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?"

uncut vault
#

I know they had a hard time getting mods at ALL on ps5

abstract tartan
uncut vault
#

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

quasi rose
#

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

fervent crown
#

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?

abstract tartan
abstract tartan
fervent crown
abstract tartan
fervent crown
uncut vault
#

also for some bizzare reason my mission is using 28gb of ram on load and I cannot figure why

fervent crown
#

I just stopped the L-Connect service from the Lian Li software, and it seems to be working better now... Thats really strange

uncut vault
fervent crown
uncut vault
#

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

fervent crown
#

I just do it, everything is working as well

uncut vault
#

what am I doing wrong then :'(

#

Have you tried it in 1.6

#

I just cannot get even empty everon with assets to load

fervent crown
#

Yeah, i just do it now

uncut vault
#

wtf why is it crashing for me

fervent crown
#

Han, you want the EmptyEden ?

uncut vault
#

Empty eden yes

#

but then I need the assets FROM eden, so I can edit the map

fervent crown
#

I just try with the empty, its also working for me

uncut vault
#

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

fervent crown
#

What do you mean by assets? Layers?

uncut vault
#

yeah like the trees etc

fervent crown
#

So why you don't take the Eden entity ? It's actually not possible to import locked layers

uncut vault
#

because I can't delete things then

#

I want to delete some buildings etc

fervent crown
#

I think you had to rebuild everything — I’ve never seen any possibilities like this before

uncut vault
#

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

fervent crown
#

I'm not sure that's allowed by Bohemia.

uncut vault
#

unless this person has recreated the whole of everon from scratch

uncut vault
#

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?

fervent crown
#

Idk, i never try this before

fringe dock
vocal isle
uncut vault
#

huh

pale oak
pale oak
#

Which sucks because I was tired of punks blowing up my MOB, so I wanted to make everything undestroyable and watch them cry.

uncut vault
pale oak
#

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

uncut vault
#

the duplicate thing doesn't work for base maps though

pale oak
#

looks like they locked just the base maps. it just unlocked the combat ops added stuff

uncut vault
#

agony

pale oak
#

yep

#

I think thats a bug tho, it did work before.

pallid copper
#

I once duplicated everon and was able to then remove anything on the map maybe they changed it now

pale oak
#

Yeah now if you do that, which you can still, but it crashes your system with an out of memory error.

pale oak
#

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?

pale oak
#

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.

fathom harness
#

You can mitigate it if you choose to.

quasi rose
#

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?

meager belfry
#

Do they show in the project selection bit when you first open workbench?

quasi rose
#

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

meager belfry
#

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!

quasi rose
#

Yeah found issue they added zelks as a depend now

fathom harness
#

Look up the guid on workshop website

stiff dagger
#

Turrets gettign stuck pointing 90 degrees down after the first shot? anyone know why this could be?

vocal isle
#

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

vocal isle
steep compass
#

Is there a way to make the Prefab Editor brighter? It's super dark in there.

cedar sparrow
vocal isle
#

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

vocal isle
limber eagle
vocal isle
#

that got it to work, thanks. now to see why the prefab pics aren't showing up. bah

deep stone
#

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?

past dune
deep stone
cinder anvil
#

Working on a scenario and I can't find where to remove/edit these groups?

vocal isle
#

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

vocal isle
#

they redid that part in 1.6, havent seen any changes to it on servers yet

cinder anvil
severe scarab
#

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?

vocal isle
#

hold down Y. if its in the 3d view port maybe you loaded a world without GM, it doesnt have it on some iirc.

severe scarab
#

3rd viewport?

cinder verge
#

any fix for this?

limber eagle
#

Pics and names get reset every time you regenerate editable prefab

stuck shoal
#

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

craggy carbon
steep compass
#

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.||

gusty tartan
#

anyone else getting a cloudflare timeout while trying to upload?

hushed veldt
#

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.

hushed veldt
gusty tartan
#

fixed it by changing the upload screenshot. not sure why

dark atlas
#

Hi everyone! Can someone help me or explain where is the problem. I create new project but always got that error before start spawn:

unreal plover
#

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

stable oxide
#

read error

#

might help

hearty osprey
#

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 ?

hearty osprey
dark atlas
hearty osprey
dark atlas
#

yes

#

5 min I will show you

hearty osprey
dark atlas
#

I made as guide in bs site

#

sry)

barren orbit
#

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!

quasi rose
#

How would one resize an object / person?

verbal thistle
#

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?

vocal isle
verbal thistle
civic birch
#

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?

vocal isle
#

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.

pale oak
#

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?

vocal isle
#

That looks like it needs a bug report, tbh.

pale oak
#

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?

light blaze
light blaze
keen bobcat
civic birch
#

That could be it, I read about needing a Perception Manager, but that didn't seem to be the right thing.

keen bobcat
civic birch
#

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

keen bobcat
civic birch
#

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.

charred spindle
#

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?

light blaze
#

Or if the AI's faction considers your faction to be friendly/allied

tough mortar
#

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.

wintry ferry
#

Did you figure It out?

pallid copper
#

where have the little degree numbers gone that was the aid to my ocd notlikemeow 🤣

#

assume they also remove the radio coverage bubble blobdoggoshruggoogly

past dune
pallid copper
past dune
arctic ice
#

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/"

stiff dagger
#

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

neat tundra
#

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

hushed veldt
verbal thistle
#

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?

pseudo lake
lime kelp
#

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.

vocal isle
#

Did you get this sorted out? I'm in the same situation, the prefab is vanilla with some components added, but no visual changes

solemn swallow
#

the workbench tab is not showing up in reforger tools any idea? cant publish the mod without it

fathom harness
fading edge
#

still cant upload?

naive hatch
vocal isle
#

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

sly wagon
#

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.

vocal isle
vocal isle
#

whoops @neon ore 😄 There was only one prefab dropped on the terrain, but became 100 when testing

pseudo hornet
#

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

heady scarab
#

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.

real socket
#

yeah having an issue swapping between it and the game, have to alt tab to something else first

stable zephyr
clever swallow
#

I start a new sub-scene, and this happens. It yeets the ground and such. Wat do

proper lily
#

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?

teal sedge
#

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

tribal narwhal
#

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?

tough mortar
tough mortar
vocal isle
vocal isle
tough mortar
vocal isle
#

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.

lime kelp
vocal isle
lime kelp
vocal isle
#

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

vocal isle
#

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

fathom harness
#

Is there a way to cancel background tasks without killing workbench?

neon ore
#

Actually, I never thought about it. Not sure.
I know you can cancel process blocking ones. But idk about background tasks

fathom harness
#

Haha ok cool. Yeah I dont really want to wait for 10 terrain tile texture rebuilding processes

vocal isle
#

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.

lime kelp
vocal isle
#

@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 frogthinking

sturdy sleet
#

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

unborn acorn
#

Can you apply time and weather settings to the view port preview/play preview as well as the scenario header?

peak cedar
fathom harness
unborn acorn
unborn acorn
#

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

neon ore
surreal ether
#

everytime i try to uplaod my map all i get is this

glass holly
#

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..

random briar
#

Hi, does anyone know why the commander isn't working in conflict mode? It works in tools mode.

cloud wagon
halcyon tangle
sly wagon
vocal isle
steep compass
#

Why are something's in the prefab view hidden but some are not?

vocal isle
steep compass
vocal isle
#

no idea, it does it to me too

peak cedar
fathom inlet
vocal isle
vocal isle
unborn acorn
#

Question - trying to place British Forces assets but they revert when previewing the scenario?

sharp juniper
#

Interesting one! Mind expanding upon the steps I need to take to replicate this?

sharp juniper
lone orbit
#

is it just me who cant switch to diffrent windows on the arma tools workbench ?

golden pier
surreal ether
peak cedar
#

Turning off discord overlay fixed it for me

unborn acorn
#

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.

dawn veldt
#

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

glass holly
#

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...

stiff dagger
#

Why do these bones keep magically appearing

#

the "_end"

#

nvm fixed

hearty osprey
#

does anyone know why ai wont move on elan map please?

stiff dagger
#

Nav mesh problem maybe?

hearty osprey
#

yeah ive tried every navmesh set up and they wont work just on elan, its fine on worthy island for me

meager belfry
unreal plover
#

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
⛑️

neon ore
stiff dagger
# neon ore 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

unborn acorn
meager belfry
steep valve
#

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?

unborn acorn
#

Does anybody have a decent resource for how to place and control AI behavior in a custom scenario?

stiff dagger
#

@neon ore can I dm you a question?

keen bobcat
#

There are some workarounds but the best option is to get faster upload speeds

past dune
#

I am trying to make an infinite stamina mod. Why is this not working? Those are from the Character_Base.et