#reforger_workbench
1 messages Ā· Page 21 of 1
This worked for me on an override of that same prefab (Character_Base.et). Are you still having issues?
Yes š
Also how can I get rid of encumbrance? I want to be able to add as much weight and still run fast with infinite stamina
Hmmm, do you have a proper test world built? I think the minimum to properly test your mod would be one of each of these:
LoadoutManager
SpawnPoint
FactionManager
GameMode
Let me test it on a fresh project, but you should be able to just crank up the Encumberance mass min and max to thousands and set the drain to a negative float, like: -0.0001
So, those settings should work for infinite stamina, but the encumbrance is a bit of a different issue. Essentially, you'll need to either reduce the character's weight via script, or by adding an item to their inventory with negative a weight, and hoping they don't drop it. Rn Im trying to figure out how to do it via script
Oh okay that makes sense! I'll do some script testing too. Thanks!
just from looking in CharacterStaminaComponent.c this might work
class TAG_CharacterStaminaComponent : CharacterStaminaComponent
{
override event void OnStaminaDrain(float pDrain)
{
// param pDrain How much stamina has recovered/drained.
// may or may not work depending on if this value is negative for "drained" values
if (pDrain < 0)
AddStamina(pDrain);
}
}
however just changing this multiplier might also do the trick
That script is only going to change the local variable, which the engine won't ever read. However, changing that Overencumberance Worst Speed Multiplier to "1" made it so I always run when I'm overweight!
Have you tried setting the encumbrance min to a value that is never expected to be reached and then set the max to one above that?
Yeah it doesn't work either
If you set the "Overencumberance Worst Speed Multiplier" to 1, like Smiggy suggested, it works
Will do. Thanks!
you can't upload to workshop if you have speed lower than 1.5Gb/2min ? that's dumb
Well you have to thank the DDOS attackers for that.
And crappy nighttime grain we have on official servers ? Thank the Gamma hackers for that.
What I'm trying to say is there are reasons why we can't have nice things and often the reason is shitty ass people ruining for everyone else.
what's a gamma hacker? you just turn it up in nvidia control panel
Yeah to see at night or in the dark, they are the reason we now have nightime grain.
I'm asking if a "gamma hacker" is just using the NVIDIA control panel or something else
and yeah I know it's cringe. It's the real reason night time in pvp games are a meme
But putting a upload cap on workshop upload in 2 mins is a pretty unsophisticated way to stop "workshop ddos" from a company the caliber of Valve
TBH I'm in favor of NVIDIA control panel overrides for games as well if they wanna stop the gamma adjustment
If im not mistaken the timeout is on Cloudflare side not BI.
that doesn't make sense to me unless you consider that Valve can tell Cloudflare the desired configuration
IF you wanna stop ddos on workshop you can only accept trusted steam accounts for example, why not do that
cause if I'm hearing you correctly, the largest mod anyone can upload to workshop is whatever they can upload in a single 2 minute session
you could add workshop upload restrictions on accounts, theres a good amount of options
It is a lot more complexed than that.
BI is working on it we just have to wait.
does anyone know how to add a new item that you've creating into the arsenal? I've already added to the configs and added the inventory item component onto the prefab. But the item still doesn't show up in the arsenal.
What is the official rules for nesting folders / layers now? No nested folders right?
Would anyone know how to make character inventory persistent please the clothing and character are but not the inventory
what settings do I need to adjust to move the preview item higher like in vanilla clothing? (refer the white lines)
It needs to have an scr_ArsenalItem added to it in the inventoryItems_entityCatalog.conf
Inside the clothing prefab look for SCR_UniversalInventoryStorageComponent Attributes ćcustom Attributes ć RenderPreview
Has anyone ran in to this issue when using a modded faction - when i spawn in to the base the Arsenal only shows the vanilla items for about 10 seconds, then suddenly switches to the faction locked (in this case British) weapons.
Thank you. It works
Does anyone in here know how to add a small cutscene in a Scenario mission? I have tried downloading samples (all outdated and useless), and every other thing. Nothing seems to work. Perhaps someone in here has an idea of how this works now.
pretty sure I've tried all the old, outdated methods. lol
I already did that, nothing showed up
Is there somewhere i have to register the prefab and such
Iāve done a similar workflow for overridden items and it worked. But me and my buddy made new stuff from scratch, tried to add it and it didnāt work
Can anyone point me to some resources for making christmas lights, specifically the light part? From what Ive read lightentity is probably a no-go, but I dont know where to go from there
So I have this turreted M60 inside a Jeep, is there a way I can edit the "resting" position of the M60 to represent the image. I did this by getting in adjusting the angle and then getting out.
I think RHS has a Xmas light headgear, you might be able to see how they did it inside RHS.
You can use emissivity I guess?
Does emissivity give off actual light or is it just a glow?
Most I've messed with it.
Just glow and screen space reflections. Actual light is expensive to compute.
Are there any Linux users here? Does anybody know how to get the Workbench working through Proton? On creating a new project, the Workbench asks for access to the ArmA Reforger base game project, but I'm new to Linux and I don't know how to give it access through the file system Proton creates for it.
Any way to get Server Localhost to be checked by default?
any clue why the project is timing out when trying to be published?
try search over code 524 in this discord š
I have a silly question, but how would I go about editing base game worlds? Like if I want to edit everon, and delete builds or trees; how would I go about it?
AFAIK you need to create your world using the Eden/Arland Empty, the copy everything over to your world, which letd you edit things
I don't think there's an empty world for Kolyguyev

It's not difficult but can take a while depending on the machine (I'd guess anyway)
I wish there was a more streamlined way of doing it.
This looks like that Far Cry game with neon lights and dinosaurs š
Frayed knot or at least not that I know of
Is there a kind soul out there to help me add a slider to the settings so I can give the players some control over my mod settings in the game? Thank you so much.
check out the fuel level slider for vehicles for an idea what to do
Anyone else have trouble loading modded worlds and crashing workbench?
Good ideia, thank you!
Are there any issues changing the components of an Editable prefab, then changing its Base prefab once the settings are correct? Or does I always have to modify the base prefab, then generate the Editable prefab?
if you have a Virtual Machine Exception, you lose all input temporarily, so you can't click anything in the next Script Authorization window in the workbench. so fixing the VME error is mandatory
Ok so I made a chemlight but and it makes light, however, after the first one every subsequent one no longer emits light. Anyone know the cause for this?
I will reattach the video as a mov
Hello, not sure if this right place but we try.
So im making a custom faction for conflict
I have problem understanding how i can get the stuff in to base build so i can build a heli pad etc
Anyone know?
Thanks in the advance
The steps are in a tutorial on the Bohemia Wiki
Is there a way to remove Actions and seating compartments from the M923A1 Cargo bed without having to create my own prefab and adding in the seating compartments one by one, because quite frankly I'm loosing my mind and I've only done two, and the animation for sitting is busted when I do it.
I'm trying to remove several seating spots and and three new ones.
apperently i cant finde it tho like
Anyone know why when I open new windows to edit a prefab,it donāt pop right up and I have to minimize the main window to see it then it wonāt let me edit the prefab like it freezes the window.
I'm having similar bug. It's really annoying.
I know I was able to fix it at the moment just shutting down the whole pc and coming back to it
You just have to alt tab it. If you have photoshop running, just click on photoshop in the taskbar and click on enfusion again.
Hi, I'm adding several objects in my mod to the GM assets, they appear normally and through filters like "system", "vehicles" etc but not by writing the name in the filter. Where do I enable that function?
Ummm.
Am I able to redownload my own published mod on the workshop and have access to the source/unlocked version, as if it was raw on my pc.
My mod had an issue on my computer and my backup got corrupt so I'm kinda left stranded right now.
SORTED. All done.
erm....
Trying to import "Eden" to "Empty eden" it crash me bcs of 23 GB ram peak what fa hell
What was the solution?
I downloaded PakEntPacker from github, unpacked my mission and got all my data back!
Really easy
same here
does anybody know how to add people to a project?
the most you can do in the workbench is add them as a collaborator (this just adds their name to the authors on the workshop website)
if you want to physically work together on a single project then youll need to use something like github
Hey peeps, im trying to load a map called "glenwood" so i can create a GM missiom for some mates. I add all the dependancies into the options and save. When i try to reload the workbench, its says im missing all the dependancies? Am I missing something?
It also enables the terrain tile locking feature for per dev.
the new windows 'switch virtual desktop' keyboard shortcuts are the same as the debug menu, what a pain in the ass
Hey guys, we're having an issue in reguards to our starting game vech's. They're always spawning in at the MOB facing the wrong way and we'd love to fix that... anyone got any ideas?
If custom scenario, you can manually set the orientation in one of the C files.
Yeah, I was testing out ballistics for disappearing munitions a few weeks ago and the windows dancing was driving me nuts.
Can someone explain to me how antennas work to connect bases in Conflict? I haven't touched Enfusion in months and I don't remember how it worked, or if they changed something
What's the different between these two classes, *SCR_ActionContextUIInfo *and *SCR_ActionUIInfo *for the ActionsManagerComponent?
Context is to be used on an action context.
does it provide more details or something in UI?
Look at the methods it offers?
Pray to the CloudFlarians and hope for best afaik š
Yeah also getting this issue non-stop, so annoying
does anyone know if build mode can interact with buildings instead of the terrain?
Arma Tools Broken? have this error BACKEND (E): [RestApi] ID:[12] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:403 - Forbidden, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
just read what u send
I would like to adjust the capture time for bases I build myself (fob) or remove the capture option from them completely, where can I find this setting?
I've been having issues uploading as well
few other guys I know have too
y'a un francais qui est chaud pour ouvrir avec moi un serveur arma ?
Scenarios need to have those items set in the mission file IIRC
I mean.
I just asked a pal about this and he told me that the fix he applied to fix all our mission at our community was he had to remove all images from headers for it to work.
I tried everything and couldn't get it to publish.
Removed the images in the mission header config file and it published..
might be worth mentioning in #enfusion_workshop in case it's a flaw not many run into
When I go to Plugins/Gamemode Set Up/Conflict, I get this error
Put images in the main project folder not via an images folder - The three used in header
Or at least that's how I sorted it š
Thanks pal.
Does anyone knows how the SCALE setting works? I tried putting 0.5, but ingame the size does not change
Can you give me a hint on how to do that? Meaning I have to write a custom script?
It's in the second or third modding bootcamp videos on YT where the guy changes the spawn orientation in a script. You can probably just use the same technique used in the video.
ah okay thanks for this... defo shouldn't be this difficult to make the start vech's not point towards the hq tent haha
Are you trying to change a size of n entity?
If so, click the entity then press r, click the green icon next to the entity then just move it up to make it bigger
Thanks I'll try that š
I tried it, but it's just the same as putting the values. It works in the workbench/prefab editor, but ingame it does not change.
Odd problem, what kind of prefab is it?
Near enough everything I can make things bigger by doing that
It's an RHS patch. I want to make it smaller actually
I'm pretty sure it's capped at how small it gets, usually bigger you get more room
Stops for me making things more smaller at a certain point
I see.. okey thank you for the tips š«”
Another thing, is it possible to replace the red cross on field hospital? The prefab does not seem to have the emat or edds that reference it...
is using vertex colors so I'm afraid there might be no way to do it
Sup @mortal widget,
any plans for adding rotor collisions on your CH-53?
guys im getting this error while publishing
what do i do
this is fourth time it happen
Literally pot luck my dude.... It's a well known error. Just gotta keep spamming it until it works.. sometimes takes a solid 10+ but it will eventually work
im on my 50th try and still no dice
its been doing for like the past 2 ish days for me
You are very late to the party it started in September.
The easiest fix is to get faster upload speeds if you can, and shrink your mod as much as possible. Best trick though: split it into two packs.Put all the stuff that barely ever changes (models, textures, big assets, etc.) in one big mod pack that you rarely update.Then keep the core stuff that actually gets updated a lot (scripts, configs, the main logic) in a separate, smaller mod.
Any idea how to create an already damaged vehicle?
Anybody know why my custom spawn menu (based on RespawnMenu.layout) isn't showing respawn point markers?
It's clearly picking up the respawn points, cause I can use the spawn point selector to cycle between them, I just can't see the markers.
But if i swap the menu back to the default the exact same spawn points do have markers.
Been searching for hours and out of ideas. please help 
Eurgh, of course it wasn't until I posted that I think I figured it out
SCR_MapMarkerManagerComponent references the player faction, which I don't think I've set yet.
` void SetStreamRulesForPlayer(int playerID)
{
foreach (SCR_MapMarkerEntity dynamicMarker : m_aDynamicMarkers)
{
Faction markerFaction = dynamicMarker.GetFaction();
if (!markerFaction || markerFaction == **SCR_FactionManager.SGetPlayerFaction**(playerID))
HandleStreamOut(dynamicMarker, GetGame().GetPlayerManager().GetPlayerController(playerID), false);
else
HandleStreamOut(dynamicMarker, GetGame().GetPlayerManager().GetPlayerController(playerID), true);
}
}`
Can a string table error in workbench cause a system failure while trying to join a server? Or does anyone have any ideas what could be causing the error? I've been working on this for days now, just don't seem to be smart enough to figure it out.
How do you manage mod dependencies? I have to pull all the mods from main game folder using symlinks, but it's a painful process. Is there another way?
File > Project Settings > Dependencies
Good evening, everyone. Iāve run into an issue: when I change the bulletās characteristics, the scope doesnāt adjust to the changes. I thought regenerating the bulletās ballistics would fix it, but that didnāt help either. Does anyone know how this can be fixed?
I have a issue with my Workbench terrain proyect, Ambient light does not apply correctly, causing annoying blue light in dark circumstances.
I'm trying to customize my own Atmosphere settings, but it only applies when I edit them.
hey guys i keep trying to make a custom faction and im at the start of it.
I try to inherit or duplicate or override the base US_Campaign.conf so i can override that etc etc
I cant it fails to move the file and i just cant figure out why
Anyone have any ideas?
RESOURCES : GetResourceObject @"{ADFDBDA163950168}Configs/Factions/US_Campaign.conf"
DEFAULT : Config load @"{ADFDBDA163950168}Configs/Factions/US_Campaign.conf"
DEFAULT (E): Unknown class 'SCR_CampaignFaction' at offset 66(0x42)
RESOURCES (E): Failed to load
DEFAULT (W): Can't load '$ArmaReforger:Configs/Factions/US_Campaign.conf'
RESOURCES (E): File copy failed: '$ArmaReforger:Configs/Factions/US_Campaign.conf'
Are these deprecated due to the new campaign mode?
Please just reply to this message so i get the notifcation thanks
Ive been having this trouble since the 1.6 update and ive tried just about everything and have no idea why this error comes up even when im not using the 113 in these projects
it does it to EVERY project i try to create....
WORLD : Subscene load @"{C5B0111055CEC660}worlds/Helmand/Helmand.ent"
WORLD (E): Can't open Subscene
WORLD : Entity layer load @"$HelmandLiberation:worlds/Helmand/HelmandPVE_Layers/A_default.layer"
RESOURCES : GetResourceObject @"{F1AC26310BAE3788}Prefabs/MP/Campaign/CampaignFactionManager.et"
WORLD : Entity prefab load @"{F1AC26310BAE3788}Prefabs/MP/Campaign/CampaignFactionManager.et"
RESOURCES : GetResourceObject @"{ADFDBDA163950168}Configs/Factions/US_Campaign.conf"
DEFAULT : Config load @"{ADFDBDA163950168}Configs/Factions/US_Campaign.conf"
RESOURCES : GetResourceObject @"{5EB46557DF2AA24F}Configs/Factions/US.conf"
DEFAULT : Config load @"{5EB46557DF2AA24F}Configs/Factions/US.conf"
RESOURCES : GetResourceObject @"{D83A5EFEEF6CBF61}Configs/EntityCatalog/US/Vehicles_EntityCatalog_US.conf"
DEFAULT : Config load @"{D83A5EFEEF6CBF61}Configs/EntityCatalog/US/Vehicles_EntityCatalog_US.conf"
RESOURCES : GetResourceObject @"{D83A5EFEEF6CBF61}Configs/EntityCatalog/US/Vehicles_EntityCatalog_US.conf"
DEFAULT : Config load @"{D83A5EFEEF6CBF61}Configs/EntityCatalog/US/Vehicles_EntityCatalog_US.conf"
RESOURCES (E): Wrong GUID/name for resource @"{19CB7572B7B7A859}Prefabs/Vehicles/Tracked/M113/APC_M113_M2HB_green.et" in property "m_sEntityPrefab"
RESOURCES (E): Wrong GUID/name for resource @"{F109153233BC41FB}Prefabs/Vehicles/Tracked/M113/APC_M113_M2HB_MERDC.et" in property "m_sEntityPrefab"
RESOURCES (E): Wrong GUID/name for resource @"{D5D95E9E6F5CD081}Prefabs/Vehicles/Tracked/M113/APC_M113_unarmed_green.et" in property "m_sEntityPrefab"
RESOURCES (E): Wrong GUID/name for resource @"{A7C81A3FCFF787E7}Prefabs/Vehicles/Tracked/M113/APC_M113_unarmed_MERDC.et" in property "m_sEntityPrefab"
WORLD : Entities load '$CainLiberation:worlds/CainPVE.ent'
WORLD : Entity layer load @"$CainLiberation:worlds/CainPVE_Layers/zManagers.layer"
RESOURCES : GetResourceObject @"{F1AC26310BAE3788}Prefabs/MP/Campaign/CampaignFactionManager.et"
WORLD : Entity prefab load @"{F1AC26310BAE3788}Prefabs/MP/Campaign/CampaignFactionManager.et"
RESOURCES : GetResourceObject @"{ADFDBDA163950168}Configs/Factions/US_Campaign.conf"
DEFAULT : Config load @"{ADFDBDA163950168}Configs/Factions/US_Campaign.conf"
RESOURCES : GetResourceObject @"{5EB46557DF2AA24F}Configs/Factions/US.conf"
DEFAULT : Config load @"{5EB46557DF2AA24F}Configs/Factions/US.conf"
RESOURCES : GetResourceObject @"{D83A5EFEEF6CBF61}Configs/EntityCatalog/US/Vehicles_EntityCatalog_US.conf"
DEFAULT : Config load @"{D83A5EFEEF6CBF61}Configs/EntityCatalog/US/Vehicles_EntityCatalog_US.conf"
RESOURCES (E): Wrong GUID/name for resource @"{19CB7572B7B7A859}Prefabs/Vehicles/Tracked/M113/APC_M113_M2HB_green.et" in property "m_sEntityPrefab"
RESOURCES (E): Wrong GUID/name for resource @"{F109153233BC41FB}Prefabs/Vehicles/Tracked/M113/APC_M113_M2HB_MERDC.et" in property "m_sEntityPrefab"
RESOURCES (E): Wrong GUID/name for resource @"{D5D95E9E6F5CD081}Prefabs/Vehicles/Tracked/M113/APC_M113_unarmed_green.et" in property "m_sEntityPrefab"
RESOURCES (E): Wrong GUID/name for resource @"{A7C81A3FCFF787E7}Prefabs/Vehicles/Tracked/M113/APC_M113_unarmed_MERDC.et" in property "m_sEntityPrefab"
I get this error top b8t I just ignore it haven't had any issues
hey why cant i select the material in blender for a UTM anymore?
@fiery imp
Hi,
I'm working on a scenario but when I try and upload it its telling me to select a category, but the category drop down box wont let me add anything in there. - can anyone please advise? Thanks.
I get these even though the only dependency is Arma Reforger. The M113 is seeping into vanilla like Skynet.
Ok i didnt know if the game was messing with me from all my time running those or if it was that way for everyone
Hello, is there any progress regarding error 524? For over a week now, my upload has been stuck between 75-90%.
make a subscene
I do
DM, me details of your issue and i will help you get set up š
In case anyone else is interested in helping me, just know that yesterday I managed to get it working, and today when I got back to keep working on things, it popped up a message that literally said (everything you did is obsolete). Too bad I didnāt take a screenshot so I could cry about it later
use the 4 arrow icon to resize/transform looks like a X with arrowheads next to the squiggly icon before the dotted box
I helped someone else with this issue a fee months ago but for what the problematic entity was called. I remember it being something like āradiobroadcastā, and the issue arose from the āEnabledā checkbox not being checked.
Should be able to check once I get to my Pc
So the issue was that he hadn't checked the "IsSource" checkbox in the SCR_CoverageRadioComponent of each of his MOB entities (ConflictMilitaryBase). Once he checked that he no longer ran into the issue you detailed.
Yes and no, because by doing that the bases connected, but for those outside the HQās range, players canāt spawn
Even once they're capped?
yes
Hmmmmm, I don't really build scenarios so that's the extent of my knowledge. Sorry I couldn't help you figure it out š
Is this the correct channel to find answers for Reforger Tools crashing when I try to open a project, or create a new project?
Yep
The workbench keeps crashing, I get close to 2200 lines in the log that look something like this
11:32:47.370 SCRIPT (E): Missing script declaration of class 'BaseMagazineComponent'
11:32:47.370 SCRIPT (E): Missing script declaration of class 'BaseMagazineWell'
Uninstall, reinstall, checked files, googled for days, I give up, idk how to fix
and are you the guy who made the PvE mod? If yes, you rock, thank you, lol.
Yep! š Not sure why you would be having those errors, but this is the right place to find out! Hopefully someone else has come across something similar and can help you out!
hi guys, when placing a vehicle when i test it in game and try to pull off it's like the vehicle is stuck in the spot and can't pull away. I have checked handbrake etc and it isn't that. is there a setting i need to adjust?
hey guys.
So i want to confirm that with the new update that now you no longer make a arsenal file for your factions as a seperate mode but intergrate it into your mission from the start?
As you need to have a basic mission configured first before you can do anything?
Might need to recreate your WB profile using the Steam menu for WB, I used to have issues because I have multiple drives. Add like -profile "D:\My Stuff\Workbench" in the startup WB properties in Steam
Also, don't use a folder that OneDrive syncs or you will have problems every single day
I'll try that when I get a moment. I'm also thinking MS added the OneDrive to the default path of new installs or something. I do not use OneDrive but it was a fresh windows install with the user login being an MS account. I do not have OneDrive syncing as far as I know, but I also don't use any other computers. I left IT fields about a decade ago so I'm way outta date on MS offerings to be frank. Maybe I should look into it more though. Thanks for the reply. I'll let ya know if it worked
im trying to copy my russian entity list into my american entity lists, is there an easy way to do this?
that way nato can use ussr items in nato arsenal
right click the multi list item like ammunition/equipment, copy, then paste into the American one
that seems to somewhat work but doesnt get all items unfortunately for some reason
You can open both files in NotePad++ and drag everything from one to the other. Just be extra careful because its easy to mess up.
sadly Iām going to have to wait for the devs to fix it to make my work easier
Vscode and json copy pasta
yeah it's very easy... right click the list you want (ammunition for example) and copy it. Open the US entity catalog and right click the US ammunition list, then paste it there.
anyone familiar with unit possession and SCR_AIGroup?
I'm finding that when I take possession of a group member I'm not seeing group members in the UI and can't control them if the leader
so i got my factions E_Spawnpoint more or less working. How do i add the character that i want the player to spawn as? Right now I am unable to spawn because there is no character selected
I tried comparing it to the US' E_Spawnpoints but there doesnt seem to be an indicator for that
you need to have a loadout manager with valid loadouts
The default deploy menu requires a loadout for the deploy button to be enabled
i only want my faction to work for game master for now. What I see from BI's documentation is that i also have to make the faction work for conflict first before im able to do the same for game master?
because from what i understand. the loadout manager is connected to the conflict game mode
You might have to explain a bit more what it is you're trying to do
I've got my faction basically done in workbench. I've gotten to the point of being able to spawn groups/characters/arsenal in game master. The only thing missing is conflict integration and a spawnpoint in game master.
I don't mind the former, my priority at the moment is to have a working spawnpoint so that players can spawn as that faction in the game master mode.
Technically my spawnpoint is already available in game master. I'm just unable to pick a loadout when I try to spawn in as a normal player in that faction.
This is just a thought but I think the spawnpoint just needs to have the correct faction and then once you've got the loadout manager set up, should be able to use this in game via GM
yeah does sound a bit like an issue with faction assignment
either on the spawnpoints or the players
ive been following the documentation this entire time. So far, i have not yet gone down anywhere below https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation#Integration_with_Conflict_game_mode
Unfortunately, that is also where the loadout manager section is located
the problem is it hasnt' been updated since the 1.6 update which overhauls the conflict game mode.
So im afraid if i follow througyh, it would just break things
have you got any loadout manager setup yet?
not at all, I guess that might be where i need to start.
its not exactly detailed for that part in the documentation....
search for FactionManager in the resource browser
There are prefabs that have the settings already configured, such as FactionManager_USxUSSR.et
Drop this into the world and it might well solve your issue
i will look into it, thanks.
same goes for loadout manager - there are prefabs that will match the factionmanager prefabs you can use
no takers?
I notice that assigning an AI entity as leader of an SCR_AIGroup doesn't really seem to be a thing?
Anyone else have issues with workbench after last updates? Viewport and testing (World Editor) become extremely laggy barely able to even work, but nothing states its using more RAM, CPU or GPU or power.. only thing that resets it is either reopening world editor or even reopening Workbench.
seems ok on mine
It got super bad for me after I updated windows 11, with latest I had to rollback windows
I've noticed when opening the world layer files not everything is there? for instance I found the russian multilists but couldnt find any of the nato ones otherwise I would use that method
yeah for some odd reason doing it that way some of the items go missing, or are an empty list item
Might be bc the items are marked RU and not NATO. Some servers I've been on have three different armories for fia, ru, nato
alright i got both set up. I already had faction manager set up beforehand and as for loadout manager i simply duplicated one of the SCR_FactionPlayerLoadout and added my own prefab and affilated faction into it.
The problem still persists, I'm unable to spawn as anybody in the spawnpoint. Furthermore, there is this error:
Reason: NULL pointer to instance
Class: 'SCR_LoadoutRequestUIComponent'
Function: 'CreatePlayerLoadoutButton'
Stack trace:
scripts/Game/UI/Menu/DeployMenu/SCR_LoadoutRequestUIComponent.c:364 Function CreatePlayerLoadoutButton
scripts/Game/UI/Menu/DeployMenu/SCR_LoadoutRequestUIComponent.c:325 Function ShowPlayerLoadouts
scripts/Game/UI/Menu/DeployMenu/SCR_RoleSelectionMenu.c:383 Function OnPlayerGroupJoined
scripts/Game/UI/Menu/DeployMenu/SCR_RoleSelectionMenu.c:395 Function OnLocalGroupJoined
scripts/Game/UI/Menu/DeployMenu/SCR_GroupRequestUIComponent.c:168 Function UpdateLocalPlayerGroup
scripts/Game/Groups/SCR_PlayerControllerGroupComponent.c:796 Function OnGroupChangedDelayed
scripts/Game/game.c:914 Function OnUpdate```
Im trying to add custom vehicles to the vehicle depot in conflict game mode
All seems well i can add them they show up in the board they are placeable in from gamemaster but not from the board . "Cannot place here" is the messsage i get and they stay red does anybody have an idea ?
This is the line it's throwing an error on:
buttonComp.SetEnabled(loadout.IsLoadoutAvailableClient());
So either the buttonComp or the loadout are null when it tries to run this.
I'm going to guess the loadout, because there are other methods accessed from the button immediately prior.
The line that's resulting in a null loadout is probably this one:
SCR_BasePlayerLoadout playerLoadout = m_LoadoutManager.GetPlayerLoadout(pid); (324)
So looks like your player doesn't have a player loadout set when the code reaches this point
Ok, what exactly do i need to do to achieve this. Unfortunately, scripting is not really my expertise
Player loadouts are usually defined in the workbench with this exposed attribute:
[Attribute("", UIWidgets.Object, category: "Loadout Manager")] protected ref array<ref SCR_BasePlayerLoadout> m_aPlayerLoadouts;
So first thing to check is whether there are player loadouts specified.
Load your world.
Select the loadout manager.
In the object properties panel, scroll down to the "loadout manager" heading.
Make sure you have at least one loadout added under "player loadouts".
hey, can anyone help me with this error? when i try to drag in task manager i get this error. it doesnt even load with game mode setup.
where are you dragging the task manager to?
could anyone help me make water above the sea level in the workbench?
You can only do it to your own terrains upon creation. Anything base game you canāt modify
aaah thank you by chance do you know a link to a tutorial to do that
hello guys, I need help, my mod basically got broken and I would like to load the previous version in my tools, is this possible to do? meaning I would like to load a specific version with specific files
can you toggle ocean to be hidden?
Anyone know of any good body/helmet camera mods that still work after 1.6 ?
What should I do?
If you keep your previous versions as backups then yes else no.
You will have to provide more information on this for someone to help.
Post steps to recreate the VME.
First, I loaded the world Eden_AssetImages.ent. Then I selected the SCR_EditorImageGeneratorEntity and set my screen resolution to 400Ć300. After that, I chose the vehicle prefab and hit play
If you click show details of may give you the reason for the VME.
If you click ignore all ? Doesn't it go away or keep popping up ?
If I click 'Ignore All,' it switches me back to edit mode
Virtual Machine Exception
Reason: No suitable prefabs selected!
Class: 'SCR_EditorImageGeneratorEntity'
Entity name:'SCR_EditorImageGeneratorEntity' id:2305843009213693954Function: 'Init'
Stack trace:
scripts/Game/Editor/Entities/SCR_EditorImageGeneratorEntity.c:173 Function Init
scripts/Game/Editor/Entities/SCR_EditorImageGeneratorEntity.c:195 Function EOnFrame
Hmm iv had this issue before way back in the day, can't remember how I fixed it.
Are you following the tutorial?
Yes. Step by step, everything is the same
The BI written tutorial ?
I think, I could be wrong the prefab is not setup correctly, does it have SCR_EditableVehicleComponent ?
Sorry I really can't remember what I did to fix this.
Yes, it does
No problem, thanks š
Try with a different prefab if you can.
hey guys anyone knows why my workbench and also the game is crashing when I open it? I'm only getting this crash reporter which shows nothing. it also says "Exception: Access violation. Illegal read by 0x7ffd980e92a0 at 0x0" in case that helps.
context: I updated to Windows 11 and suddenly the game didn't work. So I went back to windows 10 but the issue persists. I already reinstalled the game and the tools but nothing changes. Thanks
Anyone know a way to disable the thing that clears the previous name of a Group on joining. I made a faction with predefined groups but when you join the group, it clears the name and goes back to default.
Hey, maybe someone here has an idea or can help me.
I'm trying to edit a layout file, but the only language I can select is en_us.
I can't switch between languages, which makes it difficult for me to use a stringtable and work through some things for a UI mod I'm working on. The last time i did work like this i was able to switch between languages without any problems
Try moving everything to a hard drive/directory that OneDrive does not sync. I set the AF Tools start up params in Steam to -profile "D:\WB\"
Thanks. Actually fixed it by reinstalling Visual C++ Redistributables. Not sure what happened but it's all good now š¤£
a more technical version of "turn it off and on again" š
Hello, I'm trying to modify the XP received when killing civilians and friendly fire. I tried to make it add XP, but when I test it, I get no results and no notification from the game. I don't receive XP and I don't lose any. I tried modifying other simple things like the total XP obtained per kill, and that works, but these two things don't work. I don't understand.
Hi guys, Iām dealing with a conflict and I want to remove the relay station tower from the objects that can be built in bases. Could someone please help me?
Thanks
weird question i know but is there a way to "go back to previous published" in enfusion workbench?
I messed something up and it broke the mod, so wanted to know if there was a way to go back lol
How do i fix WB freezing for 10 seconds when switching between script editor and world editor?
Don't think so. Keep manual backups from here on out ā¹ļø
You can set the version number in the server config and it will download that version from the workshop.I think it saves the last ten versions. Then, you can rebuild it based on those files
is it possible that workbench can just remove or delete you project folder? has anyone else had this happen?
No
fr? i didn't delete anything and i launched arma workbench i didn't see any of my projects loaded like i normally do and went to scan for projects and couldn't find it.
maybe it can move the folder i have no clue what happened
im just going to have to cope and redo it aleast it was mostly assets so i just need to reimport and setup prefabs but still like 200 hours worth disappeared
Was steam loaded? I know if I launched tools without steam in the background it won't display my mods. (I bricked it the first time this happened) š
Sorry, I can't help you here; I've never had this problem. But in the future, I recommend creating archives with the project folder and uploading it to Google Drive so you have at least some backups.
Iām having the issue that a mod that is active and all in the files wonāt scan onto EnFusion but is playable on local host š¤£
Any fixes would make me a happy man
Does anyone know where the thumbnails for the gamemaster entity placement live? I made a new vehicle variant, but I want the thumbnail to reflect that.
In case I used the wrong terms, I mean this screen. The one in the bottom left is my mod, but the thumbnail is wrong
Scr_EditableVehiclecomponent is where I grab them for my garage š¤·āāļø
hero! Thank you
Hey guys, quick question. I changed the amount of supply's required to spawn on in the conflict game mode a few months ago.
However I have forgot how I did it, any guidance would be appreciated.
Is someone has simmilar problem? T-shirt deforming fine when im moving, but hands thinking different and living their own live, but in blender everything is fine
Hi there!
Maybe itās a dumb question, but does anyone know how to fix this?
I donāt know how or why the game resets the default Heading, Author, and Text. However, the image and server preview work correctly.
Does anyone else have problems with the faction manager prefab taking ages to load (more than 10 seconds) with many factions present (~15)? This happens when you load the prefab or select the manager in the world. Is there anything specific that causes it?
Hey, does anyone know this error? I tried to create a scenario. As soon as it creates entity, the error appears and the workbench crashes.
Can I seriously not make it stay in 16:9 camera in world editor?
Getting mf annoying
Don't know offhand, but I'd start by checking the game mode prefab you've used. If there's not a setting directly in the game mode, look at the respawn system and/or respawn handler (will be attached as a child to the game mode)
Many thanks, I'll have a look!
Dont know the error but you can use Snipping Tool in windows instead of your phone camera
Im trying to make a map with a friend, how can I share the project with him so that we both can work on it?
upload on github + lfs
There's a Wiki for it too but it doesn't work, at least it didn't for me
How can I make the light vehicle depot available to the enemy faction? Does it require a script or how can they be made available to everyone? So if I build a US vehicle depot, how can I get it to be used in the USSR as well?
Has anyone had this problem when opening world editor it runs the simulation about 1fps and every mouseclick doesn't register unless you move the mouse out of window focus area? When taking mouse out of window everything runs perfectly smooth? 
Like this
Guys why is my fckng grass white i cry
i remade my map
with new hight map but is not changing
i hope anyone can help
okay i found the issue my terrain is to white
The entity can be set to work with one or any faction in its prefab components
everytime i try to load in a world and save it and then click play to run the simulation the world editor freezes. cant seem to play a world. anybopdy know how to fix that? im new to enfusion, trying to figure it all out
Can you tell me which one is the correct prefab if you want to modify a light vehicle depot built in normal conflict?
And is this the right one?
Or I can take the faction choice UI and integrate it into my RP LifeMods so that he can choose a faction without being in conflict.
Hello everyone, I have a question about the world editor.
I'm relatively new and don't know much about it yet.
There's a map in the workshop (Kunar Province) that I'd like to customize.
Specifically, I want to add AI FIA and things like that.
How do I do that? Maybe someone can help me.
Hi. Is someone able to please help with my camera settings in viewport? I can see my satmap from top down camera, but the other the cameras & general movements are not working correctly and I can not inspect the other map imports. Thanks
The .et files are prefabs, the Orange color icons are the "Editable version" of the Blue. Anytime you make a change to the Blue prefab the orange one must be regenerated by ctrl+shift+U so they're the same. The Orange has a few more components for the game to process. The Red is the image icon you see in the build menus. That is probably the correct component to change you have selected
how to fix after new update ? lol
I'm trying to put an AI to a heli pilot seat.
It ends up swimming inside the heli. Any ideas on how to get the AI to sit on the seat?
if youāve altered anything with the help it may have messed with the point info for the seat, try positioning it with the offset
@real sentinel
This is a vanilla heli - no changes on prefab. What do you mean with offset?
once you select offset youāll see an XYZ axis move item. Use that to position the point to the seat
iām not horribly familiar with aircraft, but in your Pivot ID dropdown, is there an option thatās just labeled āpilotā instead of pilot idle?
No "pilot" - idle and stepin exist. I was/am expecting the AI to align itself on it. It knows how to climb there if it's on ground. Also spawning with script works. I just want to prepare the prefab with example pilot.
anyoine else ever have trouble getting worlds to 'play' in world editor. Im trying to run a very simple simulation, but everytime i click play world editor freezes and wont load the world simulation. I loaded in the autotest world ffrom the reforger files. created new world out of sub-scene. saved it in a Worlds file under my addon. I can see the .ent file at top of screen. it fails to play everytime. Am i doing anything wrong?
Hey guys, how much power do we have to change shaders in the workbench? basically looking for editing/creating compute, geometry, vertex or pixelshaders
Hey, how do I resize the black world boundary box in the Reforger Workbench? Mine is cutting through my island.
No, and it is a bannable violation if you try.
Is there a way to slow time in WB/Armavision for cinematic purposes? To make slow motion stuff.
placed objects along the edges of the island. Now the boundary no longer moves. Hopefully, this will solve the problem.
I just have an empty entity in all four corners
Hello. Does anyone had this problem. I was trying to enter to my mod and it just crashes
Other mods that are not mine are working perfectly fine
As you can see - there is no errors that occurred
Quite likely because of onedrive
It is terrible. Disable it everywhere on your system that you can
And there are known issues with workbench with it.
Hey guys I have a question gives a way to work on a map with friends?
Is this tutorial still relevant to make HQ Conflict mode for my custom faction?
Trying to figure out how to add custom ranks and patches to my faction in a similar way to the ExpandedUSMilitary mod, but can't find any good videos on it, can anyone help me out? I actually appreciate it if someone could help me through the faction creation process in general
Has anyone ever encountered this error? It occurs while trying to load my own mod with Addon mods?
Fixed it, I never had the mods inside a "addons" folder.
Disregard that, I thought I fixed it but apparently not.
Guys have anyone a fix my strees are broken?
Hello guys, can you help with canceling or speeding up the loading of "Terrain titles texture"? It's been loading for about 5 hours now, all because I changed the satmap. What's the problem?
do you removed a dependecie?
because they load textures that not exist
you need to delete the old layers
You removed a dependency or deleted textures that the system is now trying to load. They no longer exist, so it keeps searching for them. You need to delete the old layers that were built using the missing textures.
can you please help me with deleting the "old layer"? ngl i have no idea where do i even start
If something āmajorā was removed, you usually donāt fix it by randomly deleting tons of filesāyou fix it by removing (or rebuilding) the references that still point to the missing stuff.
This is are trees on my side, and normally when you create a tree line it shows up in blue.
But if you delete something, then it looks like this again. But with a different name.
They are kind of like empty objects, but you need to be careful not to delete anything that still exists on your side.
like i just changed the satmap and that loading started, i totally did not remove any textures and etc
Okay, is the size of the satmap the same as on your map?
how do i check the size of the map rn?
?
There is a discrepancy, but youāre still missing textures. I donāt think those have anything to do with the satmap.
is there any way to undo this loadscreen?
i had a backup on the older version, and i have the same problem there too, but the thing is i've never had that thing before today
also i found such artifacts on the map after i got the loading screen
what artefacts you mean?
haha
I can recommend not adding anything from others as a dependency, because you never know if someone will remove it. If that happens, youāll have to redo everything.
You can always buy models on CGTrader if you want to add something yourself. Itās kind of annoying because itās a lot of work, but thatās honestly the better recommendation modders are unpredictable, you never know what might get removed.
Lol it's 100% predictable, if you do no research and buy stolen models it will get removed. Legit models don't get removed.
I think he was saying Modder's are unpredictable in removing parts of their mods? Not about stolen models? I could be wrong however.
Can anyone help to enable radio range dome in workbench for bases? It was in 1.4 but i cant find it in 1.6
Hey does anyone know why my Diag menu all of a sudden isnāt opening (Iām windows 11)
Never mind should have also mentioned Iām a Razer keyboard owner
Gaming mode disables it
Hello Windows 11, nice to meet you. š
Yes, of course you have to do that and inform yourself about it Iām not denying that at all. What I mean, however, is that you should also inform yourself about which dependencies you add, because we all know that mods can be removed again for various reasons. I will build my map in a way that no one can break anything for me in the end, and thatās what I wanted to pass on to him. I was not talking about stolen models.
I hope Iāve been understood better now.
btw can anyone help me here because my streets are broken i dont know how can i fix it
Fixed this, it was a outdated mod.
RPL : rpl::Pip::ProcessNetToGame
RPL (E): IReplication::JIPError: Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place. (con=0x0)
WORLD : UpdateEntities
RPL : rpl::Pip::ProcessNetToGame
RPL (E): IReplication::JIPError: Terminating connection. (identity=0x00000000)
this.\
It does that every now and then even if I'm not using Eden, but it's never broken anything. They do need to filter out fix those errors so it doesn't cause other problems and confusion.
Any ideas?
If the engine's reference counting is assumed to be bug free, should be an impossible crash.
It's either a bug on engine side, or a race condition where something else in the game delete's the object before accessing.
Do you have any mods that say they do "garbage collection" or some sort of entity cleanup system/mod?
WeaponAttachmentsStorageComponent attachmentsStorage = WeaponAttachmentsStorageComponent.
Cast(attachedEntity.FindComponent(WeaponAttachmentsStorageComponent));
if (attachmentsStorage)
{
// apparently a race condition
const int slotCount = attachmentsStorage.GetSlotsCount();
not supposed to be possible since it's ref counted, so something else is deleting attachmentsStorage between the if statement and assignment of slotCount
Oh and the stack trace gives that line of code but this code it is not in the method on top of the stack trace
I'm not sure if a mod that override that method would show like that on crash log
you might have a modded ArsenalManagerComponent, and if so can't check the source of code without the mod in workbench
Could having a mod that is no longer in the config file, but still stored on the server cause this?
I wouldn't know anything about that
Ok, thanks for the help though
I could be wrong, need a dev to clarify if a modded class and method would show up on the stack trace as original script file
and if the stack trace omits some method calls, cause line 1368 is not in that top method
Can anyone help to enable radio range dome in workbench for bases? It was in 1.4 but i cant find it in 1.6
I think they took it out
That's what I thought but why. They didn't add it to the changelog
Connecting bases not is a huge pain in the ass
Is it possible to just add a sphere with set radius to use instead of that?
hey how do I stop my AI from picking up other guns off the ground? or make it so they only pick up faction aligned guns
Theres a lot they dont add to the changelog, like every update.
Stop using CRX mod? AFAIK thats the only mod that makes the AI loot. Or ask in #1050433454388547644
hmm i didnt realize it was that mod
is there any way to export pre-existing models in enfusion to blender to be modified
i want to add more interiors to pre existing vanilla vehicles
nope, no way to do so
and not allowed anyways, would get insta-banned if you tried
like it doesn't infringe on their IP since it's being used within it's own community under fair use

Might be best asking @neon ore for that, **IIRC **the vanilla models are based on actual military vehicles and are public domain <-- I might be correct, or half correct, or not correct š
if i can get the models then i would definitely like to make a vanilla+ modpack for the workshop
the current variants for the vanilla cars are lacking
Yes, it does.
it doesn't
Bohemia only restricts it if it's being used commercially, in this case I'm using it for non-commercial purposes, solely within the Reforger workshop
fair use because it's considered a form of art and not infringing on another individual/collective's property
arma reforger model assets aren't considered "core files" as per the reforger workshop & EULA
Go tell them that.
???

You are wrong on both arma 3 and arma reforger
Its breach on EULA on both
Beware @vagrant beacon, keep an eye
could you send the newest edition of the eula
im aware it wasnt a breach of the eula 
because i've made custom vehicles on arma 3 using vanilla arma vehicles like the pickup & flatbed trucks for technicals
and eden editor & enfusion engine doesn't allow for custom layers for additional textures and wtv so once again š¤·
this has always been against the EULA
you are 100% wrong about this
and this gets you banned from here
i guess
I know
like i understand like BI has to make money from it's DLCs but when it comes to making UGC for the game
adding my own models onto a pre-existing model isn't really taking
it is
i'm not taking anything for my own benefit
i'm contributing to a pre existing community
what do i have to gain from modifying a vehicle
but since you have no shame even about it and insist you did nothing wrong. you are out.
permannently
ššš
!ban @brittle dirge 0 ripping Arma models.
*fires them railguns at @brittle dirge* Ć_Ć
š
Im not sure on the rules but how can retexturing a model asset be ok, but adding items to a model asset not be ok??? When essentially they both change the said asset to not be the same as the original..... just asking.
you cannot extract models from A3 or reforger, which is what the entire discussion above is about
that is called ripping. You can add on top of the existing models (especially for reforger) just fine using the prefab editor, but you'll need to eyeball (or in fact measure) the vanilla model you wanna add to. Example - adding bullbars to existing vehicles, or changing to different type of tyres and wheels etc
so what is the purpose of having a blender plugin available, is that just for adding your own models and assets/terrains? I can see what you mean about extracting assets ripping them,surely someone could have explained to that guy how to properly do it before he got banned lol
the blender plugin can only export back to blender models you injected yourself.
you cannot export reforgerās content or otherās people assets for that matter.
there is no way to properly do it legally
also not sure why you feel the need to intervene on a subject you clearly have no clue about
I understand totally as people mod for free,unless theres a manw competition to be won lol, id hate it if my efforts was ripped but can see it being a big grey area. Just interesting but a mine field. cheers for explaining.
Hey gents!
Can anyone help a bit with understand where I can find and tweak the proper values to disable auto-return from uncon? I assume players go uncon if their HP is below some threshold, so that if their bleedout rate is lower than regen rate, then they'll return from uncon, otherwise they die. Is it a correct assumption?
Does it mean that if I set auto-regen to 0 there will be no return from uncon?
In this case I'll need to nerf bleeding to I suppose so that uncon state is long enough before dieing
I tried to find a ready to use mod for that but they all either add something I don't need or remove something I do need.
Thanks in advance!š«”
Question?
How can you make a modification if the updates break your project every single time?
Its already time consuming and a pain in the ass even with the nice tools we have.
I was creating duplicates to edit some properties and values. I once wasted a considerable amount of time, only for not even being able to open that project anymore. Sure the values are available in text but having to delete and create new duplicates into a project and changing stuff all over again makes the whole process even more painful.
What does this mean DEFAULT : Checking pending workshop invites... DEFAULT : Pending workshop invites request done (1)?
related to checks if someone has added you as contributor if I remember right
The proper way is to do what you can do within the means provided out of the box. He could have asked how to do it properly instead of being stubborn.
Thats what overrides are for. Instead of duplicates.
They will automatically get the new attributes or whatever whenever reforger updates them.
I found out the long way that Editable Prefabs will not get generated if done via Override, so I had to use duplicate. https://feedback.bistudio.com/T195843 and https://feedback.bistudio.com/T195486
BACKEND (E): [RestApi] ID:[8] TYPE:[EBREQ_ANALYTICS_SendEventSR] Error Code:503 - Service Unavailable, apiCode="", uid="", message=""
getting similar errors when trying to upload
A new error code its not 524 anymore also some sorta url error. Are they actually ever gonna fix this workshop issues like 3 months 524 error. Anyone know whats happening?
getting the same right now, was fine all day until last 20 minutes or so. Think workshop is cooked rn
Just retry, and retry, and retry, for me it worked 200 MB upload.
Is this a normal error or did I break something?
It's a normal error when a dependency doesn't exist any longer.
what if the dependency its listing is the mod itselfš¤£
Uhhh
the guid it gave me was the project I had open lmao
Now that's a weird one lol
I'd double check the dependency list of said mod.
I once tried to set the dependency of a mod to itself to see what would happen.
I don't remember the results but I think it was just an error. Maybe the same one you got.
BACKEND (E): [RestApi] ID:[189] TYPE:[EBREQ_WORKSHOP_CreateAssetUpload] Error Code:400 - Bad Request, apiCode="ValidationError", uid="1765934436621-949252", message="Referenced dependency doesn't exist or isn't accessible"
DEFAULT (E): Uploading failed! Reason: "Referenced dependency doesn't exist or isn't accessible"
BACKEND (E): [RestApi] ID:[190] TYPE:[EBREQ_WORKSHOP_CancelAssetUpload] Error Code:400 - Bad Request, apiCode="ResourceNotFoundError", uid="1765934439243-697783", message="assetVersionUpload 6722142B60F63385 1.0.0 not found"
This is what im getting, is that still a dependency issue?
So it was a dependency but the mods i removed to make it work seem to still be on workshop and in working condition. Weird
That's good info.
However I was under the impression that overrides will override the default prefabs when a mod is loaded. Hmmm.
Is anyone else experiencing the problem of World Editor crashing when trying to load a file?
Is there a trick to allow me to override a prefab that must also have an Editable prefab? I had issues with the Editable prefab being created like my post says. I'd rather just override vs duplicate.
What's the issue?
When I override a vanilla prefab, it will not generate a workable Editable prefab. I'm forced to duplicate the prefab. Detailed here: https://feedback.bistudio.com/T195486
Does anyone know how I can add more space to my vest? It already has magazine pouches, but I want to add more space so I can carry magazines, a shovel, a map, and several other things, like a backpack, but not too bulky. For example, I'd like to limit the weight to 20kg.
Hello
20 kg = about 40 lbs. TBH this is not call of duty, a vest with ceramic plates alone will be about 20 lbs. A backpack too with mags? What are you carrying on a vest rig in your parts...an AC130?
i've been trying for 3 months to publish 300mb terrain wip with gamemaster get to 83% every time, why has the workshop gotta be so bad to add mods, the frustrating thing about mods should be creating them not putting them out there for people to test..... yeah the workshop is well over cooked, if it wasnt for the fact i can play on my map myself id have given up on reforger long ago. 110 hours in game 260 hours in the workbench sometimes i wonder if its worth it lol
Does it work okay in the 3d viewport in Arland? I use that to make sure everything checks out before moving to self hosting, results are the same.
AF x 2 hours in AF workshop is about right to be decently skilled in it, btw
yeah my game works perfectly in the workbench just cant get it to publish at all just keep getting error 524. Tried a thousand odd times and it just never gets past 83%, my upload speed is 14mbs heard you need 200mbs upload to stand a chance of publishing which is insane unless you live in a city with straight fibre, im 100 miles from a fibre link in the scottish highlands. I made mod maps for assetto corsa and could put them straight on overtake.gg no hassle no wasted hours. Maybe by time Arma 4 is out i will get published lol
They need to fix it, but it's because you are limited to 2 mins
or at least some people's connections are
It doesn't matter. I am trying upload my map over the month now with size 640 mb. I have optic internet with 30mbs upload from Prague ...
Can we scale size of UI independently from system? Workbench is smaller than anything else on my system, difficult to read
Hello, not sure if this is the correct place to post, so I have X-posted to #enfusion_terrain .
When creating a "rasterization" file for the "Everon" map, it always exports as pure white. I have read the documentation on creating this and its not got any details on how to fix this issue.
I have included the settings and results in case anyone has any advice.
Many thanks.
Any working mods or methods to remove the GM Voting system.
try to make darker shades of colours
I tried, it was really weird. Some effects applied but others didn't, I have no idea why?
help
I believe that's a backend issue with Cloudflare. You will probably need to wait for CF to fix it.
Let me check if I can upload a mod.
Ah yea I get the same error too.
Welcome to Cloudflare's home for real-time and historical data on system performance.
What exactly am I looking at?
its a pew pew
Like I know its a pistol, but what thoughts do you want on it?
should i cop
Ohhhhh. I mean if you like it, and you want it, and have the funds then I would say go for it?

When I launch the prefab editing plugin, my world ends up black. Any ideas why this is happening?
In the top left of your world view, there are some tabs. I believe one is called "shading" try messing with some settings in there?
If that doesn't work you could try resetting to default
Has anyone actually ever gotten PeerTool to run successfully? If so please let me know how. At this point Iām assuming itās just a broken and unusable plugin⦠(for the record, Iāve tried everything in PeerTool config, having the proper executable file, adding directory, etc..). Right now when I try to run as local host+PeerTool I get a kick error for duplicate player
It works, duplicate player identity can be resolved by adding the -noBackend argument
ah, thank you so much
Is the backend still sometimes working sometimes not in Workbench? With regards to assigning identity id
How can i fix Hierarchy/flat issue? I can't access components when i using hierarchy.
Can anyone explain which values to set so that player never wakes up from uncon on their own, but only after treatment, healing or being loaded into a med vehicles?
With 0 Regeneration Scale fully healthy player doesn't wake up at all
And another question. How do I fix Publishing project. Please wait... that is endless?
I think workshop is down
Does it happen often?
Not really, been worse lol
It's back
So back to this question
#reforger_workbench message
Is workshop down? If not, then what is this error connected to? PLATFORM (E): Steamworks: RequestCurrentStats failed
I googled the sin outta it and I keep finding steam achievement articles, not thinking that is what I am encountering.
Yes having issues
I am already balding, and I was speeding up the process, thanks for the quick reply.
This didn't work unfortunately.
Starting again resulted in the following error when try using the edit prefab plugin
I get this too - I don't think it's related to your mod
I have no mods loaded.
Exactly, I don't think it's a result of modding. I got it even with brand new empty project with no dependencies except reforger
I genuinely wish I could understand Reforger Tools. I mean I have all the stuff necessary to run it. But I donāt know why my brain canāt wrap itself around the way it works. I want to create a map, however I donāt even know where to begin.
There are a thousand little things to learn or more like 10,000 or something. It will not happen overnight. It will take many many hours of trial and error and tinkering and reading etc..
Does anyone know of a system that slows down point winning early game and speeds it up late game?
This way controlling a bit how long a match lasts
choose your path and start modding
make gun
or car
or clothing
or add smth stupid
My path is map creation. I have a map in mind.
I'd start with something simpler
Terrain creation is probably one of the more time-consuming things to complete
Time isnāt the issue.
If time isn't the issue, then take time to learn simpler things to get a hang of the tools š
Trying to jump from level 0 to level 100, gotta do some stuff inbetween
what tool do you use to update maps buildings and roads?
World Editor?
yes
but trying to find the tool to show the roads on the map in game there is a tool i have to run to add the roads to the map i cant find it
roadnetwork generation tool?
Do you mean, as in making a 2D Map? Like the one the player see's when they press "M"?
Hello, Im very stuck here. Any idea why my character does this when getting into my turret? Im trying to replace the M2HB on the jeep with a custom machinegun.
If I enter by looking at the weapon itself, everything is fine. This happens when entering at the side or back of the vehicle
same with @unkempt valley 's M60 M151A2 but looks like he worked around by disabling the UI rather than fixing the issue
exactly that the components or entites and roads i put down on an exisisting map i cant generate new builidngs or do they not appear? because im just adding to an exsisitng project and am not the orginal owner
Does anyone know what might not be working? The prefab does exist, and so does the configuration.
Read what it says...
"Did not find loadout by name"
Meaning it expects the name of a loadout.
You gave it a resource name.
I tried also just with the name
It has to be a name from the loadout manager.
From the loadout manager ? where can i find it ?
it should be in your world, exactly like your faction manager.
Sorry for the delayed reply. To do what you are asking, you need to click this button.
Its at the top in the toolbar
Then from there, it will add a tab called "Export Map Data". Click that and open it, then select Type: Rastertization" and make sure "Generate Roads and Save Roads" are ticked, as well as "Generate buildings and Save Buildings".
Oh also, make sure the "Destination Path" is defined, or else the file is going to end up in the aether.
Is there a specific file to edit to make it appear? H'es not in the list
Yes, you edit the loadout manager prefab.
ever since yesterday i have been getting an infinite spinner while trying to load, with this in the log:
Maybe a problem: DataProgression is not ready but the analytics event was requested
Any ideas what this is?
Thanks you ! It was that !
Glad you got it!
Thank you I will try this š
No worries, if it dosent work let me know!
How can I override a prefab that already overrides vanilla? Mod is last in json but still i get either vanilla or the first mod
being last in the list means your mod loads first, meaning if you set a value to 12 in a prefab and then the other mod loads and changes the same value their value "wins"
By last in the list you mean last object in json is loaded first?
{
"modId": "671EFB81E54BA0D4",
"name": "A",
"version": ""
},
{
"modId": "66EC1BC5F2F06BB2",
"name": "B",
"version": ""
},
{
"modId": "668D4E5839894782",
"name": "C",
"version": ""
}
What is load order?
Last first, I just told you that.
Does the mod list on joining a server show the loading order or it's random there?
I tried to swap mods in the JSON, but it's still the same it seems
What if I override vanilla, not the prefab, that overrides vanilla?
If the other mod loads after, it's still overriding yours because yours is "vanilla" it's just "vanilla" with alterations.
{
"modId": "671EFB81E54BA0D4", //Your mod, loaded last, changes value in prefab to 12
"name": "A",
"version": ""
},
{
"modId": "66EC1BC5F2F06BB2", //another Mod, changes value to 212312314123
"name": "B",
"version": ""
},
{
"modId": "668D4E5839894782",//Other mod, changes value in prefab to 132
"name": "C",
"version": ""
}
The value in the prefab will be 12.
What if override mod A uses modded vanilla component and my override mod B disables that component and uses it's own new component?
E.g. vanilla squas radio had RestrictedBlablabla component, mod A has thisblabla.modded.c component used, and my mod has a completely new component instead
Those added components will get stacked
If you want to not use their components you must use their mods as dependencies and remove them.
And as far as I know the mod load order is reverse of the list.
Unless theirs been a change that I'm unaware of.
{
"modId": "671EFB81E54BA0D4",//Loaded Last, Component C and B will be in the prefab
"name": "A",
"version": ""
},
{
"modId": "66EC1BC5F2F06BB2", //another Mod, Adds Component B to prefab
"name": "B",
"version": ""
},
{
"modId": "668D4E5839894782",//Loaded First, Adds Component C to prefab
"name": "C",
"version": ""
}
That's what I thought.. Could you help me figure out how to disable/delete things that are in the mod that is a dependency?
I tried to override vanilla prefab instead and it worked, but not quite.. deployed radio did not create a spawn point
Their version of the prefab IS THE VANILLA prefab, except with their alterations.
It did not transform into a deployed radio
Is there a way to make the game ignore some prefabs and scripts from the dependency mod? That would let me ban those override prefabs and only use my own
No
That's not how overrides work
Either
A) Don't load their mods with yours
B) Use them as a dependency and remove the functionality/components/alterations that you don't want,
C) Create a compatibility mod that does what B does and Have it load before your mod
But how do I remove that functionality?
There is a script that Overrides vanilla component of deployable radio. How to i disable changes from one modded script by my own modded script? Is it possible?
Like makecit instantly return or something like that
I havent done it before
mod the same class, and call vanilla in the function thats being overridden
And loading order will decide which mod class will be used?
Where do I define the file too do I make a folder for maps or back the layers?
Do you mean, where do I assign the folder that the exported image should be sent too?
In the "Destination Path" header as shown in @cloud zenith post.
I can only assume that's what he was referring to
Thats what I was guessing too, just wanted to be sure.
Yes what path do you designate
I can't remember the exact "conventional" path, but I'd make a file and call it something like "2D_Maps" and direct it to there.
Can anyone explain or help to find info on how squad radio supplies or tockets are transferred to the deployed radio replacement prefab that is actually spawnable?
I fot stuck with this and can't figure out how to set a value on a backpack radio so that then deployed one had that number of tickets
where can I find the conflict compositions like arsenals?
I think there are two configs, ones for prefabs peaceable via GM and another for free roam building - may be able to just search for "free roam building" or similar, can have a check when I'm back at my pc tomorrow
i have a cigar if you need one
Iām coming over
I usually never have problems but it was noticeably slower yesterday!
hello guys anyone know how to stop slotted item from scaling to parents size when attached?
Any API issues today with uploading mods?
yeppppp
From what I have heard and read, you have 120 seconds to upload, whatever your internet upload speeds are you better hope and pray based on the mod size that you can upload that within 2 minutes. It's been broken for several months now.
Unless you have 100+mb upload speeds for mods larger than 600mb
hello any way to make a platform sticky? trying to get a player to not slide off moving plat
i know this is a problem with liek all games lol but anyone have any input?
ive tried making a wall around it but after certain speed or if the platform moves angles then the player will phase through it and fall of
seems like my first question was simple enough lol maybe not...
Override Character_Base
i really appreciate it sage ill try it now, awesome how you highlighted everything couldnt have asked for better
i cant figure it out been at it all freaking day ahhhh
So I made a map for an already existing terrain but the map files take up a lot of space. Can I delete the files after linking them to the map entity?
hey any ideas or reason why the weapon offset in weaponComponent isnt working in tools? Looked at another mod that does something similar to what im wanting and its got everything set up the same way, just that it actually works there lmao
as in no matter the inputs the weapon never actually does get offset... Been on this for a few hours, i couldve just gone and made custom animations in that time lol
Can anyone help with fixing AI logi in a custom scenario migrated from 1.4? Logi AI doesn't react to tasks
https://discord.com/channels/105462288051380224/1452643827616714833
I've been trying all morning to upload this mod and the workshop won't let me.
BACKEND (E): [RestApi] ID:[29] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
is workshop down?'
no
You getting this because Cloudflare has timed out after 120sec, You have to upload within 120sec or it will timeout, it is a known issue.
If you search 524 in the https://discord.com/channels/105462288051380224/976618709185626132 section, you will get the answer.
Things that may work:
- Faster upload speed
2)Using a VPN
3)Upload when server traffic is low
4)Try Again until it works.
Other than that welcome to the 524 club.
what happened to base building prefab lists in SCR_CampaignFaction? They are no longer available on my workbench
Help to make that lazy ass AI logi do the job pleased š
https://discord.com/channels/105462288051380224/1452643827616714833
anyone else having issues uploading
It's fixed for me
i was able to upload now i think its down again
Enfusion is running fine for me
It's not working for me either
Ye these problems will keep happening for a while - steam is down, for which workbench needs to connect to so that you can make uploads
Deammm
2 days triying to upload my mod
im so frustred
If I have to upload 1GB, I don't even want to imagine what it was like for the guys of RHS who had to upload 6GB of mods.
i got scaled vehicles semi sorta working
its actually working perfectly just took ages
if anyone is interested feel free to ask, i might make a guide on it soon
unless there already one
Guys Im having an issue where my projects arent showing in the Launcher, ive tried reinstalling, deleting files etc. Does anyone know of any other fixes? š
Use the āscan for projectsā button?
Yeah ive tried that too š
Are you doing it in the direct parent directory of the mod project?
And does your mod project have a .gproj file? (I think itās .gproj, I could be wrong)
wdym test in workbench in game sometimes will see dirrenet results than workbench
ive had multiple ocurrences with scaling where vehicle reverted in game but looked fine in workshop
on the same note i was told that i wouldnt be able to scale a vehicle and sure neough i was able to
lucky for me i tried lol
If there is a difference between the workbench and the game, then something is wrong. If you want to test replication, you have a peer tool or a dedicated server tool.
well... there are many things wrong hahaha
hence the testing
youre telling me you have yet to encounter similar bugs? strange
has anyone even been able to upload?
I only encountered one problem where something in the workbench didn't work the same way as in the game, but I knew why and fixed it right away.
no
yeah ive had an issue with gamemaster acting differently in the workbench. my scaled vehicle would only revert back to its size in game
Oh can we get backend access in workbench now to test things related to uuid? Cuz previously I had to test on an actual server and I would get uuid errors in workbench with peer tool. Or I would get weird problems like the ai wouldn't spawn in using dedicated server tool etc.
How do I go about editing a radio prefab so that it has more or less channels? Also, when doing this is it best to override, duplicate, or inherit the prefab? I don't want a whole new radio. I want it to just adjust the radio that is already in the modpack. So I would assume override?
is this due to current upload issue or on my end ? please help guyssss RESOURCES : Checking world file @"$ScorchedSeasProject:Scorched_Seas.ent"
DEFAULT (W): Sound map is missing
DEFAULT (W): Topology map is missing
DEFAULT (W): Navmesh is missing
the wiki claims it can be ignored but im not seeing my mod being published and the error just closes the diag screen
I don't exactly understand what this image set generator do. What image it generate exactly? What is the input required there? What is area... etc etc... so if anyone knows, please kindly share.
hey guys
Any ideas on what i can do to clear these empty entitycatalogues
use the minus symbol. beside the plus sign that you use to add them in the first place
hey...i made an editable prefab of a prop and i changed its physical size. when i place it as gm it has the default size and not the size i've changed it to..untill i do a server restart, then the prop that i placed has the correct size. is there a way to make it spawn in the right size without having to do a restart?!
can i rotate all objects together? any idea?
i can rotate only 1 object...
It's a locked read only folder. Can't do it on those.
why exactly i cannot navigate to it?
Because it doesn't exist outside of workbench, except in a pak file or something.
i see, thanks
trying to upload keep getting RESOURCES : Checking world file @"$ScorchedSeasProject:Scorched_Seas.ent"
DEFAULT (W): Sound map is missing
DEFAULT (W): Topology map is missing
DEFAULT (W): Navmesh is missing
ive tried resaving navmeshe liek 3 times deleting folders adding soudn mpa etc
Astrogenetic
ā 2:17 PM
been trying to upload for three day im kind of upset lol
i pointed scr ai world to new navmesh as well
ngl this is stupid buggy
Astrogenetic
ā 2:31 PM
topo is linked navmeshes in worlds folder in navmesh folder and linker to ai world
and guide says it can be ignored but thats a lie i guess
also gettign this which i was told wasnt a problem and was normal but im going to ask 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 (W): @"scripts/Game/Campaign/SCR_PlayerProfileManagerComponent.c,114": 'PlayerRequest' is obsolete
Expand
message.txt
5 KB
@fathom harness
Topo and navmesh and sound map won't stop it from publishing.So it's something else
And those are just warnings from vanilla files that are fine. There are major issues with the workshop uploading to it.So that's probably what the problem is.I don't see anything else there
this is an actual nightmare
so does that mean everyone else is having problems publishing?
where can i get actual support lol?
i ran the add on to create game mode, it completed succesfully i update header and now im getting two
RESOURCES : Checking world file @"$ScorchedSeasProject:Scorched_Seas.ent"
DEFAULT (W): Sound map is missing
DEFAULT (W): Topology map is outdated
DEFAULT (W): Navmesh is missing
RESOURCES : Checking world file @"$ScorchedSeasProject:Worlds/Scorched_Seassub.ent"
DEFAULT (W): Sound map is missing
DEFAULT (W): Topology map is missing
DEFAULT (W): Navmesh is missing
im just trying to narrow down wether its a problem on my end of BIs end, i am still unsure and peopel keep telling me differing information which leads tome wasting hours of my time which i dont mind its just annoying
if its on BIs end id liek to know so i can abandon the project and hop on over to a working game
already spent about 155 hours on tools and ive had the game a very short period
appreaciate your help by the way considering the abysmall level of information and support
worst of all im guessing all the work will go to shit as soon as i publish because apparently scaling is a bigger shitshow than even i could have imagined
i built a literall rocket with a cabin that lands you on a moon on my map
it appears i will only get to enjoy it in editor fkn lol
i have been following that yes
Are you sure that is blocking you and nothing else?
Can you share full log
SOURCES : Checking world file @"$ScorchedSeasProject:Scorched_Seas.ent"
DEFAULT (W): Sound map is missing
DEFAULT (W): Topology map is outdated
DEFAULT (W): Navmesh is missing
RESOURCES : Checking world file @"$ScorchedSeasProject:Worlds/Scorched_Seassub.ent"
DEFAULT (W): Sound map is missing
DEFAULT (W): Topology map is missing
DEFAULT (W): Navmesh is missing
RESOURCES : ResourceDB: saving cache (id=0 name=ScorchedSeasProject path=C:\Users\Decepticon\Documents\My Games\ArmaReforgerWorkbench\addons\Scorched_Seas_Project/resourceDatabase.rdb)
RESOURCES : ResourceDB: written 2917/2917 bytes
RESOURCES : ResourceDB: cache successfully saved
RESOURCES : ResourceDB: saving cache (id=3 name=profile path=C:\Users\Decepticon\Documents\My Games\ArmaReforgerWorkbench\profile/resourceDatabase.rdb)
RESOURCES : ResourceDB: written 505/505 bytes
RESOURCES : ResourceDB: cache successfully saved
RESOURCES : ResourceDB: saving cache (id=4 name=logs path=C:\Users\Decepticon\Documents\My Games\ArmaReforgerWorkbench\logs\logs_2025-12-28_15-36-42/resourceDatabase.rdb)
RESOURCES : ResourceDB: written 97/97 bytes
RESOURCES : ResourceDB: cache successfully saved
RESOURCES : Packaging project started.
DEFAULT : DEFAULT : Scanning source directory
PROFILING : Scanning source directory took: 12.173000 ms
DEFAULT : DEFAULT : Scanning intermediate directory
PROFILING : Scanning intermediate directory took: 4.173300 ms
DEFAULT : DEFAULT : Refreshing intermediate directory
DEFAULT : Refreshed 0 files in intermediate directory.
PROFILING : Refreshing intermediate directory took: 0.018800 ms
DEFAULT : DEFAULT : Assigning files to selections
DEFAULT : Selection 'data': 4364 files
DEFAULT : Default/unassigned selection: 0 files
PROFILING : Assigning files to selections took: 0.154900 ms
DEFAULT : DEFAULT : Calculating chunk pak layouts
PROFILING : Calculating chunk pak layouts took: 0.626800 ms
DEFAULT : DEFAULT : Writing pak files
PROFILING : Writing pak files took: 244.097100 ms
RESOURCES : Packaging done. Result: 1
RESOURCES : Gproj file copy successful
DEFAULT : Created PAK files:
RESOURCES : 1: C:/Users/Decepticon/AppData/Local/Temp/Arma Reforger Workbench/Publishing/672E2142D3E4FA64/data.pak
RESOURCES : Packaging project successful
RESOURCES : ResourceDB: saving cache (id=0 name=ScorchedSeasProject path=C:/Users/Decepticon/AppData/Local/Temp/Arma Reforger Workbench/Publishing/672E2142D3E4FA64/resourceDatabase.rdb)
RESOURCES : ResourceDB: written 2785/2785 bytes
RESOURCES : ResourceDB: cache successfully saved
shout out to MarioE i am FINALLY being able to upload
not able to upload due to cloudflare issue but he gave me awesome support nonetheless š„²
Main issue was mod preview image not being set to correct path. It had nothing to do with map navmesh, topology, etc
Niceee
I'm still in the same place with Code 524
I'm going to make my friend upload my mod; he lives in the United States, I'm sure he won't have a problem with it because of the proximity.
Hi Guys! I launched a dedicated server within the plugins in Workbench.
My question is: where can I turn on the client console within the game client so that I can see the logs that are written on the client? (running diag.exe)
I assume it's somewhere in the diag menu, but there's a lot of stuff there. Does anyone know exactly where it is?
Thanks in advance for your answer.
does anybody know if there is a mod where i can save and load Placeable compositions like i can in scenarios?
also i have the bush mod in the server where i can spawn the bushes and i can see them in game master but when i spawn in out of game master they disappear
press the ~ key on the keyboard. (The one on the left of the 1 key, and on top of the tab key)
Does anyone know if there is a mod that makes smoke mortars leave a smoking animation like from a smoke grenade? Vanilla smoke mortars are useless, they just pop a cloud and that's it. I'm looking for a solution that doesn't extend the cloud life time but add a source of smoke on the ground too
How can you change/generate the preview image like that? The pose looks similar to the vanilla ones...
hello. Need some help why with RHS mod when we put pouches it says:
this issue wasnt before it seems it only affects pouches and vests
Hi! Thanks for answer but for me, this opens the chat. Isn't there a separate console interface for this?
You are likely using some other mod that adds rhs stuff to some arsenal that's not ours. The pouches etc need to be added to those arsenals too. It's a requirement after 1.6. We fixed the rhs arsenals ourselves.
It might have been with combination to left shift
I do it mechanically so I am not sure at this moment š
. Try with left shift + ~
It is that, yes
Yes, this is what I was looking for, thank you very much. It works. By the way, can this be bind?
No
It's hardcoded
It's okey, i should disable discord overlay and it's okey, thanks 
i reinstalled my server fresh and added only RHS mods core and packs and it still gave me this. What i did i made the save whitelist unrestricted
seems to work now
I have one more question: is there a command that can be used to reload or restart a given addon so that the server and client do not have to be restarted after every modification?
Why isn't my GM scenario saving to my dedicated server?
wait till you get an error every frame and it fills up
Hello, sorry in advance if this is the wrong channel
Iām brand new to modding so Iām starting off trying to do something I assume is relatively easy to get used the the workbench but Iām not sure what Iām doing wrong
I am trying to make some custom flags. I have duplicated the base game FIA flags, renamed them and adjusted the structures_military.conf file to include my new flags
They show up in the world editor, but I cannot place them in GM. The thing I struggle to understand is that if I override a vanilla flag instead of duplicating, it shows up in the GM entities as you would expect
Can anyone tell me where Iām going wrong?
Because when you override it keeps all the references. There is a lot more to what you want to do than you think.
is ther any updated info on car creation? cant find much and the wiki says needs to be updated
Hi
I have an issue with my vehicle. I can find it manually in catalog, but not through search. What should I change?
Ok my bad, didn't add localized text
Anyone know where to find the scenario properties in workbench? I want to disable killfeed by default.
that's handled in the SCR_NotificationSenderComponent of your gamemode entity, I believe
Hey guys im working a grampsrework modification aresenal etc
Few questions
-
does a mod have to be marked as dependant if you want it added to the arsenal or if there a way to add the items into the arsenal without having it marked as a dependent for example if the mod is enabled on the server then the users get those items added into the arsenal so on so forth
-
if Gramps updates his mod what is the best method for me to upgrade to his latest update?
still unable to publish
You only need a dependency if your mod directly relies on the contents of the other mod, e.g inherits their prefab, uses their texture etc.
On your server you can lock the version of a dependency, always best to do that so you can test their updates for your server set up before it goes live and breaks something
so for arsenal related things then it would be a dependency?
IF not then how do i add the items to the arsenal then ?
maybe a face orientation problem? try selecting that part in edit mode and pressing shift+N to recalculate normals. (not sure if this is what you did, but if you mirror things by scaling them to -1.0 on the x axis, they end up inside-out on the other side)
tried that, still same issue, i heard someone mention baking texture because default blender one wont be read?
Yeah, thats like the first thing I try when I have an issue with an unknown cause š
Hey, I just got a joystick (VKB Gladiator NXT EVO Space Combat) and I'm trying to make my own config file for joystick controls in reforger.
I've got most of it sorted except for the freelook stuff. I'm trying to bind it to my top left 4 way hat that is registered as a POV hat in the software. In Arma 3 I was able to bind the freelook just fine but in reforger it just constantly pulls the freelook downwards.
I checked the inputs using a gamepad checker website and it showed the POV hat is using axis 9 for its resting, up, down, left and right values and rest isn't 0
Any idea how to bind the POV hat to freelook directions when it has an axis input with weird values?
Thanks. Iāve tried following the guidance on the BI community wiki but none of it is making any difference
thats faceorientation issue
Been fighting with this for a week. Iāve created a EveronxArland conflict map, now Iām trying to add zombies to it using Bacon Zombies. Is there a way to place an auto spawner for the entire world?
so ive set all faces to normal and activated face view in blender and they dont show up red... i dont think its that, and yes its oriented in right direction. i also tried backface setting splitting the normals resetting custom normals
actually designing the spaceship has been the easiest part of this entire process which is hilarious
and depressing honestly
everythign about making mods in this is an uphill battle so far
down to publishing
i cant wait to try to make this thing fly -_-
just flip it to red
snd check
if it shows in enfusion
its showing up man just that stupid right side engine. ive tried mirror ing other sidfe of craft to that side and it sort of helps but then the wings start being invisible
ill show a video
Well unless youāve got some alpha mask on your material the odds are itās a face issue, either theyāre flipped wrong, need recalculating or the imports somehow cooking it
had to work with 50mb limit but this sorty of shows that the problem area shows up as faced correctly in enfusion (the engine) and when epxorted into enfusion it becomes seethrough. im not talking about the wings i realize those are flipped. im talking about the turbine piece. i actually left the wings flipped to experiment wether it was a facing issue or not
napi
so i flipped it to be red and now i can see it 0.0
how can i correct this and what is the issue? why does the engine think its inverted?
thanks for the suggestion napi
Tried recalculating normals? Could be something slightly cooked in the blend file that the export doesn't like. Normally for my stuff as long as it's all orientated properly in blender its fine in enfusion
yep about 100 times
lol
but admitedlly i imported this into blender form paint 3d
so im guessing it didnt like that
If you turn on backface culling view in blender does it look right?
im useless with blender as of now so i had to use 3d paint to get my design realized
let me double chekc but yeah ive tried and it looked fine
if its invisible with backface culling on its because the faces are backwards and just need flipping
Where are you previewing it after export that it looks fine?
so when it looks red(seethrough with backface turned on) and i export it it looks fine in workbench but when it looks fine and not see through in blender its seethrough in workbench
short vid incoming showing it
so enfusion says its red and inverted. but the end result is correct
im trying to figure out why
dont look at the wings though solely the engine
I'm wondering if it's something in exporting FBX standard vs using their plugin. Maybe some settings they apply to clear stuff like that up. I normally only export FBX direct with their tool straight to the workbench
But it's definately inverted in blender at the moment
You have the plugin right?
i dont, when i tried downgrading blender to 4.x it broke all my .blend files and couldnt be opened
i read that was only version supports arma plugin
Ahhh didnt see your on 5.0. Yeah it will be weird trying to run new files on older versions
i can try reimporting paint to downgrade blender though
If your not on Steam's blender you can have two versions at once
I have both 4.5 and 5.0 for different tools
currently on steams, hmm i will give those thigns a shot though
i havent even gotten to colliders yet :;(
if flipping it before export fixes for now at least you got that, but long term better to be on 4.5 LTS so you can use the plugin
It does make colliders etc easier to do
truee, i can probably get a fine lookign version in game with that info but i have a feeling it will break everything at some point down the line when i have 38 customized version of that ship lol
i guess once its in workbench shouldnt be an issue
yeah this is why I work off one file and keep a git to periodically push versions incase I need to go back 
the stuff of nightmares lol
will def be keeping backups of everything once its done
thanks for the input m8
no worries
only thing i have active is the leaf bones
different
i saw that in the wiki i tried matching setting as well
:/
could someone please tell me how i can set my blender.exe location for the EBT addon?, i try extracting a model, .xob or prefab, .et and all i get is an error "No blender executable set! Please set one in EBT Config!". i've checked both the blender ebt addon's preferences and the enfusion options gui and neither have any settings for the blender.exe directory.
trying to edit the vanilla pasgt helmets' chinstraps to not float under the characters' head, that's all.
feature might have even been removed or something with the extraction button being kept i don't even really know at this point, or i could just be misunderstanding the tools purpose, not sure either.
You can't edit base-game XOBs, only yout own
You can duplicate/inherit prefabs though but thats only gonna work in chinstrap is a seperate model
yea that makes sense, the pasgt helmets doesn't have an actual prefab though, only a prop prefab so i guess i can't really fix it, is what it is i guess.
If itās worn by player or NPC it 100% has a prefab
There is no drop model prefab just a separate xob
The prefab tells it which worn and drop model to use
i had to resrot to learnign the blender basics and making it from scratch... im not happy about it but ....
if this imports wonky i might cry
right after throwign my pc in a river
im still a bit confused cause every character-gear related thing is some kind of prop thing when i open it in the 3d viewer thing, are you saying theres another prefab thats not a dropped version, i need to make a prefab, or that theres a non-dropped version inside of the same prefab
I want to bind my POV Hat on my VKB NXT EVO Space Combat Edition to be freelook in the 4 directions the hat has for Arma Reforger. However when I check what the axis is showing on a gamepad checking website is shows that at center the hat axis is "1.28571", pushed up the axis is "-1.00000", pushed down the axis is "0.13889" and left and right show "0.71111" and "-0.43333" respectively. How do I translate that into my Arma Reforger keybinds config when the directions are all in one axis?
There will only be one prefab but the settings for it will specify the dropped vs worn model
It will look like itās in the ground on prefab but on the right go to bones youāll see itās rigged
Why does removing a dependency from a mod and uploading it to the workshop show that the dependency has been removed but when you restart a server it still loads the mod that was removed. How can I get around this without duplicating the mod and upload as a new mod?
IT STILL HAP_POENING
AAAAAAAAAAAAAAAA
remade whole thing from scratch directtly on blender exported to workshop and half my wing is invisible
im seriously lost
trash software
fck this i tried for 5 day straightto make a mod o nthis stupid ass game lol
cant even publish it
How experienced in blender are you?
Might be miscalculated normals
There is a keybind shortcut you can press to recalculate all normals
Assuming the problem is that the game simply renders with backface culling on and thus some of your faces disappear
And not to throw terms your way, but you'll need to make sure your models are manifold instead of non-manifold
remade model in blender and i think ive heard the word normals about 100 times and also tried fixing them 100 times
pretty sure keybind youre talking about is alt n btw
This is a tribute to Earth's first super predator, and without doupt the strangest predator to ever live, anomalocaris. The song is Bring me to life, and is by Evanescence.
This is my first tribute vid, so I hope you like it. And as always, all pictures belong to their respective owners.
i got around it by copying one side to the other, not really a solution but its not completely see through anymore
def bugged out
now i put base helicopter i put my mesh on copied huey icon data over and when i try to start engine game crashes
anyone have any clue?
Do you have colliders on it?
Maybe try adding a Solidify Modifier to the mesh at 0.00001
Go into blender and check off show face orientation. Your faces could just be inverted. If thatās the case itās as easy as flipping the normals
if the outward face is red. itās inverted
After that itās as simple as Highlighting the faces, opening mesh, scroll down to normals, flip.
appreciate the normals face hitng guys but it has been suggested to me many many times and it doesnt seem to be the issue i have followed all those steps on multiple occasions
no colliders on it
now i put base helicopter i put my mesh on copied huey icon data over and when i try to start engine game crashes
anyone have any clue?
haven't checked on the fixed wing air craft mods in while, what happened? why do they not work? or is it just me
hey bro i think you need to flip your normals
1.6
Hello is there a way to make the doors to auto open when a friendly faction vehicle is at the gates?
thanks for the mention moron
I preferred the first version 
me too
probably get someones panties in a bunch
i can never speak how i would in real life on here heheh
Nothing base game component it would have to be scripted, I know itās possible as someone I know made a script to open a gate on press of a button when players in a car and in range
i would want to knoe how ;D
There are a few ways you can go about it, but I think the easiest route would be creating a class that inherits from either SCR_BaseTriggerEntity or ScriptedGameTriggerEntity, and then overriding the OnActivate & OnDeactivate methods with your own custom logic. In OnActive, you can check if the entity's faction is friendly and make a call to SCR_DoorUserAction.UseDoorAction() to open the gate if they are.
is publishing down?
even adding loot to a fuckign container is a shit show
why?
all my items dissapearing intermittently now
hahaha
its always down
oh look my building randomly not showing up leaving behind all interior entities what an amazing piece of machinery
Watch it with the language and approach to your messages already. It promotes similar ones too. Follow the discord server rules or moderation will be done.
Gamedev is 20x harder than everybody wants it to be. The issues are not with the engine, the issues are with you not understanding how to use it because you haven't put hundreds or thousands of hours into it yet.
guys can you help me?
thats a dumb take
very one sided
MarioE according to you you would begin work on the cloudflare issue immediately, ive read recently this issue has been going on for months if not a year already?
i paid for this
are you guys forgettign that?
...
Arma Reforger is rated M for Mature (17+) by the ESRB due to blood, strong language (including the F-word), and violence, with content warnings for frequent intense violence and bad language, but supports many languages for screen text and has English voice acting. The game features intense combat with military firearms and vehicles, with its mature content stemming from realistic warfare and player interactions, not sexual content.
i wont do it again its just funny
i would know i picked up this language in the army
womp
all you can do is react?
say something lol
im not going to use bad language just complain about a broken game i purchased
clown
What do you want me to say? I'm just observing my man
Sorry didn't mean to scare you š¤
Nah just find people like you funny, anyways I won't congest this chat - feel free to carry on lol
congest this chat
feel free my liege
carry on
day 14 of trying to upload a simple 100 mb mod to arma reforger
i am runnign low on data
What country are you in out of curiosity?
Change your DNS as a test and see how it goes. This has helped some people.
im sure this is being caused by a item in the arsenal being enalbed when it should be disabled is that what causes this error ?
Virtual Machine Exception
Reason: NULL pointer to instance. Variable 'itemEntity'
Class: 'Bacon_GunBuilderUI_Cache'
Function: 'GetPrefabsForCharacterWeaponSlot'
Stack trace:
Scripts/Game/BaconLoadoutEditor/GunBuilderUI_Cache.c:481 Function GetPrefabsForCharacterWeaponSlot
Scripts/Game/BaconLoadoutEditor/GunBuilderUI_Cache.c:589 Function GetChoicesForSlotType
Scripts/Game/BaconLoadoutEditor/M4Test_GunBuilder.c:1419 Function CreateOptionsForSlot
Scripts/Game/BaconLoadoutEditor/M4Test_GunBuilder.c:786 Function HandleChangedSlot
Scripts/Game/BaconLoadoutEditor/M4Test_GunBuilder.c:683 Function OnEditedSlotChanged
Scripts/Game/BaconLoadoutEditor/GunBuilderUI_ListBox.c:162 Function OnClicked
Scripts/Game/BaconLoadoutEditor/GunBuilderUI_MultifunctionSlotUIComponent.c:427 Function OnClick
Anyone know if British Forces have template textures for making things like custom berets?
uh oh
i think it says loud, m4 test is the issue
tried to make a new project and got this issue anyone has an idea ?
( i just formatted my pc so i have no files to select )
It's caused by an item being setup not like vanilla, so either use the loadout editor without badly made item mods or dont use loadout editor pretty much is the choice
is it because they are scr_entitycataloginventoryitems instead of scr_entitycatalogentry?