#reforger_workbench

1 messages Ā· Page 21 of 1

surreal ether
#

Asking about this once again since I didn't get a response

balmy shell
#

This worked for me on an override of that same prefab (Character_Base.et). Are you still having issues?

past dune
balmy shell
#

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

balmy shell
past dune
hearty granite
#

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

balmy shell
cloud zenith
balmy shell
acoustic ruin
#

you can't upload to workshop if you have speed lower than 1.5Gb/2min ? that's dumb

keen bobcat
acoustic ruin
keen bobcat
#

Yeah to see at night or in the dark, they are the reason we now have nightime grain.

acoustic ruin
#

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

keen bobcat
acoustic ruin
#

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

keen bobcat
#

It is a lot more complexed than that.

BI is working on it we just have to wait.

real nest
#

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.

fathom harness
#

What is the official rules for nesting folders / layers now? No nested folders right?

hearty osprey
#

Would anyone know how to make character inventory persistent please the clothing and character are but not the inventory

tidal girder
#

what settings do I need to adjust to move the preview item higher like in vanilla clothing? (refer the white lines)

pale oak
keen bobcat
unborn acorn
#

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.

civic birch
#

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

real nest
#

Is there somewhere i have to register the prefab and such

#

I’ve 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 didn’t work

balmy shell
#

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

steep compass
#

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.

steep compass
steep compass
#

Most I've messed with it.

remote estuary
frosty egret
#

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.

fathom harness
#

Any way to get Server Localhost to be checked by default?

final comet
#

any clue why the project is timing out when trying to be published?

dusky drift
nocturne grotto
#

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?

meager belfry
#

I don't think there's an empty world for Kolyguyev

nocturne grotto
meager belfry
#

It's not difficult but can take a while depending on the machine (I'd guess anyway)

nocturne grotto
#

I wish there was a more streamlined way of doing it.

vocal isle
meager belfry
hushed veldt
#

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.

vocal isle
harsh stratus
#

Anyone else have trouble loading modded worlds and crashing workbench?

hushed veldt
vocal isle
#

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?

turbid comet
#

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

real nest
#

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?

real nest
onyx wasp
#

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

vocal isle
steep compass
#

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.

onyx wasp
harsh stratus
#

Anyone know why when I open new windows to edit a prefab,it don’t pop right up and I have to minimize the main window to see it then it won’t let me edit the prefab like it freezes the window.

hushed veldt
harsh stratus
#

I know I was able to fix it at the moment just shutting down the whole pc and coming back to it

tidal girder
#

You just have to alt tab it. If you have photoshop running, just click on photoshop in the taskbar and click on enfusion again.

lone orbit
verbal thistle
#

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?

clever garden
#

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.

clever garden
#

SORTED. All done.

fiery stone
#

erm....

stray willow
#

Trying to import "Eden" to "Empty eden" it crash me bcs of 23 GB ram peak what fa hell

tough mortar
clever garden
#

Really easy

stray willow
#

Try this

topaz fractal
gaunt raven
#

does anybody know how to add people to a project?

hearty granite
rapid echo
#

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?

fathom harness
sharp juniper
#

the new windows 'switch virtual desktop' keyboard shortcuts are the same as the debug menu, what a pain in the ass

final comet
#

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?

vocal isle
steep compass
molten sable
#

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

vocal isle
#

What's the different between these two classes, *SCR_ActionContextUIInfo *and *SCR_ActionUIInfo *for the ActionsManagerComponent?

cloud zenith
vocal isle
cloud zenith
velvet lynx
#

anyone ran into this when uploading a mod?

#

any fixes?

meager belfry
#

Pray to the CloudFlarians and hope for best afaik šŸ™

final comet
dim jolt
#

does anyone know if build mode can interact with buildings instead of the terrain?

wild snow
#

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: ""

stable oxide
#

just read what u send

proper lily
#

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?

velvet lynx
#

few other guys I know have too

edgy dagger
#

y'a un francais qui est chaud pour ouvrir avec moi un serveur arma ?

clever garden
#

Im getting a publishing issue

#

Anyone know why?

vocal isle
#

Scenarios need to have those items set in the mission file IIRC

clever garden
#

I tried everything and couldn't get it to publish.
Removed the images in the mission header config file and it published..

vocal isle
molten sable
#

When I go to Plugins/Gamemode Set Up/Conflict, I get this error

meager belfry
# clever garden

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 šŸ™‚

tidal girder
#

Does anyone knows how the SCALE setting works? I tried putting 0.5, but ingame the size does not change

final comet
vocal isle
final comet
#

ah okay thanks for this... defo shouldn't be this difficult to make the start vech's not point towards the hq tent haha

velvet lynx
#

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

tidal girder
tidal girder
velvet lynx
#

Near enough everything I can make things bigger by doing that

tidal girder
#

It's an RHS patch. I want to make it smaller actually

velvet lynx
#

Stops for me making things more smaller at a certain point

tidal girder
#

I see.. okey thank you for the tips 🫔

tidal girder
#

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...

tight dune
#

is using vertex colors so I'm afraid there might be no way to do it

pearl rose
#

Sup @mortal widget,
any plans for adding rotor collisions on your CH-53?

molten quarry
#

guys im getting this error while publishing

#

what do i do

#

this is fourth time it happen

final comet
dusk sundial
final comet
#

Yeah man it's hell

#

šŸ‘†

dusk sundial
keen bobcat
# dusk sundial 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.

broken tundra
#

Any idea how to create an already damaged vehicle?

tough mortar
#

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 blobcloseenjoy

#

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);
    }
}`
misty lagoon
#

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.

cinder verge
#

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?

tough mortar
potent stump
#

Good evening, everyone. I’ve run into an issue: when I change the bullet’s characteristics, the scope doesn’t adjust to the changes. I thought regenerating the bullet’s ballistics would fix it, but that didn’t help either. Does anyone know how this can be fixed?

sturdy vault
#

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.

mental badger
#

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

grand venture
#

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"

meager belfry
#

I get this error top b8t I just ignore it haven't had any issues

frank token
#

hey why cant i select the material in blender for a UTM anymore?

grand warren
#

@fiery imp

hollow plank
#

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.

steep compass
grand venture
#

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

sleek mulch
#

Hello, is there any progress regarding error 524? For over a week now, my upload has been stuck between 75-90%.

molten sable
hearty osprey
molten sable
#

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 didn’t take a screenshot so I could cry about it later

hearty osprey
balmy shell
#

Should be able to check once I get to my Pc

balmy shell
#

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.

molten sable
balmy shell
#

Even once they're capped?

molten sable
balmy shell
#

Hmmmmm, I don't really build scenarios so that's the extent of my knowledge. Sorry I couldn't help you figure it out šŸ’”

dull bane
#

Is this the correct channel to find answers for Reforger Tools crashing when I try to open a project, or create a new project?

peak cedar
#

Yep

dull bane
#

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

dull bane
# peak cedar Yep

and are you the guy who made the PvE mod? If yes, you rock, thank you, lol.

peak cedar
shy panther
#

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?

mental badger
#

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?

vocal isle
#

Also, don't use a folder that OneDrive syncs or you will have problems every single day

dull bane
# vocal isle Also, don't use a folder that OneDrive syncs or you will have problems every sin...

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

muted breach
#

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

vocal isle
muted breach
flat saffron
molten sable
past dune
tough mortar
#

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

toxic relic
#

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

tough mortar
toxic relic
#

because from what i understand. the loadout manager is connected to the conflict game mode

tough mortar
toxic relic
# tough mortar 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.

toxic relic
meager belfry
#

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

tough mortar
#

yeah does sound a bit like an issue with faction assignment

#

either on the spawnpoints or the players

toxic relic
#

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

tough mortar
#

have you got any loadout manager setup yet?

toxic relic
#

not at all, I guess that might be where i need to start.

#

its not exactly detailed for that part in the documentation....

tough mortar
#

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

toxic relic
#

i will look into it, thanks.

tough mortar
#

same goes for loadout manager - there are prefabs that will match the factionmanager prefabs you can use

tough mortar
#

I notice that assigning an AI entity as leader of an SCR_AIGroup doesn't really seem to be a thing?

glass holly
#

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.

neon ore
muted breach
# cloud bloom Vscode and json copy pasta

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

muted breach
vocal isle
toxic relic
# tough mortar same goes for loadout manager - there are prefabs that will match the factionman...

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```
static shale
tough mortar
# toxic relic alright i got both set up. I already had faction manager set up beforehand and a...

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

toxic relic
#

Ok, what exactly do i need to do to achieve this. Unfortunately, scripting is not really my expertise

tough mortar
#

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".

limpid lion
#

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.

tough mortar
sturdy vault
#

Someone have problems with Upload a mod?

#

i need port Forwarding?

echo raptor
#

could anyone help me make water above the sea level in the workbench?

atomic dune
echo raptor
#

aaah thank you by chance do you know a link to a tutorial to do that

dusk oyster
#

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

knotty oar
#

can you toggle ocean to be hidden?

patent moth
#

Anyone know of any good body/helmet camera mods that still work after 1.6 ?

heady edge
#

What should I do?

keen bobcat
keen bobcat
heady edge
keen bobcat
#

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 ?

heady edge
#

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:2305843009213693954

Function: 'Init'
Stack trace:
scripts/Game/Editor/Entities/SCR_EditorImageGeneratorEntity.c:173 Function Init
scripts/Game/Editor/Entities/SCR_EditorImageGeneratorEntity.c:195 Function EOnFrame

keen bobcat
#

Hmm iv had this issue before way back in the day, can't remember how I fixed it.

Are you following the tutorial?

heady edge
keen bobcat
#

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.

heady edge
keen bobcat
past dune
#

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

real nest
#

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.

pale badge
#

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

vocal isle
past dune
vocal isle
opal belfry
#

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.

bright breach
#

Hi guys, I’m 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

livid swallow
#

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

carmine geyser
#

How do i fix WB freezing for 10 seconds when switching between script editor and world editor?

tough mortar
fathom harness
near flame
#

nice ))) Thank you Bohemia ) Peace to the world

#

ā¤ļø

winter patio
#

is it possible that workbench can just remove or delete you project folder? has anyone else had this happen?

winter patio
# near flame 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

shy oar
near flame
plucky sorrel
#

I’m having the issue that a mod that is active and all in the files won’t scan onto EnFusion but is playable on local host 🤣

#

Any fixes would make me a happy man

analog robin
#

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

dark tendon
shy oar
#

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.

true aspen
#

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

brisk plank
#

Hi there!
Maybe it’s a dumb question, but does anyone know how to fix this?
I don’t know how or why the game resets the default Heading, Author, and Text. However, the image and server preview work correctly.

lethal mirage
#

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?

vagrant briar
#

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.

fathom harness
#

Can I seriously not make it stay in 16:9 camera in world editor?

#

Getting mf annoying

tough mortar
vocal isle
minor warren
#

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?

vocal isle
proper lily
#

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?

ashen sierra
#

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? thonk

signal warren
#

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

vocal isle
wraith wave
#

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

proper lily
#

And is this the right one?

nocturne edge
#

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.

pulsar dragon
#

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.

mild nacelle
#

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

vocal isle
patent charm
#

how to fix after new update ? lol

real sentinel
#

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?

stiff dagger
#

if you’ve altered anything with the help it may have messed with the point info for the seat, try positioning it with the offset

#

@real sentinel

real sentinel
stiff dagger
#

once you select offset you’ll see an XYZ axis move item. Use that to position the point to the seat

#

i’m not horribly familiar with aircraft, but in your Pivot ID dropdown, is there an option that’s just labeled ā€œpilotā€ instead of pilot idle?

real sentinel
#

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.

wraith wave
#

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?

narrow isle
#

Hey guys, how much power do we have to change shaders in the workbench? basically looking for editing/creating compute, geometry, vertex or pixelshaders

errant hazel
#

Hey, how do I resize the black world boundary box in the Reforger Workbench? Mine is cutting through my island.

fathom harness
real sentinel
#

Is there a way to slow time in WB/Armavision for cinematic purposes? To make slow motion stuff.

errant hazel
fathom harness
twin elk
#

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

fathom harness
#

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.

signal warren
#

Hey guys I have a question gives a way to work on a map with friends?

toxic relic
reef pivot
#

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

shy oar
#

Has anyone ever encountered this error? It occurs while trying to load my own mod with Addon mods?

shy oar
shy oar
signal warren
#

Guys have anyone a fix my strees are broken?

narrow grove
#

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?

signal warren
#

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.

narrow grove
signal warren
#

If something ā€œmajorā€ was removed, you usually don’t fix it by randomly deleting tons of files—you 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.

narrow grove
#

like i just changed the satmap and that loading started, i totally did not remove any textures and etc

signal warren
#

Okay, is the size of the satmap the same as on your map?

narrow grove
#

how do i check the size of the map rn?

signal warren
narrow grove
#

is there any problems or everything is fine

narrow grove
signal warren
#

There is a discrepancy, but you’re still missing textures. I don’t think those have anything to do with the satmap.

narrow grove
#

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

narrow grove
signal warren
#

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, you’ll have to redo everything.

#

You can always buy models on CGTrader if you want to add something yourself. It’s kind of annoying because it’s a lot of work, but that’s honestly the better recommendation modders are unpredictable, you never know what might get removed.

midnight wigeon
shy oar
unreal plover
#

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

atomic dune
#

Hey does anyone know why my Diag menu all of a sudden isn’t opening (I’m windows 11)

#

Never mind should have also mentioned I’m a Razer keyboard owner

#

Gaming mode disables itdv_frogKekOwO

neon ore
signal warren
# midnight wigeon Lol it's 100% predictable, if you do no research and buy stolen models it will g...

Yes, of course you have to do that and inform yourself about it I’m 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 that’s what I wanted to pass on to him. I was not talking about stolen models.

#

I hope I’ve been understood better now.

signal warren
shy oar
golden tendon
#

Can anyone tell me if this is normal?

plucky sorrel
#

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.\

vocal isle
# golden tendon

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.

fast basalt
acoustic ruin
# fast basalt 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?

fast basalt
#

No

#

At least none that say they do

acoustic ruin
#
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

fast basalt
#

Wierd

#

I honestly have no idea what could be deleting it

acoustic ruin
#

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

fast basalt
#

Could having a mod that is no longer in the config file, but still stored on the server cause this?

acoustic ruin
#

I wouldn't know anything about that

fast basalt
#

Ok, thanks for the help though

acoustic ruin
#

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

unreal plover
#

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

peak cedar
#

I think they took it out

unreal plover
#

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?

frank token
#

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

peak cedar
peak cedar
frank token
#

hmm i didnt realize it was that mod

brittle dirge
#

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

balmy cradle
#

and not allowed anyways, would get insta-banned if you tried

brittle dirge
#

crazy

#

they allowed it for arma 3

brittle dirge
#

like it doesn't infringe on their IP since it's being used within it's own community under fair use

vocal isle
#

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 šŸ™‚

brittle dirge
#

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

brittle dirge
#

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

brittle dirge
#

???

atomic dune
neon ore
#

Its breach on EULA on both

#

Beware @vagrant beacon, keep an eye

brittle dirge
#

im aware it wasnt a breach of the eula shrugpack

#

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 🤷

vagrant beacon
#

you are 100% wrong about this

#

and this gets you banned from here

brittle dirge
#

think i guess

vagrant beacon
#

I know

brittle dirge
#

like i understand like BI has to make money from it's DLCs but when it comes to making UGC for the game

vagrant beacon
#

they key word here is make

#

not take

brittle dirge
#

adding my own models onto a pre-existing model isn't really taking

vagrant beacon
#

it is

brittle dirge
#

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

vagrant beacon
#

but since you have no shame even about it and insist you did nothing wrong. you are out.

#

permannently

brittle dirge
#

😭😭😭

vagrant beacon
#

!ban @brittle dirge 0 ripping Arma models.

half belfryBOT
stable oxide
#

šŸ’€

ebon quail
#

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.

reef ferry
#

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

ebon quail
reef ferry
#

you cannot export reforger’s content or other’s 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

ebon quail
unreal plover
#

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!🫔

spring harness
#

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.

quiet wyvern
#

What does this mean DEFAULT : Checking pending workshop invites... DEFAULT : Pending workshop invites request done (1)?

vagrant beacon
quiet wyvern
#

so that means im contributor to something?

#

(or to myself)

fathom harness
fathom harness
#

They will automatically get the new attributes or whatever whenever reforger updates them.

vocal isle
prisma nymph
#
BACKEND   (E): [RestApi] ID:[8] TYPE:[EBREQ_ANALYTICS_SendEventSR] Error Code:503 - Service Unavailable, apiCode="", uid="", message=""
narrow temple
ebon quail
#

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?

narrow temple
stray willow
#

Just retry, and retry, and retry, for me it worked 200 MB upload.

narrow temple
#

Is this a normal error or did I break something?

cloud zenith
narrow temple
cloud zenith
#

Uhhh

narrow temple
#

the guid it gave me was the project I had open lmao

cloud zenith
#

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.

narrow temple
#

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?

narrow temple
spring harness
golden tendon
#

Is anyone else experiencing the problem of World Editor crashing when trying to load a file?

vocal isle
vocal isle
heavy wigeon
#

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

vocal isle
ebon quail
# narrow temple getting the same right now, was fine all day until last 20 minutes or so. Think ...

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

vocal isle
#

AF x 2 hours in AF workshop is about right to be decently skilled in it, btw

ebon quail
# vocal isle Does it work okay in the 3d viewport in Arland? I use that to make sure everythi...

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

acoustic ruin
#

They need to fix it, but it's because you are limited to 2 mins

#

or at least some people's connections are

sleek mulch
solar viper
#

Can we scale size of UI independently from system? Workbench is smaller than anything else on my system, difficult to read

shy oar
#

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.

spare swift
#

Any working mods or methods to remove the GM Voting system.

sleek mulch
shy oar
fading edge
shy oar
# fading edge help

I believe that's a backend issue with Cloudflare. You will probably need to wait for CF to fix it.

fading edge
shy oar
#

Let me check if I can upload a mod.

fading edge
#

sooo closeee

#

I can upload leass than 100 mb anything over gl

shy oar
#

Ah yea I get the same error too.

fading edge
#

thoughts?

shy oar
fading edge
#

its a pew pew

shy oar
#

Like I know its a pistol, but what thoughts do you want on it?

fading edge
#

Operational

#

says my city is operational

shy oar
stoic wigeon
#

When I launch the prefab editing plugin, my world ends up black. Any ideas why this is happening?

shy oar
#

If that doesn't work you could try resetting to default

wraith wave
#

Has anyone actually ever gotten PeerTool to run successfully? If so please let me know how. At this point I’m assuming it’s just a broken and unusable plugin… (for the record, I’ve 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

lethal mirage
remote estuary
cinder verge
#

How can i fix Hierarchy/flat issue? I can't access components when i using hierarchy.

unreal plover
#

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

unreal plover
#

And another question. How do I fix Publishing project. Please wait... that is endless?

unreal plover
#

Does it happen often?

orchid shale
unreal plover
dull bane
#

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.

dull bane
#

I am already balding, and I was speeding up the process, thanks for the quick reply.

stoic wigeon
#

Starting again resulted in the following error when try using the edit prefab plugin

tough mortar
stoic wigeon
#

I threw down a GenericWorldLightEntity and now I can see

stoic wigeon
tough mortar
#

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

ember storm
#

I genuinely wish I could understand Reforger Tools. I mean I have all the stuff necessary to run it. But I don’t know why my brain can’t wrap itself around the way it works. I want to create a map, however I don’t even know where to begin.

fathom harness
vernal quail
#

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

stable oxide
#

make gun

#

or car

#

or clothing

#

or add smth stupid

ember storm
#

My path is map creation. I have a map in mind.

balmy cradle
#

I'd start with something simpler

#

Terrain creation is probably one of the more time-consuming things to complete

ember storm
#

Time isn’t the issue.

balmy cradle
#

If time isn't the issue, then take time to learn simpler things to get a hang of the tools šŸ˜„

#

Trying to jump from level 0 to level 100, gotta do some stuff inbetween

signal notch
#

what tool do you use to update maps buildings and roads?

balmy cradle
#

World Editor?

signal notch
#

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

balmy cradle
#

roadnetwork generation tool?

shy oar
eternal gorge
#

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

eternal gorge
#

same with @unkempt valley 's M60 M151A2 but looks like he worked around by disabling the UI rather than fixing the issue

signal notch
fervent crown
#

Does anyone know what might not be working? The prefab does exist, and so does the configuration.

cloud zenith
#

"Did not find loadout by name"

#

Meaning it expects the name of a loadout.

#

You gave it a resource name.

fervent crown
#

I tried also just with the name

cloud zenith
#

It has to be a name from the loadout manager.

fervent crown
#

From the loadout manager ? where can i find it ?

cloud zenith
#

it should be in your world, exactly like your faction manager.

shy oar
#

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.

fervent crown
cloud zenith
slim flame
#

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?

fervent crown
cloud zenith
signal notch
shy oar
unreal plover
#

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

cloud zenith
unreal plover
#

{
"modId": "671EFB81E54BA0D4",
"name": "A",
"version": ""
},
{
"modId": "66EC1BC5F2F06BB2",
"name": "B",
"version": ""
},
{
"modId": "668D4E5839894782",
"name": "C",
"version": ""
}

What is load order?

cloud zenith
#

Last first, I just told you that.

unreal plover
#

Does the mod list on joining a server show the loading order or it's random there?

unreal plover
#

What if I override vanilla, not the prefab, that overrides vanilla?

cloud zenith
#
{
    "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.

unreal plover
#

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

cloud zenith
#

Those added components will get stacked

#

If you want to not use their components you must use their mods as dependencies and remove them.

cloud zenith
#

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": ""
}
unreal plover
cloud zenith
#

Their version of the prefab IS THE VANILLA prefab, except with their alterations.

unreal plover
#

It did not transform into a deployed radio

unreal plover
cloud zenith
#

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

unreal plover
#

But how do I remove that functionality?

cloud zenith
#

By removing whatever they did to it?

#

Idk, I have 0 idea what they have done to it.

unreal plover
#

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

cloud zenith
#

mod the same class, and call vanilla in the function thats being overridden

unreal plover
#

And loading order will decide which mod class will be used?

signal notch
shy oar
cloud zenith
shy oar
cloud zenith
#

I can only assume that's what he was referring to

shy oar
#

Thats what I was guessing too, just wanted to be sure.

signal notch
shy oar
# signal notch

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.

unreal plover
#

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

fleet kite
#

where can I find the conflict compositions like arsenals?

meager belfry
plucky sorrel
#

jeeeez uploading mods today has been a pain

#

6 hours of trying and no cigar

leaden cypress
plucky sorrel
#

I’m coming over

peak cedar
#

I usually never have problems but it was noticeably slower yesterday!

dapper tide
#

hello guys anyone know how to stop slotted item from scaling to parents size when attached?

graceful pawn
#

Any API issues today with uploading mods?

sturdy hound
#

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

dapper tide
#

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...

dapper tide
#

i really appreciate it sage ill try it now, awesome how you highlighted everything couldnt have asked for better

dapper tide
#

i cant figure it out been at it all freaking day ahhhh

fleet kite
#

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?

open sky
#

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

unreal plover
sturdy vault
#

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: ""

sturdy vault
#

is workshop down?'

sturdy vault
#

Error 524

#

its 992mb, let me upload please

remote estuary
#

no

keen bobcat
toxic relic
#

what happened to base building prefab lists in SCR_CampaignFaction? They are no longer available on my workbench

unreal plover
fleet kite
#

anyone else having issues uploading

latent echo
fleet kite
#

same here

#

reforgers servers are ridiculous

latent echo
fleet kite
#

i was able to upload now i think its down again

sturdy vault
#

yep

#

it think is down

narrow totem
#

Enfusion is running fine for me

cyan abyss
undone sparrow
#

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

sturdy vault
#

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.

dapper tide
#

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

spring ridge
#

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? 😭

balmy cradle
spring ridge
#

Yeah ive tried that too šŸ™

balmy cradle
#

Are you doing it in the direct parent directory of the mod project?

#

And does your mod project have a .gproj file? (I think it’s .gproj, I could be wrong)

sturdy vault
#

3 days triying to upload 1gb

#

can i export the mod localy, for personal testing?

stable oxide
#

wdym personal testing

#

u can test in workbench

dapper tide
#

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

stable oxide
#

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.

dapper tide
#

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?

stable oxide
#

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.

stable oxide
dapper tide
#

yeah ive had an issue with gamemaster acting differently in the workbench. my scaled vehicle would only revert back to its size in game

stable oxide
peak cedar
#

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.

lusty parcel
#

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?

dapper tide
#

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

dapper tide
#

the wiki claims it can be ignored but im not seeing my mod being published and the error just closes the diag screen

tidal girder
#

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.

mental badger
#

hey guys

Any ideas on what i can do to clear these empty entitycatalogues

tidal girder
#

use the minus symbol. beside the plus sign that you use to add them in the first place

hearty tiger
#

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?!

wet shard
#

can i rotate all objects together? any idea?

i can rotate only 1 object...

final bluff
#

Why "show in explorer" not working anymore?

fathom harness
final bluff
fathom harness
final bluff
#

i see, thanks

dapper tide
#

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

— 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

— 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

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

dapper tide
#

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

dapper tide
#

i have been following that yes

neon ore
#

Can you share full log

dapper tide
#

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

neon ore
#

Share the whole log file pls

#

You can send it to my dms

dapper tide
#

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 🄲

neon ore
sturdy vault
#

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.

snow eagle
#

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.

spice rapids
#

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

neon ore
unreal plover
#

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

tidal girder
#

How can you change/generate the preview image like that? The pose looks similar to the vanilla ones...

stable tangle
#

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

snow eagle
midnight wigeon
neon ore
#

I do it mechanically so I am not sure at this moment šŸ˜… . Try with left shift + ~

#

It is that, yes

snow eagle
snow eagle
stable tangle
#

seems to work now

snow eagle
# neon ore No

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?

random briar
#

Why isn't my GM scenario saving to my dedicated server?

balmy cradle
#

wait till you get an error every frame and it fills up

blazing harbor
#

Hello, sorry in advance if this is the wrong channel

I’m brand new to modding so I’m starting off trying to do something I assume is relatively easy to get used the the workbench but I’m not sure what I’m 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 I’m going wrong?

fathom harness
dapper tide
#

is ther any updated info on car creation? cant find much and the wiki says needs to be updated

turbid herald
#

Hi
I have an issue with my vehicle. I can find it manually in catalog, but not through search. What should I change?

turbid herald
#

Ok my bad, didn't add localized text

eternal gorge
#

Anyone know where to find the scenario properties in workbench? I want to disable killfeed by default.

balmy cradle
mental badger
#

Hey guys im working a grampsrework modification aresenal etc

Few questions

  1. 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

  2. if Gramps updates his mod what is the best method for me to upgrade to his latest update?

dapper tide
#

still unable to publish

upbeat quest
dapper tide
#

anyone know why this happens when i export from blender?

mental badger
pseudo lake
# dapper tide

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)

dapper tide
#

tried that, still same issue, i heard someone mention baking texture because default blender one wont be read?

balmy shell
#

Yeah, thats like the first thing I try when I have an issue with an unknown cause šŸ˜…

severe plaza
#

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?

blazing harbor
stable oxide
vocal sorrel
#

Been fighting with this for a week. I’ve created a EveronxArland conflict map, now I’m trying to add zombies to it using Bacon Zombies. Is there a way to place an auto spawner for the entire world?

dapper tide
# stable oxide thats faceorientation issue

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 -_-

stable oxide
#

snd check

#

if it shows in enfusion

dapper tide
#

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

upbeat quest
dapper tide
#

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

upbeat quest
#

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

dapper tide
#

yep about 100 times

#

lol

#

but admitedlly i imported this into blender form paint 3d

#

so im guessing it didnt like that

upbeat quest
#

If you turn on backface culling view in blender does it look right?

dapper tide
#

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

upbeat quest
#

Tick that backface culling

dapper tide
#

its also inverted

#

it looks invisible

#

but when i export it it looks fine

upbeat quest
#

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?

dapper tide
#

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

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short vid incoming showing it

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so enfusion says its red and inverted. but the end result is correct

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im trying to figure out why

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dont look at the wings though solely the engine

upbeat quest
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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

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But it's definately inverted in blender at the moment

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You have the plugin right?

dapper tide
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i dont, when i tried downgrading blender to 4.x it broke all my .blend files and couldnt be opened

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i read that was only version supports arma plugin

upbeat quest
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Ahhh didnt see your on 5.0. Yeah it will be weird trying to run new files on older versions

dapper tide
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i can try reimporting paint to downgrade blender though

upbeat quest
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If your not on Steam's blender you can have two versions at once

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I have both 4.5 and 5.0 for different tools

dapper tide
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currently on steams, hmm i will give those thigns a shot though

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i havent even gotten to colliders yet :;(

upbeat quest
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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

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It does make colliders etc easier to do

dapper tide
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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

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i guess once its in workbench shouldnt be an issue

upbeat quest
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yeah this is why I work off one file and keep a git to periodically push versions incase I need to go back kekw

dapper tide
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the stuff of nightmares lol

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will def be keeping backups of everything once its done

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thanks for the input m8

upbeat quest
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no worries

dapper tide
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only thing i have active is the leaf bones

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different

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i saw that in the wiki i tried matching setting as well

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:/

ornate cobalt
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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.

upbeat quest
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You can't edit base-game XOBs, only yout own

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You can duplicate/inherit prefabs though but thats only gonna work in chinstrap is a seperate model

ornate cobalt
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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.

upbeat quest
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There is no drop model prefab just a separate xob

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The prefab tells it which worn and drop model to use

dapper tide
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i had to resrot to learnign the blender basics and making it from scratch... im not happy about it but ....

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if this imports wonky i might cry

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right after throwign my pc in a river

ornate cobalt
# upbeat quest The prefab tells it which worn and drop model to use

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

severe plaza
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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?

upbeat quest
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It will look like it’s in the ground on prefab but on the right go to bones you’ll see it’s rigged

serene moss
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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?

dapper tide
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IT STILL HAP_POENING

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AAAAAAAAAAAAAAAA

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remade whole thing from scratch directtly on blender exported to workshop and half my wing is invisible

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im seriously lost

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trash software

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fck this i tried for 5 day straightto make a mod o nthis stupid ass game lol

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cant even publish it

acoustic ruin
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Might be miscalculated normals

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There is a keybind shortcut you can press to recalculate all normals

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Assuming the problem is that the game simply renders with backface culling on and thus some of your faces disappear

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And not to throw terms your way, but you'll need to make sure your models are manifold instead of non-manifold

dapper tide
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remade model in blender and i think ive heard the word normals about 100 times and also tried fixing them 100 times

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pretty sure keybind youre talking about is alt n btw

dapper tide
dapper tide
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i got around it by copying one side to the other, not really a solution but its not completely see through anymore

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def bugged out

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now i put base helicopter i put my mesh on copied huey icon data over and when i try to start engine game crashes

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anyone have any clue?

graceful pawn
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Do you have colliders on it?

graceful pawn
stiff dagger
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if the outward face is red. it’s inverted

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After that it’s as simple as Highlighting the faces, opening mesh, scroll down to normals, flip.

dapper tide
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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

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no colliders on it

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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?

humble scarab
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haven't checked on the fixed wing air craft mods in while, what happened? why do they not work? or is it just me

ornate cobalt
stable tangle
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Hello is there a way to make the doors to auto open when a friendly faction vehicle is at the gates?

dapper tide
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thanks for the mention moron

upbeat quest
dapper tide
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me too

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probably get someones panties in a bunch

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i can never speak how i would in real life on here heheh

upbeat quest
stable tangle
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i would want to knoe how ;D

balmy shell
# stable tangle 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.

sage tapir
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is publishing down?

dapper tide
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even adding loot to a fuckign container is a shit show

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why?

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all my items dissapearing intermittently now

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hahaha

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its always down

dapper tide
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oh look my building randomly not showing up leaving behind all interior entities what an amazing piece of machinery

neon ore
fathom harness
fallen vault
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guys can you help me?

dapper tide
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thats a dumb take

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very one sided

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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?

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i paid for this

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are you guys forgettign that?

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...

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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.

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i wont do it again its just funny

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i would know i picked up this language in the army

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womp

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all you can do is react?

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say something lol

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im not going to use bad language just complain about a broken game i purchased

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clown

meager belfry
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What do you want me to say? I'm just observing my man

dapper tide
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you pretty much just said clown

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is that it?

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exactly

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useless and scary

meager belfry
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Sorry didn't mean to scare you 🤭

dapper tide
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you must be 12 actually im sorry

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heeheee

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why cant i still upload my 100 mb mod

meager belfry
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Nah just find people like you funny, anyways I won't congest this chat - feel free to carry on lol

dapper tide
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congest this chat

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feel free my liege

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carry on

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day 14 of trying to upload a simple 100 mb mod to arma reforger

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i am runnign low on data

stoic wigeon
mental badger
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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

celest ice
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Anyone know if British Forces have template textures for making things like custom berets?

plain veldt
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i think it says loud, m4 test is the issue

obtuse radish
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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 )

remote estuary
mental badger