#reforger_workbench
1 messages · Page 22 of 1
ah ok
Its RHS for context btw
im changing their class in the arsenal atm so ill let you know if that works
Hey dudes.
I had a question but couldn't find the answer.
Someone recently told me that I may have the "script debugger" turned on in the world editor or workbench and that might be causing my workbench to take a while to load when going in/out of game in the world editor.
Does anyone know about this debugger and where I could turn it off?
The person in question told me it was in one of the option menus or something for the Workbench, but I couldn't seem to find it.
Hey guys, I would like to change movement speed etc, so I opened mod working with that to see, where to look, but all I have found is this. I have no idea how to edit those properties. I need to change movement speed, maybe jump height, fov would be great too. Any help please? Thanks! 🤟
Hello,
I’d like to create a kind of MOB (HQ) for my Conflict game mode, but without using the flag tent, or alternatively a radio source that imitates an HQ for a faction.
Does anyone know how to do this?
Hi i get this DEFAULT : Using autosave directory:.../AppData/Local/Temp/Arma Reforger Workbench/Projects/NAVMESHBARZAN/autosaves
PROFILING : Workbench startup took: 9250.010500 ms
BACKEND (E): Curl error=Could not connect to server
BACKEND (E): Http Error (BAD_REQUEST)
BACKEND (E): [RestApi] ID:[6] TYPE:[EBREQ_ANALYTICS_SendEventTD] Error - Cannot send request
BACKEND (E): Curl error=Could not connect to server
BACKEND (E): Http Error (BAD_REQUEST)
BACKEND (E): [RestApi] ID:[7] TYPE:[EBREQ_ANALYTICS_SendEventTD] Error - Cannot send request
Is the service also down or is it me ?
Hello. I have question about wcs loadout editor. When i add it to the server. You can save loadouts but there is no Load function at the arsenal befoe 1.6 i think there was no problem. Can someone point me to the right direction?
Anyone know the possible issue for this error Im getting?
Hey, anyone have experience working with engineer trucks? Trying to create a new one using my server's unimog. When I load supplies (500/500) it instantly drops back to 0/500. If I disable SCR_CampaignBuildingProviderComponent then the strange behavior goes away (But ofc then I cant build anything)
Is there a way to run this on debug mode? Im not sure what the issue is. Possibly the "provider"?
How do I translate the dialogue?
Add the base game to your workbench launcher
Are you using the Conflict Game mode?
yes
Hey guys, I have a odd issue with Reforger Tools.
I am trying to create a custom "Conflict Gamemode" on Everon. I have done this many times before by loading the "Eden.ent" then clicking "Plugins > Game Mode Setup".
However, everytime I try this, be it with mods load and without mods loaded, the editor works for a few seconds, then I try and move the prefabs and the whole software just crashes with the following output:
I was wondering if anyone had any ideas on how to fix it? I am currently updating my drivers, as I wasn't aware they where so out of date, so will report back if that fixes it.
The Crash GUID is 8100aee0-c98e-4593-9a02-67f522c8e57d
I should add, I checked the crash logs and couldn't see anything obvious there.
Ok, new drivers didn't fix it.
Does anybody know how to fix this?
nvm
is a server error
from Bohemia
not a local problem
well one more question and i dont know how to explain it without showing someone how to do it lol
you by any chance mod? if so could i possable get ya to try to explain sum to me really quick in a vc call or sum like that?
Anyone figured out how to link SCR_CampaignBuildingProvider to a vehicle's resource component? My trucks are full but when I try to build in a custom engineer truck, it shows 0 supplies
Check the container/module on the back instead of the actual truck
Yeah I’ve tried building a test vehicle where there’s no container module as well, it’s not that
But I’m doing a vehicle that is set up like the ural or M923A1, I’ve used these as a template
Seems like its some sort of setting or editable thing in the campaign game mode or scenario? Heres what I see with my test vehicle (added actions, building provider & etc to a new vehicle - civ UAZ)
With the vehicle im trying to create it always says 0 supplies regardless of when I fill it with supplies
I’m off my PC so can’t link at the moment, but look at the localization page on the wiki. It’ll show how to properly create string tables and such
Basically, you’ll have to create a localized string (what the # is) that’ll represent the name of the magazine
I had tried using the Localization as a fix a little earlier tn but couldn't get it to work. I had created the table and put in the custom # code in the prefab, but the name wouldn't appear when I tested it in game. I'll take another look at it tmrw though
@tawny trout can you help me with your mod Door locks? When i add it to the door prefab and try to test it in tools the tools crashes. when i publish the server and try to run it it doesnt maybe i am missing something?
Sure can help you in a bit. Have to do a couple of things first so probably 1 hour till im on.
do i need to add this to additional actions?
Did you build the table? And add the table to your project settings?
From the RHS_Core mod, how do i impliment the FA18A dropping the GBU?
Wanted to impiment this on a couple tanks getting bombed during a co-op scenario on completion of a task
Yeah im still getting the same issue I had before. I've rebuilt the table w/ a custom ID, then "Build Runtime Table" and added the localization file to the project settings. However, the name still appears w/ the hashtag, meaning the string editor still isn't working. I don't quite know what I'm doing wrong
i have been trying to upload a 300mb mod for the past week keep getting 524 cloudflare error
i tried changing dns settings and tried different internet providers even
i see many people online having this same issue ongoing for almost a year now
when can we expect a fix or something to be done about this issue?
Im trying to make a faction but so far I can only get it to spawn via an individual RHS ION PMC operator which spawns a whole group of the faction I just made. Theres no designated faction section for it in game master can anyone help me?
You may need to read through the faction creation tutorial
https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation
It is unclear what you want to do or what your problem is but it sounds like you used a ION PMC as a base for your characters/faction.
It's not in-depth enough
Does anybody know of any tutorials/videos that cover creating patch slots on vanilla clothing without the need for a dependency?
Nobody has any idea on when BI will release a fix. BI wont provide any timeline or updates regarding a fix. The only information we have is from some devs over a month ago who said that BI's Engine team is rewriting the game's Workshop API to fix the issue. While your receiving a 524 error code, the error your getting can actually be one of several types. Regardless, there is typically little to nothing that you can do to fix/improve it. I dont know why, but some ppl are able to upload larger amounts (like I can typically upload in the range of 450-500mb). To circumvent the issue, most of us are just splitting our mods apart to spread the file size out so that our work successfully publishes to the workshop
Does anyone know the prefab to override to customise the default COMMAND HQ tent for US faction ? Thanks in advance 🙂
Fix:
1 - Reinstall Arma tools, then do your normal gamemode setup via the plugin.
2 - When the plugin creates the required prefabs, don't move anything, instead save the mission with "ctrl + s" then close Arma tools.
3 - Relaunch and it should fix the issue, I have no idea why.
Hello everyone!
I have a question. I created a CombatOps game mode and the spawn points are set. An M923A1_engineer_MERDC.et also reliably spawns there.
With this vehicle, I can reliably build an HQ tent anywhere on the map once I have found the required supplies, which are reliably distributed across the map.
So far, so good.
Inside this HQ tent, I can build all vanilla items, for example VehicleMaintenance_M_US_01.et as well as VehicleMaintenance_S_Conflict_US_01.et, and also the other things that can normally be built in such an HQ.
Now I would like to reduce this to only a shelter and a few other “small things,” so that only these can be built in an HQ. Vehicle stations, helipads, etc. should all be removed.
The HQ should still serve as a spawn point after it has been built.
Now I can’t find anything where I can customize such an HQ tent and its build options.
My assumption was to duplicate the prefab and edit it!?
Thanks for the help!
I know there is the buildable compositions config, maybe that would be suitable?
Thank you for your reply! It would be important to know exactly which ones it means, if that would be the solution.
I already tested that idea. I narrowed it down to the part shown in the picture (freeroam); those components are included there. I duplicated the configs and removed the unwanted components. Nevertheless, everything is still shown as buildable in the HQ tent. So removing them did not help.
Hmmm AFAIK it'll be in free roam building, unless that doesn't affect the building services?? Did you duplicate or override?
duplicate
Try overriding and see if it works?
But doesn’t override also mean that I overwrite the original file, meaning the one in the Arma Reforger folder? Or is that one “locked” and protected against being overwritten?
Sorry for this question, but sometimes it’s unclear to me whether override or duplicate is meant.
So I think it's basically bolting your own changes onto something, but duplicating is basically creating a new "thing" - Or at least that's what I understand
My structure is as follows: I have a copied CopiedComponents/SCR_CampaignBuildingManagerComponent.ct.
This also contains the vanilla buildable items. In the Outline Manager, it points to the modified m_OutlineManager. It is displayed as if these items are removed, but in-game, during testing, they are still there…
(see images for details)
As written, in principle everything works! I just can’t remove anything?!
usually similar size for myself. current mod is 212mb. Ive not had issues in weeks and I think I've tried to push publish 100 times this evening. worked all afternoon oddly.
When importing animations, Workbench crashes under two scenarios:
- With the world editor open and active, and the animation editor closed. Importing animations from Blender.
- With the world editor open and active, and making a change and saving in the animation editor.
Neither of these scenarios caused crashes prior to 1.6? Has anyone else experienced and been able to fix this?
Okay so to stop players from being able to build compositions, override this config and just remove the relevant composition from the list, just tested and this works - What's wrong with the component there?
Thanks, sometimes you’re just staring at a wall and overthinking things! It’s working now — only the intended items are buildable.
I have another question. I currently have the M923A1_engineer_MERDC.et placed as a construction vehicle at every spawn point.
Now I would like to use an M998 / M998_covered_long_MERDC.et as an “engineer truck” instead.
Is it possible to modify an M998 to function as an engineer vehicle?
Has anyone seen this error message. I renamed a file and moved it and it created a double but it still wants to reference the file and its been deleted.
RESOURCES (W): metafile without corresponding resource: '$Swag300Blackoutmod:Sounds/_SharedData/Configs/Sound/Sound_Weapons_Shot_300blkout.conf.meta'
If it’s still being weird about it after you restart the tools then you’ll need to manually edit the file that’s looking for it to correct the path
They’re editable in vs code etc
Cheers. Thanks for the tip! Ill figure that out
im new to making cars and theres not alot of tutorials anywhere i was wondering if anyone knows why if i click any action button on my car i just sit on the ground right away
hello has anyone idea why when i create a new terrain my tools generate this grey gridded terrain but not with a texture?
thats the new default texture its no longer dirt
ohhh
why i only have on default then? isn't it suppose to have a preset of textures?
https://www.youtube.com/watch?v=jfYIZTsQ0_w&t=131s 1:30 in should help
A guide on creating maps within the Arma Reforger Tools covering Forests, paint tools, creating fences/walls, placing objects and assets.
Let me know what you think in the comments below!!
Griefdrums Pin Badge from the Koyo Store - https://koyo.site/griefdrums
Support the channel and spread the word with Merch - teespring.com/en-GB/stores/...
thanks bro
i was following a tutorial and this bugged me out bc he had the ground texture 😄
yeah man it messed alot of ppl up when they changed it everyone that has "dirt" had to go back and add dirt
I just ran into this too
If anyone's familiar with porting over mods from earlier Arma games, in from Arma 3 is it plausible to port over the mechanic of being able to shoot out helicopters to reforger? Or might that just be too much effort and would likely be easier if I knew how to rewrite it from scratch?
And I'm curious if anyone's actively actually working on something like this If so please definitely let me know\
Gunner seats etc still exist in reforger so it’s the same concept.
Should be some base game example and mods to look at
is there a way for me to open workshop mods in the workbench i seem to only be able to open selfmade projects i am trying to took at the mod to see what scenario path it needs for my server to run 😄
i have been wondering from day 1 why this isnt in reforger sitting in a car not being able to shoot feels though xD
is there a way for the grass not to capture colors from SatMap?
Ok I updated my mod and it works scenario, game master and it works just fine in the mod editor bit doesn't work in a server throws the server in a gm loop right after placing the item if anybody can help me test the mod it's called DW_Bullfrog
multiple editors?
There used to be a mod on the workbench that added an "admin box" arsenal, anyone have any clue which mod that might be??
Just arma tool
i meant you probably added two gamededitor prefabs
Now that I think about it I did but i went back threw and disables them, but I can't delete them bc I don't wanna breakin it down bc I don't know how to fix it after breakin the prefab
did you tried to fork vanilla map?
Wym by that lol sorry new to modding, if your meaning in senerios yea and it worked, I don't know how to make it where everything needs to stay where it's at some things move on me
what your mod suppose to do?
It's just a bunker I made from vanilla stuff from the tool
is the map yours?
No server owner used, Vin drip drop and one other veitnam map
Mods called DW_bullfrog if ya would like to look at it I'm not to sure on how eles to test it 😅
After breaking the hole prefab it renames everything and I don't know how to fix it back afterwords and make everything not move from the main prefab
Is it possible to collapse a list and, when reopening it, keep the sub-lists collapsed?
Anyone knows how to?
In hierarchy or ?
@fathom harness for example im currently working on a huge arsenal config and the items are all expanded with every sub point so it takes me like a solid 15 seconds to scroll without just dragging the sidebar lol
Try alt left click. or control or shift can't remember which
Does anybody know how to break a prefrab and keep all the names that you have? Instead of resetting the prefab in losing it , all that you've done
You can try making sure all of the entities have names in the top right part of the object properties before you break it.
Or you can do it in the hierarchy if there are any that are like ghosted out, give them an explicit name
Not sure if it will work just an idea
I'll try that bc I really don't want to have to remake the entire thing
BACKEND (E): Curl error=Stream error in the HTTP/2 framing layer
DEFAULT : Uploading status: 0%
BACKEND (E): Http Error (BAD_REQUEST)
BACKEND (E): [RestApi] ID:[16] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error - Cannot send request
DEFAULT (E): Uploading failed! Reason: ""
How should this be resolved?
Does the workbench support VS code plugins or any sort of plugins ?
Workbench itself wont directly, but you can just edit your scripts direct in VS code rather than in workbench.
We can also make custom plugins for workbench
theres one in the samples
So is a workbench projet opennable in VS Code ?
Is there a way to disable the escape key when playing in the editor? I keep forgetting that pressing escape kills the session.
The project, no. But you can edit text files, that aren't encrypted, within a project in VS Code
Because at the end of the day, your project is just a folder with files
I need help lol, after I broke my main prefab to fix an issue it reset the names and I need help to make it back into one entity with all the same name 😅
hi. how is working that projects uploading? 1. if I will upload project then remove and upload again, will it come with new ID or previous? 2. what will happen if I will upload public, then test, then public etc. will there be many projects in workspace or just one, the last? 3. few days ago I saw option "private" and now it's not available. it's disabled by BI or I've done something wrong?
- guid stays the same
- it will change visibility on workshop. 1project = 1mod=1guid
- try removing from workshop and they reupload
Hello there
Is there a list of mods that just recently got removed? This is crashing my servers now and I would like to see which ones they are so I can remove
I know Chemlights did. Was breaking my server the other day.
If you load up the mods in Reforger and check the mod manager, you can see what got removed.
Shows an error icon IIRC
thanks i figured out it was the wareast cam mod
second q - is there a blackhawk mod that works with 1.6?
I wanted to create a mod and publish it I'm told that I'm banned why I didn't do it...
Is there anyone here who can help me out with a gamemaster scenario?
I would ask down in #enfusion_scenario
Where should I ask about adding temperature to items so they have a thermal signature?
hey guys is there a way i can just change the spawning units for a mission im making (conflict) from USSR to RHS AFRF or do i need to go edit a text file and change the classnames of the units?
🤔 is there any way to edit changelog? I mean the part which was already sent to workshop. or at least to delete some of part?
not currently possible
What about making something infrared so that it only is visible light with NVGs? I want to make a chemlight that has Infrared capability.
afaik the new system BI recently introduced for both thermal and infrared (NVG) is not fully working
Hi. I've been trying to create a mod for a radio for the reforger for about three days now. I managed to inherit prc68, reconfigure it. But I have a problem with my own model converted from Blender. Is there anyone from the Czech Republic who could advise me? I use a translator for English. Thanks 😄
Whats the problem with the model?
In worldeditor I created a new .et from .xob and I'm trying to put components in it. Now I have MeshBody, RigidBoody. When I want to insert the component "InventoryItemComponent". My model disappears and I don't really know what to do?
edit : I originally overwrote PRC68 and made my own frequencies in it and now I want to replace the model with my own model
Disapears completely or just the iventory preview? The InventoryItemComp defines the icon/model it shows so if you missed that it would explain it
Can someone tell me how to make a screen with video? I need to animate something like a lava lamp, and I'm looking for ways to do it. I don't understand yet what kind of edds I need for particles, what the texture itself should be (where there are a lot of lights), and how to make sure there aren't any squares around my "lava balls" in the particles?! Thanks.
Animated textues (essentially gifs) are fairly simple under a normal material, particles may be a bit different
hey gang
So i want to make a config(?) that will overwrite whatever conflict mission i put it into that i make that changes the enemy faction to whatever i have listed and made it will primarily just be rhs
I have tried to just over write the entity catalog for the faction under faction manager which worked previously but does not work now for some reason
What is my best method here to get it so that it just uses say the rhs units
i tried the rhs campaign manager and that changed them but they were a white faction and non combative not sure what i did there
anyone knows how to make a working smartphone. I am currently trying the NewbKodii phone mod but i would like to have it on actuall phone model and holding properly.
There’s not really any base game animation that would look good for holding a phone, you’d probably need custom animations for it
So I am trying to add to a modded map, however I am unable to make any changes whatsoever. Is there anyway around this? Im trying to expand a FOB. Every entity is read only with no way of changing it
You can only add to existing built maps
Allowing moddability on maps has big performance impact. So that is why it is not enabled there
Unfortunately
Damn, so in order to add 4 buildings to a fob on a modded map within the map editor i will essentially need to recreate the map from scratch?
Is the FOB moving?
You could add them extra
they don't need to be in the same layer / prefab
The issue is I need to delete an existing part of the current FOB on the map to let me expand it
In most cases prefabs within prefabs end up being disconnected when spawned as most have no hierarchy component on them
and it isn't letting me delete it
Is it possible for you to modify the prefab instead?
Why not? repeated usage?
No I mean
The actual prefab
That is open to modding
LOcate the prefab used in resource browser
Then override in addon
make the changes, although deletion is not possible. You can deactivate the entity iirc
I could be misunderstanding, but the entire fob isn't prefabbed, it's made up of prefab entities that were placed together
how do you deactivate an entity?
Also, if you can only add to existing built maps, but not delete anything then how do modders create entirely new maps and edit them if they want to?
If you build a “map” from scratch, then the world and its entities will not be read-only.
If you are using someone else’s map, then everything placed in the world is read-only.
There are some things you can make invisible by overriding the prefab like Mario said.
You can ADD whatever you want but can’t just move or delete things that are already there.
If you want to make a new scenario, then most worlds will come with a version that doesn’t have a game mode, allowing you to create your own scenario in the map.
Can we not at least get equivalents to the old hide object/building stuff we used to be able to easily do on editor in a2/a3?
That is not on world files
But a mission thing
On world files, i think there is already something iirc?
But i think itwas for scenario framework. Not sure
guys i wanted to make a scenario on a Marnivka map (Crimeanfront) and i cant find MapEntity file in the map. Neither do i found it in map folder. But I know that on a server I once played, there was a usable map image with all the markings and everything. Where should i seek for the file? or maybe i can somehow make it myself?
Hello, I'm making a vehicle but from the inside, the exterior looks too bright. Does anyone know how to solve this problem? I'm sending a photo so you can see the issue.
How to make to remove that tag to dont appear modded
Is just the relays gone
Dont think you can. As long as it's running mods it will show modded
How come when I try to use peer tool, 75% of the time I get an error that says DUPLICATE_PLAYER_IDENTITY? I saw you can use -noBackend, but I need the identity for what Im trying to test! Is there a workaround, or do I just need to waste a LOT of time to get what I need?
is not running mods
i jsut made it without relay towers
but on EXD server achivements are on
and they have a map without relay towers
Assuming you do not have a probe and or BSP/Light portals set up your vehicle interior will not function like existing structures or vehicles. I believe currently it is consuming the lighting from the world from it and its probe and treating it as just a shaded area because of your vehicles roof. Much like how when you enter and exit a building you notice the over exposure from the HDR being scaled. It’s the same concept for interior lighting and does apply to any that includes vehicles as well.
If the vehicle contains its own probe setup and everything is configured correctly that including the above mentioned with BSP & Portals it will localize the lighting within the vehicle and scale accordingly to the probes selected values.
The portals being the Windows/openings (Door selections) will act as a way for the light from the outside to blend into the inside. It’ll also make your vehicles interior look very nice 
https://community.bistudio.com/wiki/Arma_Reforger:Enfusion_Blender_Tools:_Portal_Tools
https://community.bistudio.com/wiki/Arma_Reforger:FBX_Import
hopefully these links help if you’re having any issues feel free to dm me.
Is there a way to change the log colours?
I mean I know I'm old and blind, but dark red on a dark grey background is impossible to read
Hi, does anyone know how do I change the object properties view from bulky blue to default?
Hey guys, I accidentally clicked on something and now I can’t figure out how to change it back. Would be nice if you could help me haha. Thanks in advance!
i think there is a button right under the component list that looks like a treelist
alt + x if i remember right
Could be worth asking the EXD guys? I can't remember how it's done myself sorry!
thx
Why does this happen that when I place wrecks, they no longer have any physics after I restart the workbench? Is it because I’m using the blue or purple prefabs, or do I need to place the orange or red ones instead?
Anyone know how to un-bug the Tiles Borders on map creation? Generators dont work there
are you placing .xobs?
Check out a tutorial of how prefabs work in the workbench, its gonna make things alot easier
https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation
This is useful just look at the vanilla and copy
Can you show me the entities in world editor view please (It’s configurations - Class - Component etc in object properties)
1 month triying to upload my map
I'm looking for a way to distribute without using the Bohemian workshop.
No one knows a fix for this?
Was not able to find it, the properties does not show anything regarding to the visual look as well, kinda frustrating
It's the second button from the right, next to the cogwheel
Omg I am dumb, The upper layer was so minimized upwards it showed only the lower core data.
Thank you brother!
yes i can
i tryed both
but they not work
do you mean the commander mode?
I mean this, I want to make a point with KOTH tower which you can seize, but command post building is ruining everything
Can you show me the object properties tab when you select the blue.et please
isnt it just a component you can copy out of the command post itself
nvm found it
there you have it
Hey man did u find a solution? How did u disabled the blacklisted items?
Never found how, and sadly our server closed so I stopped dev
im gonna try it out youre the goat man💚
Maybe the DEV of MMO Server can assist with that
@bright cobalt
What is the question exactly?
How to get rid of blacklisted items in the arsenal i suppose
For example WCS overwriting shit but youll have to ask @verbal jungle
Hi everyone! Yep my question is, how to remove all the items from the blacklist? How should I be free to save whatever I want on my server? Thanks 🙂
@bright cobalthere I am
I assume you use some mod which blacklists stuff from saving. You can override that particular config or make your own and re-enable the things you want to be saveable
or completely remove them from the config if you want it all to be saveable
which file should I override inside my mod folder?
ArsenalLoadoutSaveBlacklists.conf
from which folder? I have something about wcs,grs and rhs. I used the wcs arsenal file's overrided
depends on your mod load order. if that is the last override, then yes thats the one you should override
thanks, One problem, inside the wcs arsenalsaveblacklist file, there arent the grs vest. Inside the grs vests mod there is no arsenalblacklistfile, what have i do? :\
if grs dont blacklist stuff in their mod then you dont have to do anything with that
wcs and grs are seperate mods, i dont think wcs will add grs prefabs in their config since they have their own
mmhh...So, I added the grs things inside m arsenal because I was not able to see inside my arsenal WCS,GRS and RHS together. So i overrided the wcs inventory catalog and added the grs things. Is this the right way? How can I enable to save grs now? sorry man I digglin a lot
thats totally different question and subject 🙂
entitiycatalog configs are the config files where you can add stuff to
which makes it appear in the arsenal
but thats indeed the right way
no worries mate i am trying to understand what your issue exactly is bc blacklisting and adding stuff into arsenal is totaly differeny subjects 🙂
InventoryItems_EntityCatalog_US and USSR are the config files you can use to add the stuff to your arsenal
This might help you out understanding the configs
TPM has a very comprehensive way which explains stuff about configs
https://www.youtube.com/watch?v=eT2HaRM4MJY&t=1s
A video showing a basic flow chart of configs linking together.
TPM Tactical Discord (Aussie Community): https://discord.gg/arm2ZQ4wAQ
Flow Chart: https://drive.google.com/file/d/1_TDVKvhwoYxBK1xH1AhBT_BGvogGoAs8/view?usp=sharing
Music from #Uppbeat
https://uppbeat.io/t/ak/gone
License code: SBSXSCR2IKHTCJSP
Music from #Uppbeat
https://uppbea...
I thought he also has a video of how to do arsenal configs but not sure
Hopefully this video will show you how to enable modded gear with vanilla factions.
TPM Tactical Discord (Aussie Community): https://discord.gg/arm2ZQ4wAQ
Music:
- Playlist: omens. - Uncharted Lands [dark ambient]
- Link: https://youtu.be/yjDSjoh0W6g?si=kAka03PtB0mLyzfa
#arma #armareforger #armatutorial #tpmtactical #pcgaming #xboxgaming #a...
i know u re right, but... I added grs, rhs and wcs mod to my server. I just saw rhs.
I overrided the wcs file and addedd grs and rhs.
Now I see everything, but i m not able to save. u said check the config, So inside the wcs config there arent the blacklisted grs item. And this is because is related, sorry a lot of confusion, i m sorry.
many thanks man. I will watch the videos. Thanks @tardy lichen too.
what does it say when you try to save? Blacklisted or does not belong to your faction?
blacklisted
then i am almost certain there is one or more blacklisted items on your character. It should tell you which ones those are
I found one inside the wcs load out editor folder with few useless item inside. i tried to override it... I will restart the server and let u know if I smashed everything or not 🙂 anyway thanks man
I love it.
happen sometimes, some mods conflicting each other. Helps most of the time to remove the offending mod and redownload
Hi how to turn off global supply usage on workbench
BACKEND (E): Http Error (BAD_REQUEST)
BACKEND (E): [RestApi] ID:[202] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error - Cannot send request
DEFAULT (E): Uploading failed! Reason: ""
is the workbench api down rn?
solved thank but still unable to save items... 😮
Really cant tell without looking into your config at this stage tbh
Hi, where i can change new limit supply in arsenal to save loadouts?
When I save, it tells me that I have exceeded the assigned limit.
Your Orienteering mod no longer works on Reforger ever since they took down oldcars Civillian clothing please bring this mod back I beg you
Solved. Im now able to save everything. I juat overrided the wcs arsenal blacklist file. I think something were wrong with the mod saving. Thanks a lot man!
Can anyone help? BACKEND (E): [RestApi] ID:[35] TYPE:[EBREQ_WORKBENCH_GetAsset] Error Code:400 - Bad Request, apiCode="workshopApi.assetNotPublished", uid="1768459445933-670205", message="As
Can anyone help to fix this?
Trying to set base priority for logi AI, but get this error and Logi ai do nothing at all
No worries brother glad you figured it out!
And dies anyone actually know which component makes it possible for AI to upload/unload supplies and to see an object as a supply depot, storage? I.e. how can I turn a standalone supply container into a resupply depot to make AI go there and resupply it, so that it's in the logi task list like any base or harbour?
Is there a way to make the arsenal and loadouts free of supplies? I only want everything else, like vehicles, buildings, etc., to use supplies.
does anyone know why there are no pivot points in pivot id
Still cannot upload projects, cvan we get a repair soon?
when can wee expect a repair?
@Boehemia.net really needd help with thje uploading to workshop it is broken
This is going on ofr days we need to be able to upload can I please get some help @Boehmia.net BACKEND (E): [RestApi] ID:[34] TYPE:[EBREQ_WORKBENCH_GetAsset] Error Code:400 - Bad Request, apiCode="workshopApi.assetNotPublished", uid="1768501877517-160459", message="A
RESOURCES (E): Failed to load metafile of image: UI/Textures/MissionThumbnails/Default.edds
STILL NEED HELP
it still spawns it😫
it shouldnt
ConflictBase_Base.et is just the OBJ not the tent
yeah thats what i spawned
shouldnt spawn the command post
how its possible then😭
check the components on the right hand side
the area mesh component is the are that is where players can cap
resource is self explaning
campaign military base component most likely spawns the tent
isnt that the seizing one
where players can cap in yes.
youre so right
maybe that helps you
as there shouldnt be a reason as to not just be able to delete the campaign thingy
its not even showing now 😭
unseizable
tbh
you could do it like a radio
like a radio tower
just realized
then its just a ,,relay"
its technically not a seizing objective but reconfiguring the relay
but if you make it the main attraction of the map then there will be many fights
hello! here I am again man aghahahahaha sorry to spam u. Now for some grs items it says doesnt belong to your faction.
Its likely due to stuff not added to the entitycatalog of that faction or the grs stuff is faction affiliated. Altho on this last thing I highly doubt they are faction affiliated but those are the one you should check first
all the other grs items are not inside my custom arsenal but I can save them
is it possible to make it so round ending condition is holding 3 of those radios? Im just not familiar with radio relay reconfiguring at all, never saw it ingame
i dont think you can make them a purple cap sadly but they can cover most of the map so who ever hold the tower gets coverage to most objs but not all
check out [1-EU] MMO | NATO/RUS for the implementation of a radio tower as an example
i'll experiment with this, thank you very much
np
You are probably missing preview images for the mod
Share the entire log file
hey guys users are getting issues with the arsenal (bacon) where they try to save a loadout and it says banned faction item and will not let them save
Is there a way to apply that to all items at once instead of forcing faction specific label to each item?
are you running WCS arsenal/loadout mods too?
i am yes
WCS use custom entity catalogs, you likely need to add any items that are not already in the WCS entity catalog configs to them or else they may show in bacon but arent technically in the arsenal, which will give you that error. You can override the arsenal boxes and set saving to one of the other options and that might resolve it as well
ok thank you for your help
does anyone know why my heirarchy tab has disappeared, and how to get it back?
Hierarchy Tab Dissappeared
hello im new to enfusion , how can I export a xob files to be placeable as a gm?
Hello troops hope yous are well. Can anybody tell me how to remove fog/clouds in the workbench to increase view distance while editing world?
Figured it out I'm a ninny
How can someone still see and use an unlisted mod?
I uploaded something to test and it was connected to discord bot and three others started using it within an hour.
Unlisted just means that it won't show on workshop UI
If you have the GUID, or a mod has it as dependency, or a server has it as listed mod to use then it will download anyway
I want to make a variant of the MedicalKit that does not contain additional medical equipment or act as arsenal - only to allow medics to heal wounds. How do I disable its container/arsenal feature? Is it as simple as to set "Arsenal enabled" to false in the SCR_ArsenalComponent? Do I have to fiddle with the InventoryItemComponent or ResupplyMedicalGadgetSupportStationComponent?
It was running on servers because it was sending Ip pings to the discord bot. Just crazy how fast people can find something and try to. I have it labeled 12-24
Black picture and na in description.
I personally loved the having to reconfigure to take a base aspect.
Does anybody know arma reforger how to fix nav navmesh on a map not working
Will AmbientPatrolSpawnpoints once spawned, despawn after a player is a certain distance away?
by default the AI from that spawnpoint will become "inactive" or "paused" but no, the spawnpoint does not despawn. I think it does after the related group is eliminated? But dont quote me on that, I modded the vanilla script for that.
Good to know, thanks. Is it likely that aircraft flying over the capture points will make the AI Spawn and bog down the server even if most players are a few km away?
yes. There are ways around that, but it requires some creative scripting. What game mode are you looking to create?
So I haven't created a scenario in a while and workbench isn't letting me place the CampaignTaskManager, is this still required?
PvE conflict
Hey guys, I'm trying to fix pre-1.6. terrain, and there is one thing I can't wrap my head around, nvg systems are completely out of mind, also gamemaster "toggle night vission" and "Local brigher nigh mode" is broken. CIE T72b NVG is kinda working, but the rest, thermals etc seems completely broken. Please, any idea where to look ? 🙏 🙏 🙏
Did you sort this? Navmesh soldier, navmesh Btrlike and navmesh low res?
Yup
Awesome bro!
Witch it worked in Workbench but idk if it does server side
Hello everyone, can you help with the problem?
Try again at a later time. Or check your connection.
hi. did you found a solution?
got problem with peer tool. any idea where can be a problem?
try add -noBackend to your workbench launch params on steam
incredible! 🥳 i've spent probably 2 or 3 hours searching in the web, reading old messages and trying different options. now it works. thank YOU! very much 🫡
You have to read the console log below. It's a timeout.
Try again
@vestal estuary Hey buddy can you help me out with one of your mods?
Hy everybody, i hope that every one are fine ! I've a question, I'd published my map and in there I placed my conflict scenario, but, is doesn't appear in scenario tab on arma reforger workbench. Do you know why ?
When I launch it in single player I can play and everthing work fine
You need to go to missions/open your mission conf/ then you need to specify which world will use your mission
@atomic sinew
How can I make the AI use the combat vehicle instead of getting out and going on foot?
Waypoint attack or waypoint search and destroy will not make them dismount
Had anybody used the mod kodiis building system?
I try thanks
Used it in the past, excellent mod combined with his door only raid
Ok what did you do to get it to work?
Works right out the bag, if your using a item spawner or trader make sure to add the prefabs to your faction entity catalogue
I added the latest version today
Ok so I have dynamic economy and it's conflicting with the kodiis building
I'm using dynamic economy too. I haven't noticed a conflict yet fingers crossed. How's the conflict showing?
Hey, do you know if this issue has been resolved yet?
Pigs will sooner fly
is everyone dealin w this or are some of yall able to get updates published?
A lot of people have the issue, it seems to be a bigger problem for larger mods, if you cant upload the whole thing in less than 2 minutes it times a lot of people out
Oh yea ive dealt with it plenty haha, wasnt sure if it was a matter of getting lucky with timing
I'm struggling to find where to add/remove glasses from a character prefab?
BaseLoadoutManagerComponent
so what did you end up doin to get it to work
RIP to my 3gb mod
Would this be possible to make? Its the BF4 HIMARS targeting computer and essentially is a crosshair over the map.
how does one get the blue action sphere gizmos to show?
right-click the ActionsManagerComponent in your prefab hierarchy, and press Toggle context(s) radius visualization
slight issue
seems to not appear like in the documentation/tutorial
unless if i am somehow using an alternate view of object properties?
@barren trail your looking in the wrong place I believe. Edit the prefab, in world editor tool the right side under your entity the ActionsManageComponent the option does show up for me
hmmm, i mustve borked my editor.... my object properties view is completely different/odd. idk how to revert it to normal
you need to click this tree/heirachy button I've got selected
Weird. At the top Window button, these are what I've got ticked. Maybe try go layout and change back to default?
damn... pretty frustrated, even uninstaling and reinstalling doesnt fix this weird object properties view....
did you get tihs fixed? dealing with the same issue...
oh my god...... it's draggable....
crisis averted @upbeat quest

I have a question:
I made a custom faction with 18x Characters to choose from while spawning (worked), however later I reduced amount to 6. Issue is, in game I still see 18 blank squares while spawning (to choose from no longer existing loadouts). Any clue, except checking 2 character catalogues which I already done ?
checked loadoutmanager?
Nope. Will do, ty.
How do I use the Arma Terrain Core
just tryna work on my map
I aint got all them extra buildings and stuff
Did you add their mod as a dependency for yours?
I figured it out thank you
Im hoping someone can help, how do i get a slotted prefab to show its context action items/additional actions when slotted onto a parent prefab.
IE: i have a radio body with a slotted module that has a TDLnetwork module slotted on it (through SlotManagerComponent or through EquipmentStorageComponent) When i inspect the radio in my hand, i can only see the context items/additional actions that are associated with the radio body, not the module.
How would I go about see the context actions/additional actions of a child prefab attached to a parent prefab?
YESSIR LOL
Hi!
How can I remove a dependecy off my project after the mod owner already deleted it from the workshop and I no longer have it's files to reach inside my project and remove it from the dependencies list?
Can we get a petition or boycott to get this fucking devs to make their workbench useable with CloudFlare they decided to use? I cant upload my fucking map for the life of me.
I cant condense my map any smaller.
I've already chopped over 1.5gb off the map.
If I CANT upload my fucking vietnam map I swear to ho chi minh I will go monke.
Did you try to create another project to store there that excessive data and merge it as a dependency?
No I never thought of doing that... I just removed all the excess TGA, PNG custom textures and TXO/FBX files I had in
Damn, then just create a mod and make it a dependency, do this for all of the things that are not workable via a dependency to make updates more agile and comfy for users and for you to upload and maintain.
I was gonna already make all my custom assets their own mod pack, guess imma have to do that sooner than I thought just to upload the map
ty brudda
Im trying to build a dayz 2.0 server in reforger. How would I go about using loot spawner mods to get loot to spawn in containers etc
Am i correct in my assumption that this is the famous cloudflare issue related to BI-servers, so not fixable on my part?
You need 4x better upload speed
didnt there used to be a TDM game mode?
Hello guys. Is SCR_PersistenceComponent still a requirement when overriding a prefab for persistence? I canny see it in object properties.
How do I increase the damage of an M112 demo block?
anyone know a tutorial on how to show control tool tips for an item in your hand? I cant believe how much trouble ive had with such a simple concept
if anyone can help please @ me
Override the Warhead prefab, the damage values are in the BaseTriggerComponent.
Prefabs/Weapons/Warheads/Warhead_ExplosiveCharge_M112.et
Is there any known value of 7.62x39mm damage value?
What if I want to make a couple different ones that all have different damage?
make variants of the demo block and different warhead duplicates on each one
62.820?
Oh. ty.
In availableactions.conf.. for example, i found "apply bandage", changed the string to BANDAGETEST and you can see all the conditions, like must be bleeding, conscious, holding bandage ect..
Thank you! I actually did look into that one already but it didnt work for me lol i guess i messed something else up. Thanks I will keep looking!
🫡 good luck
I wonder how/where to increase "armor" values for BTR-70, so 7.62x39 or 5.56 cannot pen the hull.
No luck yet.
I believe this is handled within the game material of the vehicle's colliders, and how to adjust those values within it or change it entirely? unsure
oh yea, good call Cashew, most of the colliders seem to be using this gamemat file for that "vehicle_body.gamemat"
Dang, at least I understand now why some vehicles are more like a cardboard. Thank you.
seems like it should have one of the armored materials instead but idk 🤷♂️ .. you could override that material and play with it, but it may be used on other vehicles too
@dark tendon So, does not matter which values I set up in SCR_WheeledDamageManagerComponent, the bullet still pen the hull cuz the material is simply "weak" ?
seems that way, I wonder if you can get away with increasing that materials values or decreasing a bit of the penetration settings on the bullet to find a sweet spot
Thank you! ❤️
Have you tried working with TOWs ? I wonder why this case isn't attached to its launcher (WCS mod). I am aware, it's glitchy, but how to attach it back ? (Preview in workbench shows it attached to the launcher, but as spawned vehicle it's just empty.
Hey when you create a mod and you list all the dependencies in the project screen.
Do you have to list the dependencies of the dependencies? Or is the top level enough?
Top. the mods should include their dependencies automatically, you just have to have them available
Awesome, thank you
I think this is where I gotta be. Can someone please help me out if they know what they’re doing. I’m so new to this modding stuff I’m about to pull my hair out trying to figure this out
I need help with Call sign patches
Is it possible for multiple people to work on one project
directly in workbench no. on files yes, setup a svn / git
Is there any specific information on what algo workbench uses to create GUIDs? I know its coupled with path and file name etc but I dont find anythign about the specific algo
why would you need that?
I'd like to programmatically create files with an external tool. I am aware I can create them in the workbench and then edit from there, but still, would like to do it externally, programmatically. Im just getting into this, not sure what complexities or registration issues may or may not arise from that. Also happy to get more info on that.
can you elaborate on what files you would create like that? what part of the workbench process seems insufficient?
It's not really about the workbench being insufficient, it's more about giving an exgternal tool, for example an AI agent, the ability to set up stuff for me, give me a first draft basically, where I can then continue iterating on.
AI modding.. 
How can I make tasks appear randomly in Scenario Framework?
Think what you will but knowing a thing or two about programming coupled with AI assistance just is a huge enabler. And if you pay attention to proper procedures and know what youre doing it can be incredibly helpful. So....? Im aware of the stigma and the AI slop but there is a lot of nuance here too.
In any case I dont wanna get into any of the AI debate as this will unfold however it will unfold, but I want to know if the algo is known or not 🙂
I don't see a reason why it couldnt be published, but Im happy to be educated why it would be bad?
Cant say I recall reference to it. Usually if its not somewhere on the Wiki then its not public
That's why I am asking. Maybe you can find out if there is a reason it isn't public. And if its just like "we forgot" or "we didnt deem it necessary" then maybe it can be made public 🙂
@neon ore would be the best person to answer that I think. If there is an answer to be had
re this
You are correct, resource GUIDs are generated deterministically from path and file name.
If some other local resource already has this GUID, it is simply incremented.
However, this is a big design flaw of the Workbench and causes compatibility issues all over the Workshop (people randomly choose the same file names, or much more commonly duplicate vanilla files without changing the name, resulting in GUID conflicts if somebody else did the same).
There is no actual good reason resource GUIDs should be generated like that, after all their purpose is to just be an identifier and not some hash, so generating them randomly is much better.
They said something about including the mod GUID in it, also worth pointing out that moving the file around after it's registered does not change its GUID
It’s weird I dunno why they don’t use UUUD4 or something similar and actually random
We have had quite insane crashes and corruption due to people messing with these.
So it is heavily adviced to not mess with configs outside of workbench
Have you ever heard of try/catch
Useless if the program misbehaves
These crashes are forced
That just means it needs to be lower in the stack
Or higher, whatever
What happen to pfp
😅
Why does that seem to catch people attention so much?
Serious answer? People notice patterns breaking quite easily, it stands out to us. You've gone from a different dramatic selfie per week to default.jpg
We banned some big mod on DayZ, their community or some random (Idk who it was, they were two people) started going to my socials and messing with people I shown to be tied to.
So decided to remove some personal stuff from discord.
I might switch it for some random cat picture like before
Man why cant people just be nice.... 🙁
I think you can make WB create those guids for you, but idk if through CLI
But just beware that in configs, the GUIDs you see must follow certain usages, and they mean many diferent things
Oh yeah I completely forgot that CLI exists lol
It's quite tricky system, and it's where the modding and inheritance of config resolution i based on
On that same note, I know I might catch flak for this but anyways - are there any plans on implementing an MCP server for WB? 🫦
I think you will indeed catch a lot of flak from many members of this community 😅
There are no plans for now.
Ah I see.
Why not ask AI to implement it
hi can any one help me get a 1.5.8 version of the workbench tools
@digital jewel Any chance of wonkey wheel on the hummer getting fixed, other than that keep up the good work 🙂
The MCP Server? Yeah that was my thought, I just wanted to know if there is an official thing in the works before putting that on my ever growing list of stuff
Figured as much after seeing it pop up in a video about that dayz situtation. ripperoni, man, was a fire pic atleast!
Trying to create a scenario on Cain. I want one of my objectives to be destroying the Radio tower thats baked into the original world. So i placed a slotdestroy and spawned the exact Antenna_BARS_01_transmitter.et on top of the existing one. The issue is, during testing, when i plant explosives on the antenna and detenate them, it only destroys one of the objects, and the 2nd atenna that was originally 'covered' by the other remains standing. It breaks the immersion. Any ideas on how to handle this?
still a beginner, so sorry if this is stupid but if you, in the layer editor, hide the original radio tower, does it not get hidden at runtime ingame?
Doesnt look like it, just tested.
Create an override of that tower, and disable the MeshObject component :3
If you're going to use the same radio tower entity for the one you blow up, you should be able to re-enable the mesh object in an inherited or duplicated version of it. Just tested it in the workbench and it worked 
There is one here you can play with. https://github.com/ViVi141/Arma_Reforger_Tools_MCP
I have seen this. I already have a way more sophisticated version running locally that I made for myself 🙂 Thank you for pointing it out tho!
Awesome! that was my first time using override, it worked perfectly!
Now i cant quite use that to get rid of a few tree's that are blocking an area i would like to put a helipad... any ideas on removing those?
Hmmmm, I don't believe you can because they're generated, but SwampFox42424 or someone else who frequents the terrain channel may know a way.
Worth dropping the question in that channel either way
@dark tendon Russian MGS, K17 w Armata turret is an interesting thing tbh. Unfortunately, Armata has seats glitching by WCS mod itself. Rather force turret to seat player in K17 spot for Gunner/Commander.
How do I organize stuff because its a mess rn
Depends on what your doing, gotta be more specific
Do you plan sharing it somedays for the community ? Thanks in advance
I may or may not, I am unsure about some licensing issues due to the database source files. If someone from BI can DM me so I can explain my setup and get some feedback on this, then maybe
I would like to, not gonna lie.
That would be pretty cool. I see then maybe if someone of the staff see this message and help you say if it’s ok @idle flicker (sorry for the ping but i think its quite interessting )
You are a legend of it’s aproved by the staff 💪
Hi guys,
I’m new to Workbench.
How can I increase the points that are deducted when requesting a vehicle?
Thanks in advance.
Untested, testing my ML RAG system, let me know if this answer works or makes sense, might be totally wrong, I just like to test it in such real scenarios xD
Where to Change Vehicle Supply Costs
The vehicle supply costs are configured in the Faction Entity Catalogs. To modify them (after overriding them in your mod):
Locate the Faction Config - Find your faction's configuration file (e.g., FactionConfig_US.conf or FactionConfig_USSR.conf)
Find the Entity Catalog - Look for the SCR_EntityCatalog entries of type VEHICLE
Edit the Entry Data - Each vehicle entry (SCR_EntityCatalogEntry) can have SCR_ArsenalItem data attached with the m_iSupplyCost field
i Think it’s in SCR_EditableVehicleComponent
What video please? Could you link it please to me or here?
I think you can use the "Use existing world asset" option too, I had an objective to destroy all dishes + tower at green hill using this. Only thing I'm not sure of would be which world asset it would use if only destroying one object out of multiple pre-exsisting ones
How could i fix that if prop gets moved props inside would move with object and not stay behind
Can you elaborate on this?
To kind of answer what @indigo briar asked about, when I need to generate a GUID for a config element, I generate an unique ID of that element within the config (conceptually similar to a JSON path), add salt (using the .conf resource GUID) and hash it (SHA256), then take first 16 hex digits out of it.
As long as these JSON path like identifiers are stable, you'll get same GUIDs for same input data, making it compatible with Enfusion overriding logic.
It just works™.
Guys, help me with the problem, everything is fine with the Internet, what should I do?
Personally sometimes need like 20 times to get upload. Best to do from my side if i see that it goes 1 by 1% up slowly i cancel and start uploading again till i see that % goes fast then it always succeeds
And to answer this, I'm generating confs externally for:
- automatic Field Manual contents generation/updates from a set of markdown files
- automatic string table (.st) import/export from a set of .csv files (the built-in Workbench csv tool doesn't meet my workflow requirements)
I haven't had any issues with that approach so far and it saved me a ton of time.
I also had plans for an external node-based visual tool for setting up NPC conversation trees which are kept as a .conf file, and maintaining/working on them via the Enf config editor UI is... let's say, less than ideal. External editing is definitely a valid use case for power users / advanced devs.
My bad it was late but im trying to organize all my prefebs into a folder or something
Good practrice is to usually follow the structure of the base game prefabs
ok thanks
Hello <@&105621371547045888> , sorry for the ping, i would like to know, is it appropriatate to ping a sys admin for this suggestion.
i think it would quite interesting because it could help the community to create script and mod with ease.
it's not, moderators moderate
then who can help patrik to know if he can publish his creation ?
Mario
@vagrant beacon @neon ore then some names and maybe me 😁 {sorry HG and ME for ping}

How do I draw these lines in the editor?
Nice try, Fed.
I have found it myself, but i shot the dog just in case, also investigated myself after and i did nothing wrong.
Anybody had issues with the cinematic timeline not exporting the full audio? It seems like it'll export the first second and then it's silent after that
Just wanting it to have the ambient environment audio, there's no extra sound tracks in my scene
@indigo briar i think you can dm the two people that dwarden mentioned in his message, i mean if you still want to do it 💪
Hi everyone,
I’m having an issue with the Kodiis Building System (Workshop ID: 644F5B4619455A52).
Building works perfectly when I’m in Game Master, but during normal gameplay I can only place one foundation. After that, I’m unable to build anything else, even within a claimed area.
Does anyone know why this works in GM but not for regular players, or how to properly enable player building?
Any help would be greatly appreciated. Thanks in advance!
You have planks & nails? In GM or workbench it doesnt require them
Yeah, I just figured out the problem a minute ago. You need to unpack the nails and pick them up one by one (they won’t appear in your inventory, so you need to keep track of how many you’ve unpacked). After that, you can build!
😅 nice, I can prolly change the nails to go into inventory sometime
No worries thanks for helping out.
I dont wanna DM or tag any dev without explicit permission and I would prefer them to DM me.
It is explicitly permitted now
Does anyone know if there’s a known limit to how big your mod can be to upload with the workbench problems? I’m trying to upload a ~450mb mod but it keeps failing
Hiya mate, apologies for the ping and thanks again for door only raid. I'm having issues making my flag persist atm after restart the flag is gone but the build remains at 0 health and not intractable.
Any suggestions what I night be doing daft
Just the regular workshop limit.
But the smaller the mod, the better chance of success, basically, depending on your connection.
what's the regular workshop limit?
3gb? Something like that I think
thanks
current workshop limit is 6GB
thanks, i dont know why it wont publish but its not a huge deal, just annoying
because the are ongoing issues with the workshop - read #enfusion_workshop
🤔 I'll DM you
Appreciate you mate
Not every dev
Ohhh good to know
Does the workbench automatically update our dependencies now?
Im placing supply points and some of them are only holding 300 and others 3000 but all the supply limits are the same in the SCR folder. Any help?
On that note, is the cloudflare timeout issue with workshop something being investigated/fixed or...?
Yes. Its like the worst issue modding wise, and causing project issues due to modders not being able to fix their mods, or making them leave.
Why would it not?.
Problem is deeper than what people say of "it being config issue or setup of CF".
I only ask because its been there for quite some time and I don't think there's been a statement for it
AR has been having some issues, lot of work to fix things. As the recent statement mentioned.
Maybe it is better to issue specific statement for this issue.
perhaps, as its target audience might be a bit different than with the performance stuff. Anyway appreciate the answer
I see but i think that what i did see after you posted your message you can dm one ( not everyone ) but i think mario could help us from what i see😉😅
I think I'm convinced at this point half of the tracks for the cinematic timeline don't work, or I'm just entirely incompetent
Can't get audio to work properly, a sound track isnt working, fade track isnt working
if I could could just get the audio to work fine on export, then I'd ignore everything else. But it just exports the first second of audio and nothing else
Hey! Sorry for ping, did you ever solve this?
Is there any way to change the keybind to close Gaem Mode?
The amount of time I've been testing something, hit Esc to go into GM or exit a dialog and ended up closing everything and ending up back in the workbench is driving me crazy. I can't break that muscle memory
Can anyone explain to me why the Max and Min are set to 50000 but yet when i load into game and run up to it some supply points say 2500 supplies and others say 0. but there all set to 50000????
Anyone have any clue as to why my project is different on my laptop then on my main PC. I went out of town for work and was going to do some map edits and it’s showing work I have done a week ago and nothing between then and now?
Ok I just did the dumbest thing.
I've been working on a template mod for my unit. Basically a mod with all our customized factions, arsenal, managers, etc. With dependencies to all the mod we use and a basic test and training mission.
Then the stupid thing, I somehow managed to delete my profile folder which means when I open the workbench my project isn't there. However I did upload the last version to the workbench. Is there any way to open that mod up. I'm guessing not else people would be tearing open all the mods.
Deleting profile doesn’t delete the project as far as I’m aware, it just doesn’t know where it’s at anymore. You need to hit the scan for projects and point it to ArmaReforgerWorkbench folder or wherever your project was saved
Hey guys, if I block sunlight into the room, why there is still a lot of light inside ? No other windows, doors closed..
what is this sometimes i get like 15 popups of this
There wouldn’t happen to be a mod that spawns soldiers infinitely kind of like what Bacon zombies has with his zombie spawner
Hey yall, I need to add an exact component to like 500 Entities, is there a way to select them all and add it that way so its faster?
I need to put a hierarchy component in a bunch of buildings furniture
so they despawn with the Gm spawnable house when deleting
No one?
Make an override of the _base prefab and put the component on it.
And if you can't do that, then you could make a prefab, then select them all in the hierarchy and ctrl + K
Replace with prefab
Maybe this is a workbench/tools question. How do other devs set their desired angle of thrust for aircraft mods?
Anyone have a clue why my screen is doing a light flicker all the sudden in workbench. mad annoying -___-
Can anyone tell me what pivot ID to add stuff onto tops?
dm
OK I've created a new faction from scratch and now I'm trying to get a vehicle maintenance depot to spawn vehicles.
I've prefabs the US depot and changed it's Faction Affiliation to match my new faction, I have a vehicle entity list all complete but I still don't get an action unless I use a base US soldier.
What am I missing?
dm
Hi, I'm having an issue with collision on placed objects.
When I create a new layer/folder and move my objects (buildings, trees, etc.) to it, collision works fine. However, when I save the project and reopen it, all objects in my layer lose their collision.
Objects in my friend's layer work correctly and keep collision after saving. We're working on the same project together via Git.
I've tried:
Creating new layers
Moving objects to new folders
Save All (Ctrl+Shift+S)
But the collision settings don't persist after closing and reopening the Workbench.
Has anyone experienced this? Is there a specific setting I need to enable on the layer to make collision persist?
Workbench version: 1.6.0.108
Thanks!
Can someone help me figure out why all textures at a distance are so dark and how to fix it. I have render distance at 25k and fog turned down. this lighting issue really has me stumped.
It could be the lighting entity. Not high enough, angle of it, placement etc. I played with mine and it took some time but got it perfect.
i just uninstalled 25k viewing distance and that seems to have worked
Yeah I’ve got mine set to 5k
i had the 25k viewdistance mod installed as an addon
ill just have to wait for that mod i suppose
8k is vanilla max
did you solve it? I cant figure it out either, not getting XP deduction on my server at all, attempting to override the XPconf, but doesnt work too.
If some of the mags dont show up the action to* "take active weapon ammununiton"* outside the arsenal. Where should one look, a component missing from the mag or the weapon? A bug in inventory item config? Other mags from other mods overriding things?
I am trying to host a modded server and am at the point where i am trying to publish the project. It says "Referenced dependency doesn't exist or isn't accessible". Any help?
Hey there, looking for a cinematic editor lad someone who’s experienced in making videos using Enfusion Cinematic
Hey everyone,
I am running into an issue with Reforger Workbench since a few days. I have been using it for 2 months without problem, but recently I have not been able to start any new projects.
I have completely reinstalled my games, wiped all related folders (mydocuments, appdata folders etc), all registry entries, and reinstalled both Reforger and Tools and I am still getting this error:
*Can't initialize the game
World Editor and some other game depended features will not be available. But the rest of the workbench will be functional.*
If I start a new project without mods it works but as soon as I add any mods it will fail. I've added my log files and a screenshot of the error. Is there anyone that knows what's going on?
It was running just fine in a previous project with a ton of mods including RHS which seems to be the hangup now, but before the reinstall pretty much any other mod would cause the same issue.
System info:
Windows 10 Pro
AMD Ryzen 7 3700X 8-Core
32GB RAM
NVIDIA Geforce RTX 3060TI
Remove each mod one by one and startup workbench to see which mod is the culprit that is causing the error. You either have a incompatibility somewhere or one of the mods needs updating
It looks like it is RHS. Wasn't a problem before. Could this have to do with the recent workbench updates? I think there may be more mods that have this issue when using workbench though I haven't tested.
2 Months triying to upload earth map
BACKEND (E): [RestApi] ID:[12] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
BACKEND (E): [RestApi] ID:[19] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
BACKEND (E): [RestApi] ID:[22] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
Hello everyone, please tell me if anyone has encountered this issue. During the map testing phase, I noticed that the ability to adjust components in "Object properties" has been lost. I would appreciate any assistance you can provide!
Hello, good [day]. Could you help me where the game content is?
You should still be able to open the script editor. Do that then compile the scripts and it should will tell you exactly why the issue is via compile errors.
if i wanted 6k rounds do i need to map every round and if i cange the ammo conf to say 20mm do i need to change anything on the gun
Im having a new and frustrating issue in Workbench where I will work in isolation on a mod... then load it in with my other mods in a seperate test project in workbench, when I do that it unbinds the weapon attachment locations. This has happened multiple times now and seems to be an issue since 1.6. I originally thought it was me but this has now happened multiple times on mods I havent even worked on in awhile, they were just loaded in into the bigger test project. There is simply no reason that I would personally unset all the attachment classes like this so I'm pretty confident it isn't just me messing up one setting.
Hello!!! I was workin on my map in world editor and suddenly when i paint with terrain tool the textures don't appear on the terrain. it registers in the INFO and Diags. but does not show up... anyone knows a fix? restarting PC did not help thank you!!!
Memory might be maxed out only thing I can think of.
wow what is the fix?
@fathom harness i am just dumb that's was the issue the strength was set to 1 😄
Haha nice
hey does anybody no how to contact mod creators to approve of there mods on my sever?
!verify
Check your messages!
Anyone know if the workshop publishing is down?
BACKEND (E): [RestApi] ID:[55] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
Yes still issues with publishing.
anyone know how to get around this?
Download the mod with the ID: 646E7CB10B844187
Something about drones? Idk.
Yea mod was deleted and it was a dependency. Now I can't open the project to remove it
Open the addon.gproj file and remove the dependency GUID then, you can do it with a text editor
tried that nothing same error
Post the addon.gproj content
figured it out had 2 copies there one from the game and the one made from the engine. had to delete the game one.
Thank For the Help!
Has anyone dealt with this issue? ENGINE (E): Unable to initialize a game/gamelib. Some workbench features will not work.
Symptom is that I can't use the conf editor in the workbench. It just displayes a text-based table of the contents of the .conf file
Iv been trying to update a mod but keep getting "BACKEND (E): [RestApi] ID:[12] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: " is this a issue from my side? what does this mean?
Known issue, not on your side. Mod publishing is currently borked
Having and issue where it doesnt tell me my issue(s)
thats what i have to. but was clarified by Gerry just above you.
yea iv been trying to update for comming upto 2 days now
that's odd
alguien español?
english only server
Ah darn, I guess I better leave
Hi,
anyone else having this Problem where i cant chose a Category anymore and wont let me Publish/Update my mods?
nvm found the fix
whats the fix?
for me a mod was causing errors so i removed it pretty easy
go look in the logs to see what mod is causing the issues
how do i try my mod ?
i'm not sure i understand your question
how do you try your mod ?
Well once it's compiled You... open a world spawn in and do whatever you need to test it?
Did you use AI to make your mod?
HOW
I'd strongly advise you watch the arma reforger bootcamp video, but.
In the ArmaReforger folder you can open a folder world and open a map or simply look for "mptest".
Then when the world editor is opened hit the green triangle or "f5" and you should load into your game, tho make sure your component are properly referenced.
I'm not trying to bash your work or anything but the issue when you use ai is that you're essentially skipping steps, those steps are crucial to learn and get an understanding of what you're doing.
So i can only recommend you to watch the bootcamps videos(they are long and boring) but necessary to understanding what you are doing.
They will slowly introduce you to the workbench, scripting, Replication, etc.
https://youtu.be/Fgl_mAHReP4
https://reforger.armaplatform.com/news/modding-boot-camps-introduction
This Modding Boot Camp seminar was originally held on the Arma Discord Server on November 20th, 2024.
Join Modding Supervisor Mario Enríquez for our first Modding Boot Camp, where he gives a quick overview of the Arma Reforger Tools and Workbench.
00:00 - Modding Boot Cam...
Ok
Hello!
I have a problem with the BRDM patrol. It’s supposed to be manned by the crew and follow the waypoints, but it doesn’t. What am I doing wrong? Is there any tutorial I can read, or does anyone have a tip for me?
Some patrols work without any problems, but others, like this one in the picture, just won’t 😉
The settings are always the same. Do I need to configure anything else in the waypoints?
Thanks for the help!
hey guys i cant select a category here anyone have any ideas what i do?
nvm found the fix thank you @slender estuary
Preventing buildables adjusting to terrain
How do I enable these terrain cell debug lines for streaming
Is something broken or are the items from STALKER 2 actually in the base game?
@junior sky Check if there is an override of it. Right click and see if there is navigate to override option
Must be vanilla then haha
They use the same studio as stalker 2 for their buildings and environment models I think.
It was a collab between the Stalker 2 devs and Bohemia, there’s several other assets too
having some trouble with respawning in the workbench, using menuspawn logic. When i respawn, either from menu or from dying, the screen completely freezes and doesn't show the deploy map. If i tab out of the running game instance in workbench the deploy map will then appear but when i tab back in i cannot interact with the deploy menu using cursor or keyboard, inputs are completely frozen (so cannot switch spawn points). the only thing that works is pressing space which will deploy me on whatever the selected spawn point is. the game then resumes as it was and i can interact with my map and inventory using mouse and cursor as before. It works fine if i publish to workshop and play from the actual reforger game and not workbench. Anyone run into this before? Is this a new bug in workbench or something wrong with my setup?
Can anyone please help?
https://discord.com/channels/105462288051380224/1467101964343967807
have you had any luck with this? been a week of me trying to update my mod just to be told to f myself
Hello guys, i've created my first scenario, but in game when i put my admin password, nothing happened. I need to do something in my scenario to activ it ?
You have to put your steam id in the server config in admins section
Can't remember what format it uses right now.But whatever one it uses, put it in there
I found the problem, thank you
Does Anyone know how to change rank required for different squad types?
Can anyone else confirm this issue while using the latest NVIDIA drivers in the world editor?
Load a world, then open a secondary UI window such as Plugins → Dedicated Server Tool.
Does the entire editor begin to lag, stutter, or freeze?
Im pretty sure its working
did you find a fix for this?
Hello guys, i've do my scenario, the radios works but we don't ear our friends in this, how can do for that work ? anything to put in my scenario to ear them with tem radio ?
Hello anyone that reads this I'm new to this about 11 days in New I have a mod'd Arma Reforger server based on the dayzero game mod I have everything working perfectly except one thing persistence after you log out 10+ mins you log back in a fresh spawn? Just wondering if anyone knows a fix or is having same issue? I've extended all my options via Ai, trust its not taken over anytime soon if it can't figure out how to get my persistence working! Anyone gotta one up on them for mankind you'll be out smarting Google Ai, Grok, and Chat gpt by days of my life at this point you'll be the next genuis?
based on it how if I can ask? If I recall right they are licensed with as no derivatives
@vagrant beacon not sure what your getting at I used the arma workshop to download the mod and its dependencies, other then that used Ai to create the config.json and assumed it was ok? They are put into the workshop for public use am I correct? Thanks for the help. 🫤
their license and instructions can be found on their mods workshop page
Anyone having an issue where the server wont download the latest version of a published mod (not pinned)
Ya I just ignore that one lol
If someone is using reforger workbench on linux please dm me because I would like to test something. I have a problem when I try do so one specific thing and would like to know if that depends on distro or its something else
Hey does anyone having problem with importing textures or .fbx files into arma tools?
2 days ago i was making drone for arma server and i imported it with no issue, today i cant import anything even textures ....
hey so im trying to import models using the enfusion tools through blender and i keep getting an error message, my actual project is not showing up anywhere in blender when i try to export it
only core is showing as an available save path
Anyone run into this error before and know how to fix it when trying to publish?
Did you try to use one of those custom packing tool by any chance?
I had similar issues. I got tip that i should turn off all optimisation settings in nvdia driver for armareforger workbench. Didnt work for me tho … so gl
Hey guys, I really hope this message finds the right person. I for roughly about a week have been trying to grind down watching the enfusion workbench videos by the arma team. Some videos I have been watching have been helpful (to a degree) and other videos I am actually losing my mind at translating their crappy english. Is there anyone out there willing to be a mentor for me? I am keen to pay even for the time put in! Please help a brother in need 🙁
How can i test my mod on PS4/5/XBOX without having this consoles?
How does it work?
it's enough for me to introduce my device as a console
Hello is it any way to open the project when a dependency have been banned?
Yes, Open you .gproj file using Text editor and delete those banned dependencys
THANKS ❤️
I dont think so
just the standard publish to workshop button
You can’t test performance of them, most you can do is connect a controller to your PC to test button mapping etc.
test what precisely? the controls?
I added some features that make it more performance friendly for console players. I want to test it so I can see how it reacts
unfortunately you’ll need a console box, or getting some help from some of the consoles users (xbox/ps5)
Thanks. I think I'll go for a console 🙏
It's almost useless anyway since you don't get access to logs (the most important debugging tool)
You can test performance optimizations on PC by pinning the game to a smaller number of cores (equivalent in performance, not number, to that of a series S) and watching its memory usage for example
One thing you might not be able to test though is the MIP stuff the console version does
not sure what needs to be tested, but you cannot simulate console performance on a PC in a meaningful way.
im attempting to export a model with a collider from blender 4.5 and keep getting this error message, anyone see this before?
i should say ot was exporting fine earlier
Our unit mod had a dependency on a mod that's subsequently been removed from the workshop. Now when I go to open our unit mod it says I can't open it because it's missing a dependency, but I can't remove that dependency because I can't open the mod to do so.
I tried opening the .gproj file and removing the mod ID number, saving, and then opening the unit mod again... still says it's missing a dependency. Am I missing a step or missing something obvious?
I'm trying to figure out why I have two of the same modded fuel depots in the GM menu for US, FIA and RU. Where would the duplicate be coming from?
has anyone else had the problem with the new update where the cant access there world because of a error with rhs?..... SCRIPT (E): Can't compile "Game" script module!
Scripts/Game/Compositions/RHS_ReplaceDeployableEntityCo
I am trying to work on a gem mining place inside Everon. I need someone to help me run it through. I have the script which would be chance based on mining ore, I need to link my prefab or a area that would need my pickaxe to be able to mine... anyone able to help me?
#reforger_workbench message Do that then u good
Anyone know what causes this error and should I worry about it?
is your mod overwriting the basics or are they just making a copy of the current setup and writing over that ?
Anyone know why these arent moving with the vehicle?
Thank you, I found what I was doing wrong, I edited the .gproj and then tried opening the addon. Once I reloaded the addon from disk it worked.
Thanks for the help
anyone in here know TheLastSage123? trying to get in contact w him about his ah1w (ref: https://reforger.armaplatform.com/workshop/630C6820082F29DE-SagesAH1W)
Hey everyone! Could anyone help me find a way to set the same spawn cost for any standard loadout? I.e. no matter the class/role, it costs X supplies
They're copies of the vanilla prefab, and adds one/two components to the composition. I think it has something to do with the Editable prefab Traits, but I just added content_modded to the existing traits
Probably in the prefab components or a config, I think the mod bootcamp covered some of it in first video
Well I'm looking for a more precise answer 🙂
is the workbench back end still having issues? I'm getting all sorts of timeouts and 400 errors when I'm trying to publish (projects not on OneDrive). I tried logging out/unlinking and verifying files but it just keeps going to 3% and failing for an undefined reason.
oof. NVM just saw my answer on another channel. maybe someday the devs will fix the cloudflare issue
Yes
i try to star my server but i get always this message any idea ?
https://reforger.armaplatform.com/workshop/66EA164F6CCFEBF3-FF-USSRModernV2
How can i modify this mod to make the disguise to work?
can someone tell me how i fix this plz i cant find why its doing this
How do i fix this i cant open other folders once i click one
anyone know how to register something to appear in GM entity browser?
Anyone know what I am doing wrong here? I get the lock on, hold it, and still the missile goes somewhere else. I'm using Javelin by Aran__
I just hope they bring back the FGM-148 Javelin mod eventually I miss it
theres a javelin inside of WCS_Armaments
Is there a specific arsenal I need for it or a mod I need that puts it in the US arsenal?
hi, anyone know how i can get my capure point to sit ontop of a rock prefab instead of snapping to the ocean floor?
a couple of months late and you might have figured this out already but i was following along to your video and got sick of the rain that genericworldlightentity seems to add, you can get lighting back with no rain by adding and deleting TimeAndWeatherManager.et instead of genericworldlightentity
That makes sense lol. Thanks 👍
So, I have these jeeps I kit-bashed together with prefabs using the Slot Manager, an issue I am having is certain prefabs disappear from the jeep after an unknow amount of time while others do not. Any help would be hugely appreciated. Does "Parent Node From Parent Entity" do what I want?
anyone know how to register an object to appear in the GM entity browser?
You want the end of this tutorial for that.
does anyone know how to fix this issue, Enfution blender tools says workbench is not running or Net API is not enabled in workbench. But both are running and enabled.
turn it off and on again (srsly)
did not work
Why can't I load my existing project? I'm using rhs status quo but won't let me load my world because this keeps coming up. How do I fix this?
Have you updated RHS? If not, update. If you have already updated RHS, it might pay to uninstall RHS_Core (this is where the scripts are located) and redownload.
What version of blender are you using
So if i was stupid and deleted the addon.jproj file from my map then it crashed worbench and my map dissapeared am i fked?
Managed to find it and copy paste everything across to a new world, I wont do that again lol
use the grid plane and set it to the local emat for the ground below and then shrink it to just be big enough to fit underneat the CP point
I'm getting weird stuttering when I have the world editor on my 180Hz screen and blinking of the entities. However when I open it on my smaller 60HZ screen there is no issue. Does any one know a fix without changing the setting of the actual screen? I have already tried limiting the fps in the nvidia settings for the app
whats wrong with cloudflare?
Would anybody be able to help me work out if I can make this gun usable as a turret by the vehicle passenger and if so, how?
I was able to (after several hours of tinkering) get an M60 mounted on a Jeep in a similar fashion. Though I can't tell you exactly how I accomplished this, because I have no idea what finally worked to allow it to work after all the tinkering. Though feel free to look at the mod Vietnam Jungle Jeeps to see how I did it and copy it.
perfect thank you
Hi, can you tell me if I understand correctly that the JIP_Error error, based on the documentation, always indicates the absence of RplComponent and is related to client-server synchronization?
have zero clue how you’ve managed this
never seen that error before
im just that special ed
!!! Also don't forget to turn off the Filter By RPLComponent in the hierarchy after you are done or you will be missing some of your entities !!!
Support / Tips / Donations ➡ https://ko-fi.com/andeerock
just opened up my workbench to this? anyone know what the cause is? Having a shot in the dark saying it probably due to an update and how does one fix this?
I made a tool that turns your config.json into a plantUML diagram so you can easily identify proper load orders and mod conflicts. Doesn't yet account for versions. Credit to original modsDownloader at https://github.com/SirFrostingham/Arma-Reforger-Workshop-Mods-Dependencies-Downloader
Is this useful for anyone? I can put on github if so. Example output.
Huge thanks to ChatGPT for doing all of the hard work
Tool is simple -- set up a python venv and run 2 python scripts, one to build the tree and one to convert to plantUML
Dependencies in server config are optional and their order doesnt matter as they always load before the dependent. Cool to have a visualization of dependencies if only to see what mods other mods use.
i cant update a mod for almost 30 hours now because of cloudflare
whats wrong with that
Hello everyone, does anyone know how to make one object have multiple materials? For example, how can one mesh use a ground texture and another use a brick texture?
So the issue I am having is if you overwrite a config in one mod… but then another mod also has some change to that config, I am seeing changes not following thru because of dependency (I think). For example if I have a mod that adds a new car and it overwrites the us vehicles config… and then another mod also overwrites that config to add a different car
In that case one of the mods is not made properly, they should not be mutually exclusive
Yeah that’s the problem when lots of people make lots of mods and you want to get them all working together
I’m not gonna post the pic of our actual conf on here but some of it looks like tangled spaghetti 😂
I would recommend not using mods that are not setup with other mods in mind (there are some special cases) because they will break more than just a config file
Also, part of the issue, root cause due to BI’s workshop not letting us update some things, which means we have stuck mods and have to work around them. And again you end up with tangled spaghetti not a nice looking tree
The only way to make it nice looking is to make a mod that is just a collection of dependencies and dont add anything else to your server config
I am working on a deployable stretcher, so far I have the model in-game, and the deploying prefab replacement.
Now I want to get it so you can load an injured person on it and work on them like you can in an ambulance, with a healing bubble. The issue I am running into is trying to configure the compartment.
Is the best way to do this just using the ambulances Patient compartments or is there a better method.
Originally I had the stretcher attached to an Initial Storage Slot on the M5 Backpack but something changed in the stretchers prefab while making it deployable that made it no longer visible in the slot.
how to fix that?
copy the code. go back to your project dashboard, add existing project, my games, arma reforger, put it in the search bar and it should show you what mod it is
BMP-1AM
as I understand it, we lost all the btr-82s because I had a mod that added btr-82s at startup, and all the mods that were related to btr-82 stopped working properly without being bound.
you’ll have to redownload it to you enfusion dashboard to open your project
from there you can go to your project options and remove the dependency so it doesn’t happen again
this mod was removed from the workshop, and all other mods that had it in their core dependencies also stopped working :P
deleted
banned
it’s all how you UV map and apply material names in either blender or maya depending on what 3d software you use
ahhhh
yup
not quite sure how to navigate that one i’m sorry
was it a dependency from the start?
ye
damn
I was gonna say there’s a world in which you could try to download an older version of your mod via server provider but if it’s always been a part of it then it wouldn’t matter
maybe ping one of the devs?
Are you setting it up like a tripod with MultiPartDeployableItem etc?
I am using the SCR_Base Deployable Inventory Item Component.
Cool idea.
I did a custom ambulance in the bed of a truck using a stretcher... It was a process setting up the patient / medic slots.
I now have the compartment and actions set up but the compartment is obstructed and won't let me in.
Oh yeah. I had that issue too. It was the animations being obstructed
At first I couldnt get in, but then I could get in but not get out
Trying to find the option where I fixed it...
ooooo that’s pretty neat
Dont know if this helps... but in Base Compartment Manager Component, I had to set "Skip Character Door Animations From Seat" which disables animations when getting in and out of the seat @steep compass
The other thing is you want the compartment & laying down animation to not be obstructed by the stretcher itself, which is tricky
Open the gproj file in a text editor and remove the mod manually there
This truck uses the ural animations for climbing in / out of the back but it was just a little wonky with obstructions so that was the only way I could make it work without building new animations for it
Also setting the seat type - for the specific component that has the stretcher, i was using the uaz ambulance animations and set seat type to 2 to make the occupant lie down
I use a blender.
Skip character door animations was already toggled and it still said obstructed. I am also using the UAZ Ambulance anims and seat type.
Just as a test, maybe try in world builder on a test world, manually spawning the stretcher in a few feet above the ground and see if you can get in
I added an editable vehicle component and forced an unlucky ai inside, the compartment in rotated 90 degrees, I think that might be the issue.
Ai now occupies the compartment the way I want but I can't get in, it still says obstructed.
Other thing I can see is in the door info there is "get in teleport" and "get out teleport"
Also, entry position info
There are some other options in door info you might want to mess with such as Fake door, seat aligning, etc. The obstructed error looks like that you see if say you parked a truck next to a wall and the door couldn't be opened or theres not enough room to get in
I am looking into this now. I forgot about the teleport options on the doors, I was too focused on the compartment itself.
Yeah i think its gotta be a doors issue
If you have an unconscious patient can you "load into ambulance" ?
That is a totally different thing. SCR_LoadCasualtySupportStationComponent
I can try that. I can spawn an Ai into the compartment and they are laying down the way I want. So that's good.
Well, I can deposit AI to the stretcher using Ace Carrying so that's a huge step in the right direction. Now to find a way to allow someone to "Check Injuries" and do ACE medical stuff to them.
may be a matter of copying scripting from the player model onto the ai model from the ace carrying script
im not a coder by any means but i imagine you need to get the attributes/action/slots from ace carrying onto the ai player model
and i imagine that is done in a script
I GOT IT!!! The "door" was upside down so it was obstructed by the mesh itself! I was messing with the debug menu and found a compartment section that showed where the entry postions and stuff were. The assesabilty was also off, it was making it so the stretcher needed to be above ground but a few feet.
i got this error while trying to open my mods, this mod use RHS status quo as dependency.. i cannot publish and update this mod.. anyone know why?
Nice! Link me the mod when you publish 🙏🏻
I bed if you publish that standalone it would be super popular, especially if working with ACE
sooo can anyone else upload at all?
I uploaded some updates to small mods earlier this week, under 10 MB each. A few prefabs and some textures/images
Is it possible to unlock this layer? i want to change some values from the vanilla conflict gamemode.
I've created a duplicate of the "CTI_Campaign_Cain" into my mod/worlds/MP folder already but no option to unlock the layer that houses all of the configs for the gamemode.
so no large uploads still? lovely
Guys, I came across an error when running gamemaster.
Allow script 'scripts/Game/GameMode/Loadout/SCR_ArsenalManagerComponent.c:1075'
to access potentially dangerous
method 'BaseContainerTools.LoadContainer'?
How can I fix it?
Have you updated RHS?
Changing your DNS to CloudFlares has helped some people.
Details on the bottom of this pagehttps://www.tpmtactical.com.au/arma-reforger-troubleshooting/
hello ive been trying to Edit and save a prefab ,ive tried many videos , asked a few people and its still unclear , i cant figure it out ,ive broken prefab instance , edidtted the prefab in the Prefab edit window , added what i wanted , and saved , when i went get the created prefab is gone even tho i saveed it and renamed it, super frusterating , would really appreciate help ...like i said ive watched a few videos , any help would be killer thanks
Gone instantly after saving? Or after you open your project back up?
when i save , then close to open my world to use the prefab its no loger there , im thinking maybe im editing in the wrong place
When you save, does it say down the bottom right of your screen that it actually saves?
yes sir it does
then when i go to look for said pre fab its not there , i even backtracked to my tools saved data folder and there was no auto save file for it , this is where i think my misatake happend
That's strange. With regards to the prefab, are you inheriting, overriding or duplicating?
from my understanding i was duplicatring it into my own folder by breaking it and editing it , but not the case
Try again and give it a prefix so you can easily search it. Example TWB_prefabname.
See if you can find it afterwards as a test
I will try this thank you 🙏
broke the instance , added my items , inside the world editor not the prefab edit window , saved world , wase able to drag and drop the whole prefab into my folder !!!, thank youuu
Yeah its ahuge conflict of mods, happening for monthsd now, cant get fixed wing aircraft to work.. not looking good
https://reforger.armaplatform.com/workshop/6893708AF0533850-DeployableStretcher
Here it is, it's still super WIP but I've hit a wall. I had to edit an ACE script to allow CPR in vehicles, which is about as clunky as you can imagine. It's the only workaround I could think of. If someone else has any idea's feel free to @ me, either here or in a DM. Finally moving the stretcher like ACE Dragging would require animation work and I've never done anything with animations so I've no idea how to do that.
what version of blender is tools supposed to be used with now?
Only other thing I could think of is doing a whole custom prefab component
Does anyone have a tutorial on how to prepare an FBX model of a vehicle in Blender for Workbench in Fusion? please
yes i did..
Does anyone know why the mod I created doesn't show up in GM? I've already uploaded the mod.
Check your logs to see what the issue is. RHS is working fine and I use it in nearly all my mods for my community.
What mod did you make?
a vest bulletproof
It works and looks fine here, but when I publish the mod it doesn't appear in GM or in the boxes.
@stoic wigeon
Have you added it to the correct factions item entity catalogue? Have you added the correct factions components to the prefab? Take a look at a vanilla vest as an example.
Back in the resource browser outside of world editor. If your wanting it for US just search US.conf
Override it and add it in there
Watch TPM videos they explain it very well
Maybe one of guys can help me... Got a problem with my server. Most of the players can join the server but a few guys got the problem when they try to join the error message 'Cannot load project' /app0/addons/data/ArmaReforger.gproj'! And for that few guys who get this problem it's not possible anymore to join the server. They already tried to delete all mods and reinstall them but nothing changed. And all the other guys playing on the server got no problems at all.... It's totally strange... Anyone got an idea how to fix this?
I also tried to reinstall the server but same results as before...
The 4.5 LTS versions work
Folks, does anyone understand how the localization system works? I want to add some alternative capture points to a layer on Everon. I've placed down the prefabs, and I've also created a custom .st file which contains the keys. What I don't know is how to make the mod reference my custom strings file as a dependency.
When I run build, I see this GUI (E): LocalizationEditor: Can't build runtime string table, 'Language/new_names.st' is not configured in game project!
Awesome, I got it working thanks to this vid. https://www.youtube.com/watch?v=PXH24JS6KLo
Miscellaneous | Mod Localization
Discuss how to create a string table, create unique id's for text and translate to a different language.
Are they playing on PC or console? If on PC, do they have OneDrive enabled? If so, disable/uninstall OneDrive (assuming that they are using the default mod directory) and see how they go.
We playing all on PS5 after I reinstalled the server it seems to work now...we'll see...
Did the November update that take out saving do something to conflict where you can’t spawn AI pilots in the pilot and co-pilot seat.
Works in every mode but neither conflict mode.
Anyone else getting 5 second freezes in WB? This usually pops up when the freezing stops:
BACKEND (E): Curl error=Could not resolve hostname
BACKEND (E): Http Error (SEND)
BACKEND (E): [RestApi] ID:[56] TYPE:[EBREQ_ANALYTICS_SendEventTD] Error - Cannot send request
does anyone know how to make a heli rearm station? i've placed the prefab but I still cant rearm anything
Could you elaborate? Why can't you use the vanilla helipads?
so basically I want to make a helicopter reloading station separate from the main base. Prefab of the helipad allows me to spawn helicopters, which I don't need. I just want to be able to fly in and reload the guns.
I am not at my PC to share my FARP prefab, however you can download my mod and take a look if you like. https://reforger.armaplatform.com/workshop/671C41AE0B4A1F5C-TTLogistics
When I add addons to my project it hides the project folder and the workbench thinks I'm working on a project that is one of the dependencies. Has anyone ran into this before?
I think it may be some windows update onedrive shenanigans
This means you are probably missing a dependency of one of the mods you have added to your project.
Plus, you should not have OneDrive backing up anything related to AR, it will cause problems.
I actually just finished watching one of your videos as a sanity check
Hopefully it helped.
If you add mod A to your project, make sure you have mod As dependencies added to your workbench as well.
Funny enough I didn't have anything set up to use one drive. Reforger just decided to use the one drive documents folder instead of the local one.
If you don't use OneDrive, uninstall it. In my opinion anyway
Your videos have proved extremely useful as I've been learning the workbench. Definitely worth a subscribe.
I was missing a dependency. Launching the file gave me the GUID and I was able to look it up on the workshop.
hay i Try to set up if i go into an area it will spawn radom things and civs set up in diffren layers if you leave it restores it this works 2 times after that it will inantly spawn units in it even if noone goes inside to activate the triger any idea ?
how do i fix this spawn in the gound
also my workbench crashs when ever i try to get in it
Curious if anyone else can replicate this WB crash.
-New Project - adding just Bacon Zombies as dependency.
-In Resource Browser - navigate to BaconZombies/622120A5448725E3/Prefabs/Characters.
-Within that folder, scrolling down crashes. Is repeatable.
Get an unhandled exception in log
Loaded up others to see if I could generate a similar crash navigating prefabs...no issues.
Error Reason: Access violation. Illegal read by 0x7ff6bd6a7180 at 0x8
I'm unable to give move orders to AI on game master because of this error.
I never overidden or messed with anything related to waypoint prefabs? How should I troubleshoot this?
Did you override the prefab? What map are you using?
Does it do this with Resouce Browser 2? The two resource browsers are treated differently
This happens in GM on any map. I did not override any prefabs related to waypoints
I think i need to put in placeable entities conf? But what is that filename called specifically
So you are making your own missions?
Hey does anyone know how to work the "RPphone
by NewbKodii" with the Shop System by Euka
HQC Arland with my own faction yes.
I found the issue, had to reinstert those prefabs to systems.conf
Resource Browser on left with sub window…fresh project. Enabling Resource Browser 2 does the same thing for that folder. Can open and navigate any other folder without issue, I’m not making any changes whatsoever. Just the action of opening that folder and scrolling down crashes the entire application. Verified files in Steam, uninstalled/reinstalled.
Not quite sure how to go about explaining, so im just gonna try and keep my question strict and to the point, On Piano_01_Base, like the one in the House_Village_E prefab on the map Everon, how would i add a new option to the piano's interactions, i cant seem to find out how 😭
!purgeban 1263026675751583848 312752609805205515 0 scame picture spam
*fires them railguns at @cold flare and @mint sluice* Ò_Ó
Goat patrols
Question, anyone able to tell me how to create a M1025 with a squad inside it from the workbench so that they don't need to follow a get in order after?
that would be done in the ActionsManagerComponent. if you're trying to add more music options to it, add another SCR_PlayInstrument action and point it where it needs to go, either to a modified Props_Piano.acp or to a new sound project
If you are referring to the vanilla vehicle, then by default you can place them down with troops inside.https://youtu.be/LpB4ZwS1hhE
A video showing how to place a vehicle down in GM with AI already spawned in.
Music from #Uppbeat
https://uppbeat.io/t/hey-pluto/gangster
License code: NJDJMYJNX0HV6GRN
Music from #Uppbeat
https://uppbeat.io/t/mountaineer/your-way
License code: KNEQYH3PRFHZ4DMR
#arma #armareforger #tpmtactical #pcgaming #armaplatform #armareforgertutorals #ar...
tysm, this is everything i needed 
I mean more inside the workbench itself. There's a component, uh, component within the vehicle within the workbench
My bad, thought we were in the game master thread.
no you're so good that's still helpful
I know you can make a group that has vehicles and troops, but I haven't figured out how to have them start in the vehicle from the workbench.
pain
I've figured out how to make patrols, and I think I understand how to make tasks for players and bases, but I need to figure out starting NPC in vehicles, making the vehicles drive properly, and if piloting/helicopter animating is possible. So if anyone at all can elicidate me i'd be tickled pink!
yeah it's weird, the zombies still work great, weird errors and that scroll thing crash, I hope someone can help
To avoid using getin I use the move AI into vehicle action, but that's for scenario framework. It would be cool to just have a prefab of a pre-filled vehicle
Hello, I have a question.
I’m currently learning how to create scenarios and I’ve run into an issue. My radio tower mechanic is not working as intended — capture points can be taken even without building/placing the radio tower.
I would like to set it up so that the next capture point only becomes available after the radio tower has been built or placed. Could someone please advise how to properly configure this?
DM me if you need help with that still
how do i change max resupply ammo of a vehicle?
wait move AI into vehicle action? How do you make that action just happen?
Any fix for the upload Failing? People have been reporting that for half a year but no fix from bohemia i can find online. The Ol' reliable Code:524...
reduce size or increase? Its 158mb rn
So for scenario framework, you'd have your slotAI and Slot for vehicle.
On the SlotAI under activation actions > actionAI > MoveAIIntoVehicle.
Can set the options up accordingly and add the slot for vehicle to getter, would suggest keeping partial move and check slots ticked - As of approx. 2 weeks ago this was working in conflict gamemodw
But ofc it isn't designed for it afaik and could break but things always break so 🤷
that is so very neat thank youi so much
This so desperately makes me want to get access to the enfusion files for the campaign 'cause my god it's impressive
actually, is there any solid info on what a "slot" is, slotAI, area and layers from bohemia?
wait, how did you do this? I clearly do't understand lol
nvmd got it thank you
Hey guys anyone know how to fix this crap i created object hwen i swapn it with GM and move all object stays static does not stick to the main prefab?
Sorry man had Discord off yeah honestly I have no idea 😅 if it works then it works!
Nvm found needed to add to all items that are missing
all good! I was applying the totally incorrect variables and I also think I misclicked the incorrect getter
if anyone is still around actually, how do you add supplies to a box or other object for an arsenal to work?
dont forget to do the same to the regular prefab. It has no "E_" at the beginning and has a blue bar in icon.
what
no idea what the blue one is for but there are two files for it
where can i see it? @chrome stag
Guys, I can't upload 100mb mod, are workshp services working for you ?
