#reforger_workbench
1 messages · Page 24 of 1
What does it mean ?
I'm trying to make an editable prefab that i can use in campaign but i have no idear hwo to make it work i tried to copy the same structure as the sandbag but i'm stuck to the aprt where i have to add the prefab tot he EditablePrefag
Whats the best template for life servers?
alt + f4
does anyone have problem with exporting sound map? I am over an 1hour on 0%
I've tried for the past ten thousand years, but I can't get this to work. I don't know what the fuck to do with this god damn thing. Does anyone know what this error is even supposed to mean?
2026-03-29 19:44:13: BACKEND : Loading dedicated server config.
2026-03-29 19:44:13: RESOURCES : GetResourceObject @"{02E7491FF1127725}Missions/mission.conf"
2026-03-29 19:44:13: RESOURCES (E): Failed to open
2026-03-29 19:44:13: RESOURCES (E): MissionHeader::ReadMissionHeader cannot load the resource 'Missions/mission.conf'!```
Hi everyone, I'm completely new to creating scenarios in Arma. I created a "mini" scenario, uploaded it, tested it, and everything seems to be working. Unfortunately, you spawn naked. No weapons, nothing. I'm starting to get desperate. Can someone please help me?
you need to edit the config files for the faction player
Do you mean the CampaignLoadoutManager or the FractionManager in the World Editor?
Or where can I find them?
hold on
ok i figured out how to make a successful conflict, but why would the HQ or conflict base change location? I have one HQ for USSR and one for US.
would anyone help me with my modded map scenario for my server all the dependcies ive added to it work in a defualt map its my own map gamemode it says and ive tried videos and all options does anyone know how to use arma reforger workbench? DM ME
Because they randomly spawn at different points on the map on game start
It means it can't open the file. It's either corrupt, not there, or is not the expected format.
whats with reforger and stupidly slow download speeds? anyone got a fix for this that actually works because nothing ive found though google has worked yet
how can you edit the whitelist on the HQ ammo crate? i'm trying to add some modded mags, but uhm, it's not working
i removed some mods and it worked again seems sometimes things get corrupted.
Are you editing the prefab arsenal component?
i did later, it worked then, my apology for not saying i fixed it
Hey yall I need a quick hand, I imported a custom model and put the rigidbody on it, then ticked model geometry, and still my object doesnt have collisions, am I being an idiot? What are the common mistakes here
how it works:
- if I upload mod as public and then next version as unlisted, both will be unlisted?
- if I upload then remove and ten upload again, there will be no old versions, right?
- is there any way to choose version of dependent mod so mine will work only with that version even if owner will push update?
- any way to modify description and changelog without pushing new mod version.
only one entry of a mod is shown (or not shown if unlisted) on workshop
unlisting does not prevent mod being used though
it can still be added on server and downloaded by users joining a server
if you remove mod, old versions are gone too correct
choosing dependency version is not possible on mod level I think. (correct me if Im wrong) mod version can be selected in server config
modifying entries needs pushing new version I believe. does not need file changes though.
if i deleted a project from my addons folder is there still away to delete it from workshop?
anyone knows how to fix this?
need help this s*** got on my nerve it's probably something simple i am missing i would appreciate the help
Create a new addon and replace the GUID with your mod's GUID
Unlock the arsenal to no item restriction you can do it through gamemaster edit the properties and it will be a option for you
I seem to have a problem with one map in specific, where when the camera gets high (starting from about 700m in coord terms) looking straight down onto the terrain, the shadows dont get rendered anymore. If I go to like 600m it works fine.
Its only one map where that doesnt work. Ive tried bumping the LODs on both terrain and objects via the debug menu but while they work, the shadows seem to be somewhat hard coded on this map to start showing only when I get closer.
Does someone have an explanation or workaround for that? Or is that a bug?
Would adding Enfusion Persistence Framework, and Database Framework help keep my MOBs from swapping places in conflict every time i restart the server or do those two mods do something entirely different?
You're probably using a default loadout and that loadout has something that isn't in your entitycatalog.
Hi everyone, could someone help me with implementing Reforger Lobby in Arma Reforger Tools?
I’m trying to create fixed role-based loadouts (Alpha, Bravo squads) so players spawn with predefined gear, but I’m struggling with the setup in Workbench.
If anyone has experience with Reforger Lobby or role prefabs, I would really appreciate some guidance. Thanks!
Hi guys is there a way to get a mod "private" other than the unlisted setting?
Look's pretty cool. 😉
there is no way to make mod private
but licensing of a mod can restrict who can use it
but there is no such thing as private mod
From what I've seen regarding licensing as long as the mod is public and on the workshop there's no way for you to prohibit a community/single person from using it even if you write it in the description, am i wrong ?
no its possible to prohibit use
so yes you are wrong
This is just a theoretical question but can people slap a "nobody can use this mod except me" license on their mod, a little like the ones that are restricted to certain servers?
And what should I do if someone who hasn't the permission still uses it?
Is there any BI reference i can check about it?
You would report it to me and Id see what I can do about it.
We allow this kind of prevention to some extent but if it becomes predatory or just nonsensical we can request changes to it or ignore it.
this is the kind of thing I would say is nonsensical
So in order to make a restriction there needs to be a logical reasoning behind it
yes
Theoretical was the keyword, thanks Goat 👍
Limited to particular servers vs limiting to ONE GUY is a bit different
Another issue is enforcement. Bohemia might be able to shutdown a server but I dont think they can link the server to an owner, so the owner can just make new servers.
Could this be justified by having the authorization to a community from a really "strict" brand and therefore doesn't want anyone else to use it but that specific community? Also is there a ticket or something similar i can open about this?
I think that nice Goat person said to just tell him idk 🙂
Yea yea the question was directed to goat 😅
is it ok to publish mod with link in description or it's against the BI rules?
Turn of the faction setting at the bottom in GM settings.
yes that has been fine.
assuming they have
A self made mods only
B the dependency mods they use do not prevent this with their licensing.
Perfect thank you very much
how do i get rid of this?
I am currently trying to create a faction for my milsim that has the preset groups with frequencies and what not preset, but I cannot get it to work. Can I get some help later today on creating this?
**Hello.
A fix/solution for workshop 524 Cloudflare problems has been rolled out on current Experimental.
For those affected, could you download experimental and try to upload your mod there in order to test the solution?.
Thank you. If everything is working correctly then this will land onto stable too afterwards. **
is there a way to get the two hummvees and supply truck from spawning at the HQ in conflict mode?
i am creating a custom scenario in workbench. I want it to be perminent
Locate the prefab arsenal and unlock it in one of the tabs that's on it same thing as game master no item restriction and whichever faction you use save it and apply it to all prefabs and that should work at least it did for my scenario
Possible search for 2 lines in text search? like:
protected bool m_bSomething;```
@gray fractalwrong channel
Which channel then?
Ohhhh, thanks u so mutch
holy shit
I can finally stop paying 40 dollars a month for a shadow PC to upload my navmesh 
It may have taken a year. But we got there
worthy of an at-everyone tag tbh, seems most modders have been hit by it for a long time
I'm having an issue where the workbench freezes every time I click on any FactionManager
I've tried verifying my game and workbench files thinking it was corrupt but didn't have any luck
After a few minutes this error pops up in the log but after that workbench remains frozen until I force close it
Any ideas?
This is from selecting the FactionManager in the GM_Arland world on a fresh project with no mods loaded
check your .gproj dependencies
arma reforger is a required dependency
(@) Everyone would ping 151,000 people
All that to inform the 10 modders Reforger has
There are more than you think
There are 350 active per day since PS5 mods
Just majority are not even here
Depends on the moon cycle, personally
Anyone knows how to tweak base seizing to make that there should be more than 1 player for capturing to accur
Can anyone tell me what is the parameter to tweake to make supply depots "more or less" visible around the map ? like not they're actual size but the fact itself if they show or not, I know it's something related to base's distance (?) but I don't know where exactly
If I switch to experimental to upload my mod, won't it be locked to the experimental version of the game tho?
Where's the button to delete those Duplicate player identity errors when using peertool?
It seems correct
It is there in all the projects I tried
Also, it was working fine for a few hours before I started having this issue
Is there some kind of cache that workbench uses that I can clear or something? I did a full reinstall of the game and workbench and I still have the issue on every project I open
So I narrowed down the issue and I think it's some kind of bug with the workbench UI
Somehow, every single thing in the faction manager object properties has been fully expanded and the UI is freezing trying to load it all
If I wait about 10 mins it finishes loading and I can scroll the properties very slowly but it's still barely usable
Can I reset the state of the workbench UI somehow so that it collapses all the properties again?
anyone know how to get rid of the the 2 hummvees and supply truck that autospawn on the HQs? Or are those just baked in
You can get rid of them, I saw them in some config but I won't recall where exactly, but its possible.
You can also change them, etc.
Hi all.
I've created a GM scenario in enfusion workbench that works really well.
I am having a slight issue with some placed custom assets though.
I have a hanger placed down that we use a staging area, but when in game it is very easy for the GM to delete it by accident.
How can i disable the ability for the GM to delete assets as base?
I've googled this but the info i found doesnt seem to have helped.
IIRC there is a parameter in side the prefab that decides if it is or isn't editable. make an override of that asset where you disable the editability parameter (don't have the exact name). this should fix it.
if not; try looking deeper into the prefab and your config, there might be something hidden there
experimental workbench is keep saying I am not a Arma user. What is an unknown error for logging workbench? How can a logging has unknown error?

that worked! Appreciate your help!!!
no problem man
Hello. Anyone knows how to disable requirement for an arsenal depot when spawining with custom loadout?
You have to create an account on Bohemia website so it links to your account
nevermind i did a workaround by placing the arsenal box underground. Buti cant seem to find where can i set a custom respawn price. Bc now it does the calculation of what a loadout price is. I want to set it to liek 50 supplies/spawn
actually I update mods every week. Just finished hotfix for exp version and find out that account link is broken in exp workbench. 
Experimental workshop is different from stable workshop
You need to create a new account on Experimental for it
Did something change in the latest update that completely botched being able to use the "builder mode" to spawn vehicles?
1.6 or 1.7 Exp?
1.6
This shit was working in my missions before and now none of them can use the "spawn vehicles" shit from conflict
works fine AFAIK. If you're doing it in WB just restart it and see if that fixes
i just know 1.6 conflict added veh depots with a fuel tank included
Nothing. Hooouugh god here we go i gotta rebuild this from the ground up
why not just swap out the veh depots on the map and see if that fixes it?
That was one of the first things I tried. I eventually just placed down any possible vehicle depot both in editor and as GM, still couldn't get it
the menu just doesnt come up at all?
So the radial menu for requesting a vehicle will show up, and it seems like the action is triggered, but no builder UI will display like the action just didn't do anything
can you place items from GM? heavy veh depot?
Item is able to be placed in the GM, though it's the same issue which is making me think it's a gamemode problem
Check out the EditGameEditor.et file or whatever it's called, and make sure the items are in the prefab array in the PlacingEditor component
I think I had that issue before
*EditorModeEdit.et is the file
Based on this there's 41 registries under that component
you got custom vehs or something in the scenario?
No, straight vanilla on this one
which veh depot prefab are you using, the conflict mode one or regular?
Regular and conflict, I've used both of them individually when I was trying to narrow down what was going on
hmm, not a clue then. personally I'd wait for 1.7 cause you'll probably have to fix it again 😭
Yeaaa, this is going to take some heavy debugging on my end I think. Thanks for the attempt though, it's appreciated
I think for this mission I'm just going to make a caveman version of vehicle spawning and tell the players to deal with it
I think that issue I had before was bc the prefabs I modified were not in that silly PlacingEditor array, I know I had an issue with placement not working at one point
just give them two or three jeeps and say "figure it out" 😄
or give them a bicycle and tell them the scenery is nice
Unfortunately I can't quite do the three jeeps and fuck you variety this time, given I'm sending them into a minefield as a fucked up easter egg hunt
But I guess just making a trigger that says "spawn vehicle when players are in the trigger area" is good enough
give them the pimp van so it's more infuriating lol
oh yea i like that idea. done
Hey guys, I need some help! Why are parent map entities in my SubScene locked (read-only) with a red icon? I need to delete/override buildings to rebalance the map, how can I unlock them?
@dull hazel i'd like to get in touch with you
I maybe mismatched the email or something. The last time uploading mod in exp is 1.6 release day.
Does anyone know if there's an option for simulating a dedicated server when launching the game in the workbench?
The dreaded arma 3 thing of player and server being the same is something I'd like to avoid here
If I was going to create a scenario that is PVE based focused on Air Force Pararescue on the Kunar map or really any middle east map, what are some good first steps? I basically am looking to give people the option to either be pilots or be PJs, and I was looking for it to be replayable. I'm slowly learning Workbench, and I came to it with this specific mod in mind - I'm just looking for experienced input.
I don't know if it'd be easier to do it like a mini campaign where the missions are set, or to have them at random. Random is what I was hoping for, but I'm thinking of different options to get a feel for it.
Check out #reforger_workbench message. I haven't had time to make it into a plugin but the files are there in chat. Credit: @tropic zodiac
nice
would anyone be willing to assist me in configuring an economy mod?? for some reason i cannot get it to work properly. mod is the dynamic economy by wyqysyk also im new af when it comes to this
@light blaze
i sent him a dm, just didnt want to ping him aswell lol
He's a friend of mine, I don't mind pinging him lol
fair lol
replied to DMs 🙂
Hello everyone, I probably have a problem with the colliders. The car is standing on the rear wheels, and when I sit down, it flies off. I have read everything but I do not understand how to make colliders. Most likely, I do not understand because of my poor level of English.
aggggggggggggg!!
My question is: if I upload it as you say to Experimental, will the normal version of the game also receive the update? Do you know anything about that?
On the other hand, it does let me update mods that are, for example, 10 MB.
okei, check other tag and work
i got everything to work for conflict, but in order for objectives to appear I have to spawn in, leave faction and spawn back in. Is this a weird bug or did i set something up wrong?
i am new to enfusion workbench. a friend and i are creating a server. i have all the prject files but when i open the file it says its read only and i cannot edit anything
( he did add me as a contributor or whatever in the settings )
Anyone able to use the FPS Diagnostic Plugin? Once i load in i get an error about missing CameraManager although i have it on the map.
Dedicated server tool for 98% fidelity or peertool for 90% of the same behavior
probably a stupid question but does anybody know where my blue arrow (Z axis) went?
Probably clipped through the object
I'm not sure, I can't see it on any object
Can you move the Z axis coordinates from the selected item component box?
Yeah, I can edit them manually
Usually if there's an object in front of it, an arrow will just go through it and be a pita to select to move
Other than that, not sure why. Restart WB?
Didn't help lol
How can I make the resource replenishment automatic in resource caches ({FA7A86697340C58C}Prefabs/Compositions/Slotted/SlotFlatSmall/SupplyCache_S_FIA_05.et)? Or how can I make resource points invisible on the map and uncapturable?
As in not able to take the supplies? I guess technically you could swap out the compositions prefab. I'd be lazy and just remove the map icon from the selected point components so it won't show on the map.
This prefab should be placed in the world and resources can be taken from it. However, it is only set to provide resources and does not have an automatic replenishment feature.
ah, you might be able to use enforce scripting for it by seeing how base supplies regenerate. I don't know if there's an auto-refill for a component, but that would be a sweet option to have
experimental workshop needs an extra/seperate account
Do you know how to disable WCS saving?
I want to delete the furniture from this prefab, i select all its children except the ladders because i want to keep those. After i successfully delete them, after reloading the world they keep coming back. I tried inherit the prefab but it doesn't let me delete the children when editing it. Should i duplicate it or override it. What's the procedure to delete children from the prefab?
Is the base prefab not empty?
It is but i wanted to keep the ladders. I figured it out. Broke the entity and deleted the children.
Have you used EeveronLife mod?
not related to what you doing but wondering since you know what your doing with the engine
No i haven't used the mod
How do i go about editing loadout configs? and adding items to each arsenal for each side? that’s where im lost, vehicles, weapons, etc
does anyone know why my map i made in workbench forces FOV?
Missing/ wrong camera manager
Found that, yeah
Set the fov to 99
90*
Then the minimum fov is like 40, and max 120
Will that allow the slider to work?
I've added some FIA vehicles I've customised to the US vehicle catalogue but in the game they do not appear in the vehicle depots, do I need to do some extra step to get them in there?
Add the build option to them in the faction manager in your world editor
World editor, is that where you are editing a map? If so I can't run that on my pc unfortunately
Its where you set up your scenario, you may be able to do it through the US vehicle catalogue perhaps, look in there and see if you have both the build and edit boxes checked and try that
Where would I find those options in world editor? Sorry for all the questions I haven't done vehicles before
I've gone through probably every setting and I can't find either of those
If anyone else knows please let me know
I think I showed you a few days ago? Maybe it was someone else. See https://community.bistudio.com/wiki/Arma_Reforger:Asset_Browser_Mod_Integration
This really needs to be a plug in
I have never done this before today, definitely wasn't me
gotcha, yea it's a painful process where it's easy to make mistakes. Hint for plugin for such a thing, @neon ore 😉
Will following this method allow them to be spawned in from the vehicle depots?
Yes. Essentially you need to add it to a registry under EditorModeEdit.et I think it's called
Likewise, similar process for items in build menus
the page also references this one to read in case you missed it: https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Editable_Entities_Configuration
I'm not using the sample mod new car though, I'm just trying to get my reskinned FIA vehicles to the US vehicle depots
The process should be the same, though I've never done vehicles before.
This is all extremely confusing for such a simple thing
yea I know, I've requested Bohemia to make WB plugins for this stuff: https://discord.com/channels/105462288051380224/1486981568370053150
I hope this works, thank you anyway
Still didn't work
This is so unnecessarily complicated
I. Just. Want. A. Usable. Truck
Nothing ever works with this god forsaken game, my lord
does it come up in GM at all?
I'm trying to get it into the vehicle depot for my PvE conflict server not GM, sorry
yes i know, just trying to see if the game can at least see it in GM mode
Ok one moment
Yes they're in GM
ok cool, at least it sees it. You might need to find the .CONF file to add the modded vehicle to so it's selectable in the Vehicle Depots. I don't know about vehicle spawning, but there is probably a conf file for light and heavy veh depots that contain all the vehicle prefabs that can be spawned.
Good insight, I didn't even think of that, thank you again
I've tried everything possible, nothing has worked, I quit fuck this
Thanks for the help
I just threw my keyboard
i’m elling
broken one
from enfusion
anyways
i just don’t get how you make arsenals
normal response from fighting WB tbh 😄 you are not alone
what exactly are you trying to do and expecting?
I'm going crazy, it's been three hours and nothing works I'm going to destroy something
I'm doing everything it wants me to but it just fucking refuses
yep, welcome to workbench. Someone will come along and might know what you need to do
Hello, for the past 2-3 months, I haven't been able to upload a mod because of this problem (screenshot attached). I've tried with and without a VPN, changing my IP address, and at different times (i.e., night, day, morning), but I still can't upload the mod. Is this a problem on my end or Bohemia Interactive?
P.S. If it matters where I am, I'm from Russia, in case that matters.
Cloudflare issue for like past 8 months for many ppl, they apparently have fixed it in 1.7 Exp
What should I do then if I don’t have the experimental version, but the regular one?
Not much else you can do. Some ppl have used some kind of remote virtual gaming service to upload their mod.
Also in your Project tag: it's spelled EXPLOSION (unless thats what you meant ofc)
Can you help me with this? Why not disabled? Some allow it, but others don't.
make arsenals
gonna need to elaborate more on what you mean
Hey so I have a question for you experienced guys I’m new to the arma stuff I’m working on a sever for some buddies of mine I’ve worked on other games but I’m struggling with the work bench if anyone is willing to offer a hand I would greatly appreciate it
Are you tryin to make the physical object to place in game, a new factions arsenal, an arsenal for specific items for an existing faction?
make arsenals
You're not being descriptive at all and no examples
how do i enable gamemaster for conflict/campaign in workbench?
Load and start the map and press Y
i tried that, i put in my admin password too, but nothing happens
do what? are you loading it through Workbench 3D viewport or Reforger?
Reforger game
GM should be available in all modes, idk what key it is for ingame Reforger is but in Workbench 3D Viewport it is "Y" for me
If you are in the actual game you need to open the chat, then /login “YOUR PASSWORD”
Are you playing in single player via the scenarios menu or running this on a server?
It was a while back so not sure if it's still the case but GM only ever worked in server for me, could never use it in single player
running it on a server. I feel like its a setting in workbench that im either missing or overlooking
i tried that
Does it let you use the chat at all?
yes
ok and u setup credentials on your server hosting?
yes
sorry for dumb questions just getting to the root
ok
and does it give u any messaage on top right of the screen when u do the login via chat ?
Yeah tends to be missing chatentity but if your chat works then I'd doubt it's this
understand, its weird. its weird, never done that to me before until i tried to create a conflictmode
yes
thats what im thinking
yes for sure, check vanilla conflict components
i know two gamemodes will break things, so maybe theres something in components, so il look again
yes there must a component in conflict that enables the gm
ok il look again and see. all i saw was gamemaster.conf. i dont think thats it
I asked this a long time ago, but I wanted to ask again to see if anything changed. Is there any way to edit locked entities in base world Everon? I'm literally just trying to remove rocks, trees and bushes from ONE hill near Provins and it's really stressing me out. 
open empty everon map and copy & paste all layers from normal everon map.
Awe. 
Depending on what needs deleting, and how/what you're placing down in its place you can use prefab deleters but the default one will delete everything including prefabs you place down (unless spawned via Slot, or I suppose so long as it spawns after the deleting happens)
Like I said, I just want to delete some trees and rocks and stuff.
Copying it crashes my workbench so I think I'm just shit out of luck.
Exactly why I use the deleters lol (and the wall of errors you get if you do manage to copy everything over)
So you're not placing stuff down you just don't want those trees?
Yeah, only in one part of the map though.
It's just one small hill outside of Provins.
Rocks and bushes are also included.
Yeah best option is the deleter or at least best I know of. They work, shame we don't get to edit things though
Hey, sorry for the ping. Where would I find the deleter in the workbench?
If you get a wall of errors using a method that has literally worked for 3 years then you're doing something wrong.
But copying everything should only be used in certain circumstances. Specifically if a lot of changes are gonna take place.
I'm just looking for anything at this point. 
Depending on the circumstances, another good approach would be a custom trigger entity that deletes things within it
Then you could use a poly line or spline to determine the shape
I could, I just really feel like it could be easier if we could just edit stuff.. I feel no need to make it this complicated but BI does that I suppose. 
Because its not your map to edit
They don't want you to edit it
Just like modders that make maps
I suppose.
If I spent 3 years soloing a map, I wouldn't want random people messing with it
What about non-random people
It's under the create tab under SCR_Prefabdeleter
I still think it's weird that maps can't be overwritten but they don't supply functionality to make prefabs non-overrideable
Would you mind explaining how it's done? Always just copied and pasted things over as you would anything else, in batches to avoid crashes, but would then get endless things about too many clutter objects or similar...
I've used the same method pretty much the entire existence of the game and have never gotten a wall of errors
So I'm not sure what causes it for you
Who knows, thanks though 👍
FYI, vanilla prefab deleter is not fully working right now.
It is the best approach though.
Will be fixed with 1.7, I think.
Thank you gentlemen.
The issues with child prefabs? I.e. furniture in houses?
Still does weird thinga with buildings?
Things*
I am fairly new to all of this modding stuff. Where would the create tab be? I'm not tryna be stupid but modding engines like this isn't really my uhhh, strong suit. 
In the same panel as "hierarchy"
Ya if you look below all your world layers etc. It should be a tab there
average harlo moment
https://feedback.bistudio.com/T197778
An issue with skipping entities, another with self deletion and a third with replication (that only takes effect when there's a rpl comp)
Shut up mememan. 
Anyone know why every base or control point have Alabama?
did you copy pasted the conflictmilitary base prefab?
yes
prob thats the reason
ah ok. Il delete them, and replace them
kinda strange never ran in to this
yea me either.
usually it gets a random name from the config
thats what i thought
ok il do that
Anyone had issues with wcs_loadout editor working on conflict scenarios? Need help maybe i am missing something... the UI is there but i does not save
anyone know what the "campaign custom base list" is for?
🤮
!purgeban @errant robin 1h crypto scam spam
*fires them railguns at @errant robin* Ò_Ó
There's a range limit for bases, is it outside the range for NATO?
I have even tried to move it next to my MOB
but for some reason Brooklyn is an objective all the way on the other side of the map
match just started no bases have been captured at all
also I increased the range in the radio coverage settings for Transmitting Range
just doesnt work properly
no idea, sorry, never messed with bases or their radio transmitter
i just know 1.6 goofed something with the HQ radio range
Yeah I was gunna say this was never an issue before, I have made conflicts in the past and never had this issue.
I wanna say they use something different now but I don't know, it did affect a lot of peoples maps but no idea how they resolved it
poop
UPDATE: Fixed the issue, you must have an Encryption Key for both MOBs
My issue is still on the table. when i place shelteredstorage in tools and load up the server wcs_loadout editor does not work. But when i build arsenal or spawn thru GM also works. what i am missing?
I cannot help there as I use Bacon Loadout Editor.
does BLE lets you choose a loadout in respawn menu?
I dont believe so but I think you can do all of that inside Enfusion itself by editing the character itself
do you use wcs_core?
yes
yeah that was my last option
I wanted to see if I could fix it without whitelisting
and luckily I id
ohh and i think i know why
check if the base that is nearer MOB has control point checked
Yeah they were all set to control points, it was just that my MOBs didnt have Encyption Keys once I set them it detected the bases closest to it
you may spawn a base but if the box for cortol point isnt checked the base wont ger the connection
ohhh...
Yeah and as far as respawn kits go you just have to edit/override these I believe
you override each in your gamemode
you can add mods like RHS or WCS or Armbands to add extra gear
or you can just make a seperate Loadout mod that changes all your games loadouts instead of adding more dependcies to your conflict/game mode
anyone know what the "campaign custom base list" is for?
Hey guys I have friend that is trying to publish and it's not working. Any help?
You appear to be missing a dependency.
That missing dependency is the mod its self he is trying to upload
Interesting, we all know that this game studio isn't the best with uhhh, everything. So you might just be SoL.
Hi guys, I'm very new to modding and want to understand how duplicate logic works. I understand inherit, but for example if I want to edit a config for the entity catalog which already has set items from Mod A, and I duplicate Mod B's config to have it's settings on top of Mod A, is my Mod C still also dependent on Mod B?
You override the thing you want to override in the literal sense. If you override a mod then you need the mod.
If i want to have mod Bs configs on my mod C so I can then edit my configs further, it wouldnt work using duplicate? Its not the override function?
If the base configs are from mod A anyway
If you want to duplicate then duplicate, but you need the mod the data is from for the content of it either way
Depending on what the mod does
If the data is from mod A it would work is that correct?
Duplicate is literally a copy paste
What I'm talking about is if you have a config that refers to weapons in some mod, but then use this config without said mod, you have an invalid config
It would be invalid? It wouldn’t skip over the ones where it cant reference the prefabs?
Depends if the thing that reads them knows to do that, or if it stops at the first invalid entry, I would personally say there is no guarantee but for entity catalogs it might be fine
Though people dont like seeing errors in their logs
I think it might be worthwhile to just try it lol
Okay thank you very much! I’ll continue to fiddle around and see how it works:)
about the wcs_loadout editor i got it working by adding the wcs_loadoutsaving component to my dublicated arsenal prefab and now it works... kinda it lets me save and load loadouts. In the respawn menu it shows my saved loadouts but after the respawn my character is naked. ANYONE is familiar with this issue? Damn i got some gray hair from this for sure. Please someone help me... i need to move past this and do some real work on my community server.
How can I restore the ability to spawn on ANPRC7 and R107M when they are in the backpack slot?
virus
hellou
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you can call@@discord_moderator too fro the whole gang 👍
I didn't realize. My bad. It just showed you active.
is alright. just the mod ping reaches all.
Hello o/
Any help would fantastic so I’m trying to add a cosmetic radio antenna onto a backpack prefab in enfusion
FILBE Backpack.et from RHS and Radio R148.et
(I already have a working radio backpack (all components and functionality are fine). This is just purely a visual addition)
The problem is that ingame the radio mesh shows up on the ground instead of following the backpack/player. In the editor, it looks correctly positioned relative to the backpack.
I’ve checked that the radio is parented under the backpack in the prefab hierarchy and everything but mesh and hierchy is enabled on the radio
Is there something (component, attachment slot, or prefab setup) i am missing for the radio prefab to stay at world position (ground) instead of inheriting the parent transform in-game?
The radio does follow me around (albeit on the ground) so theres that
Any help would be great
needs to be weighted to the characters’s bones rig
so i cant just put on the prefab and have it there?
Yes you can. Look at any of the base game rigs. They all have pouches that aren't weighted.
Trying to make my RPG rocket not be affected by wind, how could I change this?
do you have any ideas as to how to make this hppen then?
on the first pic the backpack is the ground model
you need to enable Debug Worn Model in the BaseLoadoutClothComponent and position your radio to that backpack
does anybody know why this aint wanting to place? i keep gettin that symbol ik when that happends it wont work but idk why it aint
and my ladders or hatches aint staying where there supposed to
Hello fellow Modders.... Is it possible to make "SCR_WeaponStatsManagerComponent" detect which magazine is attached to handle parameters to sound switch to the muzzle?
e.g 300 Subsonic and 300 Supersonic?
probably via enfusion scripting
What are you trying to place? Clear the log and try placing it again and see what it prints out. dunno about the ladders
nvm, i figured it out
what'd you do?
Something to do with
class WeaponMagazineMuzzleSoundSignalComponent : ScriptComponent
{
SignalsManagerComponent
can someone test something for me rq? i just need you to open the diagmenu and go to GameCode < Weapons < Weapon obstruction < and enable it on and hit play to see if it works or crashes your workbench its happening to me on a fresh project every time.
i get one of these
anyone know why i would get this? ive tried to verify files through steam
Refrain from cross posting. The server has a rule against it.
? I asked in two sections related to the topic, not on multiple servers?!
And that is cross posting.
<@&105621371547045888> ^
pick only one channel; I deleted from here, it is more related to scenario
Hi
What do I need to do to have multiple ladders like this? As soo as I add the second the first stops working, Ive tried with the allow cross hierarchy
i deleted all my mods and redownloaded them, now my project has a lock on it and wont let me publish, anyone know how to fix this
U should re scan the addons folder for both workbench and arma reforger
And the folder u use to mod
i tried that but its still showing a lock
U have to find your folder with the actual data inside
In your computer
If u don’t have it or deleted it then idk
yeah i think when i deleted all the mods in the addon folder i deleted my project also
rookie mistake lol
Is there a way to connect a real game client to hosting server running in WB? I'm looking for a way from the game to join multiplayer and connect wo WB server.
I know you can launch a dedicated server through tools and have 2 instances running in that server, however I’m not sure if this is exactly what you’re looking for
Are you referring to Peer tool instances? (...that is not what I'm looking for).
Yes I was, never heard of anyone hosting a server specifically for tools, however i would like to think it’s possible
I’m unsure how arma works in terms of the license to play the game through steam to stop pirated versions, and if steam API allows the tools to work the same way, this is the only thing I can think stopping it from working
I would imagine out of everyone Zelik has probably tried this, he has turned the arma tools inside out lol
There's my guide for backendless servers in #reforger_servers, just use diag exe instead of regular to connect
Just ignore the server part in it
Sorry lads might be a silly question but am i doing something wrong? im attempting to make items attachable from slots, ive got all the slots set up, but dont have the options to say attach them via bacon ect?
Check how items that work are setup
How do I prevent the interior of a vehicle having water? Like the LAV25 when its floating
I think I’m stupid, how to I get the entities I’ve added to the default layer in the hierarchy menu to show up? There’s no dropdown menu in the default layer when I add something like the “GenericTerrainEntity”
I think this is something they have fixed in 1.7. There is a box in one of the components that you can check/uncheck for ‘is water tight’
I had this before, depending on what you’re trying to add you need to add them to the inventory config for the faction you want to be able to use it. Or at least that’s what fixed it for me
Nah I ended up figuring it, a different way but still haven’t found out what was causing me issues, I wanted to make it so my helmet had modularity to it, but even when I made the slots ect they couldn’t be “edited” there wasn’t a option to do it all if ya get what I mean
Hello gents, I've been dabbling in the tools recently and am having a little trouble with a project. I decided to put a LAV turret onto the BMP-1, and the sight isn't elevating with the gun. A friend that's been helping me learn isn't able to make heads or tails of it and told me to ask here for help.
UI Layout preview doesn't take Windows UI scale into account, my scale is 1.5 and 320x240 window is actually 480x360
Speaking of preview, really wish you could press a hot key to instantly resize the window, something like F1 for 1080, F2 for 1440, F3 for 4K
can i copy and paste managers from another scenario into mine or does that break things?
is there a way to make the squad leader boxes not show up on the map?
There is a mod for it someone posted here not long ago, called 'No SL' or something
I am locked out of my BI account for some reason and forget my password does not result in an email. Can someone go onto the bug forum and report that mortars can pierce colliders when initially shot if just outside the arming range? It can resault in people firing from within inside a structure.
Morning guys, not sure if this is the correct channel so apologies if not. Anyone know of anybody working on British WW2 weapon mod/list? Like the SMLE mk3 etc. Downloaded a lot of WW2 stuff and credit to these modders! Its amazing but don't know how to make the mods myself unfortunately
You can also just remove the map marker for SL if you don't want dependencies 🙂
Does anyone know why when i load into the world on workbench i can't spawn a character or do aynthing? I think i'm under water as ther are waves in the corner
no Game Master is setup and "Play from camera position" is not checked near the "Play" button
Is the workbench available for Xbox? I have been trying to find creative ways to make pictures for Arma.
workbench (as in toolset for modding reforger) is available only on PC for users that have purchased the game via steam
Hi, I'm a complete beginner at Arma modding and I'd like to try creating a new texture for the NH90 mod. The problem I'm having is that the files are completely locked and I can't edit anything, even when I open them through ArmaReforgerWorkbench/Addons or when I create a project that uses the NH90 mod as a dependency. Could someone please help me with this? Thanks.
Will there ever be a tool for photographers, both accessible for console and PC?
Armavision in game directly
what would that be? A mod? Why is armavision insufficient?
Was wondering the same thing.
No, its not that I dislike Armavision. Comparing the workbench and Vision workbench has a ton more features.
Like what? Like what was also posted here? https://youtu.be/gm2NjrWQWpY?is=q1MtQ-dENmTqFi_1
Get #ArmaReforger now ➡ https://reforger.armaplatform.com/buygame
Community videos and cinematics (also known as machinimas) have always been a part of Arma and DayZ platforms. Vladimír Jaške, director of the #ArmaReforger launch trailer, will show you step-by-step tutorial workflow for creating awesome cinematic and VFX effects in the next...
can anyone help ive set my scenario to be able to change faction mid game it now shows the leave faction option yet when i select a different faction it puts me in the group but doesn't allow deploy and there's no character in the box
ticked both of these one in gamemode other in factionmanager
this is the error that comes up in tools when i press leave faction
this has happen to me alot. Is it doing it with every faction on your scenario or just one?
all of them if i select leave faction then select the other faction it kinda works but doesn't deploy, if i then close and reopen game im on the side i picked last and it allows me to deploy
are you using more than 2 playable factions?
i gave up on campaign mode because this was happening to me. im not 100% sure, but it seems like when i tried to use more than 2 playable factions it was happening to me
just the 2
sounds like maybe a spawnpoint or a loadout issue.
Can someone tell me why I cannot get a custom map marker to show?
I have a Slot marker in a layer inside an area, set it to a customer marker, but when going into the game there is no marker showing at all.
If I use the MapMarkerCircle.et that will show with the giant circle on the map. but the SlotMarker.et is not showing at all and I cannot figure out why.
Use maplocation entities
Do you have a reference guide for what that is? I am still pretty new to using the workbench, only been tinkering with it for a few weeks now, so I am not certain what that is.
Not really, but if you type location into your resource browser you'll come up with a bunch. They should populate with these two components:
SCR_MapDescriptorComponent is where you edit the actual player map to provide that context
So this does technically create a marker, but it is so tiny that it is virtually invisible.
I was hoping to place a marker that uses one of the Slot Marker Icons to signify a base location for all players to be able to see on their maps, or even use something like the infantry marker for it. Then have a custom name assigned to it.
Like how in Eden you could just add a marker to the map and edit the name of it then everyone could see that marker.
Unfortunately, it doesn't quite work that way anymore. I haven't quite 100% made sense of the marker system, the best answer I could give you is trial and error on the setting in those components. Perhaps someone else has a better answer
The guy who makes a lot of tutorials had it working in this video, but even setting mine up the way he has it I could not get it to work. He unfortunately does not show the full process of setting it up though so I based it off of what I could see.
https://youtu.be/JTru61YefQQ
Components | slotMarker
Demonstration of the slotMarker.et. To orient the arrow markers the correct direction:
Direction you want the marker to point subtract 90 from that value, then point the rotation of the marker to that number. I.E. 225 - 90 = 135.
can someone in here possibly help me? i have created my own server and am now at the point where im adding weapons, vehicles, helis, etc. where im confused is do i need to add every single mod i want, weapons, clothing, vehicles, helis, etc. is there a way i can make a config for all of these in one? i’m confused on exactly what to do to make insurgents and US each have their own arsenals
MOD LOAD ORDER IS HUGE - use ai to help
Grok or open ai ‘s bot and ask it to set the mod Load order correctly in .json and make sure the syntax is correct meaning that the spelling and format is correct for the .JSON format
@trim hornet
the AI won't know which mod order is right
Yes!
you’ll need access to tools, and that’s pc exclusive
Hi, since EXP 1.7.0.13 i can not use Workbench and Discord at the same time. When DC is opened in the background, Workbech gets laggy like hell. If i close discord, it works fine.
does anyone know how I can fix this weighting issue? I'm tryna make my own boots into the game
Anyone remember the notebook in the map ui in Operation Flashpoint? Would it be possible to make something like that in Reforger? I miss that notebook...
Yes
It seems that they're not even weighted at all.
Channel 5 news vibes
Probably a GPU acceleration setting. Just google “Discord lags while in a game.” And it’ll pretty much get you set up with all the tutorials you could need for it.
can someone help? it keeps wanting me to add carcara arsenal config as a dependency which isn’t possible. and i cant find which mod is requiring this
I would suggest going to the workshop page in your browser, searching each dependency that you’re adding and looking through each one’s dependencies.
Curious if anyone knows how many meters away the player can be from the AI to keep them activated and if there’s anyway to expand this value?
either not importing bones, or importing too many bones
Does anyone here use any terrain software? insta terra seems to be unmaintained now :c
And I just got it working in blender, but am now wondering how I can view the entire terrain seems to unload 80 percent of it
I assumed this meant it was weighted? I did it with the tops cut off but with the ankles it doesn't seem to work
can someone help? i’m trying to upload my scenario, it says im missing a dependency, went through and all my dependencies are fine
Does anyone know why my prefab goes invisible when i add SCR_MortarMuzzleComponent
I personally haven't seen this error before. Are you able to run your mod/scenario on the workbench when you click "Switch to game mode." If that is working fine, then I assume it should work. If not, check your log console.
I don't think you gave enough information for anyone to be able to help you with this. I'd recommend using an AI scripting tool like Cursor or Claude, ask the AI to write logs specific to your issue, run your scenario until the issue occurs, paste those logs back into the AI chat and ask it help resolve the issue. Provide the AI context by copy/pasting the SCR_MortarMuzzleComponent class code into the chat
are your mod files in a different disk than the workbench ?
should be all weighted ? https://www.youtube.com/watch?v=hdw9ulc7i7Y&t=3s
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Trying to delete some props/compositions from a map but all assets are locked - I'm a first time user of Arma Reforger Tools so I'm quite confused on what to do, would appreciate any help
You need to make a new sub-scene of the map first
I have
just using kolguyev as a test, i created a sub-scene and placed it in a new folder
still all assets are locked
Reforger Modding FAQ This document answers some of the most common Workbench related questions. If you see someone ask a question covered in here, just send them the link. You can obtain the link to a chapter by clicking it and selecting ‘copy’. Content: Why does my grass look weird? 3 How ca...
any ideas as to why my camera on a turret isnt following the gun? have just changed out the 50 cal on a humvee for a lav turret and the sight is not working properly
Goat thanks
Are you using something from another mod inside of yours?
Yeah but I removed most of the things I edited already
You cannot copy things into your mod, you have to add it as a dependency and properly use the duplicate, overwrite, inherit system if their license allows for it
I'm making a map. how can I download mods like middle eastern buildings mods, to use in my map? as in mods made by other people like you see in the workshop or when you join any server.
like the middle eastern buildings mod by justmichael used on the iraq maps, or the khan trung trees mod on similar maps and the vietnam ones
I want to use mods like that when making my map. I want to place those assets just like i do with any other assets or objects from the resource browser etc
Download them, they’ll be wherever your mods are stored. Typically my games/Arma reforger/addons. add them as dependencies to your terrain
I figured it out it that one of the mods were removed
To change those names you will need to rename groups in the Faction Manager.
Hello. i started making new terrain, when i try to playtest it gives me this error and dont matter what i press its get stuck? i didnt have this kind of problem with my previous map
I need your help, guys!
I want to make a scope. I'm following BI's guide, but I'm stuck.
Can you please show me a video on adding a new scope to Arma Reforger Tools? Or any other useful information, besides...
so ive noticed a lot of servers aren’t using WCS arsenal as much, probably due to the blacklist issue etc. my question is how do you create arsenals without it? is there a better way?
You dont need other mods to make arsenals pretty much everything you need will be in workbench
data.asset.scenarios[0].description should NOT be longer than 1023 characters
why do i keep getting this when my description is only 153 characters
i just uploaded a custom version of a map to workshop, how do i get the scenario ID?
the GM scenario
Can you print out what it says for data.asset.scenarios[0].description
Go to the Workshop page for it: https://reforger.armaplatform.com/workshop
it only gives me the Scenario ID,
i’m needing the GM scenario to make it playable on a server.
hi, how i can add arsenal to vehicle?P
is your scenario you made not listed in there?
Hi whenever I spawn in the heli from my mod on a multiplayer server it spawns in a m151 but works fine in tools, anyone know how to fix this?
no, starting to think i’ve done something wrong.
can only find the regular scenario ID
Did you use the plugin? I’m pretty new to it as well and that was where I went wrong
the config plugin? if so i did use that yeah
Is that the game mode setup one or whatever it’s called
not sure mate i’ll check when im back home and get back to you
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Did anyone else notice that a few US cold war mods got removed? Like Expanded US and M17 gas mask among a few others
Please I need help my Workbench messed up and I cant fix it I've tried everything man
The browser if broken and workbench ain't working right
Wdym it isn't working? You have it opened in your screenshot?
Yes ik but I cant do anything theres no arma reforger folder and when I go to click in my files like one normally would theres nothing in them
Sounds like you deleted the dependencies for base game from your gproj file.
Open it in a text editor and add this "58D0FB3206B6F859" as a dependency
GameProject {
ID "adsfasdfasfd"
GUID "asdfasdf"
TITLE "asdfasdf"
Dependencies {
"58D0FB3206B6F859"
}
}
Should look something like that
I dont really see how I would of done that but your probably right man and would i do doing that wile in workbench?
Sorry just never had this issue before
Yeah, you shouldn't ever have this issue unless you're messing around with things you don't understand.
Can do it in workbench if it will let you.
Project Settings
I bet its where I copies sum files over into the folder transferring the hole project between me and one other guy
When i first started the Workbench to choose a project I did notice that arma reforger wasn't in there and when I went to go add it in it wouldn't add it
If you can't add it through workbench. Try doing it from external application
Right click, navigate to folder
Then edit that and if its wrong fix the text?
If you can't add it from project settings open the gproj file externally.
Right click, open with. Choose a text editor.
Or Edit it with Notepad++
If that doesn't work.
Then close workbench and run the game, then close it once it's fully loaded. I.E. When you get to the main menu.
Ok i got you thank you man will it be ok to do you bc im aboit to go to bed for work tomorrow and ima try to fix it tomorrow after work
About
What?
Can I pm/dm you like add you so when I get home from work tomorrow and I try this method tomorrow after I get off work and I possibly get ahold of you?
Btw, if you mean it wasn't here ^^ then that's not the issue because it hasn't been in the project select menu for quite some time now.
Oh shit really? Yea its not in there i remember having to add it at one point but messed up my files a long time ago due to Google drive 😅 but I didnt know that they took it out of there
Also one last question then ill leave ya alone lmao I made a bunker mod and places a good at the top but the door server side in game doesn't stay like its sapost it it like tilts or sum like that
getting this error saying im no the owner of this asset. Never got this before. Anyone know how to correct this
nevermind. looks like mods that i use got deleted from workshop for some reason
what happen?
its a new mod i want to publish btw
and the GUID refrence to the new mod?
same thing happen to me. a bunch of mods got deleted of workshop. not sure why
intresting
the only error i had
Do anyone know add someone to your mod project so they can edit stuff on it too
but i check on workshop page it all on the page
Still not working?
Hey Patrick, did you ever solve this?
no unfortunately
Make sure to add the correct gproj file (Reforger Tools for 1.6 game, Experimental Reforger for 1.7 Exp game)
Set your view to show Resource Browser 1 and 2
So I've been working on my map for months now and I have two issues that I really need some help with.
Number one problem. I had previously used Wolf's building pack for a couple POIs. But then a fellow map maker told me I should just use vanilla assets for better performance.
So I took out Wolf's building pack completely and all the prefabs were deleted from the map which is great.
But for some reason one of the POIs has massive frame drops now within a 1kmx1km area pretty much.
I've tried countless things and have checked multiple times for objects under the map and deleted any I found.
My only guess is that there's somehow left over parts from the mod stuck on the map that I can't find.
If anyone has any idea whatsoever please please lmk.
My second issue is sometimes when I open my project and go into the map itself to edit I notice some buildings will just be randomly missing. Then they will randomly come back one of the times I reopen the program.
yea so Arma Refoger base is there in RB2
ive tryed it fro sum reason it dont wanna go in there
yea but it shows nothing in the folders or anything
What does it show when you try this?
ah so the resouce browsers arent keeping up
weird i dont have it saying Resource Browser 2 on mine
yee theres sum compleatly screwed with it atm lol
try the arrow button
ah i see why i dont have the second browser, i thought the second window was it
Still not workin the 2 arrows dont do anything for me lol
But yet when I open the world editor it works fine
unselect browser 1 and unselect browser 2 in Window menu. Then reselect RB 1
i see what it's doing, the RB is locations are swapped and not syncing. Try resizing the icons in the settings (gear icon)?
in what tab the rs 1 or 2?
RB1
thats that i ment lmao
Not sure why but you're missing the "extra window" for each resource browser. You might need to reinstall Workbench
Ivan also tried that lol
did you uninstall it and delete the WB profile settings in /Documents/?
if you have a spare flashdrive id delete everything for Tools, then slap everything for WB on the flash drive (see pic) and see if that does the same thing.
it makes me think winderz is being stupid
Ok that I dont have lol
you can install it to a different folder and then do the needful to the picture params
Quick question I'm trying to create a scenerio using the enfusion workbench. How exactly do I open the Kunar map, I guess I need the ent file?
Do you have the map as a dependence
Ok so if I type that in there and then relaunch it?
negative, I'm new to this
yes. uninstall Tools. Delete the profile in /Documents/ directory, redownload Tools to a different location, then add the params in picture in the Steam options with where you installed Tools
then open Workbench and see if it acts different
Ok your ganna have to ask the map as a dependencies
Ok ill try thay rn
Still at nogo
Think it would be a good idea to delete arma and tools and re-download them?
No
A random restart occasionally helped
Should not make a difference but you can try it. are you working with WB in full window size?
no but ive even tryed it in fullscreen
im outta ideas, noclue what could cause that. backup your mod, then uninstall and remove anything Arma Reforger and Tools. Redownload both and try again ... that's all I got 😐
also when you reinstall Tools, make sure it's somewhere OneDrive wont touch ... it will mess things up too
makes me wonder what even changed when you copied and pasted your mod files for your fellow modder to work on
I see the issue I don't have a copy of the source map.
Transfered files from him to mine and after I did that it broke it ima have to get him to resend all the files ig
That's about the only thing I can think of that done it
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RIP @mystic drift
Oof
would you by chance know how to fix my issue?
What's the issue?
The issue is my resource browser is compleatly screwed like I've mentioned above like it wouldn't show any files and stuff like that its kinda hard to explain
@spice rapids check dms
Ok
im currently trying to add a subscene to my server, however it starts a crash loop. These are the error codes i get. Could anyone give me some insight?
Nvm got it fixed JohnTHQ was a a boss and helped me and it fixed it
What was the fix? I'm curious about the issue as it does not sound quite normal.
Had to delete arma reforger tools and base game arma in my registry editor on my computer
Anyone know the creator of "Early 2000s US Military" or know if it's coming back up? If not, does anyone know of a solid mod with DCU's available?
Wondering the same.
GRS apparel has good dcu's
so my work bench wont load with some of the features like world editor does anyone know of a fix?
i figured it out!
What is the actual status with this cloudflare issue? I get it every now and then but like today the one day I wanted to make a big push and was ready and got a lot of my community online after a week of pushing updates fine but TODAY cloudflare now gives me the error.
Supposedly it’s being fixed in 1.7
Hey can i speak to an admin or some high power?
our server keeps crashing and this is the error it keeps giving.
anyone has an idea where its coming from, or how to fix it?
Log /home/container/profile/logs/logs_2026-04-25_21-19-16/crash.log started at 2026-04-25 21:31:37 (2026-04-25 21:31:37 UTC)
25.04 2026 21:31:37
Virtual Machine Exception
Reason: Maximum number of attempts exceeded!
Class: 'SCR_TurretControllerComponent'
Function: 'RpcDo_ACE_ForceReloadWeaponWithServer'
Stack trace:
Scripts/Game/ACE_Core/Components/SCR_TurretControllerComponent.c:84 Function RpcDo_ACE_ForceReloadWeaponWithServer
Scripts/Game/game.c:866 Function OnUpdate
Runtime mode
CLI params: gproj ./addons/data/ArmaReforger.gproj config ./config.json profile ./profile backendlog nothrow disableShadersBuild rplEncodeAsLongJobs logVoting logStats 600000 maxFPS 60 freezeCheck 120 freezeCheckMode kill autoreload 30 autoshutdown addonTempDir /home/container/tmp
lol wow. That should be done when anything is uninstalled, maybe you had to throw in a reboot. Glad you got it fixed, weird that it caused that issue
Agreed lol
Does anybody know why my mesh and a few things attacked to the root are sticking together but all the other stuff ain't? Trying to make a ganemaster placeable
I remember getting them to stuck together on an old project but forgot how to do it
do you mean in a composition?
Is there a way to quickly collapse all expanded properties in the Object Properties panel, or reset the state of the workbench UI to default?
I have a bug where many of the properties in the FactionManager have become expanded somehow and it causes my workbench to freeze for a while every time I click on one
hello one quick question: how do you delete 200-300 add-ons, or even more, in the workbench?
Open each one in tools and remove from workshop
Yea
Clt + shift + arrow key
Its bc you have a filter on that does it automatically
When you first open it up right click
It's all good, I deleted everything manually. tks
Ahhh ok lol
Any good?
Those look great!
I have uploaded it to the workshop
whats the name of it friend?
I didn’t realise there was a gap in the market for it
Or at least without dependencies anyway
Thanks, this is handy to know
I checked and I don't have any filters set, I used this shortcut to collapse the faction manager and it reduced the freezing from 20 seconds ish to about 2 seconds though so big improvement
np man glad to help
I don’t know if it’s just me but everytime I load up enfusion to work on a mod for reforger it crashes out but doesn’t tell me why I’ve loaded it up 5-6 times and being doing good for 5 minutes and just dashboard me
Make sure you dont run WB itself or any mod data in a OneDrive folder that syncs
Alright I’ll try that tomorrow thanks for the tip
would anybody know why my door keeps doing this works fine in workbench till i get it server side
There has been a Tools Update? Anyone know where to check the changelog?
Also: Does anyone have a definitive tutorial on how to simulate a dedicated server environment in the workbench to test mods?
plugin -> start dedicated server
You need point to ArmaReforgerServerDiag.exe (its in Arma reforger Server)
on peers
ArmaReforgerSteamDiag.exe
an on params you probably only specify where addons are 🙂
does anybody have any idea how to fix this one teeny tiny issue
Hi guys, I'm looking for a bit of assistance, not entirely sure if im in the right area for it.
I'm trying to make cinematics within the workbench built in camera.
What i seem to be having an issue with is that when i export the footage that i capture it overshoots, so a 2 second clip turns into a slow motion 9 second clip or longer if i have multiple keyframes for the camera.
even though i have it hard set to 2 seconds max it still comes out with a 9 second clip on import into my editing software for the footage.
I maybe on start up get a solid 2 second clip thats over by about 4 frames but then when i delete keyframes and make a new one it then exports as a 9 second clip.
I have a scenario I'm trying to edit that was created by another person. Their scenario is Gamemaster and I would like to change it to Conflict. The only thing from their scenario that I want it the map as I wish to edit it to make my own scenario. Can anyone help me with this? Currently the game mode setup is only showing gamemaster.conf
how do you remove this block where all the heli suits are blocked
hey I am new to Tools, I am trying to add a respawn button timer (or literally any kind of workshop mods) but I cant make it work, could anyone help me with this please? I have the mod both in Resoruce Browser, added as dependencies
post how you're testing it any scripts/component configs you made for it
I'm trying to create a better armor vest. Which of these settings should I change to make it more durable? I've tried tweaking all the values, but it still only takes two 7.62 rounds for it to be pierced.
m looking for help with area triggers id like to add stuff into the game but only show up when players enter the area , ive watched a few videos on it but cant seem to find bits they are using , the video i have seen so far are over 3 years old , look on the wiki too with no avail
try heavy damage threshold
How much should I set the value to? Also, do you have any idea how much damage a 7.62 round actually deals?
actually i have a video forya might help you out
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Chillpeach - Tomato farm : https://www.youtube.com/watch...
pretty sure he showed how to add damage and stuff to the vest also
OK I got it up and running, the dedicated server, but do I join it via regular arma? I thought I can join it directly in the workbench play window for faster iteration?
In window plugin you add peers. (+ Button) They should just start and try autojoin server. I dont remember the default setting on peers but there is like autojoin and some more.
In window plugin you add peers. (+
Anyone know how to inject items into the bino and watch slot?
anyone know how to set up zel persistent banking?
Hey people. I need some help regards to making this scenario on a custom map. Can anyone offer some help? If some could PM that would be great
does someone know how i can fix this ?. i dont even know what it trys to tell me as i set it up the same way as base game has
Is publishing mods broken right now?? It wont let me publish.
"RemoteRequestFailed"
Might be down for now, try it a bit later
It’s a long standing ongoing issue with publishing mods, if you can’t upload the whole thing within a very short timeframe it times out
I have an issue. Apparently i can see the rain and everything but there is no sound of the rain to the floor or roofs. i have vanilla buildings and everything. i have the navmeshes downloaded. Has anyone ran into this problem before? the map i created it from 0%
could it be this?
Hi everyone, I’m working on a map for Arma Reforger (Kunar map), and I would like to add a custom audio file (.wav) that plays when players choose their faction or when they reach a specific location on the map. Can anyone guide me on how to properly insert and trigger a .wav file in a specific area of the map using Enfusion tools?
need help please. My mod im trying to upload after a removal keeps saying that its not found
Same issue here ping me if you get a response please!
Haven't been able to publish mods all day.
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*PewPewPew!!*
RIP @urban prism
can not upload to the workshop, keep getting error message
anyone having the same issue still?
anyone having any luck publishing mods?
Can’t upload one of my mods because apparently the version already exists and I have changed it to like 30 versions already
how do you force AI to walk to waypoints and not run? this isn't working with MovementSpeedSetting added onto the waypoint
This fuckin game is so broken.
I run a couple of translation mods to help out non-english players with the game, they translate other mods into the full language sets- but im starting to get requests to do add "x langauge" translation. I havent been able to figure out if theres any way to add more custom languages to reforger than the already set 13 languages in the string editor? Anyone know?
Spooky, hi! I was telling you about that bug in the game - when you respawn at spawn and if there are too many people there, you just die? Or was I mistaken — was I talking to someone else?
@vagrant beacon
whats the full error message?
I don’t have it right now
But i deleted the mod off of the workshop and now it gives that error
Saying that the version already exists
can you DM me the mod ID?
Ask on #enfusion_terrain
Ask on #enfusion_terrain
is there any easier way for all the mods iv published to be removed from the workshop? i cant find some of them on my PC to remove them myself
It’s not published
Because I can’t publish it
can you still DM me to ID so I can ask the backend guys to see if they can spot any issues (on monday)
The GUID?
yes
Alright I will send when I get to my pc
It’s gonna take until Monday?
its a long weekend (1st of May is holiday at Czech) so yes
can you speed up the game? I want to see AI do stuff but faster
is it through alt+winkey debug menu or what?
How do you inherit a config but have a different inherited class?
For example {15B582F8FA0B0940}Configs/Factions/USSR_Campaign.conf (SCR_CampaignFaction) inherits {09727032415AC39B}Configs/Factions/USSR.conf which is SCR_Faction
If you press inherit in your mod action, it sets child config to be of the same class
How do you change the config class afterwards or do you have to do it another way?
How would one fix this problem 🤔, the pic is laying down its a beret a made fits on the head good and looks like it moves good with the character
But not so much it first person
Headclipping opacity
Have a look at the base game helmet Emat’s for a reference example and it should be easy to set it up in the same way 😁
Ahh ok
"I'm creating water on an empty map and getting an error, even though on my other maps everything works fine. Literally two days ago I decided to make a new map and ran into this problem."
i just KEEEEEP crashing in world editor. just started making a conflict map
any way to try fix contant crashes?
mostly when i test play but also alot in editor : (
Still having issues uploading?
map might be too big, there might be an option to allocate more memory
how do you crash?
The map is small, just 2 by 2 km
ill screenshot it next time but its just hardcore alt-f4 type crashes.
I even published it and loaded it up in scenario on local host in normal game and also crashed.
okay sooo!
I made a 100% vanilla (MODLESS) everon map and the same crash happens!
if anything... it might be something to do with the militarybases i put in the game? cus i dont have crashes like this when i edited the arsenal for hours on end.
Imma update CPU and GPU drivers now and test the vanilla everon for any crashes
my whole windows taskbar (bottom of screen) is stuck now cus of the crash lol
updated gpu. still crashing
having difficulty getting my prefab in mod appear in the admin entity browser, have tried everything. any tips?
i think i fixed my issue by disabling the M113 vehicles from vanilla US arsenal... so weird.
How can I assign mobs to a specific faction? Even when I set the SCR_FactionAffiliationComponent to US or USSR, the mobs can still switch sides
how can check via debug in workbench to see what AI skill an AI has?
so ive created an Override for Arsenal and Helipad so Privates can build them. But apparently they are still Vanilla config even my Mod is loaded
any Ideas?
You would need to change the rank requirement for each item as well if you haven’t already
i did
Either that or just override the starting rank in the faction manager I think
how can I pack my mod without publishing to workshop?
You cant...closest you cam do is make it unlisted
Hello everyone, I’ve published a car mod on the Workshop, but it doesn’t appear in the Game Master list, so I can’t use it or even view it in-game. Has anyone else run into this issue? The link to the mod is - https://reforger.armaplatform.com/workshop/6864D2B555463DE5-vaz_2109_wip
How do I spawn as USSR via "Play from camera"?
Is it possible to link to another mod in the description of my mod without adding it as a dependency?
Game crash when time set to midnight, I dont even
You can obviously put a link into your description, but I don't think links work at all in the game Workshop, so it would only be usable in the web version.
Thank you. That actually wasn't obvious to me. Is that done just using normal HTML or some other kind of markup language?
You can just paste the link as text into the description, and it will be usable in the web version of the Workshop
I'm not aware of any ways to include links that work in the game version, afaik it just stays text
Oh right. Yeah that would obviously work wouldn't it. I was thinking of having the link tied to text but forgot I never said that 😄
You have to manually add it to the GM entity browser. Select your prefab in the resource browser and create an EditablePrefab variant of it (ctrl + shift + U), fill in two components within the EditablePrefab (e.g., display name, associated filters, etc.), then add it to the list within the GM conf file
Read this:
https://community.bistudio.com/wiki/Arma_Reforger:Game_Master:_Editable_Entities_Configuration
Did you ever fix this?
Is this base Arma's arsenal manager?
You can ignore these
can one tell me how to setup categories in arsenal? I am loading all entities at the same time, so I want to have categories but it doesn't work.
What do you mean by categories?
like when I open the arsenal all my stuff is shown so its loading all items at the same time, i had it on another server that it was categorized so it just loaded a chunk of data
Open arsenal ingame?
yes exactly
You need a mod called "wcs loadout editor"
Vanilla arsenals have everything thrown together because there is not much stuff in base game
aah thats what I wanted, thank you. I will throw it on my server now!
Also check Bacon loadout manager, whatever you like more.
Wcs one looks more like vanilla. Bacon is a bit different
i got the bacon already, but sometimes u just need one map or sth like that and ppl are opening the normal arsenal then
You can also have both...so when they try to open normal arsenal they get wcs or they can choose bacon at the box
very nice, its working properly. thank you for the hint ❤️
It was hard to. First I got a script error, I clicked out of that, but it locked up the script authorization popup and I couldn’t ignore it. I eventually got around it with the CLI flag but.. yeah.
They can go into the inventory section and then get the map from the equipment subsection
So if I got you here, do you have any clou how to got ambientvehicle patroling around like a btr of fia?
idk sorry
Take it from another scenario, you can sometimes copy them across. Trickest part is making sure you grab all its areas/layers/slots without breaking it.
Or build one off a npc patrol path from the samples. Those samples arw a god send 😆
for me the problem is the btrs spawn empty and i cant get ai to enter it 😄 i dont know
think it has something todo with ai limit threshold
You have to set the ai to enter the nearest vehicle
Find an example on another wcenario and copy everything it contains
Im fairly new to scenario framework and found lately its best to use ones already done. Then copy those exactly. Trying to build these manually 90% of the time for me dont work
Samples have a ai patrol area. Could possibly use that and edit the get in nearest for them
i tried that already but im building an pve server, so it should spawn dynamically, that isnt working somehow
Same as me 😆 dynamicly? You have like a vehicle prefab attached to the ai?
so ambientpatrols are spawning dynamically when a player is near the spawnpoint, so you can use ambientvehicle aswell but its spawning empty
Ahh i kinda see, but not tried that way yet
someone has a cloue about respawn? My guys cant respawn and me neither in respawnmode on map
its not available, is there an limit to respawn?
how do you handle AI dismounting? the vehicle exit gets clogged and they stop dismounting and don't get out of the way of the exit
@calm briar - #enf_mods_feedback please
Is their some sort of .gitignore but for mod publications ? I want to not send specific folders
iirc, prefixing the folders with . made them be omited from the packing process
What causes Bacon loadout editor to say Arsenal loadout template is invalid?
I am on a ScenarioFramework mission i created
Yeah that’s a pretty common issue with AI pathing around vehicle exits
anyone know how to delete components? cant work out how it can be done now
Anyone know how to fix this error? trying to make my own faction in enfusion workbench
there used to be a trick to do it but I think it was removed in 1.6. No idea why it isn't possible with a right click
I can usually only delete them through edit prefab
Inherited components cannot be deleted was my assumption
I wish you could sort mods by the mods you can edit and the ones you can't
like I don't need to see 300 mods when I just want to see my mods and need to find them inside the pile of mods
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Every time i add a component to a prefab i can no longer remove it since the recent workbench change, is there now a trick to it? Bit of a pain, tried deleting them but that just crashes the workbench completely
I think it was removed in 1.6 for whatever reason
Maybe thats related to something else? Works fine for my editor removing comps ive added.
Is dynamic despawn broken?
Wasn't the last time I checked..... what's happened
Doesnt appear to be working for me, could very well be something ive missed or done wrong
Had all my areas set to on for dynamic despawn.. joined my server. Drove around a while and only have certain things spawning, got to a heavy npc area ingame and only 2 npc there. Yet theres like 80 in the edior 🤔
Do you have it enabled in the gamemode components? That's the only thing I've ever had cause no worky... but if its spawning in a couple of AI and not all of them that's another problem
Yeah you might be right actually as only turned it on for each area. Havent turned such a feature on in GamemodeSf
So...I am pulling my hair out rn, I have set up a new faction (custom) and figured out how to get characters and stuff to place in gamemaster. However, the units dont have any icons, if I hover over them the outline apears, but still no icon.
Additionally I would like to know how to change the faction units a vehicle spawns when in the gamemaster spawning it in with crew and occupants, I seem to get the wrong faction to spawn eventhough I have every faction identity changed in the workbench
pls ping when answer
the icons for characters should be set up in the editablecharactercomponent i’m pretty sure. if you’ve duplicated or inherited from vanilla characters, i’m not sure how that might have been turned off
and the default occupants for a vehicle are defined in the vehicle’s compartment component. you can set a specific character for each seat
if a vehicle has seats in nested prefabs (like the btr turret and commander seat) you’ll also have to set up new prefabs for those
you need to keep the icon set name in that specific format. to find the name for the icon you want, press where it says 'preview not available' then go to quads on the right hand side and it'll tell you which each one is
if i understand your problem correctly that is
@grand turret sorry just saw you said to ping
reply does make a ping already
Will try that when i get home thx a lot!
Hmm, right. Will try that later aswell, also thx a lot!
Indeed was my issue
thanks for the info 
Where do i find the actions and contexts associated with interior Helicopter Interactive switches? im trying to get all the vanilla and modded air frames interior controlls mapped into my custom input config file for my HOTAS and in chimera inputs as well as the game general directory for input files that shows all the current editable input listings i cannot find the other functions. The Two that i located so far: Helicopter Taxi Lights (Which is Not the Taxi Lights, its the Search Spotlight) and the Helicopter Landing Lights (Which is a downward pointed spotlight under the bird) Specifically im trying to find the common switches first that appear across all airframes 1.) Navigation Lights and 2.) Anti-Collision Lights. and 3.) The Dome interior light. Then Lastly ill need to figure out wheree to look for each modded airframe to find its unique internal switch action file.
seems to also be missing with the spawnpoint and stuff, looks to be factionwide or modwide that the icons dont show, eventhough ive set the collor and stuff
dont see the color either
but like the outline when you have selected it does.
I have a Problem Guys, with Bacon Loadout, anyone have an idea why my guys are spawing naked, eventhough they could choose there loadout on respawn map?
My mod does not have anything to do with spawning players
thank you for your answer, es i saw its a problem with another loadout mod xD from wcs
hey guys is there a fix for the peertool
rpl::Pip::ProcessNetToGame
DEFAULT (W): Another connected player with the same identity found. Dropping this connection request and disconnecting the client
sometimes it works but then suddenly it stops and i don't get it work again.
Does the workbench run like crap for anyone else? All of a sudden I can't get over 30 FPS when testing stuff in a world...
It is like the whole World editor is borked. Stuff loads slow now, and returing to the editor takes minutes when it used to take seconds
Hello,
I would like to set up an Arma Reforger event where both HQs in the scenario are permanently assigned to their respective factions.
Currently, the problem is that when joining the server, the spawn points / HQs randomly switch between factions. As a result, players sometimes spawn in the east and sometimes in the west, even though the bases are supposed to be fixed.
The desired behavior is as follows:
HQ/Base 1 should always and exclusively be used by the US faction (WEST/US).
HQ/Base 2 should always and exclusively be used by the USSR faction (EAST/USSR).
The spawn points must not randomly switch after a server restart or scenario restart.
Each faction should always start on its designated side.
Thank you in advance for your support.
Can someone help me shield a vehicle, the thing is that when I shield it it is either one extreme or the other or absolutely nothing happens to it or everything happens to it, I don't know what I am doing wrong or if I am moving it to something, it would be very helpful if someone explains to me how to do it correctly
How do I lower graphics quality in the world editor, my pc will blow up if I put down another building
I've tried asking ai but it doesn't seem to know how and I've looked everywhere but there seems to be no video setting anywhere
how can i get the reticle to show when in tools
Hey @pallid copper a bit of a late response but the easiest way to add a reticle to this would be to add a mesh to the middle of the sight, add a material and set it to your desired color.
To make the reticle illuminate it will be under the specular setting I believe in enfusion. Hope this helps!
I would also add a plane to the front of the sight to add a lens material as well, make sure the reticle is in front of the lens
so this already has a recticle which works fine when added to a gun but im placing it on a vic turret and then it doesnt seem to show
Do any other sights work with this vic turret? I mean ones with a reticle? If not I would suspect it's something related to the hierarchy or a parameter in the vehicle. If sights do work and this is the only sight that doesn't I think it may be a parameter within the sight. I am not familiar with vehicles in enfusion but I hope you figure it out my friend!
How do I lower graphics quality in the world editor, my pc will blow up if I put down another building
I'm looking for the same setting, but I want to actually increase the graphics and texture quality, the clouds look terrible like this
a server im in uses bacon loadout editor, and when i try to apply a loadout to AIs through the zeus options, it does not allow me to give the AI a custom loadout
it works just fine for other people
does anyone know why this might be?
Well if you find it let me know
maybe a stronger CPU might help lol
I cannot afford anything better than the equipment I have right now unfortunately
Someone May has a solution for my Problem. I cant join different squads in my conflict pve Mode. What did I miss there?
It's all outgrayed
@idle flicker at this point i would set a bot that recognizes these images and auto bans the poster
guys there ias scope mod or somethin i dont remmember name but when we go ADS scope there is no external zoom just scope zoom or magnifier
will do bro
20:17:41.875 PROFILING : Compiling Game scripts took: 2907.526600 ms
20:17:41.880 INIT : Creating game instance(ArmaReforgerScripted), version 1.6.0.119 built 2026-01-23 18:14:39 UTC.
20:17:41.957 ENGINE : Game successfully created.
20:17:41.958 PROFILING : Workbench Create Game took: 3090.115500 ms
20:17:41.963 DEFAULT : Using thumbnail cache directory: C:/Users/death/AppData/Local/Temp/Arma Reforger Workbench/Projects/CobraTrenches/thumbnails
20:17:42.347 DEFAULT : Using autosave directory: C:/Users/death/AppData/Local/Temp/Arma Reforger Workbench/Projects/CobraTrenches/autosaves
20:17:42.349 PROFILING : Workbench startup took: 9267.487900 ms
20:17:45.722 DEFAULT : Checking pending workshop invites...
20:17:46.082 DEFAULT : Pending workshop invites request done (1)
20:21:19.611 RESOURCES : Resource file successfully registered (C:/Users/death/Documents/My Games/ArmaReforgerWorkbench/addons/Cobra Trenches/UndergroundBunker_Trenches.xob)
20:21:19.637 RESOURCES : RESOURCES : ResourceBuildTaskSerial 'Reimporting 1 resources'
20:21:19.638 RESOURCES : RESOURCES : Rebuilding @"UndergroundBunker_Trenches.fbx"
20:22:47.979 RESOURCES : ResourceBuildTaskSerial 'Reimporting 1 resources'
20:22:47.979 RESOURCES : Rebuilding @"UndergroundBunker_Trenches.fbx"
20:22:47.979 RESOURCES (W): Invalid collider 'UTM_uc1mfe1fa'. Export skipped
20:26:00.440 RESOURCES (W): Invalid collider 'UTM_zjtmfhciy10'. Export skipped
20:26:00.457 RESOURCES (W): Invalid collider 'UTM_zjtmfhciy11'. Export skipped
20:26:00.475 RESOURCES (W): Invalid collider 'UTM_zjtmfhciy12'. Export skipped
20:26:00.692 RESOURCES (W): Invalid collider 'UTM_zjtmfhciy7'. Export skipped
20:26:00.698 RESOURCES (W): Invalid collider 'UTM_zjtmfhciy8'. Export skipped
20:26:00.715 RESOURCES (W): Invalid collider 'UTM_zjtmfhciy9'. Export skipped
20:28:12.155 ENGINE (F): Crashed
20:28:12.156 RENDER : ----------------------------------------------------------------
20:28:12.156 RENDER : ----------------------------------------------------------------
20:28:12.156 RENDER : Rend: Fps:1000000.00 (0.00ms) | Present 0.00ms | Wait4GPU 3039.10ms (graphical 37.62 + copy 3001.49) | defrag 0.00ms
20:28:12.156 RENDER : Rend: DP:0000 DPI:0000 DPR:0000 DPID:0000 Tri:00000 Vert:000000 CSRun:00|AllV:00x(00000) AllI:00x(00000) BegV:00x(00000) BegI:00x(00000)|TRes:0022
20:28:12.156 RENDER : GPU DXGI: VRAM 139MB(15341MB) | System 49MB(31962MB) | NVIDIA GeForce RTX 4060 Ti
20:28:12.156 RENDER : ----------------------------------------------------------------
20:28:12.922 ENGINE (E): Application crashed! Generated memory dump: C:/Users/death/Documents/My Games/ArmaReforgerWorkbench/logs/logs_2026-05-09_20-17-33\ArmaReforgerWorkbenchSteamDiag_2026-05-09_20-28-12.mdmp
20:28:12.924 ENGINE (E): Cannot run crashreport process...
Does anybody know why its crashing?
Question is there a Way to use the Ingame Debug Menu with Binding Win+Alt+ Numpad arrowkeys in a non-retarded way?
Cause that bind switches through windows and you cant disable that function in either gpedit.mcs or Regedit on windows systems.
Heres what i mean:
How do I enable dynamic persistence in scenario networking, so that after restarting the server it doesn't duplicate it and the AI that we already killed doesn't reappear?
this.
though it's more a question to the microsoft which loves to get on people's nerves
If BI doesn't create a truly user-friendly document, no one will continue using the current editor
Tried couple workarounds -- PowerToys, AutoHotkey, registry -- nothing worked.
allegedly there's a new wiki coming soon
are you sure? i disabled some shortcuts with PowerToys and work fine 
it's either disables win+alt+arrows completely so they don't work in workbench or it has no effect, i dunno, what's your shortcut setup?
i've tried using win+right alt, but it works inconsistenely, sometimes it's fine sometimes doesn't work at all
Hm, is it win11?
yep
i was using win+alt, maybe ctrl will do better
fwiw that will probably interfere with apps that use that shortcut, Discord uses it. how about Windows + ~ key?
I have never had problems on win11 with the lctr + lwin + lalt combo
How can I change what AI entities spawn in the vehicle prefab? I checked Ural and it has 3 slots defined which I changed, but then it spawns other AI entities I don't want.
Are you using standard qwerty keyboard layout with default US English input method selected?
Czech international keyboard (QWERTY) with English US International layout set
But at office I have standard dell QWERTY keyboard with English US International layout set with no issues
found it, had to edit the cargo fab of the ural
Does somebody know a fix for the flickering of Workbench on Linux?
had weird issues like this on x11 with an older card. updated to another card for separate reasons as well as changed to wayland and this issue fixed it self.
i am on Wayland and a rtx 4000 series card.
but i should disable to xwayland driver
How can I unzip export unpack a .pak file from an addon? I want to look at the code in vscode
Is there a setting to offload the importing processing to the GPU? My Ryzen 5800x is getting hammered whenever I'm importing images and converting them to EDDS file, small brain thinking, wouldnt that be more of a GPU task?
I only just noticed because my cooling was accidentally set to trigger based off of liquid temp and not CPU temp after an update, so the thermal throttling got me looking into it.
Also, average size is usually 1k textures, nothing crazy
Hey there, so making a faction, and I’m currently looking at getting the images done on the prefab’d group ai and individual soawnable AI, how exactly do I go about using the generator to get the pictures done? Or is it a case of doing them manually in photoshop?
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*fires them railguns at @junior pendant* Ò_Ó
Was really curious about the color grading section on HDR.emat.... is it functional ? Tried it again and again, but doesnt seem to do anything
anyone know how to config the shop systems mod?
i can build the shops but wont spawn my purchase or take currency from me
Use Win+Shift instead
Or maybe Win+Crtl I can't remember which.
!purgeban 1062217917317521468 0 crypto spambot
*fires them railguns at @subtle plume* Ò_Ó
Thanks @bronze gulch
No problem, thanks for the mod ping 👍
Anyone know how to get cars and throw them into arma tools simple?
