#reforger_workbench

1 messages · Page 25 of 1

vagrant beacon
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I can tell there is no simple quick way to do that.

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there is a sample car in the reforger modding samples though you can study

desert wraith
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hey so i lost my project files when my drive got wiped is there any way to restore them? Project is posted on the workshop

wary grove
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depending on what type of vehicle for example if it's a tracked vehicle all animations will have to be made, bones , colliders , the lot i can say it ain't easy but once you've elarnt it starts going like clockwork in your head learning blender is the funest part xD

vagrant beacon
sullen fox
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can anyone tell me how to sight off Grass with windows+alt ?
in this menu somewhere u can turn that goddamn grass off, i can´t find it -.-

shrewd ember
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Hey, I am trying to get the peer tool working

I set the game.exe and the -addonsDir path. Do I really need to manually add all the addons I am using ?! Is there an easy way to build that mod-string?

desert wraith
onyx sinew
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Are collimators particularly hard to get right? I am struggling and I have no idea why

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nvm 💀

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I just got it 😭

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Now it just says really badly 🤔

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I just realized this is the wrong channel :(

oak surge
vocal isle
devout cliff
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My scenario framework isn't saving progress, and it's not creating the session directory. What could be the problem?

fading edge
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isnt that broken right now?

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try this

devout cliff
# fading edge persistence?

Yes, I want to save the progress of completed tasks etc. in Scenario Framework. I didn't know it was broken.

devout cliff
fading edge
devout cliff
earnest prawn
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thanks for the report 🍻

stray willow
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No problem!

fading edge
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@earnest prawn

fading edge
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sheesh

devout lintel
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Do you know why my clothing isnt staying attched to my character after i import from blender? It just stays floating in the air next to my character?

sand fractal
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Hey all not to sure if this is the right channel but im trying to make a custom flag. I followed a tutorial by TPM Tactical and its not showing up in game master, I've had a friend suggest multiple things to me and none of them worked. Just wondering if anyone has any tips. If you need screen shots lmk. Tysm in advanced!

summer badger
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How do I upload a mod? I've been unable to upload my mod to the workshop for three days now. It doesn't matter whether I use my own internet connection or try it through a VPN. I always get the same error at 15-45%.

BACKEND (E): [RestApi] ID:[22] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""
BACKEND (E): [RestApi] ID:[24] TYPE:[EBREQ_WORKSHOP_CancelAssetUpload] Error Code:500 - Internal Server Error, apiCode="remoteRequestFailed", uid="1779016374852-581785", message="Internal Server Error"

I see this is supposedly being fixed in version 1.7. Is there any information on when it will be released? I haven't updated my mod for a year, but I wanted to do so now, but I've encountered this problem (and judging by the reports, I'm not the only one).

fringe scarab
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Does anyone know how to change a mines placeable origin from the centre of it to the back of it. Also I'd like to try and change what it looks like in my hands but I don't know what component I should use for that.

Basically I want the mesh on my hand to be different to what it looks like when placed.

And then when placing it I want it to be placing just out of reach of the players hands.

plush stump
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same issue here : BACKEND (E): [RestApi] ID:[22] TYPE:[EBREQ_WORKSHOP_UploadAssetFile] Error Code:524 - Cloudflare - A Timeout Occurred, apiCode="", uid="", message=""
DEFAULT (E): Uploading failed! Reason: ""

sonic ridge
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Same issue here

elfin loom
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ah new to cloudflare gents? it's an issue that's been happening for months and you can't really do entirely too much except wait it out for the stable update to come in with a hotfix

sharp sonnet
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I'm guessing there's no way to package the mod without publishing it to the workshop?

vagrant beacon
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why would you need to do that?

sharp sonnet
vagrant beacon
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why though?

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trying to circumwent the workshops rules?

cloud zenith
sharp sonnet
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^ Legit that. Want to get a map to someone so they can work on getting their gamemode added without having to have them download the 45gb source.

sharp sonnet
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Appreciate it

soft perch
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arma moderator moment

keen cargo
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Someone please tell me how can I teleport a prop to another props coordinates so I don't have to keep rotating and check if its the same coordinates as the prop I placed first

narrow temple
willow juniper
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is there a way to fix this annyoing message? it pops up every time i refresh (SHFT+F7) a script, even if i close the world editor

grand breach
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hello

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would anyone be wiling to help my dream come true so i got something to go play wen to stressed out? i have a idea and most the coding is finished

alpine kite
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Oh so this Enfusion engine popup has been around for a while, huh?

Reason: Resources are leaking!

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Almost a year. Anything I can do on my end or is this a straight up engine bug?

grand breach
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Ok so this is what we will be changing i need help with!

Same scenario situation with the ability to change the banner for my images and everything

Gilly (brown, green, white)

And vest with patches . Admin, vip, Canada flag patch

Casino with the money I currently have in scenario

(Black jack, slots, and not sure what else) that auto pays out if won

And if you could change the way we extract to like points in the map as castle with green map makers

Also may be interested in a player black market on the pve island

ifanyone can help please lmk

vocal isle
earnest prawn
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!purgeban @proper shadow 1d hijack crypto scam

half belfryBOT
alpine kite
fading edge
weary hearth
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Looking for a mod that would keep player names on the screen after entering the GM view and turning off Hud.

If a mod like that doesn't exist, where would i look for that setting/config in the workbench so i could make one myself

mossy grotto
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Is there a beautiful soul out there who would help me with enfusion workbench for setting up NPC Armor/Inventory presents??

spice rapids
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Does anybody know how I can fix this

peak torrent
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So I've made a custom faction and I can see it in the faction list. GM can add it as playable, but there are no player-spawnable characters in the loadouts list. Anyone know where I'm missing an entry?

spice rapids
peak torrent
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I've got entitycatalogs in like 10 places but none of them seem to take

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I've tried to look at other mods to see how they did it and I just can't seem to figure it out

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FactionAffiliationComponent set on each prefab too

lime kelp
unique crest
spice rapids
unique crest
spice rapids
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Ok ill try it after o get off work today

shadow gorge
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@vagrant beacon Hello, I have just tried to update the mod and I get following errors. However if I type version to upload as 1.0.14 then I get an error saying "Addon processing on Workshop side failed! Error UID: "" Error Message : "Unknown Error"".
Was wondering if its possible to check on backend

devout cliff
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api error

shadow gorge
steady hedge
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Addon processing on Workshop side failed!
Error: Unknown Error

DEFAULT (E): Addon processing on Workshop side failed! Error UID: "" Error Message : "Unknown Error"

harsh stream
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Yup same issue atm. I'm just spamming "publish" trying to make it work

steep stump
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So I'm not the only one having this problem

latent echo
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Not sure why there is no acknowledgment message from bohemia when the api is having issues.
At least a status indicator that we can track.

latent echo
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Works for me now.
@steady hedge @steep stump @harsh stream @devout cliff

steady hedge
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Trying it now

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It works for me as well now

fringe wraith
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Good night, i need help, i'have a problem whit launch de game in server, reasson 3, sincronizated error, and i have the adon whit the Last actualization, what is te posible error?

alpine kite
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So basically if you click "Publish" and the progress bar just slowly and steadily increases, just cancel out and keep repeating it until it takes. Something on the backend isn't connecting but it's not really telling us what.

vocal isle
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dear bohemia: plz uniquely label these things so we know which node is being used, k thx meowfacepalm

fringe wraith
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@harsh stream achooo tu sabes el error? Buenos dias

reef ferry
midnight fable
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Good evening, I just added the physics rope to a helicopter and adjusted the rope behavior, but it's always deployed below the helicopter... Furthermore, I don't see a button to raise or lower it. This is the physics rope mod from Black Forge Studio. If anyone knows how to fix this, I'd appreciate it; I just want to add a button to the cockpit to control the rope.

remote sigil
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Hello. I wonder if someone know how could i hide vehicle in vicinity ? I need to disable vehicle inventory to be accecible that way

bronze gulch
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!purgeban 607622114064728065 0 crypto spambot

half belfryBOT
fading edge
bronze gulch
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Now bedtime its 1:25 and my alarm goes off in 5,5 hours 😅

warm hearth
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im trying to use bacon loadout editor to change an ai squad's equipment but it doesnt allow me too, does anyone know why?

steady hedge
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Is something going on with workbench atm? When I go onto the workbench website to go get a id of a new scenario I made for some reason the changelog is stuck at 0.0.6 when my mod is upto 0.0.9 & the new scenario id is not in there either I just tried removing the mod from WB but when I try do that I get this error

BACKEND (E): [RestApi] ID:[146] TYPE:[EBREQ_WORKSHOP_DeleteAsset] Error Code:500 - Internal Server Error, apiCode="InternalServerError", uid="1779404396905-692953", message="Internal Server Error"
BACKEND (E): [RestApi] ID:[147] TYPE:[EBREQ_WORKSHOP_CancelAssetUpload] Error Code:404 - Not Found, apiCode="NotFound", uid="1779404397599-999298", message="Not Found"�������FlÔg

I also tried changing the mod name to see if it would force it to update & that did not work. In the game version of workbench all the updates ect show its just on the web version it dose not.

mint quartz
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Anyone knows why the M113 by TheSpaceStrider can’t be animated via a bone in Workbench? I can’t find any way to open the rear ramp. It works ingame but I can’t move/animate it manually in Workbench for a screenshot.

(and yeah I've written "v_ramp", just can't see the underscore on the screenshot below lol)

rough anvil
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ENGINE : GameProject load
INIT : GameProject load project data @"C:/Users/dlodo/Documents/My Games/ArmaReforger/addons/GameMasterEnhanced_5964E0B3BB7410CE/addon.gproj"
RESOURCES (E): Wrong GUID/name for resource @"{A6742BFF08165100}Language/GME_localization.st" in property "StringTableSource"

What would cause errors like this? I haven't been able to find anything on it.

rough anvil
warm hearth
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other people on the server are able to do so but i am not

golden sundial
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Question on AI group spawning (implementing a little custom Domination-like PvE):

is it feasible to select from a list of landmarks, then generate random vectors, and probe the navmesh for obstruction? Or should I rather look into actual spawn layers and zones?

I am pretty new to Enfusion (not to programming), and I want the least amount of mod dependencies for my mission, I’d rather implement myself.

Also sorry, this probably belongs in #enfusion_scripting

devout cliff
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Hello, where can I modify the list of what appears here?

vocal isle
pulsar holly
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Is there a good AH-1Z Viper mod? The cobra is my baby but we need something more modern.

remote sigil
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Hey Hello. I have a question is it possible to run 2 instance of gamemode inside workbench ?

wise oar
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Alright. Can someone point me in the right direction? Cause I’m on the struggle bus hard with this one. I’m trying to learn/figure out how to set up attachments on an item. The only thing I’ve found that gave me any help was a Bohemia wiki on suppressor making. But I ended up lost in at as all hell.

I think….. I THINK. I have at least the model figured out.

But after getting it into blender and trying to follow the same process of what I found on the suppressors… I’m lost, confused and in dire need of a barrel of whiskey.

Basically what I am trying to do here is:

Have base model radios, no antennas. And have antennas of various sizes that can be attached to the radio. Each one having its own freq and range capabilities.

Does anyone have any tips, pointers, ect when it comes to attachments/slotting?

minor pumice
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can i play a mod without publishing it in game

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Fucking hell

cloud zenith
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By using the cli parameter to pack it.

worldly lava
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Hi, I am interested in porting Sahrani from Arma 1 into Reforger. I have some good memories on that map and I think Conflict Sahrani would be a great nostalgia trip for the community.

  1. Does anyone know if this will be permitted by Bohemia? I don't want to infringe on any rights or build something only for it to get banned.

  2. Would anyone be interested in collaborating on this project?

exotic smelt
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Has anyone else encountered this where no vanilla animations play upon pressing the green buttons? I think my Enfusion Tools are borked but I am not so sure how or why. I'm trying to implement a custom rifle which would use the AK animations but I can't proceed because I can't copy the AK animation timings if I can't see the animations in the tools.

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You can see there are bunch of warnings here which I assume shouldn't be there.

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Trying to implement a Vektor R4, so I don't need to make custom animations for the character, just the rifle itself which I had done similar with the Vektor R5 about a year ago.

fading edge
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How can I run 2 instances of workbench for testing a mod thats having replication issues to other players?

dense sequoia
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or run the dedi server

fading edge
dense sequoia
fading edge
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thanks

dense sequoia
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will have to set it up if u havent done it. ill dm u idr my settings

leaden geyser
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Hi friends, does anyone know how to remove grass under a newly created spline road on an Eden map that is locked for texture and terrain editing?

fervent hedge
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Is it currently not possible to publish Mods? We are trying to put out our first Release but during Publishing it fails at around 29%

atomic spear
fervent hedge
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We are above that, but what a stupid thing is that ?

atomic spear
fervent hedge
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so we got error 524, and in the experimental branch there was something listed being changed to not cause 524 anymore so it maybe wont be a thing soon anymore ?

atomic spear
fervent hedge
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hm we have to check it out

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thanks for your reply tho

vocal isle
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supposedly the cloudflare issue(s) is fixed in 1.7 Exp

sturdy sleet
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would anyone know what causes this

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trying to export some terrain to blender

robust swift
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how do i connect bases

steep stump
alpine kite
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I'm trying to create a world from scratch. Base terrain, no heightmap, just a 512x512 grid.

I've got the terrain generated, navmeshes, ive got AIWorld,FactionManager,LoadoutManager,SpawnPoint in. It loads. It spawns, but not fully spawns. The camera is sitting at the player's feet and movement doesn't work. Some controls work, inventory opens, crouch, etc. But definitely not in control.

#

I've tried changes to the DefaultPlayerControllerMP, DefaultPlayerControllerMP_Factions, PlayableGroup.et, etc. but nothing has worked yet.

vagrant beacon
minor sleet
# vagrant beacon **I've opened up a license feedback thread here:** https://discord.com/channels/...

Apologies, Im not the best with legal related things and not sure where the correct place to direct this is.

I know the current system in place forbids the commercial use of the tools and quite rightly I suppose.

What Im curious about is has there been a consideration for animators? If I understand correctly, we cant accept commissions because we use the character rig supplied by Bohemia in Blender.

(Or at least the ARMA rig converted with Rigify, a 3rd party Blender tool)

But for almost every other aspect of assets made for a mod, you can commission because they can be built without direct Enfusion Blender Tools or BI assets. Models, textures, sounds, etc but animations need to use the supplied human rig.

vagrant beacon
alpine kite
unborn tapir
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is there any easy way to compare the properties of two prefabs? like putting the config entries side by side?

sour grail
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I created a bi account to publish mod,but I got this error
BACKEND (E): [RestApi] ID:[56] TYPE:[EBREQ_USER_DirectLogin] Error Code:400 - Bad Request, apiCode="userService.noPassword", uid="", message="User doesn't have password."
I checked my email,including the spam folder, but but i didn't recive anything
Can someone help me?

vagrant beacon
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also is it for the normal reforger or experimental reforger?

sour grail
finite salmon
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anyone good at reading console logs? All i did was do a server restart and now my server is stuck in a loop. I deleted mods and republished from workbench, still not working

vagrant beacon
finite salmon
finite salmon
vagrant beacon
finite salmon
sudden turret
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If you're not specifying the version on your config.json you can add it and test a specific version.

finite salmon
lone mantle
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Is there a good way to force-rebuild all prefabs of an addon?

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Especially in the context of Reforger updates, where how some attributes are saved has changed.

devout cliff
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Where can I edit the list of helicopters that appear here?

finite salmon
lone mantle
devout cliff
lone mantle
lone mantle
sour grail
# sour grail I created a bi account to publish mod,but I got this error ```BACKEND (E): [Re...

In the end, a full day passed and the confirmation email never arrived.
However, when I selected “Sign in with Steam” on the Bohemia website login page, I was somehow able to log in. After that, I set a password there, and then I was able to log in through Workbench as well.
I’m leaving this here in case other people run into the same problem in the future.
Let me be the last person to suffer from having an almost finished mod and scenario ready to go, yet being unable to release them because of this issue… 😇

cold hound
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Um... Is anyone else getting this error. It does not let me choose anything from the category drop down. So I can't proceed with removing dependencies that are broke because of this update.

unkempt knoll
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great so the back rotor now turns in slomo . heli randomly moves on its own even that its complete standalone and cant be f d by chagnes to the base helis .... i love updates man and not even to talk about how some cars are bs atm

unkempt knoll
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the metal still looks FD up aswel everythign looks like it has a plastic layer on top of it -_-

unkempt knoll
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i also cant place it in gm anymore tf...

wind vapor
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What a lovely way to start the day Jeremiahmeme

quartz haven
unkempt knoll
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pov arma updated ....

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cant even download dependencies to be able to open some stuff 🙁

unkempt knoll
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does anyone know why i cant spawn in my heli anymore via gm . my fennek works fine but the heli just wont place. and putting it side by side with the uh it looks the same in setup

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in wb it works fine

cold hound
sinful drift
unkempt knoll
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no it aint

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its the animation changes they did i just found it

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PredictionVehicleGetInEnter needed to be added

robust swift
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How do I change what rank you have to be to build a armory where you can change your load out?

wraith wave
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has anyone figured out what the json lines are for the new features: 3rd person drivers only, Ai Limit per faction CLI, as well as all the FIA player limit and other stuff?

unkempt knoll
cinder sparrow
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Suddenly, can not update my mod - while publishing, drop down menu with category do not work, no items.

robust swift
sturdy vault
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how long gonna take bohemia fix backend?

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5 months triying to upload Earth Map

sturdy vault
loud horizon
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i cant join rhs thread, will ask here.
anyone else having issue when opening world editor in workbench with rhs enabled it just freezes tools dead?
(0.15.4955)

quartz haven
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Can someone help me troubleshoot the create editable entity plugin?

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I have tried consistently and still it doesn’t work

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Or it says it does but it doesn’t show up in game

cloud bloom
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anyone have issues with peer tool not loading after update?

just spins 09:13:58.330 SCRIPT (W): @"scripts/Autotest/Game/TestFramework/SCR_AutotestCaseBase.c,68": 'GetSuite' is obsolete: Switch to instantiating tests and suites manually. 09:13:58.359 SCRIPT (W): @"Scripts/Game/Utilities/SCR_PlayerIdentityUtils.c,20": 'GetPlayerIdentityId' is obsolete 09:13:58.359 SCRIPT (W): @"Scripts/Game/Editor/UI/Components/Common/SCR_CursorEditorUIComponent.c,69": 'SetCursorPosition' is obsolete: Use MouseDeviceHandler.SetCursorPosition() instead 09:13:58.381 SCRIPT (W): @"scripts/Autotest/Game/TestFramework/SCR_AutotestReport.c,61": 'GetNSuites' is obsolete: Switch to instantiating tests and suites manually. 09:13:58.381 SCRIPT (W): @"scripts/Autotest/Game/TestFramework/SCR_AutotestReport.c,64": 'GetSuite' is obsolete: Switch to instantiating tests and suites manually. 09:13:58.383 SCRIPT (W): @"Scripts/Game/UI/Menu/MainMenuUI.c,643": 'GetNotifyCount' is obsolete: Will be substitued by Notification Api. 09:13:58.383 SCRIPT (W): @"Scripts/Game/UI/Menu/MainMenuUI.c,645": 'GetNotifyItem' is obsolete: Will be substitued by Notification Api. 09:13:58.416 SCRIPT (W): @"Scripts/Game/DroneController.c,3920": 'FindId' is obsolete: Use Replication.FindItemId() instead. 09:13:58.421 SCRIPT (W): @"Scripts/Game/DataCollection/PlayerData/SCR_PlayerData.c,210": 'PlayerData' is obsolete 09:13:58.493 SCRIPT : Module: Game; loaded 5663x files; 10952x classes; used 26428K of static memory; defines: "PLATFORM_WINDOWS,ENF_ENABLE_VHC_OVERRIDE,ENF_ENABLE_RPLCOMPONENT_IN_GAMECODE,ENABLE_BASE_DESTRUCTION,BUDGET_OPTIMIZATION_CHECKS,DEBUG,RESPAWN_TIMER_COMPONENT_DEBUG,DEBUG_CONFIGURABLE_DIALOGS,DISABLE_WEAPON_SWITCHING,SCRIPTED_AIM_MODIFIER_DEBUG"; CRC32: af2cfa60 09:13:58.512 PROFILING : Compiling Game scripts took: 1056.128300 ms 09:13:58.512 INIT : Creating game instance(ArmaReforgerScripted), version 1.7.0.41 built 2026-05-11 20:04:25 UTC. 09:13:58.526 BACKEND : Attempting online Game Config instead. 09:13:58.549 ENGINE : Game successfully created. 09:13:58.626 PLATFORM : Save data from container 'settings' have been loaded 09:13:58.727 PLATFORM : Save data from container 'sessions' have been loaded 09:13:59.127 PLATFORM (E): Steamworks: RequestCurrentStats failed 09:13:59.127 DEFAULT (W): Achievements failed to load. Consecutive calls to Achievements API may fail. 09:13:59.128 PLATFORM : GameProject user settings load from profile @"ReforgerGameSettings.conf" 09:13:59.128 ENGINE : Game user settings config loaded 09:13:59.128 NETWORK : Starting multiplayer client using command line args. is all peer logs get to and just stall

lusty patio
cold hound
lusty patio
river flower
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@digital jewel I'd like to quickly say that your Kunar Province map no longer allows people to spawn ai in GM after 1.7

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@unkempt knoll your mods are cool btw

cloud bloom
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any one else manage to get peer testing to load?

cloud bloom
#

NETWORK : Player connected: connectionID=0
NETWORK : ### Connecting player: connectionID=0, Name=
WORLD : UpdateEntities
RPL : rpl::Pip::ProcessNetToGame
DEFAULT (W): Another connected player with the same identity found. Dropping this connection request and disconnecting the client
WORLD : UpdateEntities
RPL : rpl::Pip::ProcessNetToGame
DEFAULT : Disconnecting identity=0x00000000: group=6 reason=2
NETWORK : Player disconnected: connectionID=0

so we cant peer test cause it rejects us for being the same player id?

#

if i add no backend wont launch

smoky turtle
#

As I am no longer a part of the Rogue Extract community, I have decided to publicly release the server-side modules and source files that I personally own. My goal is to make these resources available for others to learn from, build upon, modify, and use within their own projects.

Before release, I will do my best to remove any third-party scripts, assets, or content that I do not own to ensure that only my work is included in the package.

The release will include everything needed to host and develop your own extraction shooter server. You are free to modify, expand, rebrand, and customize the project to fit your own vision. The current assets and files being released are owned by me and may be used as part of your own server or project.

If you would like access to the source code, mods, or server-side files once they are available, feel free to send me a direct message.

jolly ruin
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Sup guys, I'm on Linux and even after specifying to EW where the ArmaReforger.gproj file and the game's mods folder are located, my EW is showing the following symptoms:

  • Missing World, Particles, String, and Behavior editors

  • I can't publish my mod because the category list is empty. It doesn't give me the option to choose any category.

cyan prairie
inland coral
#

Hi, when I start Dedicated server, I get this error, I tried to reinstall Tools, Server and the game, but nothing saved.

wicked sky
#

hi does anyone know where i can get the HMMV bones to make cars i ask and they don’t want to pass it to me

vagrant beacon
rapid hawk
#

How can I get my wheeled assets to move instead of stuck in place? Ive tried may how to options they seem not to work? In the enfusion workbench btw need to test my roads.

vagrant beacon
rapid hawk
vagrant beacon
cloud bloom
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soooo anyone got peer tool working yet?

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this boys got doppler effect drones to test

loud horizon
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hi again, im having critical issue with pretty wide list of mods. from rhs to maps like gogland or anizay, as i found out.

if i open world editor with any of those mods enabled - it will freeze tools completely. it never happened to me before 1.7. i completely reinstalled everything, tools, arma, mods.. nothing. works fine with minor mods, like suppression, soundmods etc.

please tell me i`m not the only one with this problem and it can be solved notlikemeow

https://cdn.discordapp.com/attachments/1311376471155150922/1509665171675549868/2026-05-29_00-09-26.mp4?ex=6a1a00c1&is=6a18af41&hm=0bed70131049832d09758514808e92106c54cb20e865cb3f4351508e09b3abef&

woven solstice
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I have this problem too, any advice?

pulsar holly
#

Are things better today?

vagrant beacon
terse snow
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Is removing a world the only option if World Editor crashes every time I try to open it?

ruby quest
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Folks, is there an easy way for me to understand the root causes behind the recent ban wave which hit certain workshop mods? I’m really out of the loop. If it’s controversial, can you steer me in the right direction for me to learn ?

remote estuary
#

It's not controversial at all, people accepted the license agreement then broke it

ruby quest
#

So if someone has said that the reason their mod is no longer available is because they “lost the source code” then that’s unlikely? And more likely it’s because of a license violation? I say this because I think it’s reasonably easy to recover any mod’s source code from its installed data.

remote estuary
#

The only reason a mod is banned by BI is TOS related

reef ferry
ruby quest
vagrant beacon
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the published files dont contain source models and such

devout cliff
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Reason: Access violation. Illegal read by 0x7ff7371a7953 at 0x17dfffffff8

My mission crashes after version 1.7. Any idea what it could be?

craggy carbon
#

how would know why my mod will not open i know it a mod but how do i find out what mod i cant open the world anymoore

limpid idol
#

i'm having trouble getting the tools to link to arma reforger

#

whenever i open tools it says it cannot initialize the game and i am unable to access world editor and other things

austere wharf
#

Anyone faces
WORLD (E): Unknown class 'SCR_ChimeraCharacter' at offset 21(0x15)
ENGINE (W): Can't load prefab Prefabs/Characters/Core/Character_Base.et
RESOURCES (E): Failed to load

When server is trying to boot cant find issue. Server is jsut in boot loop

shy hamlet
limpid idol
fickle ravine
#

Does anyone know how the Downloads metric works on the workshop website?
Earlier this month, one of my mods hit 31k downloads but since then the download metric has dropped to around 27k. I'm curious how accurate this number is or if there's bug causing downloads to delete. I would regularly check this metric to see how many people were updating or downloading the mod.

river flower
#

Whenever I try and edit a config file of which has a mod as a dependency I seem to get an error talking about the need of compiled game files and it does not let me edit the config any further

fickle ravine
vagrant beacon
devout cliff
#

1.7:

20:06:29.232 ENGINE (E): Unable to set world file to 'Worlds/CampaignEveronPveFear.ent'. File not found!
20:06:29.448 ENGINE (E): Unable to initialize the game

indigo quail
#

9ebd7de0-36ec-44e0-bec2-2f1f07bd5917 looks like copy and paste for properties in WB options doesn't work...

#

shortcuts still doesn't work for "non-common" keys (like numpad, PB, Fs after 12), while at some point in past it works...

pulsar holly
#

Any of the Realism mods updated yet

iron cape
limpid idol
iron cape
#

so did you remove ACE completely? since so many of them are dependencies for eachother?

limpid idol
iron cape
#

the dev version

limpid idol
#

if you had this error

#

it is probably cause of ace

iron cape
#

i did not

limpid idol
#

okay i don't think it was caused by ace then

#

do you have a specific error message

iron cape
#

my issue is when attempting to open any of our GM maps on enfusion it crashes at 23% everytime

#

and its crashing the entire enfusion engine

vocal isle
foggy edge
#

Yeah, It crashes randomly. World with less objects on it has lesser chance to crash. So I assume it's related somehow with OOM issue

However, vanilla only game doesn't crash

barren oasis
#

this is super messed up... now its defaulting to a different emat and I can't change the emats in mesh object in the prefab?? My xob has 10 materials and you used to be able to see them all here.

fleet kite
#

how do i get ace dev for the server

foggy edge
#

Yep, instant crashes make almost impossible to do anything

#

I have instant crash almost every time I reload wb

vagrant beacon
#

test with a blank project for starters

foggy edge
#

I use only mine mod

foggy edge
foggy edge
vagrant beacon
foggy edge
vagrant beacon
#

rigfht so just something happening with the mod.

foggy edge
vagrant beacon
#

I have to go unfortunately but post log here and people can take a look

cloud bloom
foggy edge
#

I only wish that updates like this would be sent into experimental at first

#

And there's no possibility to downgrade game version. Which makes it even worse

wicked sky
#

can someone give me HMMV bones pls

glad jacinth
#

Huh, somehow no layer was selected and I had to double click on it, otherwise it didn't let me add entities into my world

oak vale
cloud bloom
oak vale
cloud bloom
#

time to convert those skils to enfusion @foggy edge 😄

#

uve been around long enough. and lets not forget that Reforger is a test bed for arma 4, things wil break it was kinda expected I thought

foggy edge
#

I was just hoping, that the time when single update could destroy your mod has been passed

#

as it was once with Tanoa update

cloud bloom
#

nah man at this stage its a feature 😄

oak vale
foggy edge
valid reef
#

so, can we do extensions?

untold lynx
#

epik

fickle vine
#

Most important channel

wide plume
#

yes

mighty plank
#

the

unkempt sorrel
#

Will there be a workshop page on steam?

mighty plank
#

i imagine as such

void forge
unkempt sorrel
#

I know, curious if theres on steam as well

#

reading into it more it looks like its soley their own version of the workshop

outer nacelle
#

hello

#

back to the roots

#

i hope infistar has already a fork ... xD @earnest topaz

pale reef
fickle vine
#

but i need my sleep 😦

lapis basalt
#

Is the documentation available online? Still downloading...

dark cedar
#

Anyone else unable to log into the workshop in Workbench?

fickle vine
#

ohno, i had my first crash 😄

#

trying to load Eden.ent in world editor

neat sedge
#

Is there an easy way to port stuff from A3?

fickle vine
#

@pale reef ? 😄

#

or still doing blender terrain tools?

upper thicket
#

any modding groups I can learn the new tools with?

fickle vine
#

I just want to mod the modding tools

languid root
#

i cant even open the tools, "create new" says i gotta find it manually

fickle vine
#

"Documentation and samples"

#

REEEEEEEEEEEEEEEEEEEEEEEE

neat sedge
#

painless

#

uses github

warm furnace
#

map tools in?

fickle vine
#

I don't know what World editor is yet, but it has many stuff you'd expect for terrain editor

languid root
#

where can i find the link?

fickle vine
#

But that was already known with Dayz with the WorldEditor API

neat sedge
#

only thing I'm wondering about is if that low poly thing can fly

#

like helicopters

lapis basalt
fickle vine
#

if you're wondering how to install the tools

languid root
#

turns out, had to redo the download, for some reason it was scuffed

meager flower
#

Docs not working 😦

fickle vine
#

"Available on release"

#

REEEEEEEEEEEEEEEE

#

Time is ticking!

spiral totem
#

Will extensions be allowed for console? I assume itll need to go through normal battleye verification if it is allowed?

fickle vine
#

extensions arent even confirmed at all afaik

earnest island
#

Hmm, where do I download the tools / Enfusion engine?

fickle vine
#

Select "Games" dropdown in your steam library

#

and enable tools

earnest island
#

Are we getting a full enfusion engine?

south imp
#

sample not working

#

docs also

spiral totem
#

Im curious then if no extensions how would you create a persistence game mode like dayz epoch or exile? Is there any built in way of handling that for servers?

#

Databases mainly

coral canyon
#

Where do we find the documentation and samples for reforger?

unkempt sorrel
#

Where exactly are the docs and samples? I just see the tools

lusty aspen
#

\common\Arma Reforger Tools\Docs

coral canyon
south imp
#

not working

lusty aspen
#

Up a level for samples

south imp
#

for the moment

rustic cradle
#

@coral canyon Doesn't seem to be up yet

coral canyon
#

yea seems like link is down

unkempt sorrel
#

Ya weird, neither the samples or docs work

lusty aspen
#

Yeah they're just shortcuts by the looks of it

#

And the repo is private PU_PepeWHY

raw pilot
#

Gib docs pls gibepls

shadow fiber
earnest island
#

Guys, after buying reforger, will we be able to download the enfusion engine?

pale reef
earnest island
fervent otter
#

my initial impression is that ... no way will the generic player be able to make a simple mission at this time

#

nothing seems obvious, everything is kinda cryptic

coral canyon
lusty aspen
fickle vine
#

im looking through the world editor scripts obviously 😄

fleet fox
#

guise pls how do i into make scenario 😢

acoustic sage
#

wow omg mod tools lets go

fervent otter
#

did anyone figure out how to switch key layout to something else than english?

fleet fox
#

the docs links dont work ;_;

outer nacelle
#

cool there is a scripteditor integrated

unkempt sorrel
#

anyone able to open tools? hitting create new asks me to find a file

storm hedge
dark cedar
#

So all of the asset textures are in EDDS, and can't be exported to PNG

fickle vine
#

thats fine?

loud tinsel
dark cedar
harsh walrus
fickle vine
#

make your own 🙂

dark cedar
#

I mean, is that Bohemia's position on it as well? Because it represents a massive shift in direction from permitting retexturing to not 🤷‍♂️

high flume
#

It's day 1...

fickle vine
#

i wouldn't mind it for the record, but its also fine to see what the samples or so come up with

#

maybe we can export textures to other formats and do retexs

dark cedar
#

Once something has been converted to EDDS, that's it, it's locked in EDDS.

#

Unlike with PAA

fickle vine
#

you need texview to convert it

dark cedar
#

TexView can't open EDDS

fickle vine
#

my point is: Right now we have no guarantee we wont get a tool to convert texs

storm hedge
#

any idea where the "newScript" folder is? ^^

dark cedar
#

I guess we'll see, but it was supposed to be part of Workbench, and doesn't look like it is, seems like a strange ommission

pale reef
spark edge
fleet fox
#

no

daring laurel
#

Are custom skeletons currently possible in the workbench?

rancid citrus
#

How to access the workbench?

fresh thunder
quick quartz
#

Tools section

willow wraith
storm hedge
#

where can I find the "main" file from my project? (scripting)

harsh walrus
#

so surely it's a thing

#

even DayZ has something, so I assume it's just unpublished

fiery peak
harsh walrus
#

Fun fact, you can adjust the gravity of the world in the workbench

#

So we can make space maps!!!! (e.g. the moon I guess)

iron tusk
#

Doc link from website is broken 😦 ?

lofty granite
#

they are still adding to it, it seems like

willow wraith
# harsh walrus so surely it's a thing

Not surely until they've provided them. It just as well could be a scratch space for the community to document findings. I do hope you're right, though!

harsh walrus
#

so I'm assuming it exists 😂

willow wraith
#

Cool, I was unable to watch the livestream and thus I asked.

#

Thanks 🙂

#

It seems they are actively adding to it, there is now content on that page 😄

haughty vapor
#

anyone managed to figure out anything yet?

fiery peak
#

Hmm I imported a model in workbench, made the lods and materials work, I'm trying to add it in the game now.

haughty vapor
#

so we have game and core as dependancies but they are read only

#

so how do we get to edit, a bit confused there

#

or does whatever script we write in our project folder overwrite the game one

iron tusk
#

trying to edit map aswell seems hard to find how to open it first ahah, but ill keep loing into it

haughty vapor
#

ok that will be hard at first then

forest oxide
#

So glad I'm not the only one having difficulty. I feel like an imbecile looking at the assets (and I messed around in Unity)

haughty vapor
#

but makes sense ig

jagged latch
#

But if you want to overwrite specific functions you just overload them

#

like in the samples

fiery peak
#

I mean, we could wait for the documentation 👀

fiery peak
#

but do you really want to wait... 😉

supple moth
#

i felt like i knew what i was doing with arma 3 but this no documentaion is killing me

fiery peak
haughty vapor
#

ah but c# is the one im lacking

supple moth
#

and nah i hate wating going to button click until then

#

i lack in the modeling department lol.

jagged latch
#

Looking at the samples we can easily figure out the way to alter already defined classes/methods:

{
    override int CalculateScore(SCR_ScoreInfo info)
    {```
haughty vapor
#

yea i saw that

jagged latch
#

From that, just backtrack

south imp
haughty vapor
#

im just confused on how the loading is done by the engine, the actual workflow

south imp
#

cool car

jagged latch
#

find the SCR_ScoringSystemComponent

haughty vapor
#

and then make the same folder tree?

jagged latch
#

look where it is in the project structure, and look at everything else there

jagged latch
haughty vapor
#

okay

jagged latch
#

The samples seems to add them to the "modded" subfolder

haughty vapor
#

a lot more complicated than a3 but so so so much more potential

jagged latch
#

Yeah, cant wait to start building stuff

willow wraith
#

I really hope recreating the folder tree is not a required thing... I don't know why that would be necessary when you already explicity inherit by class name. Maybe because there's no import syntax?

haughty vapor
#

^

spark sphinx
jagged latch
haughty vapor
#

im not too familiar with cs but i would say inheriting class name would be enough?

fiery peak
jagged latch
tight dune
#

recreating of folder tree is not necessary for any resource with meta file

jagged latch
#

I didnt mod dayz at all, so not sure how they handled it

tight dune
#

scripts are bit different story

#

in any case, overriding/replacing of assets is based on GUID which is stored in meta file

willow wraith
#

By "bit different story" you mean it is necessary? If so, do you know why that is? Just curious

storm hedge
twin knot
#

I can not even figure out how to import a model.. damnit

tight dune
haughty vapor
#

so what would i need to do to override a script

storm hedge
haughty vapor
#

or even to add a new one

tight dune
lofty granite
#

rip arma wiki

tight dune
#

when you have your new addon, you have to place new scripts in Scripts/Game folder

willow wraith
#

Seems a bit annoying versus doing something like

import arma.core.whatever.SCR_BaseGameModeComponent; // Made up import syntax

modded class SCR_BaseScoringSystemComponent : SCR_BaseGameModeComponent
{
    // Method which is called when someone commits suicide in game
    override void AddSuicide(int playerId, int count = 1)
    {
haughty vapor
#

ok yeah, but is it overriden pwd-wise?

opaque mica
#

You override something by defining your class is inheriting from parent and then use the override syntax

haughty vapor
#

so if base game has /scripts/s1/player.c do i need to make /scripts/s1/player.c to override?

tight dune
turbid mountain
opaque mica
#

When moving a composition, do I need to use SetWorldTransform or just SetOrigin is sufficient, with me also updating the children? Updating the parent entity via SetOrigin runs into some weird visual glitches, but am wondering if that’s just a result of also not properly updating the children as well or if there’s stuff I’m misunderstanding

willow wraith
#

I feel like having limited control on their project file structure will be a sore point for developers. I would really like to see some sort of import syntax rather than the path matching technique for overriding game behavior, but I understand there are likely hard technical problems there.

opaque mica
#

You don’t need to match

#

You just need to put it under scripts folder for it to start being built

#

If you want to override, you just inherit and override and then point stuff to that

turbid mountain
opaque mica
#

or use the new component

#

instead of using the old components

willow wraith
#

Oh sweet, per the previous conversation I took that as a given without testing myself. Apologies

turbid mountain
#

With time tutorials will arrive and show you all the ways

willow wraith
#

(and the examples)

spiral totem
opaque mica
#

Can I get an answer to my question? I looked at how the editor preview works and I’m wondering if I need to do it similarly with using worldtransform or if SetOrigin sets XYZ of the transform

sharp juniper
#

thanks for the update Dedmen, excited to bring a whole load of the free world armoury to reforger

winter crypt
#

Tutorials are much needed, i hope that all you guys at bohemia will provide a good documentation for this and for arma 4

harsh walrus
turbid mountain
turbid mountain
spiral totem
#

Sounds good thanks

#

If REST is in that would be very nice

harsh walrus
#

Let me check lol

#

Seems to be

spiral totem
#

That could save alot of overhead server side as well for large persistent missions, run database stuff elsewhere

harsh basalt
#

Can anyone sing in to publish stuff from workbench?

#

I just get BACKEND (E): [RestApi] ID:[3] Error Code:400 - Bad Request, ApiCode:

turbid mountain
willow wraith
harsh walrus
willow wraith
#

Nice to have a direct API in the scripting language to use though.

valid reef
willow wraith
harsh walrus
wheat locust
#

so am I just not seeing it or is there no eden type scenario creator?

#

I understand that you can somewhat make scenarios in the world editor, but is that all?

neon raven
#

So, the workbench is our Eden editor equivalent with a lot added to it right? monkaHmm

opaque mica
#

There is no eden, you have to world edit and do a lot deeper config now

#

It’s not as user friendly as eden

daring laurel
#

Will the reforger workbench also ve the same tools for arma4?

tiny wren
opaque mica
neon raven
vale sequoia
#

I'm just going off of what can I see in GIMP, but I might be wrong

winter crypt
#

not user friendly but seems nice, i think it's matter of habit

willow wraith
#

Are the workbench tools theoretically powerful enough for a modder to remake eden? 👀

opaque mica
#

I don’t doubt it, the game master stuff is made through it

#

There’s a lot of higher level stuff missing atm which is a bit tragic

willow wraith
#

Exciting stuff

opaque mica
#

Things are pretty low level now

turbid mountain
zinc igloo
grizzled otter
valid reef
#

this is not Arma 4. I suppose that Arma 4 will have a mission editor. please god

turbid mountain
#

Yes I know.
I feel the same as you

wheat locust
#

A2 had a 2d editor

zinc igloo
turbid mountain
grizzled otter
wheat locust
#

3d editor in arma 3 was never an official released thing just a hidden thing

zinc igloo
#

Had a hidden 3D editor and it was glorious 🙂

turbid mountain
#

You had to use a secret cheatcode keyboard shortcut thing on main menu to access it

iron tusk
#

it's way less accessible than arma 3 but looks like it open so much more possibility

winter crypt
turbid mountain
#

That same cheat code is in Arma 3 now to access the old A3 2D editor

turbid mountain
winter crypt
#

ok glad to hear it

grizzled otter
#

so world builder is for terrains im assuming?

zinc igloo
fleet fox
#

is there an explanation on how to make scenarios anywhere yet?

iron tusk
willow wraith
#

Do we know for sure if A4 will have backwards compat with reforger mods?

astral shore
#

So who is the one building the first RP Server for the game, lol?

iron tusk
opaque mica
#

It took me like a good 4 or so hours at least to figure out how to make a new “action” and have it displayed, along with making the new input context actually work, although that was no documentation and no dev contact at all to pester. The low level is nice but it’s pretty hard to onboard and get started, esp for the more casual oriented people. Hoping the documentation will help with the understanding of certain things like the origin vs transform, and how it behaves along with compositions

heady birch
#

Does anyone know a way to import a heightfield yet?

fleet fox
#

@iron tusk copy, that's what I saw. hopefully when docs happen soon we can get started on making some cool things

#

gonna have to remake ALiVE in enfusion :v)

grizzled otter
brazen plaza
#

there will be a forum for arma reforger? to learn enscript and ask for help like old time?

winter crypt
#

let's say that i'll wait a proper documentation for the enfusion tools

iron tusk
winter crypt
opaque mica
#

You have to edit player controller prefab to display new actions under the HUD.

That needs a new input context (when to display it and when the action is available) and the new actions

hushed finch
#

How can I run a script I've made just to test things?

opaque mica
#

You define those via the Configs/System.

You should see something like chimeraInput.conf

#

You have to update under workbench options to use the new configs

#

As well as update the gamemode to use your new player controller prefab that has the edited HUD manager component

grizzled otter
#

holy shit, i hope they add something to stream line this

opaque mica
#

Yes a lot of it is low level and component based with prefabs

grizzled otter
opaque mica
#

Editing stamina? Time to duplicate all the Rifleman prefabs and edit the stamina there

willow wraith
# iron tusk same engine so there's no reasons it doesn't

The reason would be if they make breaking changes to the game code while developing ArmA 4. Given that modders can now override like every script file in the game that risk seems to be higher than before where they just had to maintain the SQF APIs and could change whatever they wanted under the hood.

opaque mica
#

Then update stuff that would spawn those prefabs

quiet marsh
#

Anyone got any ideas how to create a terrain in the world editor? having a look now and I don't see any way

opaque mica
#

It’s very low level and very flexible, at the cost of user friendliness where you have alot of things to remember to update or else it won’t work.

Stuff like needing to add RplComponent if you want to replicate events

#

Or adding ActionsManagerComponent to an entity to have interaction menu with them. Perhaps there’ll be an easier way such as using scripts to attach those things instead of needing to edit every prefab to add a new interaction menu action

#

But as it stands, I am not too big of a fan coming from someone that despised A3 SQF. I don’t feel there’s as easy of a way to rapidly iterate currently, as it takes me over 2 minutes to exit out, make changes, and reload back in with a 3900X and a 3090

pallid mortar
#

really need someone to help with an early simple tutorial of how to make a custom mp mission via these new tools

tired sun
#

so it is possible server addons like addons that are only accessible for the server

#

and do we have a remoteExec thing?

opaque mica
#

If you want to make a new mission you open the base Eden world and create new world -> subscene of current world

pallid mortar
opaque mica
#

And then you add game mode editor or such

#

oh for those you can open the capture and hold base world I believe and same thing, make sub scene

pallid mortar
#

open the base eden world? haha

#

im very green

opaque mica
#

World Editor -> load world

#

I would open an existing one to see how they set it up

#

It’s probably under their “CAH_whatever” layers

wheat locust
#

I opened the tutorial one but I couldn't figure out how they actually make player spawns

opaque mica
#

You want to recreate those in your new map

wheat locust
#

I saw there was a spawnpoint entity but placing one in mine didn't seem to make me spawn there

tight dune
turbid mountain
wise axle
#

Link to docs?

turbid mountain
pallid mortar
#

okay there's an existing CAH, what if it's something i want totally different like a DM, or to just make goofy scripts and re-test

opaque mica
#

Then you don’t inherit from CAH but from the base world

karmic hazel
#

A fairly important question before I dive too deep into the code...

If I make mods for Arma Reforger, will those be compatible with Arma 4 when released?

wise axle
#

The wiki docs are broken

turbid mountain
fluid breach
pallid mortar
#

what file do i load in world editor?

fluid breach
#

I learned loads from the BIS forums when I first started

wheat locust
#

I hope someone manages to create some basic player vs AI scenarios and upload them

turbid mountain
pallid mortar
#

i see a bunch of ENT files

wise axle
#

Wheres the docs?

turbid mountain
pallid mortar
#

i opened one that can see basically an ocean

turbid mountain
pallid mortar
#

Eden.ent

wise axle
#

Thanks men, like tonight soon?

turbid mountain
#

Eden works, move camera somewhere, dunno where. North East probably

pallid mortar
#

OOOOO

#

Dedmen

turbid mountain
pallid mortar
#

my dude

wise axle
#

Respect.

pallid mortar
#

it's not an ocean, eden is north east of where the camera is by default

obsidian flume
wise axle
tight dune
#

As for small world, sample main mod has some very basic scene with respawn

spiral totem
tired sun
#

that would be very nice

tight dune
pallid mortar
tight dune
#

In general, reforger is designed with server authority in mind

spiral totem
#

Sounds good, ill be back with more questions when I start prototyping 😛

astral shore
tender moth
#

I'm sorry if the question has been asked many times already, just joined the Discord, is Enfusion Workbench available yet? The Download button on the website don't seem to redirect me correctly (already bought the game etc)

pallid mortar
#

What are the SCR_SiteSlotEntity items in the basic file on the map

turbid mountain
tender moth
#

Oh wow ok thank you sir

wheat locust
#

anyone figure out how to make a player spawner in the world editor?

pastel copper
#

Are there any docs up yet?

willow wraith
pastel copper
#

Link on site isnt working

astral shore
pastel copper
latent vale
#

It’s exactly the same as dayz’s currently, even has the same bug to allow custom headers than just content type widebork

willow wraith
harsh walrus
turbid mountain
tired sun
#

oh bit late

turbid mountain
turbid mountain
clever wharf
#

@turbid mountain is it possible to have a channel where no one can chat bu you post changelogs of arma Reforger?

turbid mountain
#

answer gonna be: ¯\_(ツ)_/¯

unreal palm
#

sorry if this was asked and answered but are the .c files actually C or Enforce or something else

winter crypt
#

just to know, p3d models can be loaded into workbench? textures are still in dds?

winter crypt
#

and if yes how to..

unreal palm
hushed finch
#

Can I run scripts on the Script Editor? If yes, how?

turbid mountain
winter crypt
astral shore
latent vale
#

Another member I’m close with has pretty much all of enforce in ANTLR with a working lexer and parser, hopefully soon there will be a language server plugin for vscode

willow wraith
turbid mountain
woeful nimbus
#

well hello there anyone cracked the .anm saves yet ?

turbid mountain
#

I didn't make models yet dunno

latent vale
#

Give me ternary operators though, and we’ll be set

astral shore
winter crypt
#

i'll try to understand how to open a fbw into workbench

turbid mountain
harsh walrus
#

but yeah

tight dune
turbid mountain
tight dune
#

Or use blender plugin to export txa

woeful nimbus
#

yeah export is what i need to got DayZ

#

but its early

turbid mountain
sharp sonnet
fluid breach
#

Yeah, I've never understood wanting to obfuscate that sort of thing. It's a bit rubbish if people use without credit but its hardly the end of the world

winter crypt
#

if anyone understands how to open a 3d model please let me know lol

woeful nimbus
tired sun
#

in which context hellfire? server side only code is also technical better

fluid breach
#

I dunno. I just think that if I made something cool I'd want to share it. Each to their own

willow wraith
harsh walrus
#

Yeah

woeful nimbus
#

i think model sections same as DayZ SA but in fnx format ?

harsh walrus
#

Or just don't use serverside only stuff

#

which is the other method

#

Although it does mean shipping more code to the client

fresh thunder
#

Is there any 3ds max tools for reforger or are we stuck in blender?

harsh walrus
#

not a lot but it's unnessecary

latent vale
# willow wraith Wait, you cannot have server side only code?

ScriptModule.LoadScript still seems to be available, coming from dayz. It’s not fully capable like how you would normally script, as in no modded keyword. I’ve written a very basic concept for it, and with enough modded abstraction in your core mod combined with RestApi, you can cleanly execute code in “plugin” style. Of course me exposing this could lead to it being removed from AR. Don’t take this from me either dedmen

https://gist.github.com/wrdg/1893dd2e24faed933d6f643f8078fa78

woeful nimbus
#

@fresh thunder tools are on steam

spiral vigil
#

I've messed around with the materials and it seems I only could apply normals, opacity and normals. Will there be option for roughness and other different types of maps?

#

At least with what I found ^

fresh thunder
#

Has alot of im guessing premade animaiton stuff, but none for max users

spiral vigil
#

Can you not export max to fbx

#

?

woeful nimbus
#

have ya got the samples @fresh thunder

spiral vigil
#

Don't use max so don't know

fresh thunder
spiral vigil
#

Then it would work

fresh thunder
spiral vigil
#

It seems to be built around fbx

#

not blender in general

#

the format itself

fresh thunder
#

But im assuming the blender files have premade animations and rigs (assuming)

woeful nimbus
#

samples are on bohemis github

zinc igloo
spiral vigil
#

what blender files? You mean the reforger samples?

knotty ridge
#

Hello! Is there any guide to put a gun model in Reforger?

#

And uniforms?

woeful nimbus
#

yeah samples ahve wepaons and optics etc

#

car is only a retexture tho UAZ

astral shore
woeful nimbus
#

protect your IP as you wish just share the sharealike as lisenced nobody should pressure you otherwise

zinc igloo
#

Exactly that. I can't remember how many times people have just nicked by mission files

latent vale
#

Going to need websocket later down the line BI, really hoping to get more than just http requests for external data.

urban shore
#

Is anyone aware of the unit limit in GameMaster?

astral shore
tired sun
#

so if no server addons directly exists there also no remoteexec function from client to server or the other way around or?

latent vale
turbid mountain
astral shore
pallid mortar
#

say i download Arma-Reforger-Samples/SampleMod_Main/ - where do i put the files to test it out

latent vale
harsh walrus
astral shore
# turbid mountain Yep, agree too

So are you in any form responsible to put feedback on a "list" or something? If yes, I think you can almost put this at spot 1 as this will affect everybody wanting to have a database connection.

turbid mountain
turbid mountain
high flume
#

What's the word on max/recommended poly count for assets?

astral shore
astral shore
latent vale
harsh walrus
latent vale
#

Does anyone have access to pin messages here?

#

For those doing REST calls in the future and want a CUSTOM HEADER

When calling SetHeader it is possible to escape the original Content-Type string that is padded to the object and essentially trick libcurl in the engine. Dont ask how we figured this out, its ugly. Either way, start your header with \r\n and then follow it with your custom header entry. Between each custom header, add \r\n once more to break them up. Finally at the end it is nessecary to add Content-Type: application/json since it is no longer automatically set by the SetHeader function. Without these steps you will get a 400 error. Enjoy your header based api keys 😉

https://media.discordapp.net/attachments/492295576470290433/960366855598538772/unknown.png

#

@harsh walrus @astral shore that’s what you’d need to do to add a custom header

harsh walrus
#

Cheers

pallid mortar
latent vale
#

RestApi

#

http requests

astral shore
#

Why did I click on your website

#

Was not disappointed tho

latent vale
harsh walrus
#

wow that's revolutionary

astral shore
tired sun
#

is there SampleMod_NewScript ?

turbid mountain
latent vale
#

BI flagged the project and gave us a very simple curl implementation

#

Already did it for you

wheat locust
#

looking at the sample mod world editor stuff, I'm still not entirely sure what I need to have player spawns

#

I placed the four entities that sample has

#

but when I press play in editor I'm still looking at water and can't move

pallid mortar
spiral vigil
astral shore
spiral vigil
#

I would post image but images are blocked so

latent vale
#

If BI removed LoadScript from Reforger/Enfusion I’m going to be big sad pepelaff

digital pagoda
#

trying to load the samples, but they're not appearing for me

pallid mortar
latent vale
#

I may have to move this discord server up a bit, but there’s another discord server heavily oriented around modding. I’ll stop in here every now and then to drop some cool stuff for people

willow wraith
astral shore
latent vale
#

Because it’s an issue

willow wraith
#

My bad, I read "removed"

storm hedge
#

I can't create files in scripts/Game it seems to be locked

wheat locust
#

even if I copy paste all the entities from the sample mission into mine I can't actually get a player spawn

#

is there some kind of world gamemode settings that have to be set in some menu somewhere?

willow wraith
iron tusk
#

😮

willow wraith
#

Does anyone know how to make a simple hello world yet? I don't want to override any behavior, I just want to run some arbitrary code at startup and play around with some of the APIs.

lofty schooner
willow wraith
#

I would expect you to be able to make a custom class with certain lifecycle methods (like OnStart, OnUpdate, or whatever). Is this a thing?

astral shore
karmic hazel
#

Anyone else having issues logging into the same account in workbench and ingame?

#

It appears as my account doesn't exist for workbench

willow wraith
latent vale
#

A simple hello world is kinda weird since you’ll be overriding something in order to execute anything

#

Unless you’re making new objects PauseChamp

upper thicket
#

still no documentation for adding 3D models eh?

latent vale
#

Find an entry point, like a ctor for mission or game

astral shore
tired sun
#

so i thought you can inherit a class e.g. script and then override function like onstart

outer anvil
latent vale
#

Inherit would mean you’re extending based off that class you’re inheriting, not directly modding the class

#

You’ll get the hang of the concept eventually

karmic hazel
#

also means nothing is really instancing that class by itself

spiral totem
#

Is there still a mission system? Or is everything mod based

latent vale
#

Scenarios it seems they’re called, just briefly looking while I’m at work

astral shore
latent vale
#

That second one would be reverse

#

Not how you have it now

astral shore
#

true

latent vale
#

class TestClass2 : TestClass

astral shore
#

Ah yeah... : not extends. Gonna have to get used to that again

latent vale
#

Both are acceptable

#

: is just shorter

#

I don’t have time to teach lessons, but understanding OOP will take you pretty far, from there it’s just understanding what you want to do and understanding the systems you’re needing to mod to get started

#

It’s like you’re building on someone else’s building

wraith knot
#

Is this for the mod editor?

astral shore
#

I did Java for almost 11 years now. 😛 My only issue is that I'm so emotionally damaged by SQF that I at some point quit everything regarding Bohemia. Thought I would have a return on Enforce Script.

gleaming basalt
#

same

lofty schooner
#

really a basic c# course should get you started and going well. you have a parent class called Animal that could have all the base functionality in it like walking/jumping etc with variables that control them such as movement speed and jump height, then a child class of Animal that called Dog which alters the movement speed, how high it can jump etc. and adds functionality such as barking

gleaming basalt
#

SQF as a Programmer was... not nice KEKWlaugh

astral shore
#

Not nice.. Lets call it that, yeah 😂

gleaming basalt
#

I'm kinda sad right now that the wiki isn't online yet. Would love to play around with the servers and scenarios.

latent vale
#

I’m on the train to hate SQF widebork

wheat locust
#

how do I place an AI unit in the world editor? I thought it would be placing something from the characters folder but those appear to just basically be models with no actual AI

south imp
gleaming basalt
#

Simple scary code: exitWith KEKWlaugh

tight dune
wheat locust
#

Prefabs > AI has some kind of "ChimeraSoldier" but I don't know how to do anything with it

gleaming basalt
#

So fast?

#

imported from Blender ?

south imp
#

import fbx

tight dune
#

kind of 😄

karmic hazel
#

nice 😄

turbid mountain
zinc igloo
hushed finch
#

Does a script need to be contained in a world in order to execute it?

karmic hazel
#

i'm having a techical difficulty logging in to workbench with the same account as in game to see my publish unlisted mod 😐

karmic hazel
#

feels omegasad

turbid mountain
karmic hazel
#

i am happy i never looked into sqf

zinc igloo
#

All that time, I honestly like SQF too... (and the scroll wheel action menu)

simple pendant
#

how to open console to start messing with reforger?

karmic hazel
#

scroll wheel action menu is kinda back, looking better than ever

gleaming basalt
#

But SQF worked

turbid mountain
gleaming basalt
#

So many nice things are programmed in SQF like Altis Life or Exile etc.

latent vale
#

Trust me, enforce script is much more capable widebork

lofty schooner
turbid mountain
karmic hazel
#

uhh so...how do i test a script using enfusion workbench...

gleaming basalt
#

i mean i have some plans what to do with reforger

latent vale
#

SQF is forever a meme

high flume
#

I find it strange that most of the discussion around the new engine is about scripting lol. As a modeler, I'm far more interested in the limitations of models and materials.

latent vale
#

There’s blender tools

turbid herald
turbid mountain
#

Scripting is kinda the core of it 😄
Importing models isn't hat hard 👀

latent vale
#

As well as direct importing models and animations exported from blender

gleaming basalt
#

i'm too bad to model something

latent vale
#

It’s a lot more stream lined than ObjectBuilder

karmic hazel
#

like a barrel

simple pendant
#

how to open the debug/console in game?

high flume
#

Is there any known poly count or recommended amount?

latent vale
#

The face is like 14k poly

turbid herald
#

At least 1000

latent vale
#

So complex models might be fine, but of course I would still suggest decent decimation for performance

#

Unless necessary

karmic hazel
gleaming basalt
#

And the performace is awesome. With i7 6700k and a 1080TI i played on ultra, 5000m view distance on 40-70 fps

fiery peak
gleaming basalt
#

But my cpu was toasted

tight dune
karmic hazel
#

so....Bohemia guys...how excited were you to finally show your work? 😄

gleaming basalt
#

i mean this was a really fast and unexpectedly release

outer nacelle
#

does someone know in which directory i have to put the sample mod, because my testserver doesnt start anymore if i fill the mods array in config.json "mods": [ { "modId": "SampleMod_ModdedScript", "name": "SampleMod_ModdedScript", "version": "1.0.1" } ]

gleaming basalt
#

I thought that it would come out at the end of the year and made jokes in Teamspeak like "Yes, then you can program XY and make a nice Server"

#

Buuuut it was somehow faster than expected

prisma notch
#

How do I upload a mod to the workshop or is it not open 😦

alpine brook
#

how to compile mods ?

spark shale
#

how do you test/ edit the sample mods. i did some edits to one went to publish it unlisted so i can download it and test it

fervent otter
#

"login to bohemia account" -- is that the forum account or something else?

#

can't login. also can't login from within the game, actually

karmic hazel
#

the editor says wrong email/password, while it works in game and the other way around

fervent otter
#

says wrong for me for both

karmic hazel
#

feels hella bad

#

i believe they have an account issue...

#

especially since i managed to make a second account with the same nickname while they have to be unique 😛

gleaming basalt
#

Is there any timestamp, when the Wiki goes online?

pallid mortar
#

if someone can make a quick tutorial of setting up a test map for me and the guys to goof around in MP that'd be great

gleaming basalt
#

You can start Gamemaster

pastel copper
turbid mountain
turbid mountain
gleaming basalt
#

I saw, but i mean something like Export and load scenarios ist currently missing

turbid mountain
south imp
#

it will be possible to convert a P3D arma 3 for Arma Reforger? (a car for example). I had heard that the devs had planned tools to adapt the old mods, is it included in Arma Reforger?

gleaming basalt
#

I think in the next days there will be added more content

turbid mountain
#

There is no "mission editor" if you mean that by scenarios.
its only "gamemode mods"

turbid mountain
gleaming basalt
#

*modifications

spark shale
#

the workshop broke? its not showing mods published as public?

gleaming basalt
#

I hate to write english on a german mobile keyboard KEKW

turbid mountain
# gleaming basalt Map Modifikation e.g.

Create a mod in workbench, in world editor you can.. I think create new, and then "from existing" and then you have a map, based on the parent map that you can edit

south imp
opaque canyon
#

Is it possible to scale the Workbench UI ? It's very small on a 4K screen

willow wraith
#

So I have a file scripts/Game/hello.c and in it I have this code:

modded class SCR_InventoryMenuUI : ChimeraMenuBase
{
    override void OnMenuOpen()
    {
        // super.OnMenuOpen();
        Print("Hello World!");
    }
}

I have my game open... I hit Build > Compile and Reload Scripts. I go into game and try to open my inventory and it works as it normally would (even with the commented out super.OnMenuOpen() call.) What am I doing wrong?

#

My IDE is saying that compilation is successful and that the game scripts are reloaded as well.

#

Also I have a breakpoint set and that doesn't seem to be getting hit.

karmic hazel
spark shale
spark shale
#

ooo

#

can make things look mega sexy

royal hornet
#

What’s this WFAR internal addons

spark shale
#

would it be possible then to use something like megascans for 4k assets ect

jagged pilot
#

That is mine

#

XD

royal hornet
#

What is that

jagged pilot
#

Its a flag

#

Just a test

royal hornet
#

Oh

#

Well congrats on being first to have a published mod

jagged pilot
#

use -backendEnv Production as a parameter for reforger tools to have your published mods show up

royal hornet
#

Aside from Bohemia

jagged pilot
#

Else they are being send to brazil uhm bohemia backend

karmic hazel
#

lul

#

i can't even log in to bohemia tools atm

echo wraith
#

just a question does the modelling and animations need to be done using blender or can it be any software?

latent vale
#

if anyone wants to copy my layout for workbench script editor, this is what i've considered to be the most efficient when i worked on scripting for dayz
https://i.imgur.com/p761gWh.png

mystic trench
#

anyone got a fix for the workbench closing after choosing a project?

woeful nimbus
#

havent got that problem here @mystic trench

karmic hazel
#

neither here

karmic hazel
#

nvm

#

successful now

#

i assume they were having fun fixing the backend 😄

hazy crypt
wise axle
echo wraith
#

alright thanks so much for the help just wanted to make sure i could use Maya and ZBrush for the modeling

brazen plaza
#

damn, these tools are so good

#

huge improvement, and that's an understatement

karmic hazel
#

how do we delete a published mod though?

wheat cloud
#

Its on the internet

#

Theres no delete

hardy marsh
#

So I have my model in the workbench, how do I get to the menu to apply textures (I just converted everything). I got to it earlier and have completely forgot

karmic hazel
gleaming basalt
turbid mountain
#

I think you can, not sure if you can only add to it or what

prisma notch
#

Where are the tools to Mod the game?

turbid mountain
#

I think in my test I could move a car from the parent map, to a differens pot. but don't know if I copied it to mine or smth

gleaming basalt
#

i simply moved a house, restarted the world editor and the house was on the initial place

warped crypt
#

How to load / test the sample mods ingame?

#

Is there a documentation for that?

turbid mountain
turbid mountain
rich bone
#

speaking of documentation, is there a spot on the BIS wiki for the new stuff?

warped crypt