#reforger_workbench
1 messages · Page 25 of 1
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
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
not really
the workshop upload does not contain the source files
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 -.-
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?
Damn that sucks I made the modular AKM mod I noticed it got allot of downloads now I can’t update it for people… sad
Are collimators particularly hard to get right? I am struggling and I have no idea why
nvm 💀
I just got it 😭
Now it just says really badly 🤔
I just realized this is the wrong channel :(
Hi im looking for the creator of this mod https://reforger.armaplatform.com/workshop/694D72C30E9EB93D-DarcChopperAH6MMiniguns
This showcase might know since it uses DarcChopper and DarcCore as a dependency: #1467159734543978506 message
Thanks!
My scenario framework isn't saving progress, and it's not creating the session directory. What could be the problem?
persistence?
isnt that broken right now?
try this
Yes, I want to save the progress of completed tasks etc. in Scenario Framework. I didn't know it was broken.
Is this okay?: m_sSystemsConfig "{66D29103DC60262E}Configs/GameMasterSystems.conf"
yea i think that goes in your mission config
Thanks
thanks for the report 🍻
No problem!
@earnest prawn
sheesh
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?
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!
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).
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.
heard changing DNS helps
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: ""
Same issue here
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
I'm guessing there's no way to package the mod without publishing it to the workshop?
no yes see below
why would you need to do that?
Share a file for someone to use a dependency without having to publish it to workshop, as well as the possibility of having mods hosted not on the workshop
Probably to not have to wait until an update to upload his mod?
^ 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.
Appreciate it
arma moderator moment
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
Right click the blue "Transformation" tab and select copy group properties, then right click target ents blue transformation and select paste
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
hello
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
Oh so this Enfusion engine popup has been around for a while, huh?
Reason: Resources are leaking!
Almost a year. Anything I can do on my end or is this a straight up engine bug?
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
Nothing you can do AFAIK. Try restarting WB
!purgeban @proper shadow 1d hijack crypto scam
*fires them railguns at @proper shadow* Ò_Ó
Nah, this is every time.
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
Is there a beautiful soul out there who would help me with enfusion workbench for setting up NPC Armor/Inventory presents??

Does anybody know how I can fix this
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?
maybe an entity config file or sum?
I've got entitycatalogs in like 10 places but none of them seem to take
I've tried to look at other mods to see how they did it and I just can't seem to figure it out
FactionAffiliationComponent set on each prefab too
It should be the Loadout resource here https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation
Hope this helps my friend
Did you try -noThrow?
Haven't where do I put that in steam?
lauch parameter
Ok ill try it after o get off work today
@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
can you dm me the mod ID
Of course
I am getting this as well
Addon processing on Workshop side failed!
Error: Unknown Error
DEFAULT (E): Addon processing on Workshop side failed! Error UID: "" Error Message : "Unknown Error"
++ same issue right now
Yup same issue atm. I'm just spamming "publish" trying to make it work
So I'm not the only one having this problem
Same error
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.
Works for me now.
@steady hedge @steep stump @harsh stream @devout cliff
Ok
Trying it now
It works for me as well now
@small cypress
yup works now
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?
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.
dear bohemia: plz uniquely label these things so we know which node is being used, k thx 
@harsh stream achooo tu sabes el error? Buenos dias
english as per #rules please
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.
Hello. I wonder if someone know how could i hide vehicle in vicinity ? I need to disable vehicle inventory to be accecible that way
!purgeban 607622114064728065 0 crypto spambot
*PewPewPew!!*
RIP @brisk scroll
thanks
Now bedtime its 1:25 and my alarm goes off in 5,5 hours 😅
im trying to use bacon loadout editor to change an ai squad's equipment but it doesnt allow me too, does anyone know why?
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"�������FlÔg
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.
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)
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.
Do you have game master loadouts installed?
yes
other people on the server are able to do so but i am not
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
Hello, where can I modify the list of what appears here?
There are three .confs for spawnables in GM, HQC, and Conflict. i cant recall what they're called
Is there a good AH-1Z Viper mod? The cobra is my baby but we need something more modern.
Hey Hello. I have a question is it possible to run 2 instance of gamemode inside workbench ?
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?
By using the cli parameter to pack it.
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.
-
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.
-
Would anyone be interested in collaborating on this project?
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.
You can see there are bunch of warnings here which I assume shouldn't be there.
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.
How can I run 2 instances of workbench for testing a mod thats having replication issues to other players?
peer tool
or run the dedi server
how do i run the peer tool? I remember seeing it in plugins a while ago but I dont see it anymore
the drop down on the play button
will have to set it up if u havent done it. ill dm u idr my settings
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?
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%
How big is your file? i can realistically upload around 600-800mb with my upload speed before i get a timeout from cloudfare, the only way around this was to separate my mod and upload each individually.
For example:
Models
textures
scripts
etc..
We are above that, but what a stupid thing is that ?
yeah it annoying, but thats cloudfare. If Bohemia's server is still processing your mod file and doesn't send an HTTP response back within the timeframe, Cloudflare just pulls the plug and closes the connection.
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 ?
ive not heard anything but i really hope so xD But just to be clear its super simple to separate your mod into smaller packets and edit in workshop without having to change project. When you hit publish it will give you an option for which project you want to publish. so, load you core project and add your split packages as a dependency.
supposedly the cloudflare issue(s) is fixed in 1.7 Exp
how do i connect bases
Radio coverage or whitelist connections between them
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.
Camera manger
I've opened up a license feedback thread here:
https://discord.com/channels/105462288051380224/1508775029897297930
No jokes, no arguing. Aim is to see what we can do to improve the modding experience.
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.
#workshop_admin could be the best place for similar questions in the future, but I can answer it here too.
I will pass this on for consideration internally.
That was it! We have movement!
Thanks man
is there any easy way to compare the properties of two prefabs? like putting the config entries side by side?
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?
there should be a confirmation email.
also is it for the normal reforger or experimental reforger?
Normal reforger
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
does vanilla missions start?
havent tried that, but i will see if that works
Yes it appears like the vanilla missions works fine
then could be the mission you try to run is broken
thats what it looked like from the logs. not sure how i broke it. All i did was restart the server, was working fine until i did that. Guess i will have to delete that scenario and crrate a new one
Did the mission mod update on the restart?
If you're not specifying the version on your config.json you can add it and test a specific version.
thats a good idea. I will try that
Is there a good way to force-rebuild all prefabs of an addon?
Especially in the context of Reforger updates, where how some attributes are saved has changed.
Where can I edit the list of helicopters that appear here?
tried it and didnt work, guess i will have to delete this scenario and mod and rebuild it
It's handled in the vehicle entity catalogue config of the corresponding faction. You can enable/disable BUILDING as editor mode there for each entry.
I have it listed in the faction catalog, but they still haven't appeared.
Well, if this config is properly linked to the faction, the only other reason I could think is bad editable entity lables on the helo prefab.
Properly linked means if you inspect the conflict faction manager, you should see your entries there too for your faction.
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… 😇
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.
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
the metal still looks FD up aswel everythign looks like it has a plastic layer on top of it -_-

i also cant place it in gm anymore tf...
What a lovely way to start the day 
You gotta click the category box (with —-) and assign one
pov arma updated ....
cant even download dependencies to be able to open some stuff 🙁
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
in wb it works fine
Maybe you should try reading before responding
You reach the max capacity of heli
no it aint
its the animation changes they did i just found it
PredictionVehicleGetInEnter needed to be added
How do I change what rank you have to be to build a armory where you can change your load out?
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?
depends if its just for that armory , you can change it in the prefabs editable comp. and change the rank needed
Suddenly, can not update my mod - while publishing, drop down menu with category do not work, no items.
Do you know the name of the prefab or where it lives so I can change more than one?
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)
Can someone help me troubleshoot the create editable entity plugin?
I have tried consistently and still it doesn’t work
Or it says it does but it doesn’t show up in game
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
Im also getting this.. Did you happen to find a fix for it?
It happens because I was trying to use ConflictPVERemixedVanilla2.0 as a dependency and it does not compile after the most recent update. So if you are using it or any other scenario thats not compiling you will get this error where it wont let you select category while trying to publish.
How do you remove a dependency from your project? (Im still very new at this lol)
@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
@unkempt knoll your mods are cool btw
any one else manage to get peer testing to load?
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
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.
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.
for missing editors - please, check errors in the console. you probably have some dependencies that should be updated
Hi, when I start Dedicated server, I get this error, I tried to reinstall Tools, Server and the game, but nothing saved.
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
You can use the sample car as a base
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.
do you mean custom vehicles on custom terrain or vanilla vehicles on custom terrain?
Vanilla on custom terrain, building custom map.
#enfusion_terrain would be best place to ask
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 
I have this problem too, any advice?
Are things better today?
please no crossposting on multiple channels.
discussion here:
#enfusion_tools message
Is removing a world the only option if World Editor crashes every time I try to open it?
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 ?
It's not controversial at all, people accepted the license agreement then broke it
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.
The only reason a mod is banned by BI is TOS related
loosing source code means you cannot update the files anymore. Not all the data is published to the workshop on compilation.
However the recent band were all related to breach of existing Terms of Service or Licenses
Oh yeah that’s a good point. The publish and update process is all handled by the editor so maybe if you lose a private key you can’t prove ownership, that sort of thing ?
the published files dont contain source models and such
Reason: Access violation. Illegal read by 0x7ff7371a7953 at 0x17dfffffff8
My mission crashes after version 1.7. Any idea what it could be?
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
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
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
same
same issue here, cant open any of my projects or even base worlds.
😭 idk if its due to the new update or what but yeah
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.
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
I would assume that mod has not been updated yet to work with 1.7. You might need to wait for the author to update it before you're able to compile it with yours.
its not accurate, dont worry about it
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
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...
Any of the Realism mods updated yet
Also having this issue. not sure if there is a fix out there yet
for me, it was caused by one of the mods in the ACE suite
so did you remove ACE completely? since so many of them are dependencies for eachother?
nonono there's a branch that's stable
the dev version
i did not
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
mmmmmmmm
good luck 😭
@foggy edge had similar issue. Try loading vanilla maps without any custom scripts, then start gradually loading them with custom scripts
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
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.
how do i get ace dev for the server
Yep, instant crashes make almost impossible to do anything
I have instant crash almost every time I reload wb
In case you have dependencies some mods may have empty folders that cause the editor to crash. It is known issue and fixed as soon as possible.
test with a blank project for starters
I use only mine mod
but thanks, I will take a look and remove all emtpy folders
removed all empty folders. Nothing has changed
always good to test with a new blank project too as that can tell if the tools work
tools are working just fine. I have checked.
rigfht so just something happening with the mod.
yep, but I don't know how to get info from dump
I have to go unfortunately but post log here and people can take a look
Noting this is defs a new bug, @somber depot @oblique phoenix and myself all confirmed same issue for peer tool, atm we have to push mod before we can replicate /peer test
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
can someone give me HMMV bones pls

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
crash GUID: 95c7d477-ae9a-4361-a6dc-aadbd4afa0f6
It was sent to experimental first.
for a solid month too 🙂 this is just the nature of updates in a beast as big as the enfusion engine.
Perhaps hes not been involved with arma that long, possibly his first update.
in arma 3
reforger tools
there is always a few 🙂
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
I was just hoping, that the time when single update could destroy your mod has been passed
as it was once with Tanoa update
nah man at this stage its a feature 😄
Happens on pretty much all major updates
Backward compatibility , or previous game version would be super helpful in this case
so, can we do extensions?
epik
Most important channel
yes
the
Will there be a workshop page on steam?
i imagine as such
Trailer showed ingame workshop
I know, curious if theres on steam as well
reading into it more it looks like its soley their own version of the workshop
hello
back to the roots
i hope infistar has already a fork ... xD @earnest topaz
Wait for Blender tools 😄
but i need my sleep 😦
Is the documentation available online? Still downloading...
Anyone else unable to log into the workshop in Workbench?
Is there an easy way to port stuff from A3?
any modding groups I can learn the new tools with?
I just want to mod the modding tools
i cant even open the tools, "create new" says i gotta find it manually
map tools in?
I don't know what World editor is yet, but it has many stuff you'd expect for terrain editor
where can i find the link?
But that was already known with Dayz with the WorldEditor API
Private repo?
docs folder in the Arma Reforger tools steam folder
if you're wondering how to install the tools
turns out, had to redo the download, for some reason it was scuffed
Docs not working 😦
Will extensions be allowed for console? I assume itll need to go through normal battleye verification if it is allowed?
extensions arent even confirmed at all afaik
Hmm, where do I download the tools / Enfusion engine?
Are we getting a full enfusion engine?
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
Where do we find the documentation and samples for reforger?
Where exactly are the docs and samples? I just see the tools
\common\Arma Reforger Tools\Docs
ahh thank you
not working
Up a level for samples
for the moment
@coral canyon Doesn't seem to be up yet
yea seems like link is down
Thanks!
Ya weird, neither the samples or docs work
Gib docs pls 
It's W.I.P
They said it would be released on launch, so soon probably...
Guys, after buying reforger, will we be able to download the enfusion engine?
yup ... I'm still working on bLandscapeTools as well, I even made exporters/importers for World Editor, but as you'll find out World Editor is now quite powerful 🙂
Or is the enfusion engine not yet available?
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
yes the tools were under the library, under tools
Thank you for the blender plugins 👬
im looking through the world editor scripts obviously 😄
guise pls how do i into make scenario 😢
wow omg mod tools lets go
did anyone figure out how to switch key layout to something else than english?
the docs links dont work ;_;
cool there is a scripteditor integrated
anyone able to open tools? hitting create new asks me to find a file
thats fine?
Arma-Reforger-Samples
How is not being able to modify textures fine?
That's not the URL in tools lol
make your own 🙂
I mean, is that Bohemia's position on it as well? Because it represents a massive shift in direction from permitting retexturing to not 🤷♂️
It's day 1...
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
That's what I'm saying, you can't
Once something has been converted to EDDS, that's it, it's locked in EDDS.
Unlike with PAA
you need texview to convert it
TexView can't open EDDS
my point is: Right now we have no guarantee we wont get a tool to convert texs
any idea where the "newScript" folder is? ^^
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
yeah and this is of course another great thing, community can script its own World Editor(and other editors) tools
have you found out yet 😦
no
Are custom skeletons currently possible in the workbench?
How to access the workbench?
Steam > Tools
Tools section
Do we have any information on if Bohemia will provide docs here (https://community.bistudio.com/wiki/Category:Arma_Reforger) ? Or is this going to be a community reverse engineering effort?
where can I find the "main" file from my project? (scripting)
I mean they have a link to that in the tools
so surely it's a thing
even DayZ has something, so I assume it's just unpublished
from steam, it's called "arma reforger tools"
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)
Doc link from website is broken 😦 ?
they are still adding to it, it seems like
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!
You are correct but they did talk about their extensive documentation on the livestream
so I'm assuming it exists 😂
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 😄
anyone managed to figure out anything yet?
Hmm I imported a model in workbench, made the lods and materials work, I'm trying to add it in the game now.
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
trying to edit map aswell seems hard to find how to open it first ahah, but ill keep loing into it
This seems to be it
ok that will be hard at first then
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)
but makes sense ig
But if you want to overwrite specific functions you just overload them
like in the samples
ngl im so lost lmfao
I mean, we could wait for the documentation 👀
what model lol ?
but do you really want to wait... 😉
i felt like i knew what i was doing with arma 3 but this no documentaion is killing me
a house
ah but c# is the one im lacking
and nah i hate wating going to button click until then
i lack in the modeling department lol.
Looking at the samples we can easily figure out the way to alter already defined classes/methods:
{
override int CalculateScore(SCR_ScoreInfo info)
{```
yea i saw that
From that, just backtrack
im just confused on how the loading is done by the engine, the actual workflow
cool car
find the SCR_ScoringSystemComponent
and then make the same folder tree?
look where it is in the project structure, and look at everything else there
pretty much
okay
The samples seems to add them to the "modded" subfolder
a lot more complicated than a3 but so so so much more potential
Yeah, cant wait to start building stuff
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?
^
Edaly reforger when 
It's possible that its only there to indicate that you're modding that specific object
im not too familiar with cs but i would say inheriting class name would be enough?
well, the A3 version is not finished yet. Send help.
It could also be the case that its only run cause of being in the path
recreating of folder tree is not necessary for any resource with meta file
I didnt mod dayz at all, so not sure how they handled it
scripts are bit different story
in any case, overriding/replacing of assets is based on GUID which is stored in meta file
By "bit different story" you mean it is necessary? If so, do you know why that is? Just curious
is there a main class for adding a new scripting file?
I can not even figure out how to import a model.. damnit
how you do that
what do you mean by that?
so what would i need to do to override a script
general question how to add a new script
or even to add a new one
rip arma wiki
when you have your new addon, you have to place new scripts in Scripts/Game folder
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)
{
ok yeah, but is it overriden pwd-wise?
You override something by defining your class is inheriting from parent and then use the override syntax
so if base game has /scripts/s1/player.c do i need to make /scripts/s1/player.c to override?
if two scripts have same file location, then they will be replaced
Documentation will come. But there are server issues, might need to wait till tomorrow for it to go public
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
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.
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
You don't need to match paths.
And the "have to have Scripts/Game" folder can also be changed with a trick
But for now people shall start with the easy although ugly way. Can get more advanced later
Oh sweet, per the previous conversation I took that as a given without testing myself. Apologies
With time tutorials will arrive and show you all the ways
(and the examples)
Any plans on extension support? Or more specifically database for persistent servers like exile mod?
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
thanks for the update Dedmen, excited to bring a whole load of the free world armoury to reforger
Tutorials are much needed, i hope that all you guys at bohemia will provide a good documentation for this and for arma 4
You could use RestApi (it allows you to make HTTP calls to an external API that could host DB connection), but otherwise no idea currently
Nothing public I can talk about.
But I am also interested in having it.
Is that actually in? I heard it shouldn't be
When I look at the scripts in workbench I believe it was
Let me check lol
Seems to be
That could save alot of overhead server side as well for large persistent missions, run database stuff elsewhere
Can anyone sing in to publish stuff from workbench?
I just get BACKEND (E): [RestApi] ID:[3] Error Code:400 - Bad Request, ApiCode:
Oh nice, thats good then, if it works 😄
You could already do that with a server side extension that calls out to a remote database though, right?
Yes but there's no extension support in reforger
Nice to have a direct API in the scripting language to use though.
inb4 it an api to deal with character stamina
Yes I know.
Don't worry it works in DayZ 😂
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?
So, the workbench is our Eden editor equivalent with a lot added to it right? 
There is no eden, you have to world edit and do a lot deeper config now
It’s not as user friendly as eden
Will the reforger workbench also ve the same tools for arma4?
fuck
Yea same reaction 
Well, all I need is to place 64 units at different side of the Island and let them go kill each other, no respawn 
is this the correct setup for exporting texture channels from Substance Painter?
https://cdn.discordapp.com/attachments/530670910475337728/976203523412881488/unknown.png
I'm just going off of what can I see in GIMP, but I might be wrong
not user friendly but seems nice, i think it's matter of habit
Are the workbench tools theoretically powerful enough for a modder to remake eden? 👀
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
Exciting stuff
yeah agree
Things are pretty low level now
There is no mission editor.
There are only modded gamemodes
yes
😦 Even ARMA 2 had a 3D mission editor
no it didnt
for now.. ?
this is not Arma 4. I suppose that Arma 4 will have a mission editor. please god
Yes I know.
I feel the same as you
A2 had a 2d editor
Yes, it did
yes it did, it was hidden, and a bit crappy
news to me
3d editor in arma 3 was never an official released thing just a hidden thing
Had a hidden 3D editor and it was glorious 🙂
You had to use a secret cheatcode keyboard shortcut thing on main menu to access it
it's way less accessible than arma 3 but looks like it open so much more possibility
is this a statement that it's not coming?
That same cheat code is in Arma 3 now to access the old A3 2D editor
This is not a statement about future plans.
TBH I really don't know, haven't asked or checked
ok glad to hear it
so world builder is for terrains im assuming?
Oh, never knew that. Thanks
is there an explanation on how to make scenarios anywhere yet?
can't find real documentation atm
Do we know for sure if A4 will have backwards compat with reforger mods?
So who is the one building the first RP Server for the game, lol?
same engine so there's no reasons it doesn't
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
Does anyone know a way to import a heightfield yet?
@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)
mind sharing with the rest of the class
there will be a forum for arma reforger? to learn enscript and ask for help like old time?
let's say that i'll wait a proper documentation for the enfusion tools
yes as @opaque mica thats look pretty hard to develop something right now withouyt any documentation
i went the old way, read a bit of the tutorial and click things random
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
How can I run a script I've made just to test things?
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
holy shit, i hope they add something to stream line this
Yes a lot of it is low level and component based with prefabs
ahk to save the day
Editing stamina? Time to duplicate all the Rifleman prefabs and edit the stamina there
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.
Then update stuff that would spawn those prefabs
Anyone got any ideas how to create a terrain in the world editor? having a look now and I don't see any way
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
really need someone to help with an early simple tutorial of how to make a custom mp mission via these new tools
so it is possible server addons like addons that are only accessible for the server
and do we have a remoteExec thing?
What do you want to do?
If you want to make a new mission you open the base Eden world and create new world -> subscene of current world
like make a customized cap n hold
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
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
I opened the tutorial one but I couldn't figure out how they actually make player spawns
You want to recreate those in your new map
I saw there was a spawnpoint entity but placing one in mine didn't seem to make me spawn there
It is not possible to have sever only mods
I'd recommend to not expect zero breaking changes till then
Link to docs?
Pretty sure BI Forum has/will have a section, but not many people use forums nowadays
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
Then you don’t inherit from CAH but from the base world
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?
The wiki docs are broken
Or mod the stamina component thing is script
This makes me sad. Forums were always a great source of knowledge/solutions
what file do i load in world editor?
I learned loads from the BIS forums when I first started
I hope someone manages to create some basic player vs AI scenarios and upload them
Test on a smaller test world
i see a bunch of ENT files
Wheres the docs?
Yes any of these :D
i opened one that can see basically an ocean
WIP, soon, very soon
Eden.ent
Thanks men, like tonight soon?
Eden works, move camera somewhere, dunno where. North East probably
I think tomorrow soon, people need to sleep so they can work tomorrow
my dude
Respect.
it's not an ocean, eden is north east of where the camera is by default
GO all the way northeast until bounding box.. then go directly south east and you will end up at Pins
Thanks for your help and I hope you have a nice night :)
As for small world, sample main mod has some very basic scene with respawn
Is it still possible to give server overall authority say for a shop system where you want to keep track of currency without relying on client to keep track of their own?
that would be very nice
Yes, it is bit advanced topic though
thank you i will look through this
In general, reforger is designed with server authority in mind
Sounds good, ill be back with more questions when I start prototyping 😛
So how would you go onto having database connections or connections to an external server? I mean yes, by the looks of it you can use rest calls... But this still means everybody would be able to see the api token, etc.
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)
What are the SCR_SiteSlotEntity items in the basic file on the map
I think there is API to read files. So you can read from a text file that only server has
Steam
Under tools
Oh wow ok thank you sir
anyone figure out how to make a player spawner in the world editor?
Are there any docs up yet?
Piggybacking here because I had the same question... looks like you're looking for the FileIO class in scripts/Core
Link on site isnt working
That would still mean everybody would have access to the whole code of the server?
What I mean by that is that you would be developing for hours or days for somebody to be able to just copy/paste your code?
Should https://wiki.reforger.armaplatform.com/ be working already?
Please don’t take this from me, it’s a core aspect for my work.
It’s exactly the same as dayz’s currently, even has the same bug to allow custom headers than just content type 
No? File IO is local. It would only be able to be accessed from a client if you sent the contents back to them.
Make the calls from the serveer
The script code I think yes. Clients and servers need to have the same scripts loaded
without "only server addon" ?
oh bit late
As reyhard said in the samples on GitHub there is a simple world with respawn
Check samples
Should but brokey, please allow 24 hours for fixing
@turbid mountain is it possible to have a channel where no one can chat bu you post changelogs of arma Reforger?
answer gonna be: ¯\_(ツ)_/¯
sorry if this was asked and answered but are the .c files actually C or Enforce or something else
just to know, p3d models can be loaded into workbench? textures are still in dds?
Enforce Script
and if yes how to..
Ok I was very confused 😂 terrible extension choice
Can I run scripts on the Script Editor? If yes, how?
No, not directly. But there should be conversion tools. May wait till documentation is there
ok, last question, whats the new format for 3d models?
Hmm.. maybe not the best of choices as this will just allow people to steal your code.. I think I am going to wait one or two days for people to actually figuring out how to use this. And also the docs (which are down and might be up in 24 hours, I know) would probably be useful if they are written correctly. Not like the sqf docs 🙈
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
Wait, you cannot have server side only code?
Something proprietary i think, but I think main workflow is importing fbx files
well hello there anyone cracked the .anm saves yet ?
I didn't make models yet dunno
Give me ternary operators though, and we’ll be set
By the announcements already made before, no. I dont know about this choice tho
ok thanks
i'll try to understand how to open a fbw into workbench
Lots of effort went into docs.
Yes in general I recommend working a few days, everyone is overloaded currently
I guess if this is the case the only way is to offload stuff to a REST API that you don't publish 😂
but yeah
You can import fbx as animation
I think in script you can check if code runs on server, so you can have code that only does stuff while on server.
Or use blender plugin to export txa
I want them too ;)
If you aren't making money on it, who cares? That's how the community learns and grows from early on before documentation happens.
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
if anyone understands how to open a 3d model please let me know lol
loving the anim editor style its so much less broke than DayZ SA https://youtu.be/WP17FxzOMYs
in which context hellfire? server side only code is also technical better
I dunno. I just think that if I made something cool I'd want to share it. Each to their own
In theory, since there is a file IO API you could write an enforce interpreter in enforce (or if there is a similar API to SQF's compile), load script files that are only stored on your server, and then execute that.
Yeah
i think model sections same as DayZ SA but in fnx format ?
Or just don't use serverside only stuff
which is the other method
Although it does mean shipping more code to the client
Is there any 3ds max tools for reforger or are we stuck in blender?
not a lot but it's unnessecary
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
@fresh thunder tools are on steam
Oooh nice!
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 ^
Im aware, I meant the Arma Reforger Tools\Blender
Has alot of im guessing premade animaiton stuff, but none for max users
have ya got the samples @fresh thunder
Don't use max so don't know
You can
Then it would work
Not yet no, wasnt up last I looked
But im assuming the blender files have premade animations and rigs (assuming)
samples are on bohemis github
Having to distribute current server-side addons is annoying tbh.
what blender files? You mean the reforger samples?
True. Its not about denying code examples for other users to learn on... But I dont know about putting hours or even weeks into developing some sort of gamemode for this game and then have a 12 year old Ctrl+C/V it... Not even starting on you having to expose your api-server?
protect your IP as you wish just share the sharealike as lisenced nobody should pressure you otherwise
Exactly that. I can't remember how many times people have just nicked by mission files
Going to need websocket later down the line BI, really hoping to get more than just http requests for external data.
Is anyone aware of the unit limit in GameMaster?
I was hoping for full coverage of the http methods and its extensions (websocket, sse, etc.)
so if no server addons directly exists there also no remoteexec function from client to server or the other way around or?
There’s a bug to enable custom headers than just content type, let me know if you need it 
Yep, agree too
But why need to use a bug 😦
say i download Arma-Reforger-Samples/SampleMod_Main/ - where do i put the files to test it out
There’s a ticket on dayz’s tracker I setup to expand rest api. https://feedback.bistudio.com/T163685
Don't suppose I could get it? 😂
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.
I think in workbench you "open existing"
I'm not even on the enfusion/reforger team
What's the word on max/recommended poly count for assets?
Wait you do not even have the option to send an Auth header? How are you supposed to save any data then?!
Okay.. Thats sad.
Which is why I said there’s a “bug” lmao
make the request from the server probably
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
Cheers
what do you even use that for
If you like that one, you should also check out https://dayzjam.com/
wow that's revolutionary
I will save this. Thanks.
But still.. What were they thinking? Like didnt they think about Koth and RP being their two biggest gamemodes?
is there SampleMod_NewScript ?
Oh my god so cheesy, i love it. It's like the HTTP request smuggling
BI flagged the project and gave us a very simple curl implementation
Already did it for you
Refer to this @astral shore
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
ok i did this, how do i 'compile and test'
It just seems like an add-on to make importing a bit easier in blender
Oh, didnt see this. Mb. I will look into it real quick!
I would post image but images are blocked so
If BI removed LoadScript from Reforger/Enfusion I’m going to be big sad 
trying to load the samples, but they're not appearing for me
i am also stuck on this, no idea how to actually get into them and test them
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
It's there. Look in scripts/Core/proto/EnScript.c
He meant in the future as this is the only way to execute code "plugin" style
I know, but it’s not something I expect to be still there
Because it’s an issue
My bad, I read "removed"
I can't create files in scripts/Game it seems to be locked
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?
The docs are taking shape! https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Guidelines/Scripting
😮
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.
kinda in the same boat, trying to figure out the tools and the intended way to handle everything and what fires where etc
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?
Is this the wiki everybody is talking about or is there something else coming up to us?
Anyone else having issues logging into the same account in workbench and ingame?
It appears as my account doesn't exist for workbench
There's a bit of ambiguity IMO. That's the wiki that is linked to in the Docs/ folder of the ArmA Reforger Tools, however there's also a link to this on the Reforger website: https://wiki.reforger.armaplatform.com/
A simple hello world is kinda weird since you’ll be overriding something in order to execute anything
Unless you’re making new objects 
still no documentation for adding 3D models eh?
Find an entry point, like a ctor for mission or game
Thats what I thought... I was honestly expecting something like readthedocs or any alternatives not the bohemia wiki again..
so i thought you can inherit a class e.g. script and then override function like onstart
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
also means nothing is really instancing that class by itself
Is there still a mission system? Or is everything mod based
Scenarios it seems they’re called, just briefly looking while I’m at work
I was about to ask?
There should be a difference between modded class TestClass {} and class TestClass extends TestClass2 {}
true
class TestClass2 : TestClass
Ah yeah... : not extends. Gonna have to get used to that again
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
Is this for the mod editor?
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.
same
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
SQF as a Programmer was... not nice 
Not nice.. Lets call it that, yeah 😂
I'm kinda sad right now that the wiki isn't online yet. Would love to play around with the servers and scenarios.
Yeah...
I’m on the train to hate SQF 
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
Simple scary code: exitWith 
there is new car - rolf4 https://github.com/BohemiaInteractive/Arma-Reforger-Samples/tree/main/SampleMod_NewCar
Prefabs > AI has some kind of "ChimeraSoldier" but I don't know how to do anything with it
import fbx
rolf as in golf? ^^
kind of 😄
nice 😄
Yes, but they need to be registered in the game world, some entity thats placed down, or a component on a entity.
But you could also mod a existing component or entity via modded script class
Jawa when?
Arma Reforger*
Does a script need to be contained in a world in order to execute it?
i'm having a techical difficulty logging in to workbench with the same account as in game to see my publish unlisted mod 😐
same
feels omegasad
publish is currently broken
mod based
Well atleast there was a debugger that noone knew about 😄
But now we have a real one that everyone knows about. But I liked my SQF 😢
i am happy i never looked into sqf
All that time, I honestly like SQF too... (and the scroll wheel action menu)
how to open console to start messing with reforger?
scroll wheel action menu is kinda back, looking better than ever
But SQF worked
lol yeah, I actually didn't realize.
They replaced Enter key with F, and moved scroll menu in center :kekw:
never saw it that way
So many nice things are programmed in SQF like Altis Life or Exile etc.
Trust me, enforce script is much more capable 
now they will be cleaner and more manageable lol
silently leaves the room
uhh so...how do i test a script using enfusion workbench...
i mean i have some plans what to do with reforger
SQF is forever a meme
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.
There’s blender tools
Holy grail
Scripting is kinda the core of it 😄
Importing models isn't hat hard 👀
As well as direct importing models and animations exported from blender
i'm too bad to model something
It’s a lot more stream lined than ObjectBuilder
best i can do is simple inanimate objects
like a barrel
how to open the debug/console in game?
Is there any known poly count or recommended amount?
The face is like 14k poly
At least 1000
So complex models might be fine, but of course I would still suggest decent decimation for performance
Unless necessary
probably stick to dayz's standards...you can make some pretty good looking stuff with lower polycount and great textures
And the performace is awesome. With i7 6700k and a 1080TI i played on ultra, 5000m view distance on 40-70 fps
I guess it depends on what you want to make. You can check the models in workbench.
But my cpu was toasted
#enfusion_model feel free to post your question in that channel
so....Bohemia guys...how excited were you to finally show your work? 😄
i mean this was a really fast and unexpectedly release
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" } ]
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
How do I upload a mod to the workshop or is it not open 😦
how to compile mods ?
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
"login to bohemia account" -- is that the forum account or something else?
can't login. also can't login from within the game, actually
i have 2 accounts...one works in game and the other in the workbech 🤣🔫
the editor says wrong email/password, while it works in game and the other way around
says wrong for me for both
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 😛
Is there any timestamp, when the Wiki goes online?
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
You can start Gamemaster
There's some pages published now
They do yes. Known. Was sadly missed shortly before release
parts of it are up
I saw, but i mean something like Export and load scenarios ist currently missing
https://community.bistudio.com/wiki/Category:Arma_Reforger scroll down, subcategories.
There is alot more content but its still coming, it will take a but
scenarios?
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?
I think in the next days there will be added more content
There is no "mission editor" if you mean that by scenarios.
its only "gamemode mods"
Yes there is a conversion tool somewhere. don't know where and what its named, but it exists. Pretty sure there will also be a wiki guide for it soon
the workshop broke? its not showing mods published as public?
I hope !
I hate to write english on a german mobile keyboard 
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
https://imgur.com/a/4ZlS9YV PBR is so cool !!
Is it possible to scale the Workbench UI ? It's very small on a 4K screen
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.
more intuitive if you ask me, as well
pbr?
What’s this WFAR internal addons
would it be possible then to use something like megascans for 4k assets ect
What is that
use -backendEnv Production as a parameter for reforger tools to have your published mods show up
Aside from Bohemia
Else they are being send to brazil uhm bohemia backend
lul
i can't even log in to bohemia tools atm
i wrote here...where there was talk about the parameter #enfusion_tools message
just a question does the modelling and animations need to be done using blender or can it be any software?
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
anyone got a fix for the workbench closing after choosing a project?
any polygon based software
havent got that problem here @mystic trench
neither here
have you managed to log in?
nvm
successful now
i assume they were having fun fixing the backend 😄
Modeling can be any 3d software that supports fbx export, I used Maya for structure and prop models in Reforger, however for character animation I believe we only have blender support right now
can you help me with ui? created a PRogressBarWidget but how do hook it up to a script
alright thanks so much for the help just wanted to make sure i could use Maya and ZBrush for the modeling
how do we delete a published mod though?
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
xD
If i use from a sub scene, i cannot modify the parent map, right?
I think you can, not sure if you can only add to it or what
Where are the tools to Mod the game?
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
i simply moved a house, restarted the world editor and the house was on the initial place
in workbench, open existing
probably not yet, soon™️
speaking of documentation, is there a spot on the BIS wiki for the new stuff?
And next? 😅



