#reforger_workbench
1 messages ยท Page 26 of 1
open some world in world editor and press play or stuff 
ok.
Any idea if a example other than the current one and docs will be available in the short future?
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
Reposting because I didnt get an answer lmao
Any idea of what type of file formats are supported by the world editor? Or what cellsizes we can expect to work with?
Or do we have to wait for the documentation ๐
Hi guys, I'm glad to have a new ARMA. Let's do some interesting things. Does anyone know if there is a tutorial on model import?
Convert it to an FBX bro
then import it
Opening a sample file gives this BACKEND (E): [RestApi] ID:[2] Error Code:401 - Unauthorized, ApiCode: BACKEND (E): Identity authentication failed - Error Code=401 BACKEND (E): Error response: {"url":"/game-identity/api/v1.1/identities/reforger/auth","message":"ErrID: 437b2a93-e079-4b4e-ab8a-afdb65457a61: Authorization failed, check your token."} BACKEND (E): [RestApi] ID:[4] Error Code:401 - Unauthorized, ApiCode: BACKEND (E): Identity authentication failed - Error Code=401 BACKEND (E): Error response: {"url":"/game-identity/api/v1.1/identities/reforger/auth","message":"ErrID: c12d3197-a61c-4666-a717-475fe9d5f0f1: Authorization failed, check your token."} BACKEND (E): [RestApi] ID:[5] Error Code:401 - Unauthorized, ApiCode: BACKEND (E): Identity authentication failed - Error Code=401 BACKEND (E): Error response: {"url":"/game-identity/api/v1.1/identities/reforger/auth","message":"ErrID: eef701f3-cc95-4375-b28a-acbff1e427c6: Authorization failed, check your token."}
are models in published mods protected or can anyone open and edit them?
Hm but how can I select a placed unit so that I can play it?
I would hope they are protected
@warped crypt This might be better placed in reforger_discussion, but you can right click a unit and see a "Take Control" option in GM mode.
No it is about testing in the workbench
Is it possible to export textures?
I wanted to make my own flags using the white flag as a base. ๐
trying to figure that all out as well such as simply spawning a player in
Is it possible to create missions with this or only mod assets?
So does the mod system work the same where everyone has to have to mod, or will the mod reside locally in the mission and pushed to everyone. Know what I mean?
Is there tooling to track memory leaks due to cyclic references?
Getting an INVALID when attempting to perform g_Game.GetRestApi().GetContext("myurl"), anyone having this issue too?
I see this as creating a bunch of mini games all within the platform.
i would say just by dicking 30 mins or so
that you need to apply a emat first
Anyone figured out how to import models?
Any info on when the documentation will be out?
any idea on how to make a new prefab for something such as a spawn point?
When I run Print("test") where should this be showing up in the workbench ui?
Dedmen said tomorrow
Alright, thanks ๐
Np brother.
Could it be that there is no kind of Eden Editor in reforger or have i missed anything?
mod tools. go to steam, filter tools, install them and launch
I'm making progress lmao
https://imgur.com/a/XIXTcxK
aaaaand publish
unfortunately it's just a basic model I have no idea how to get into anything else until documents come out
i cant even spawn in and possess a character
There is a github repository with sample mods for vehicles @wicked crag
Isn't it privated?
the blender plugin how do you install it
I can access it
I'll check it again now
Has someone the issue, that the console run in script editor is doing nothing?
Yup
anyone not able to log into their bohemia account through the editor?
yh its haveing issues. it will work after a fair few tries
what file format are animations?
Do you log in with email or nickname?
How did you place the model? Via the Game Master interface?
nah Arma Reforger Tool
How do u get into work bench ? And would you be able to make new guns or models and scopes and sights for these guns ?
Ah, Trying to get something into the gamemaster interface but I can't get it done
New map editor is no good, much harder to use.
What do you mean with a try? Click on run or restart workbench? 
Seems like as good a time as any to get into scripting. I've avoided it on A3. Is there a good like O'Reilly's ArmA scripting resource?
I should say O'Reilly's - like obv
in the next few days there will be an new(?) wiki
And i think there will be a nice tutorial etc.
Ok cool yea I checked the GitHub and it led me to the bia wiki which just had a list of features lol
It's like C right?
At least it's OOP
But it looks nice at the first look
I dunno C either
has oxygen been completely removed
Itโs not really a scenario editor like 3den if thatโs what youโre trying to do
its more complex currently
but lets wait for the official documentary of it
and i think it will be easy to use
All I want are API calls
Yes
Anybody have some info for World Editor im kinda lost.
here
i think you can use http apis
it would be awesome
Yes but it seems the context seems to be INVALID thus rest apis are not working
How did you get it working? What does your code look like?
i love you
do you mean me?
Yes the rest api
i only saw it in the message from ayano
My console is broken atm
and i dont know why
what do you do with that rest api? is it to talk to a database you can store info?
A Rest api is an external api
steam is ded for tuesday maint
so you can build your database stuff in a "real" programming language for example php, java oder typescript and communicate with that over HTTP
ok, is that what those guys did for those big servers where they stored everyone's progress
In ArmA 3?
ya
the most of them use server side extdb3
dont even know what that is, im so green ๐
Arma 3 supported DLL calls
my last information is, that https calls in arma 3 arent very performant
hey guys, where do i find the regorger workbench?
Hey guys, I currently don't own the game but trying to point someone in the right direction who does. Does the workbench download with the game or can it be acquired from else where?
download it from steam
CAMOU it's in your library
They are performant (dll calls are), but also they are blocking, and databases are not performant|
Nobody used https for databases in Arma 2/3
yes
anyone find a tutorial to walk me through this stuff like im 5 uet?
Databases are fast af if you know what you do
ppl used to use extdb3 to communicate with their mysql database, where all the Players info is saved. With an external API you no longer need to use extdb or similar tools to do that. Furthermore it advances the possibilities to communicate to the Server and process Data. @pallid mortar
i used a LEFT JOIN today, proud of my profound database knowledge
Anybody know how to use Terrain tools?
im screwed the docs are not working
thank you so much
magic
It doesn't matter how fast they are, even establishing connection part is slow if we're talking about operations blocking main thread. Async queries made situation better tho
I've seen people talk about samples for Reforger, where are they?
my understanding is the left or right chooses which table you want to keep all info and the opposite will be NULL if there's no match
first
Thank you!
is there a tutorial for modding yet?
๐คฆโโ๏ธ
i need to find someone to hold my hand through making missions from scratch
Get some stats on fastest queries performance from one of your DBs
everybody?
hm ok makes sense
Yes - thats is currently, i think, the biggest issue
very excited for documentation
Is the workbench just available in some countries? When I click the link it takes me to the steam store main page.
https://store.steampowered.com/app/1874910/
this is all so cool and unexpected
No
it shows up in your library ARM
Link not working
do you want to do it together
Playing with the Workbench right now, and god damn do I love the World Creator tool... feels like I'm working in a competent engine lol
Nobody is going to wait for docs lol
that's unusual for arma, isn't it?
Just dive right into it, like in DayZ times
It sure is.
im just too stupid to get all this without docs
Hello. There is a no pinned messages. I expected to find links to guides.
you find it
UI feels a bit familiar to Unreal Engine, for those that've worked with it. I'm just kinda fucking around and playing around and seeing what I break.
there arent currently guides
in the next days there will be published some docs i think
๐ตโ๐ซ
i think ded said it earlier "the wiki people will be sweating"
wiki not live yet https://wiki.reforger.armaplatform.com/
anyone know if you can upload custom 3d models
yes camou, someone made a childs toy above
there is some wiki
but not all
man i spent so much time in st pierre back in OFP
haha
long before this was called arma
Where do we get the download then?
it looks best so far tbh
buy the game
go to steam
go to library
download "Arma reforger Tools"
Start Arma reforger tools 
it might be hidden in your library
lots of people only show just games or only whats already installed
oh
you gotta show those
yes
it should be there
you must activate software
So, the engine is built on C/C++ but it'll have its own language?
yes
Alright, hopefully it'll be pretty similar to C.
didnt they say the stuff you could do it mostly in C#
It uses C guys
It is depending on your definition
has anyone made a mickey mouse mp mission from scratch? wanna give us a video tour?>
Normal OOP?
Without external libs
That's what I saw in the mod examples. But, people were saying it has its own language.
Then no lol
i dont really understand how to use the examples or how the structure works, i need someone who figured it out
What are the programming languages used in Enfusion?
Enfusion is programmed in C++ and uses HSLS shaders for rendering. The core of the engine is extended by a high-level scripting language called Enforce, which is a standard OOP scripting language with very familiar syntax. Enforce is much more flexible than SQF in Real Virtuality engine.
Enforce is OOP
Yes
Well... 
I thought you were trying to say that it wasn't by asking about C lol
Currently with no documentation nobody knows really what hes doing
but some people have managed to do little bitty things
all try'n'fail
it is typed so you can find a lot of stuff out. Also documentation somewhat exists if you got to the game lib files etc in the tools
Just click on some buttons 
"Press buttons until it does somethin"..."You just crashed it"..."Ok now you broke it"..
Yeeeah - sounds right 
why didnt i think of that
just beware if you do something that is broken it crashes it. ๐ So the workflow is not super fun right now to try stuff out. ๐
I'm just confused how are we going to find mods outside of the game?
SERGEJ, i nominate you to make a tutorial for idiots like me ๐ gogo
i'll buy you a pizza on uber eats
Here in shit germany we dont have uber eats 
I can't think of a successful game that has a vibrant modding community that does not have an external modding distribution system
only in big cities like Berlin, Fankfurt etc.
@gleaming basalt in Berlin we do
oof, i spent some time there, near frankfurt
Yes in berlin I can order food at 6 am .. ๐
But i wait until documentation is there an if i have time eventually i make some youtube videos / blog entries about scripting
Not sure why they'd need one with it being built into the game. The only reason for using Steam Workshop is it was the only option lol
I patiently await ๐ haha
You can get mods for Fallout 4 within the game too. Yet everyone uses Nexusmods
So most I've been able to figure out is how to edit objects on the Everon map, but the Terrain tool itself appears to be grayed out... don't know if its locked for the file, or if that means the Terrain tools aren't fully available yet?
currently i have here 2 restaurants here. If i order i have a minimum order value of 55โฌ + delivery fee of 5โฌ 
How do you use a mod map with gamemaster
Because the Fallout 4 (and Skyrim) implementation sucks and was 100% made for consoles. The one currently present looks much better.
I still need to see that...
but still, I would like to have the comfort of browsing new mods from the comfort of my web browser
any of workbench not in read only ?
How would you use a mod map and apply game master to it
I still believe that primarily server developers will still use private repositories for their Mods since not everybody wants their Mod uploaded to the Workshop
Whenever I launch the Reforger tools, it starts to open up, but is unresponsive, it crashes after 15-20 seconds. And my GPU usage spikes
It will be interesting how general the management of server side scripts will be.
to 100%. any ideas for fix. ive tried deleting all files
and most importantly whether it is compatible with git ๐
is there enough documentation yet for someone with next to no experience modding to get started?
the problems with arma 3 was all the good scripters locked their scripts behind servers and refused to share any knowledge
Back in arma 2 that was solved by using a number of different tools
server admins could choose between which tool to use for their community
so arma 2 and 3 were just CTI, coop domination and a couple wasteland modes which hid all of their scripting techniques nobody could make something similar, improve or modify in any way
because those servers brought in cash
i mean i can understand it
the game that thrived on community modding got crushed in multiplayer by locking away all the knowledge figured out by scripters
I also don't completely release my code to others
almost no real PVP in arma 3
Anyone had any luck getting the sample plug in to work
Whats about KOTH?
it's a superficial mode for normies who play casually
least judgmental arma player
the environment of OFP was heavy PVP, ladders on teamwarfare CTF
there's nothing wrong with normies who play casually
but it's lowest common denominator stuff, not a great showcase of what it's capable of
People could make something similar it's just hard to get people to switch. Eg. I made a Wasteland replacement a while back but had no way of showing it off so I ended up getting rid of it lol
the only milsim pvp I found was friday night fight
i wish i had your skills
Open servers yes. If you want play organized missions with a briefing, objectives and an ending you need to join a community or unit. Each community will have their own way doing missions.
No, not all good scripters did so. A few (compared to the many) did.
This was the case in OFP, Arma1,2,3
am i being dumb or is the enfusion workbench just not available yet?
yes but without needing 40m to organize on a runway
The claim that people are locking away their scripts is a bit preposterous. These scripts have to run code clientside - you can go into your files and just look at them.
no
its in your steam library
the engine seems to crash quite often xd
called reforger tools, not workshop
Depends on the group. The way I play with mine we usually limit ourselves to a 15 minute briefing and our kit is already made by the mission maker so we don't need to play barbie in the arsenal
Sorta, you can obfuscate the mission files and such to make it more difficult to access. Not to mention all the server-side scripts required to make it actually function.
Oh, right, the samatra wasteland missions are binarized.
how do you actually import the model into the game
ty
Not workbench
i think export it somehow as a mod
samatra destroyed wasteland's longevity
money must have dried up
does somebody know how to teleport in the world editor?
Select on the left side a object and press f
If you have no items then i dont know 
cant wait for koth dude
well
thanks bro
I imagine thereโs no real workbench documentation is there ?
soonโข
yeah I worked it out, dw bro
anyone know how to load into the main menu. when I open a workbench project it loads into object viewer which crashes the program :/
You have to load the world
Where can i create a new script to play around?
create a project, right click on the file browser
Messed with the river and lake splines with the vector tool.
Figured road splines would be adjusted the same way... dammit I should just wait for some tuts.
How do you make a terrain then use it with game master
Nobody really knows until they release documentation.
and then? Can i somehow compile it or something like that? i can do nothing with this script atm
F5? thb I just did it in DayZ back then
@turbid mountain workbench single threaded, sitting at 2 trillion cycles in the world editor
https://i.imgur.com/0OMciJ5.png

F5 is continue if you debug something
how would i do that...
double click it.
i somehow fucked up my installation of workbench. i have completely uninstalled and reinstalled. every time i open it starts to load then freezes up and then my GPU usage spikes and then it closes.
i did, it opens my project to looking at a crate, i cant click on anything, then it crashes.
Error?
maybe delete settings? Don't know where or if they are stored somewhere
C:\Users\XX\Documents\My Games\ArmaReforger\profile\*.log
but this log is also not productive
`Program: C:\Program Files (x86)\Steam\steamapps\common\Arma Reforger Tools\Workbench\ArmaReforgerWorkbench.exe
Reason: Access violation. Illegal read by 0x7ff8206e1692 at 0x28
[NVENCODEAPI_Thunk]: ??? addr:0x7ff8206e1692
[D3D12GetInterface]: ??? addr:0x7ff83005e089
[zlibVersion]: ??? addr:0x7ff7f20c2723
[zlibVersion]: ??? addr:0x7ff7f20bff50
[zlibVersion]: ??? addr:0x7ff7f1efe7e7
[zlibVersion]: ??? addr:0x7ff7f240ed15
[zlibVersion]: ??? addr:0x7ff7f2410cfd
[zlibVersion]: ??? addr:0x7ff7f2410f86
[zlibVersion]: ??? addr:0x7ff7f2516501
[zlibVersion]: ??? addr:0x7ff7f2511390
[zlibVersion]: ??? addr:0x7ff7f1f9e80a
[zlibVersion]: ??? addr:0x7ff7f1f9f5ab
[zlibVersion]: ??? addr:0x7ff7f1e77ac6
[BaseThreadInitThunk]: ??? addr:0x7ff8823654e0
[RtlUserThreadStart]: ??? addr:0x7ff882c0485b
[RtlUserThreadStart]: ??? addr:0x7ff882c0485b
(Press Retry to debug the application - debugger must be attached)
Workbench mode
`
hmm
RAM error
yep
try running it as administrator perhaps?
Anyone found a sort of Eden style map view for World Editor? Rather than purely in-world perspective
personally i always run stuff straight from the desktop and not through steam
it just screws it up
ill run it thru desktop as admin, ty
Saving a world seems to crash it to desktop. Is there a log file somewhere?
yea that still hasn't done anything. It does use a lot of RAM, but when I launched it and did nothing, after about 20 secs GPU usage went to 100% for a second and then it closed, wacky
Yeah ok, thank you. When placing a TerrainEntity there is a generic option to make new terrain but it says it needs a "Saved World"
try here..
Have you read some docs or something? I don't know where to start?
there is no docs atm
I've been fiddling around on my own
Is there currently a way to create a "simple" PvP op with one objective in the midle? Simple capture it, one life 
I guess the official mod is my friend in this right?
"Cannot create new terrain as the world is not saved (terrain uses additional data which are in world directory)"
has someone found out how to copy the Eden world with it's terrain already
Oh, ok, you can't save it in a locked folder. Saving a "World" in the profile folder works and I can see the Terrain Tool
Where does the output of a compiled script go so i can test it?
log?
oh
wait
misunderstood the question
So do you know how to open a blank project
Like without opening into a view
I think that might be my problem
I'm off to a great start... where do I find the workbench?
anyone know why i cant download the workbench?
Steam -> Library -> Tools
ahh
Oh I looked there... LEt me try again
i cant find it in tools
its "Arma Reforger Tools"
ditto
alright i found that one thanks
and you have to have installed Arma Reforger to be able to open or create a new project
also is that reforger server a dedicated server
Well, both? Same thing. Not sure how to configure it though
So I'm going to sleep. already have 3 o'clock in the morning. Good night all. Feel free to tag me when the documentation comes online.
Is workbench dependant on reforger?
I was hoping to poke around while the game installed, but cant seem to open the samples
it is
So after messing with the workbench for a while, world editing specifically, is it safe to assume that the terrain creation tools are still unavailable?
I can't find anything that would actually allow me to create/edit terrains
Do we have any documention on how materials are expected to be approached? Im seeing NMO which I assume is a weird looking normal, and _MASK files which seems to be a smdi replacement?
hej folk, i know it sound weird but, i have the world editor open, but i can't move the camera ๐ฆ
Right click + scroll i think
wait a minute, that sound weird @violet field
this works, but the WASD doesn't
i'm just stuck
yeaa
it's just of the side from the map
and i can't move it
i think i forget something
but i'm not sure what
You can Change the Sens of your camera movement with rightclick + scroll
I think your at 0x
So, porting existing missions is going to be a full rewrite, huh?
Yes
Yeah, what I thought. Don't know if I have it in me TBH
and this is my view
and can't move
just zoom
select left the airfield and press f
no
the terrain editor is already built in
*left on sidebar
you need to right-click a fresh GenericTerrainEntity -> Create Terrain
how about restart? 
i restartet benchmark
i try restarting PC
hope that fix works like old times... xD
Has anyone been able to get the script debugger working? If I launch the game with "Debug Client" checked, the game freezes on startup. If I uncheck it will load, but it seems to never connect, but if it does, I don't get any breakpoints.
You can launch the game?!
I see, so then I need to start on an empty world? how do I load that?
Nevermind, dumb question
still unable to move 
I haven't been able to figure it out either. Only way I can get my shit to run is to just launch the game, go to Workshop -> Downloaded and check my project.
Yep
thats kind of funny
Docs cannot come soon enough ๐
Sorry, but i dont have any ideas more
Follow up question, how does the ground manipulation tool work? Or generally how do you modify terrain geography?
thanks dude u helped a lot!. that's more than enought 
I've imported a chair how can I add it to the prop list in the game master mode?
I guess you need to start a server with the mod in the mod list?
yeah but I can't seem to configure the xob as a placeable object
So with the workbench, The BTR is read only. Can I copy it to freely edit something on it?
Oh I see, my bad, didn't understand your question corectly.
am i right to move the camera on the World Editor (Workbench) with WASD? or are they other compination?
world editor loves to crash on importing height maps ๐ฆ lol
Anyone know how to get a character to spawn in a scene? I've been trying the scripts however I can't get them to work
Anyone else having issues logging in the workbench?
getting a error 400
I need to login to bundle a mod and test it?
dose anyone know where the documentation is for the engine i try going to the devhub on the website but it keeps coming up with error and i cant find it anywhere else
There is some documentation when you explore the dev tools
Whats the current stance on other IPs being worked on/modded into reforger? Is it the same as arma3?
for testing just test it within workbench
wiki is down currently, probably wait a little while
they have one but it's not published
^^ (Sperg) he's referring to IP's such as Warhammer 40k, Star wars, Command and conquer, starship troopers etc.
How does one do this?
Still feeling my way around the software.
What are you trying to test exactly?
ya, if i model, sound design, and texture a random item from insert ip here is it correct to assume that im.fine to put it into reforger?
model?
My bad - it's a firearm reskin and reconfig.
I need to figure out if it's actually functional in-game
But same issue - can't bundle
Open up world editor, select a scenario /world (do the tutorial is easiest I think) then hit play button
you can load into 'game mode' and basically be ingame
and even edit models and such whjile you're in there
so as you edit it updates instantly ingame
its really cool
Some screenshots from when i was messing around
just change material and it instantly updates in the game it's cool
A lot more integrated than I expected it to be, this workbench!
Texturing has already been a breeze
The polish on this tool seems so high
anyone figure out how to make a mission on workbench?
It's not really a 'mission'
basically
create a scenario that's a sub-whatever the word is of the main map ("e.g. Eden")
So it's a lot different to how it used to be but it makes sense, basically you're just working more directly with the engine
it does give you a lot more power too
i know, thats why im trying to figure out how to do because i want to start making missions in reforger
i know its gonna be different
I can't d/l the workbench. I click on the d/l link on the website. Takes me to steam, but no app. I tried using appID no luck
do you own it on steam?
Go to Steam -> Library -> Tools -> Reforger Tools
Of you own reforger
i dont know how to get the world to load into my project
GOT IT! Thanks!@
That's what I'm scared of with BI moving away from Steam Workshop and doing their own thing. No more Star Wars mods or anything really cool like that. Hell, with Avatar 2 coming around and the possiblities of this engine... Damn. Would've been cool.
quick launch "world editor"
file -> load world
ArmaReforger -> Worlds -> SP -> Tutorial
then to get your camera where the player is is a bit of work but in the "hierarchy" tab on the left just scroll to where it says "tutorial" and doubleclick "Ammobox" and you should roughly be there
If you want the base map you have to load the 'Eden' world, select some object from the Hierarchy and then press F to focus it, and get teleported to the land, by default the camera focuses on 0,0,0, which is out in the ocean.
^
Wonderfull info, thank you!
Please tell me you know how to create a spawn point lmao
Is there a way to make number of slots and no respawn? You know, the old PvP 1 life way
cool
its inside the resource viewer at the bottom of the world editor
been doing trial and error for the past 1-2 hours
everything is contained within it
just open up tutorial and look how they create a spawnpoint, then copy their code
well
their resource
should I say
it's just a resource in the resource viewer
objects, vehicles, units, groups, triggers, task things, etc
down the bottom of "hierarchy" there is a tab menu, switch to "create"
I am praying they allow us to upload to PC workshop independant of console
I have been however I'm missing something
then you can search and create one
I've been using PlayerSpawnpoint
you'll want to create a custom 'layer' for any of your objects though
otherwise your stuff gets mixed in with the pre-existing crap on the map
Maybe they'll allow "manual" modding like how the A3 launcher lets you import stuff from, say, Armaholic.
however I know there's more to just that spawnpoint
you think this will let us edit the terrain itself now?
I cant dude
like if i wanted to flatten out an area for a FOB
Playing Reforger on console felt so good
Even tho my eyes wanted to die when i saw the rain
An unclean way of doing it, but possibly. Showrunner had the same problem and they just let you individually upload to consoles, so a non IP branded car for example can be uploaded to console but still branded on pc
Yeah.... We'll have to wait and see. The way Bohemia is acting though... It's all very genuine and in a "Okay well we're gonna go work on A4 now... Here ya go!" and they left us with freaking power tools and infinite resources to make something. They seem very "for the players" in mentality.
In the workbench you can specify a build (Workbench, PC, XBOX, PS4, All) so I assume that will be possible.
That's good. I could see BI letting it happen as a kind of hat tip to Armaholic or other creators who don't use Steam Workshop for various reasons.
Fantastic.
got a terrain in.. wheey. but now it has no collision lol
Height map?
yeah imported height map.
Nice.
anyone got the escape gamemode working yet?
how'd you get it to import
you need to right-click a fresh GenericTerrainEntity -> Create Terrain
could player made campaigns be created in wb?
just added generic terrain then right click it and at bottom of its menu ther is an add terrain option. click that then terrain icon in top bar .
crashes on creation
Might be your heightmaps size/resolution?
mess with the settings till it stops crashing. mine crashed alot just messed around with it.
Um, are the FileIO methods supposed to be able to work with arbitary paths?
I'm able to read, write, and delete shit anywhere on the filesystem.
hmm
I was initially investigating if the commands were path traversable but it turns out they don't even have the security measures that the docs say they do:
//!delete file. Works only on "$profile:" and "$saves:" locations
static proto bool DeleteFile(string name);
So you can delete files off your PC with them?
^^^ sys 32 attack
Yeah..
would suck
Yep, I tried it on D:\test.txt
try it in C drive
Jeez
Use CMD to create a file in sys/32 then try delete it
a directory with permissions required
this
Ah yeah righto
Yeah that's my next step
anyone know how to get collision on an imported terrain heightmap?
maybe look through eden for some sort of collison component
?
i did. couldnt find any reason why it would have collision and my one wouldnt ๐
Is it using the old collision or no collision anymore
zero collison. just fall into the water under it.
oh christ
So did anyone get any further with porting/putting new equipment in game? I legit got as far as putting a material on a model
I am not able to do IO in permissioned directories such as C:\ or C:\Windows\system32. I am however able to do IO into user files (C:\Users\<my user>)
Would be fairly trivial to exfil SSH keys, etc.
I missed the start. Is this with any code your mod would execute, or just locally run in the workbench
legit people are gonna start doing CTFโs on peopleโs pcโs man
I'm running this code through a constructor in a script attached to a prefab in the world editor.
Can you create files as well?
Oh shit right. Definitely something that needs to be escalated so the Devs can see it.
I don't have the time to test any further tonight, but I assume you can. The docs for a couple of the commands seem to suggest they should be restricted to certain localized paths.
Yeah, if you can create/modify files you could do some damage. Definitely needs to be patched quickly lol
@turbid mountain pinging you for visibility.
some of the mods published in-game seem pretty sus
where do you see the docs for the commands? currently the wiki is pretty empty
In the source code itself.
where are you accessing the Docs? the wiki is still down for me
Yeah, I meant the code docs.
ahh
still trying to get my own mission up and running
kinda hard to do without the documentation lmao
It is haha, took me forever to even get any code running at all.
Does the GitHub page have any info? Pain in the ass they're docs website is a dead url
Another closed sdk?
honestly they should have put the docs on github
According to dedmen it should be up tomorrow.
Yeah probably last minute changes to it, or translations to different languages weren't quite ready.
Here's to hoping ๐ค - hopefully someone sees what I posted, if not I'll log an issue tomorrow as I need to go to bed ASAP.
In the meantime I'd be wary of what I download.
people already putting strange crap on the workshop or somthing?
I don't know. In theory, they probably could.
im just anoyed that i have to go through the fucking press space boots on the ground every damn time i launch the game
So with that sys32 attack being possible is it still safe to play the game normally? Without any mods or anything? What should I do to avoid getting fucked?
no more PBO this game?
Different languages? Why would they do it?
The sys32 attack isnโt possible, but peopleโs mods can create/delete files in other directories. So i wouldnโt be downloading stuff for now
No, unfortunately. I donโt think any of us are really entirely sure how itโs working at this stage
Windows moment
For different people in different countries
If you go to create mods,I don't think languages other than English concern you. I would even be ok with Czech tbh, just something
Its worth testing while reforger is running as admin
Got it thanks.
Thereโre plenty of Japanese and Chinese modders for A3
That would probably give it access
Yes but unless thereโs a way to force it to run as admin through modding (I doubt it) then it wouldnโt be a real vulnerability
Documentation in your native language is objectively far easier to use than relying on your own translation or community translations. Personally I only speak English, but to discredit those who would benefit from translations is a bit dirty
are there such a thing as server side only mods for reforger?
I fully disagree. If it was available in English and Czech (my native language) I would fully go for the English one
But that's because you are very comfortable with English, what about those who aren't?
Being able to delete/create files without being admin is concerning as well. If you can write to them that would add to it
CTF reforger edition coming up
ReforgerCTF{you_got_armaed}
Just saw CUP posted a mod. Does it actually do anything?
considering it claims to be terrains and it's only 20 MB... yeah
๐ค
CTD with heavy file load
We have not posted a Mod for Reforger yet!
Oh dang well there are posts by the CUP Team on there so fake then
If in doubt, releases will always be mentioned on our Twitter, FB, Discord and website. Everything else is faked.
so how do i go about building a mod to test it in game? first time modding arma but i think i have everything set up about my weapon to test it in game
Alright cool. Thats a new thing we got to look out for with this game lol.
I just wouldn't download mods for a bit
if CUP releases on rf, would it have a3 stuff?
Tools are out since yesterday. Nobody even knows if they work as expected, so it is too early to say anything.
I mean, there is already a cup terrains mod
its fake
I can't even figure out how to create a spawn point
They are making you create it from scratch (linking the scripts and such)
The devs forgot to delete/hide some valuable info on arma4 in the files. They removed them like instantly
It's not and as I made those graphics I will flag it for intellectual property infringement later today when I get home.
Already reported it in the workshop but I assume it'll be taken down pretty quick
Ah
anyone else get a connection error when you hit publish project?
I cant even log into my account in workshop ๐ฆ
Thank you. Please continue so until official CUP channels say otherwise. You may quote me when flagging that CUP has not released anything so far for Reforger
Wait so a mod could fuck with user directories?
Isn't that a big deal?
Yes.
mhm
A massive deal yeah
like buy new pc deal
Hence the advice to not download mods
Like โlmao syskeyโdโ deal
fr
Anyone else having trouble to login into the workbench with a Bohemia account? I have tried with 2 differents account but I keep getting an error
same in game but it lets me in the tools... or at least it doesn't give me an error after hitting sign in
Guys, how to create simple mission with one player? How to place person to the world save it and launch in the game?
are there any actual mods yet?
i get auth error ๐ฆ
i think their backend is just not functioning rn
i get some kinda request issue everytime i try to build
why the hell we can't build files offline is beyond me
I wish we knew
@junior stirrup how do you even build? Can't see the option anywhere
top left, workbench> publish. looks like it is where you build but
you need to be logged in and when you are it just gives you a bad request error and kicks you out
Is anyone streaming mission making?
no one knows how to lmao
Are there no local mods? If I wanted to test a mod in multiplayer with a couple friends, will I have to publicly release it on the workshop first?
seems like it sadly
Perhaps with a friend-only setting
That seems like a huge oversight, I hope they add a way to have local or private mods. I'd rather not release unfinished stuff just to be able to test in multiplayer.
i think there's a private option but issue for now is just that its locked behind the server thing
If you create a project it shows up under "Workshop > Downloaded" without having to publish it.
you mean once you bundle it?
No
Did you change the directory when you created it?
If it's in C:\Users\YourUser\Documents\My Games\ArmaReforger\addons it will show up in-game.
oh i set it to a separate folder on my hard drive, let me see if i can change it
thanks homie
Np. I only figured that out because I created 2 projects, 1 on my project drive, another there and the one in there showed up lol
if its actually just gonna work that way i suppose its symlink time lol
cba to have my projects on my ssd
Yeah, I hope they change it so you can the location lol
Anyone know how to mod UI? I can find scripts for the widgets and widget interactive logic. But the UI placement itself seem to be under some 'layout' location which I can't find.
honestly setting up a SM link will do the trick
there are CLI parameters for addons dir
-addonsDir "c:\some\location\with\addons","d:\other"
with this param, you are pointing to a location where addons folders are located
then, there is param to run any of the mods, both on server and client, via CLI -addons AddonID,AddonGuidAlsoWorks
so as I understand, there's no more PBOs or equivalent? addons would just be a folder with all the loose files?
Ah, nice. Thanks Reyhard
How to made some pak file?
addons are packed to .pak files. When you bundle file there are those pak files inside. You can also see them inside downloaded addons
Is there a way to list all scenarios? Like for capture and hold. Yes I know they're all listed on the wiki
but it doesn't pak everything?
looking at the capture and hold gamemode, there's a pak file but also still a bunch of loose files next to it
Is there some news about when the documentation goes live (eta?)
No, but the samples are pretty nice if you havenโt seem them yet - https://reforger.armaplatform.com/dev-hub
Thanks
they said 'tomorrow' at the time of release
but yeah you never know
you'd think they'd be live at release ๐
This profile & saves restriction only apply to game. Workbench has no such restriction. So there is no danger now from downloading mods from Workshop if you plan to use that mod in game only
How to pak add-ons?
packing happens when addon is bundled
is it possible to browse mods without having the game?
yeah I was wondering that too, is there gonna be a way to view the workshop through a website?
because, if i'm going to buy it , its when first big mods will start to appear for example: CUP maps, RHSs, and ACE
or in general when the game will have more assets cause right now there aren't a lot :|
It's possible to bundle without login
Mods dont work on console?
mods do work on console, you can't make them , but you can play them
Hey, how can I actually try a mod in-game?
I can't seem to find any documentation about this
just load up the game, open workshop, go to "downloaded" and enable it
Are simple missions now also considered as a mod?
Awesome, thank you
What is needed for Mission to be available in game?
I create:
*Mission conf
*Mission world with GM
In workbench everything works
But how to export it to game?
i can see my project in download area of workshop, but it do nothing
Whoa hewwo you here
Is there something like the 3den editor in reforger?
nope
Is it possible to create workbench plugins? Like editor plugins/extensions?
Thank you so much
Oh great, I was about to ask how to add a tool to the world editor
It uses C as lang right?
more like C#
C isn't OOP
Enforce Script language
anyone can help?

Any docs?
when is the terrain tool coming out?
the tools are all out on steam
only base syntax description on biwiki
it's part of Workbench
No, the terrain tool is still greyed out
Oki ty
World Editor
greyed out where?
wait
I don't think you're going to be able to export models for editing
Well that is bad :/
that's how arma modding has always been
can't edit vanilla models
but now you can at least fully view in the editor
see how everything is made
Ye but I'm used to be able to export things in other sdks to modify them hmmm
because they're using the same tools we do
no idea anyone ?
you need add GenericTerrainEntity
and after RMB on it and Create new terrain
where can i add ?
open world editor / left panel / on bottom "create" / find GenericTerrainEntity and drag'n'drop
okay, now I have a white platform but I still can't change the terrain
seems like almost everything I do just makes the tools crash ๐คฃ
Damn I wish I could make rust lang bindings to their scripting lang, but that impossible 
guys is there any civiil loadouts or clothing?
I don't think there is. also did anybody try to import an irl location to Arma reforger yet ?
I'm thinking of buying reforger and importing my hometown's sat
In #enfusion_terrain there is an explanation that it is possible to import a sat
So I was wondering if anyone tried it yet with success
Thats where the fun begins
Imagine miller running through new York city
While the tools are much better this tome around, terrain-making, I imagine, is still very much among the harder things to mod for Arma. To that affect - perhaps not as hard as it used to be, but a time investment to make something quality.
Itโs a really fun process. Try it out.
Otherwise - it might be a bit before anything of decent quality gets released. Good terrains require creativity and attention to detail to design - even the ones based on real places.
hopefully we'll see some small thought out terrains
Sorry if this is a stupid question, but im having trouble with the camera in the world editor, its moving at lightspeed so tapping w zooms me across the map, is there anyway to slow it down or is this a bug of some kind?
now that the process is less painfull small terains feel like they're worth making ๐
Try using the scroll wheel to modulate your speed
a bit off topic, but isnt this completely open source c# mod type thing a very big security issue?
ive seen a thousand really good c# malware in my time
im not sure what you mean one notch on my scroll wheel zooms across the whole map
i never said it does
i mean the security holes will be 10x than with a normal embedded scripting lang
like sqf
Interesting Joe, that seemed to have helped me. I wish I could help more but Iโm away from keyboard
well, this isn't actually C#, and afaik they aren't JIT compiling it so it wouldn't have any more security flaws than any other bytecode interpreter
Yep, scroll out then use w to go forward again. Its odd... But scrolling in increases your speed at the same time as moving you.
If what I understands right
although I don't know any actual implementation details
what does jit have to do with this
a JIT is where insecurity in C# would come from
oh yes that works, thank you very much, what a weird control setup though
my point is that things are a lot more obfuscatable in c# rather than sqf
ok i dont mean go full pwn mode on c#
please uninstall kali
Compiled sandbox C# is perfectly safe
Also enscript is not C# anyways
I haven't seen any credible proof of any security vulnerabilities with reforger modding. Reading writing files to a filesystem is not by default dangerous, arma 3 does it with it's profile system
and any language implementation is going to have a few bugs, but the fact that source code can be obfuscated has no relation to how severe those bugs will be
SQF can also be obfuscated
noon ever mentioned language level bugs
SQF is obfuscated by default lmao
Isn't sqf literally just strings interpreted at runtime, I can't remember lol
open source c# mod type thing a very big security issue?
Fuck no, if they properly sandboxed stuff it isn't an issue at all. Source: work on a c# engine that has user created mods
ok yes when did i mention you need to exploit c# language level
if they properly sandboxed it yes
If it's sandboxed you can't exploit shit
yeah, I was quoting the other guy
not my words lol
if you have ever in your life seen any c# malware you would realise i am not talking about finding a fkn cve on cs language level
but i am obviously not the one that needs to uninstall kali
lmao
Do you understand what a scripting language does?
it doesn't do what you think it does
i understand what sqf does yeah, but from what i saw in the workbench and what has been said here this is different right?
no point in trying to educate a skiddie, they'll grow out of it eventually
Itโs an OO script language that is C-like in syntax. Not much to worry about there.
but yeah educate me if im understanding somehting wrong
Enscript is NOT C# it's a propretary scripting language BASED on C# syntax. That means that it ONLY has access to things that BI explicity gives it
i never said i fully understand how this works
Besides arma 3 supports arbitrary C++ DLL mods which are HELLA insecure
If anything youโd have a better shot at finding something fucky written in enscript than SQF
I personally find it a bit easier to readโฆ
in mission files or mods?
enscript is great, it supports proper oop and it's actually fucking compiled
mods
Oh?
i mean we still dont know what is allowed and not though right?
has it been confirmed that it is proper AOT? I'd just assumed it was going down to bytecode and throwing around the word "compiled" in the same way cpython does
this thing came out yesterday
is anyone already working on a sandbox kinda scenario?
or was this in dayz to begin with
It's been used in dayz for a while
ah okay
like NMD Sandbox was in Arma3?
The best docs we have on enscript itself are actually from dzsa wiki
So
Itโs a good reference to get an idea about it
Does anyone ACTUALLY have a credible source on this "Reforger mods are a virus" rumor?
of course not
Because if it was I would assume BI would hotfix that shit
no lol
IMO it sounds like some skiddie found the function to write data to the resources folder and freaked the fuck out
Up in the chat a bloke was playing around with scripts and got them to delete/create files/folders. That is what this has come from.
was a thought, however cloaker seems to not be having fun at home so he had to snap
In editor or ingame?
It's highly possible that you can do that in the editor, since that would be useful for creating automation tools
In editor on scripts that would be run in-game. I'll find it again and send a image in dm of what he actually said.
If the script gets executed in editor it's not in game, those functions may be locked out at runtime
sorry, but unfounded speculation on security problems when there's already dumb rumors going around isn't really cool
As-in script gets run in-game but he was writing it in editor.
Yes, but did he execute it ingame?
doesnt everything start with speculations
This sounds like hot air
There is no way in hell that sort of exploit would make it through QA
but i have now been educated by jezithyr
Not to be dismissive, of course, but people are saying a lot in the past day.
dm'd the messages. Take of it what you will, I only know what was said in what I sent to you then.
Yeah, it looks like he was running those functions in the editor
If that was at runtime I would be concerned
It makes sense to be able to read/write to user profiles while inside the editor, how else could you automate reading/writing files while editing
He knocked off before testing anything more, but I agree it would be a massive oversight.
You could give it a shot yourself I guess.
I would but I need to sleep too lol
so people have been saying theyrea virus or what
was just my thought after looking at the workshop for 10 minutes, not very based
how do you make a new .et Prefab?
No viruses, just the possibility by speculation, IE no one has provided direct evidence of running anything in-game.
Only in the editor
There is no way in hell that sort of exploit **should **make it through QA
This is the sort of thing you catch while you are developing the feature
I've seen worse
if this IS a security vulnerability (which I highly doubt) someone deserves to be fired
ive seen uafs in 7 year old open source university wide projects in plain sight
all good
My problem with enforce script is that you can't access the millions of tools and programms written in open programming languages.
Let's say you want a http client to send stats to your webserver. If they have not implemented it you will have to write an ugly curl wrapper.
You'd never be allowed to use external libraries anyways that's an enormous security vulnerability
but yeah my guess is that its not impossible that it could make it throguh qa, this is an alphai n the first place
but most likely no
honestly I think the semantics are close enough that you could do mechanical translation from C# (as long as the library isn't mega templated/full of LINQ)
The reason why I say this is very likely just hot air is because that enscript is a propreitary SCRIPTING language built for their engine which means every interaction needed to be specifically written
For server side code?
Anyone know if it's possible to extract base game textures and such yet?
I want to edit things. ):
basically any enscript code needs to go through the engine, it does NOT get arbitrarily called because that would be moronic. So if for some reason you were able to write files to arbitrary directories a developer would have needed to explicitly implement that functionality
But how can the server then communicate with outside services?
Yeah, because to call libraries you'd basically need to be able to execute arbitrary code
I believe there is HTTP requests I think?
Yes
Called RestContext
Works with RestCallback
but not yet figured out how to create my own scripts

I'm still not sure what you mean exactly with security problems.
Lets say Enfusion would support c++ what would be the problem including a 3p library?
I could literally copy the code and paste it into the mod.
that C++ code would not be sandboxed and would have full access to your system, that's the issue
then you could easily send code that calls the classic windows API function "BreakEverythingA"
lolwut
couldn't think of a destructive enough function off the top of my head lol
although I'm sure somebody at microsoft has typed that at least once
in the game engine I work on in my spare time off work, we literally have a class called public static A {}
Someone forgot to remove a testcase before submiting lol
pretty dumb question, i've been tyring to mess with some prefabs but I can't rotate or move them at all
But what is the difference to code that I write?
Why shouldn't be my code executed in the sandbox but the included lib not?
am I missing something?
Yes your code is safe, but the code you download might not be
A third party lib is not- exactly
C++ compiles down to native machine code, and you can't easily sandbox machine code without a full on VM
also C++ is not what i'd call a scripting language ๐
there are way too many ways to do dumb shit
libarys or extension should also exist only for the serverside as it is in arma currently already
is c# one ๐คจ
Not talking about already compiled code.
or enscript
Thatโs funny because I actually saw, on the bohemia forums a C++ bridge for arma 3
We were talking about an imaginary world where enfusion would use c++ instead of enforce script
Not sure if it was ever brought to completion
ah right my bad for not huffing the same stuff as you lol
Intercept, and yeah it works however it uses arma 3's dll system and requires whitelisting by battleeye
And thus security issues ensue. Makes sense
This is a terrible idea, on many levels
- C++ is ass for usability
2)C++ can be used to do really really naughty shit very easily
mainly because c++ is terrible
It's not terrible, but it is terrible for scripting
its a mess
If you break your fingers with a hammer, is the hammer terrible?
Scripting needs to be high level and fast/easy to iterate.
C++ is not that
rust on the oither hand is not a mess ๐
Rust is amazing
there is no reason to use c++ over rust other than compatibility
which is a pretty big reason but yeah
I know we dont have any documentation yet, but I have tried to figure out how to use inheritance with workbench but cannot figure it out. Like I have my own custom Binocular model, and I want to inherit the B22 bino class for all the configs. Just like I would do in A3, is this Even possible?
oh yeah also that rust naming conventions are unix naming conventions and theyre ugly
eh agree to disagree
c++ still has it's uses for low level performance
and it uses spaces instead of tabs for identation
low level performance for what use case?
realtime applications such as games
@haughty vapor you are listing all the things i hate most in life
It was not about c++ I just named it an example. I think unreal is using it.
I was talking about the advantages of an already existing languages over a new proprietary one, having access to already existing code instead of programming all kind of stuff from scratch.
Like I don't know database connectors, array/math libs, json/xml/yaml support and what not.
wdym i love naming my functions create_thread_ex
the problem I've ran into with inheritance/overriding/duplicating (/anything) is that "items" actually exist as prefabs which reference the original asset fully qualified with an ID and everything, so to actually swap out an asset you need to mod the prefab and and scripts which use the old ID
although it is very likely I was doing something wrong
What do you mean barely work? Drag and drop an FBX, adjust your shaders and it's ready (well, you need to make it functional too, but that's something else than importing a model). Maybe if you expanded on your issue we could take a look at it and see if we can help you, that way we all learn.
I imported two vehicle models without any struggle.
how does rust compare with c++ performance wise?
๐คฆโโ๏ธ
it sometimes is faster - sometimes slower
@vague hamlet Just an FYI but enfusionโs engine code is written with C++ - a scripting language like enforce serves a different purpose in that environment than the lang used to build the engine
and i can understand why its slower
I'm totally aware of that.
Im sorry but isnt adding New content supposed to be easier with this? This does not sound easy. Why would I have to touch scripting for a simple item? So far A3 modding is easier, to me atleast.
Then I may have misunderstood the tradeoffs you were asking about.
I'm just telling you a workaround, I don't represent BI or anything, and I even admitted that I'm probably wrong
if you want something to work, try all that. Otherwise assume I'm wrong and move on
I will wait around for the docs
Yeah but unreal engine is a game engine not a platform. It's designed for devs to implement games in, it literally has 0 security checks by design, writing c++ code for unreal engine literally has the keys to the kingdom. Let's say that BI chose c# instead of enscript. For one, it would HAVE to be sandboxed which means limiting what it's allowed to access. This means that unless you embed the library in your project you won't be able to use it and even if you embed it, it's possible that the library might use functions that are blacklisted in the sandbox.
If you have a scripting language that is unsandboxed congratulations you've just created a remote code execution that allows people to run any code they want on your system
And even worse than all that, Jezithyr, I donโt think I have another .NET download in me
Might just have to walk away from the keyboard if I saw that screen!
but .NET 6 has cool new features!!!! like... probably some F# changes
I unironically work on an engine that uses .Net 6, it's not terrible
for a second there I thought they reached 7 without me realizing lol
Nullables are a bit of a pain in the ass tho
they're basically options from rust but more shit
i've got nothing against .NET, I just need something to beat on
"We got rid of null!" Just kiding! We just wraped it with a struct!
I think they should implement ruby scripting instead of enforce
Got it. But what is the advantage of sandboxed enforce script over sandboxed C#, java, Python, Lua, Typescript?
why stop with ruby? let's get TCL going
๐
that's a matter of opinion really
Is there Reforger Natives documentation?

